tradin'.
Aug 12, 2011 14:48:49 GMT -8
Post by addy-hime ♥ on Aug 12, 2011 14:48:49 GMT -8
Previously, I had this jutsu..Kakucho Sokudo ( 5 posts. )
Rank: C, C, C, C, C (250 EXP)
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Special: At the basic level, this technique allows the user to increase their speed for one post. Every time retrained that limit goes up by one.
Description: Two handseals are performed by the shinobi, who concentrates their chakra and releases it into the air around them. This allows them to run swiftly by decreasing air resistance, and even sprint across or run up vertical surfaces by generating a wind current behind themselves to propel them forward. Kakucho Sokudo doubles the user's speed, making them hard to follow with an untrained eye. They are, however, much slower than the average Shunshin. The advantage here is the ability to maneuver mid-run instead of having to continue in a linear path.
Domain: Sunagakure no Sato. Fuuton.
However, it was just revamped into an A-rank instead of a C-rank, so now I'll be exchanging my EXP, as seen below. 8(Kaze no Chakram (Wind Chakram)
Rank: A (150 exp)
Type: Offensive / Fuuton Ninjutsu
Range: Self
Chakra: High
Special: When thrown, the Chakram is able to be called back to the user from a distance of 20 meters. Each time retrained, 5 meters are added. Requires a low amount of chakra per turn for upkeep.
Description: By performing a set of handseals, the user is able to condense their Fuuton chakra into a visible, green ring about 35 mm in diameter, with a curved handle inside. The outer edge is sharp enough to slice through barriers at A-rank or below, and can have devastating effects on flesh. The Chakram is mainly used as a long-distance weapon, but is also suited for close combat, capable of slashing, parrying, and even disarming an opponent.
Domain: Fuuton.
Kushu (Air Strike)
Rank: B, B (100 exp)
Type: Offensive / Fuuton Nintaijutsu
Range: 0 - 5 meters
Chakra: High
Special: The strike would be at its most powerful if the user were to hit the target directly; the further away they are, the less effective. Each time retrained, an extra B-rank worth of damage is added on.
Description: To perform Kushu, the user runs through a series of seals and then focuses their chakra on a fist. This is generally the dominant hand for top power. A green aura takes shape, and is quickly replaced by a spherical casing of highly condensed wind. The user simply needs to throw a punch at a target and the wind will continue to travel, lengthening the range of the punch itself. Contact with this high density wind will cause cuts from a distance, but a close-range or contact punch has the ability to cause major internal damage in the afflicted area.
Domain: Fuuton.