The Useless Crow [Revamp]
Mar 18, 2012 14:42:42 GMT -8
Post by enzan on Mar 18, 2012 14:42:42 GMT -8
[atrb=border,0,true][atrb=CellPadding,4,true][atrb=CellSpacing,0,true][atrb=valign,top][atrb=style,width: 450px; height: 500px; font-family: Book Antiqua; color: Black; background-color: E3E3E3; background-image: url("i.imgur.com/YSOSI.png"); border-top: 7px solid #131313; border-left: 7px solid #131313; border-right: 7px solid #131313;] [style=width:287px; height: 20px; border-radius: 10px; background-color: F6F6F6; font-family: arial; color: #B6BABB; font-size: 16px; font-wieght: bold; text-transform: uppercase; text-align: center;]behind the face of the warrior[/style] NAME | Leonus Akegarasu [style=width:459px; height: 20px; border-radius: 10px; background-color: F6F6F6; font-family: arial; color: #B6BABB; font-size: 16px; font-wieght: bold; text-transform: uppercase; text-align: center;]we all wear masks, i can see you have one as well[/style] APPEARANCE | Face: Agito has and ovular face, which is also feminine in nature. His eyebrows are thin in nature yet not to the point they are non - existant. His iris' are colored blood vermillion with a purplish and pink tint around them. He wears constant red eyeshadow around them because he sometimes gives into the female person others label him with but not to the point he acts like one. His nose is small nothing noticeable for a male at all but a bit bigger then the average females. His lips are plush and accent his skin tone delightfully by being soft. [style=width:380px; height: 20px; border-radius: 10px; background-color: F6F6F6; font-family: arial; color: #B6BABB; font-size: 16px; font-wieght: bold; text-transform: uppercase; text-align: center;]i will make use of these weapons of war[/style]
|
Rank: C [x10]
Type: Supplementary / Secret Technique
Range: See special!
Chakra: Mid
Crows: 100
Special: Crows can exist as far as the eye can see, or until the user leaves the thread, and take no additional chakra for upkeep. Up to 10 are summoned initially, with 10 more each time this jutsu is re-learned for a maximum of 100 crows. Crows move almost as fast as kunai, and maintain a mental chakra connection to the user for the sake of communication.
Description: The base behind the Akegarasu is their control and use of crows in battle, displayed well with this technique. After forming a few simple seals, the crow king will call upon a murder of crows to fly around and envelop the target, causing confusion with their dark forms and quick movement. From here, either a comrade or the user can move within the flock wearing dark clothes and wielding a dark weapon almost undetected. With the target distracted by the crows, the ninja can strike more efficiently. Finally, the mass of crows can obscure any retreating ninja, as the crows are massive in numbers and composed of the user's chakra. When no longer needed, the murder of crows will simply puff away in smoke.
Domain: Akegarasu.
Karasu Tengu no Jutsu (Crow Vision Technique)25
Rank: D
Type: Supplementary / Secret Technique
Range: See special.
Chakra: Low
Special: Bird seal must be held and eyes must be closed at all times in order for the vision to remain uninterrupted.
Description: Intended for surveillance in any form of situation, the crow king will perform a single handseal - bird - and call upon the mental connection of any available crows. Once the user's eyes are closed, they will be granted a clear, concise moving image of whatever it is that select crow is watching. Although not ideal for direct, confrontational conflict, a hidden enemy can use this to aid an attacking mate, or even if the user requires some form of tracking.
Domain: Akegarasu. Must know 'Sanzengarasu no Jutsu'.
Karasu Bunshin no Jutsu (Crow Clone Technique)50
Rank: C
Type: Supplementary / Secret Technique
Range: See special!
Chakra: Mid
Special: Each clone requires 10 crows for creation. Clones, like the crows, can exist as far as the eye can see, or until the user leaves the thread, and take no additional chakra for upkeep. Clones move at crow speed, and can perform any Akegarasu jutsu the user knows. Clones disperse and reform after being defeated but require a Mid amount of chakra (regardless of Mastery) from the user to account for the reformation.
Description: Once a murder of crows has been summoned in the hands of an experienced Akegarasu, a variety of sub-creations can be made to make the user deadly in battle. In this case with a sufficient amount of crows, the user forms a single seal - bird! - and calls them together in order to form of themselves. Unlike regular bunshin, the crow clone has substance, can move at the same speed as an individual crow, and best of all, scatters when struck for re-use. Although the clone is not spawned with the user's inventory, they will attain whatever non-special main weaponry the user has at the time, if any. When struck by concentrated blows from bladed/blunt weaponry or even a bare fist, crows disperse and revert back to crow form instantly for further use. However, widespread, area-of-effect attacks such as elemental ninjutsu (katon, raiton, etc.) defeat the crows instantly.
Domain: Akegarasu. Must know 'Sanzengarasu no Jutsu'.
Karasu Shunshin no Jutsu (Flickering Crow Technique)100
Rank: B
Type: Supplementary / Secret Technique
Range: 0 - 10 meters
Chakra: See Shunshin
Special: Like Shunshin, the user cannot move more than 10 meters at a time. However, they may move at smaller intervals as well. Each use consumes a single 'Shunshin'.
Description: Upon the calling of a murder of crows, the user will call upon his link within the crows, becoming one with their fabled birds temporarily while they travel through the murder effortlessly. As the name indicates, the user travels at Shunshin speed, as long as there is a crow available to hop to. Useful for evading enemies, or setting up a devastating combination attack.
Domain: Akegarasu. Must know 'Sanzengarasu no Jutsu'.
Yamiyo Karasu no Jutsu (Giant Crow Technique)150
Rank: A
Type: Supplementary / Secret Technique
Range: See special!
Chakra: High
Special: Giant crow requires 50 crows for creation, stands tall at 10 meters, and measures 10 more meters from its tail to its beak, with a 20 meter wingspan. In order to give the giant crow instructions, the 'Bird' seal must be held. Once riding the crow itself moves at speeds roughly a bit faster than a well thrown kunai. Can sustain attacks 'A' rank and below. While it cannot use ninjutsu or genjutsu, the giant crow excels at taijutsu.
Description: A more advanced Akegarasu secret technique, the clan member expresses their dominion over the sacred crow by calling their murder together, and forcing them all to converge at once. The result is the evolution of a species, with one giant crow as a living testament of the technique's success. Despite its size, the crow has not lost its speed, and instead is a bit more durable, granting its master an aerial edge unlike any other.
Domain: Akegarasu. Must know 'Sanzengarasu no Jutsu'.[/right][/justify]
Kurafutikarasu! (Crafty Crows!)50
Rank: C
Type: Supplementary / Secret Technique
Range: See Special!
Chakra: Mid
Special: Crows can operate as far as the eye can see, following the same restrictions as the 'Sanzengarasu no Jutsu'. Each crow used can only carry one projectile at a time. When first learned, user can only control 10 projectile-carrying crows at a time, plus 10 more each time retrained- for a grand limit of 50.
Description: A cunning technique utilized by those that have connected with their crows at a deeper level, the Akegarasu will toss up to a total of ten small projectiles into the air. These projectiles can range from kunai to explosive tags. Once these items are airborne, the crows will snatch them from the air with either their beaks or talons. It is then that they are controlled via the mental connection they have with their master, to unleash potentially deadly aerial assaults with the projectiles provided. This can range from dropping kunai on unsuspecting enemies, to scattering explosive tags upon a desired location for further detonation. Crafty crows indeed!
Domain: Akegarasu. Must know 'Sanzengarasu no Jutsu'.
Amējingu utau karasu (The Amazing Singing Crows)50
Rank: C
Type: Supplementary / Secret Technique
Range: See Special!
Chakra: Mid
Special: Range of sound covers a diameter of 10 meters with 10 crows, plus an additional 10 meters with 10 more. Cawing remains active until the user chooses to discontinue it, or until the crows have been killed.
Description: Activated with a single call, the Akegarasu will inspire their summoned crows to caw in unison for an extended period of time, masking all inferior noise under their potentially infuriating racket. It is typically used when the user needs to move around without being heard, using the caws of their murder to mask their presence as far as basic auditory senses go.
Domain: Akegarasu. Must know 'Sanzengarasu no Jutsu'.
Bochi no ōmen (Graveyard's Omen)50
Rank: C
Type: Supplementary / Secret Technique
Range: See Special!
Chakra: Mid
Special: Crows are trained to detect fresh corpses relative to the user's mission, and can do so quite quickly. Crows can operate as far as the eye can see.
Description: Lore has tended to look down upon crows as bringers of death, omens of bad luck and messengers of ill intent. In reality, they are but scavengers of the dead- who in turn can be utilized as reliable trackers in the ninja world. With this technique, the user's summoned crows will henceforth gain the ability to track down and lead their master to dead bodies within range. Whether these bodies are underground, hidden in brush, or burned to ashes, the crows in question will use all of their senses- including their sixth- to locate the deceased corpse. They've been known to perch ominously on branches, gravestones, or any other stationary object near the carcass before cawing out to their master- part of the reason it is called, "Graveyard's Omen".
Domain: Akegarasu.
Nagai Kyori no Kurou (Long Distance Crow)100
Rank: B
Type: Supplementary / Secret Technique
Range: Self
Chakra: High
Special: When first learned, a single Long Distance Crow can be produced. Each time re-learned, one additional crow can be made. When a crow is destroyed or chooses to disappear, whatever remaining chakra within their bodies, as well as their knowledge, returns to the user. Crows transmit everything they hear or see directly to the user through their mental connection, and the user can utilize the crow as an output for their vocal transmissions and other actions as well. This can be done by using applicable techniques in conjunction with the long distance perk.
Description: After years of invaluable war experience, the Akegarasu clan had finally managed to perfect a means of instant communication via their mental connection with crows. The result became the Long Distance Crow technique, a ninjutsu that allows the user to form a crow out of highly refined chakra, powerful enough to maintain a connection with its creator from extremely long distances, even managing to stay existent when several countries away from its creator. With it, the crow can travel to places the user is currently too preoccupied or unwilling to go to, serving as a means of visual and auditory feed and transmission.
Domain: Akegarasu.[/size][/spoiler][/spoiler]
RAITON 1,100
Raiton, or 'Lightning Element', takes the form of electrical and lightning based attacks. An affinity based on electricity created by oneself, it grants the user the power to alter various elements of nature carrying some sort of electrical charge. Raiton jutsu usually involve shocking, blinding, paralysis, and other quick strikes and ailments. When used in conjunction with metal based weapons, the power becomes amplified. While not a useful release for defensive purpose, its offensive prowess is what makes it a deadly and effective. Finally, lightning is most effective for middle to long-range attacks.
Karai Shin (Lightning Wrath's Reach)325
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Raiton (Thunder) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the thunder, the distance at which one can control it, and finally, the speed at which the user can displace it.
D: 10 meter range / 3 meter per second
C: 20 ms / 6 mps
B: 30 ms / 9 mps
A: 40 ms / 12 mps
S: 50 ms / 15 mps
Description: Though powerful, Raiton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with thunder and its control grows, so does the range at which they can become deadly with it.
Domain: Raiton.
Raigeki no Yoroi (Lightning Strike Armor)200
Rank: B + B
Type: Supplementary / Raiton Ninjutsu
Range: Self
Handseals: Yes
Chakra: High [initial + upkeep]
Special: Delivers intense shocks to whatever comes in contact with it. While protected by the lightning armor, the user is free to move and act as they wish, but no other handseals can be made until the lightning is either cancelled or destroyed. Armor glows a fain, transparent glow. Each time retrained, extra 'B' ranked shocking damage is added onto the shield. However, after every third retraining, the consumption will go up by one.
Description: A defensive technique, the Yoroi technique is as its name implies – a set of lightning based armor, which shocks anything that comes in contact with it. After a series of handseals, lightning from the sky showers upon the user, coating them in a bright blue coating. As they glow, all forms of conductors will make victim’s more susceptible to damage, and any taijutsu upon the armor will leave the user’s appendages feeling paralyzed. Excellent when outnumbered, or simply facing an opponent that favors taijutsu.
Domain: Raiton. Karai Shin 'B'.
Raiton Bunshin no Jutsu (Shocking Clone Technique)100
Rank: C | C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being elementally based, this clone can use any c-ranked or lower raiton techniques the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: With this technique, the Raiton user is able to call upon aid from a perfect copy of themselves. Comprised purely of lightning, this clone retains the user movement speed and strength. While easily capable of being use for offensive means, the raiton bunshin also makes for an equally solid defense due to its ability to harness raiton-based techniques.
Domain: Raiton. Karai Shin 'C'.
Eshaku Raikou (Lightning Bow)100
Rank: C | C
Type: Offensive / Raiton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Range and speed of arrows is determined by the user's highest 'Karai Shin' range. Up to one arrow can be made and shot each time, plus one more each time retrained. However, for every 4 arrows the user is able to fire off, their chakra consumption will automatically go up by one.
Description: After performing the needed handseals, the user will wave both arms through the air, leaving raiton chakra behind in the shape of bow and arrow. The lightning arrow can then be shot at an opponent and stun them from afar. By taking extra time to focus their energy, the arrow can be re-shaped for distance, rather than power.
Domain: Raiton. Karai Shin.
Matoudai Zeusu (Strike of Zeus)50
Rank: C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid
Special: Distance bolt can travel and speed at which it is propelled depends on the user's highest 'Karai Shin'. The bolt is about as long as a regular katana, and glows an intense deep blue. Each time retrained, the user can stack extra 'C' ranked shocking damage. However, after every fourth retraining, the consumption will go up by one.
Description: Named after the fabled imaginary leader of the sky and thunder, this technique allows the user to feel like Zeus himself as they summon a tight bolt of electricity in their hand, similar to a javelin, so that they could throw it with appeasing accuracy. The bolt will move through the sky faster than most projectiles, and carries deadly accuracy in the right hands. Upon making contact with the target, it immediately bursts into a vertical cylinder storm that surrounds the victim and delivers a plethora of constant shock damage.
Domain: Raiton. Karai Shin 'C'.
Bougaihouso no Jutsu (Wave Jammer Technique)25
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Very Low - Very High
Special: Amount of turns jamming remains depends on the user's amount of 'Kanden' training. Distance of jam depends on the user's 'Karai Shin' range. Highest rank known determines wave amplitude, as well as the level (rank) of electronic objects that can be affected.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: A mostly supplementary technique, this allows the user to create an invisible sphere all around that will serve to jam and interfere with any radio signals attempting to pass through. Effectively, a target’s communicator can be knocked off, stopping them from calling for back-up as long as you’re around.
Domain: Raiton. Karai Shin. Kanden (Gadget Overload).
Purazuma Booru (Plasma Ball Technique)75
Rank: D,C, B, A, S
Type: Defensive / Raiton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Highest rank learned determines strength of lightning sphere.Though no handseals have to be held once the sphere is complete, no other jutsu may be cast while plasma is active. Can be held as long as the user's chakra reserves allow it. Highest rank known determines strength of sphere. Area of sphere is determine by the user's highest 'Karai Shin' range, halved.
Description: A highly strategic raiton jutsu, the Plasma Ball allows the user to create a thick sphere of Raiton around their body, able to shock anyone that comes in contact with it immediately.
Domain: Raiton. Karai Shin.
Mekurumeku (Blinding Flash)75
Rank: D, C, B, A, S
Type: Raiton Ninjutsu
Range: 0 - 50 meters
Handseals: Yes.
Chakra: Very Low - Very High
Special: Distance of flash depends on the user's 'Karai Shin' range. Highest rank known determines light amplitude. Any person(s) effected are blinded for one turn.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: A basic yet effective Raiton technique, the user focuses a bit of chakra all over their body, letting the lightning gather and then quickly exploding, effectively providing a blinding light that leaves all within the range blind. Useful for disorientation and quick get-aways.
Domain: Raiton. Karai Shin.
Hiraishin Kiru (Human Lightning Rod)75
Rank: D,C, B, A, S
Type: Raiton Ninjutsu
Range: Touch
Handseals: Yes
Chakra: Very Low - Very High
Special: Once the victim is struck by lightning, the user is required to re-apply the effects. If the victim is not struck by lightning before they leave the given battle thread, the effects are neutralized and the jutsu must be reapplied. Highest rank determines the strength of the charge placed on the victim, and thus, the strength of lightning that can strike them.
Description: As the name implies, this simple technique allows the user to alter their internal electric charge temporarily, so that all Raiton chakra subsequently made by the user (as well as natural lightning!) is more susceptible to strike the victim, as well as damage them higher than normal. This alteration usually occurs during some form of contact, where the user’s charged appendage can simple tough, strike or graze the victim and quickly place the effects on them.
Domain: Raiton. Karai Shin.
Danpen Inazuma (Shooting Thunder)75
Rank: D,C, B, A, S
Type: Raiton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Very Low - Very High
Special: Highest rank known determines range of bolt, as well as the level (rank) and speed at which it is shot out.
D: 1/5th (20%) Karai Shin range + speed
C: 2/5th's (40%) KS range
B: 3/5th's (60%) KS range
A: 4/5th's (80%) KS range
S: Full KS range
Description: Meant more as a reactionary technique than a main avenue of offense, this jutsu allows the user to essentially shoot out small lightning bolts from a free hand to anyone within a small range. This requires no seals to conjure, and can be shot out from one’s appendage during the most heated of combat. The damage is light and the bolts shoot off in a relatively straight line, at rapid speeds.
Domain: Raiton. Karai Shin.
Fukusū No Jūjutsu 450EXP
Shunshin no Jutsu (Body Flicker Technique)100
Rank: D [x4]
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Handseals: No.
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to.
Domain: Shunshin - Universal Ninjutsu.
______________________________________________
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
______________________________________________
Genjutsu Kai! (Release)75
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Handseals: Yes.
Chakra: See special!
Special: User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Description: Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Domain: Universal Ninjutsu.
______________________________________________
Shousen no Jutsu (Mystical Hand Technique)75
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: Yes.
Chakra: Low - Very High
Special: Heals and counters damage equal to highest rank known.
Description: Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands. If the ninja is highly skilled, they are able to heal more critical injuries. Highly skilled medical-nin can use their techniques to perform surgeries that otherwise would not be possible.
Domain: Medics
Naite no Jutsu (Dead Hands Technique)25
Rank: D, C, B, A, S
Type: Offensive / Medical Ninjutsu
Range: Self
Handseals: Yes.
Chakra: Low - Very High
Special: Performs the opposite of Shosen no Jutsu, instantly breaking down cellular structures upon impact, allowing the Medic to do both miraculous and deadly things. Drains an amount of chakra equal to the technique's rank per turn while active.
Description: Although most Medical Shinobi utilize this technique for combat, Naite no Jutsu may also be used to help the user combat things like cancerous growths by simply killing the cancer's cells. While active, the user is capable of causing massive cellular destruction of an area of one inch per second per rank of the technique.
Domain: Medical. Shosen of the same rank.
In'yu Shōmetsu (Yin Healing Wound Destruction)25
Rank: D, C, B, A, S
Type: Defensive / Medical Ninjutsu
Range: Self
Handseals: No.
Chakra: Low - Massive
Special: By anticipating damage, the user is capable of filling an area with healing chakra before taking a hit. Therefore, when the strike does occur, healing is already occurring before damage is taken. This allows for almost instant-healing of wounds. The larger and more complex the wound is, however, the more chakra is needed to heal it. User employs highest 'Shosen' rank in order to heal.
Description: Filling an area with Shosen-style chakra before taking damage, the user is capable of anticipating an assault and thus begin the healing process for a wound before actually receiving it. When the wound finally does occur, the advanced healing process rapidly regenerates the flesh of the wounded area, healing it before the eyes of the user and the opponent.
Domain: Medical. Shosen of the same rank.
______________________________________________
Kuchiyose no Jutsu (Summoning Technique)50
Rank: C
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: Yes.
Chakra: Mid
Special: Requires the appropriate Path in order to complete the summoning - look below! Keep in mind chakra costs will always combine between Kuchiyose as base and whatever specialty as an add-on.
Description: A powerful jutsu intended to call forth aid when in dire need, Kuchiyose allows a ninja to summon a a variety of entities and items meant to assist them in a dire situation. From people, animals and even special Animal Familiars, to inanimate objects such as weapons and items, these creations come forth out of thin air near-instantly after the seals are done and into the battlefield. Keep in mind each summoning in question requires a previous contract to be filled out. Finally, signing this contract also allows said summoning to be able to reverse summon the human ninja to their own location.
Domain: Kuchiyose - Universal Ninjutsu.
Kuchiyose - Kishin Kami (Summoning Path - Animal Familiars)75
Rank: D, C, B, A, S
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: --
Chakra: Very Low - Very High
Special: Can only summon Animal Families that have agreed to being summoned by the PC via a written contract. See Summoning for more info!. One family contract per PC.
Description: This version of Kuchiyose allows the summoner to effectively call upon the famed Animal Familiars that can truly change the tide of battle for the user!
Domain: Kuchiyose no Jutsu.
______________________________________________
Kagura Shingan (Kagura Mind's Eye)25
Rank: D, C, B, A, S
Type: Supplementary / Sensory Ninjutsu
Range: 0 - 50 meters
Handseals: Yes [1]
Chakra: Very Low - Very High
Special: Determines the range at which they can detect chakra, whether it comes from person, animal or even object, By closing their eyes and forming a simple seal, the world of chakra around the user becomes unveiled. Upon learing the 'S' ranked version, the user will no longer have to close their eyes nor form handseals to activate. Highest rank known also determines detection time, as well as the amount of chakra-related masteries needed in order for that level of Kagura to be reached. Keep in mind chakra masteries do not need to be from the same group; as long as it has chakra, any form of ninjutsu mastery (from releases to clan jutsu) will do.
D: Full Turn detection delay // 1 Mastery
C: 3/4 th of a Turn // 2 Masteries
B: Half a Turn // 3 Masteries
A: 1/4 th of a Turn // 4 Masteries
S: Near-Instant! // 5 Masteries
Description: Kagura Shingan is an advanced Sensory Ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After a series of handseals, the sensor closes their eyes and uses their inate ability to detect chakra in order to determine the location of their opponent by the faintest of chakra trails, as well as discerning the size of an approaching unseen force, and even their chakra capacity.
Domain: Sensors.
Senshi 1 Mirrioun! (Million Man Stab)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: High
Special: Delivers up to 2 stabs per use, plus 1 more each time retrained. Attacks are delivered at blinding speed, and regardless of amount, take up only a single technique/action.
Description: By unconsciously feeding their chakra into any bladed weapon, the user will rush forward, unleashing their weapon in a stabbing motion with the tip to their target. The chakra unleashes in order to increases appendage speed, and with much training, the user can find themselves delivering many strikes in a single instance.
Domain: Universal Taijutsu.
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: High
Special: Delivers up to 2 stabs per use, plus 1 more each time retrained. Attacks are delivered at blinding speed, and regardless of amount, take up only a single technique/action.
Description: By unconsciously feeding their chakra into any bladed weapon, the user will rush forward, unleashing their weapon in a stabbing motion with the tip to their target. The chakra unleashes in order to increases appendage speed, and with much training, the user can find themselves delivering many strikes in a single instance.
Domain: Universal Taijutsu.
Battojutsu (Art of the Drawing Sword)25
Rank: D, C, B, A, S
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Mae Zuki (Front Thrust)25
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and thrusts a frontal attacker and then quickly sheathes his blade. As he invests more time and practice into the art of offensive sheathing, his overall offensive rating shall increase, although at the cost of greater stamina.
Domain: Kenjutsu. Battojutsu 'D'.
Ushiro Zuki (Rear Thrust)25
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a kneeling position, the practitioner quickly turns and draws to thrust the rear as a simple attack then sheathes. As long as the user is aware of the target behind them, a quick unexpected offensive strike like this usually yields success.
Domain: Kenjutsu. Battojutsu 'D'.
Kesagiri (Diagonal Cut)25
Rank: D
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Low
Special: Each time retrained, 'D' ranked damage is stacked.
Description: Commencing from a standing position, the practitioner draws and strikes an approaching attacker then sheathes. As they invest more time and practice into the art of offensive sheathing, their overall offensive rating shall increase.
Domain: Kenjutsu. Battojutsu 'D'.
Nibaigiri (Double Cut)50
Rank: C
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws, making a rising strike on the draw and a dropping strike as he sheathes. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battojutsu 'C'.
Nadegiri (Killing Several in One Sweep)75
Rank: D, C, B, A, S.
Type: Offensive / Taijutsu / Kenjutsu
Range: Self.
Stamina: Low - Massive.
Special: See description!
Description: Commencing from a standing position, the practitioner draws and strikes an attacker then sheathes. Nadegiri is a technique developed by Kenjutsu masters, who prefers to ending battles in one quick and powerful strike. Nadegiri doesn't have a set position for the strike, the attack can be coming from any direction, but, it requires two hands upon the handle to drive all the power and force behind it for it to be a finishing blow. Like it was created to be.
Domain: Kenjutsu. Battojutsu 'D - S'.
Kugutsu 250EXP
Kugutsu no Jutsu (Puppetry Technique)175
Rank: D, C, B, A, S
Type: Supplementary / Specialized Ninjutsu
Range: See special!
Handseals: No.
Chakra: Mid
Special: Highest rank known determines grade, type and quality of puppet that can be controlled. When finger puppet control is down to 2, one more 'S' ranked training allows the puppeteer to master his craft and control any puppet with merely a single finger.
D: 10 meters // 10 fingers per puppet
C: 20 meters // 8 fingers per puppet
B: 30 meters // 6 fingers per puppet
A: 40 meters // 4 fingers per puppet
S: 50 meters // 2 fingers per puppet
Description: Kugutsu no Jutsu is a fundamental ninjutsu technique behind all forms of puppetry, and the perfered method of execution for shinobi that have discovered its use in battle. By emitting threads of chakra that allow perfect control between the user and their creation, it allows a ninja to use a puppet to attack from afar. The puppet itself can be loaded with many weapons and tools, allowing the puppet master to remain hidden while the puppet moves and attacks the target.
Domain: Puppetry.
Chakura Shiizusen (Chakra Thread Strength)75
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Specialized Ninjutsu
Range: See special!
Handseals: No.
Chakra: Mid
Special: Gives chakra threads defensive properties equal to the highest rank known, making them uncuttable by anything below. Can be destroyed only by chakra.
Description: Through intense training, the puppet master can harden their chakra string creations so that they are not so easily severed. With additional chakra added to the strings, they grow thicker and stronger, thus gaining a wiry feel to them.
Domain: Puppetry. (Requires Kugutsu no Jutsu)
[/size][/spoiler]Kugutsu no Jutsu (Puppetry Technique)175
Rank: D, C, B, A, S
Type: Supplementary / Specialized Ninjutsu
Range: See special!
Handseals: No.
Chakra: Mid
Special: Highest rank known determines grade, type and quality of puppet that can be controlled. When finger puppet control is down to 2, one more 'S' ranked training allows the puppeteer to master his craft and control any puppet with merely a single finger.
D: 10 meters // 10 fingers per puppet
C: 20 meters // 8 fingers per puppet
B: 30 meters // 6 fingers per puppet
A: 40 meters // 4 fingers per puppet
S: 50 meters // 2 fingers per puppet
Description: Kugutsu no Jutsu is a fundamental ninjutsu technique behind all forms of puppetry, and the perfered method of execution for shinobi that have discovered its use in battle. By emitting threads of chakra that allow perfect control between the user and their creation, it allows a ninja to use a puppet to attack from afar. The puppet itself can be loaded with many weapons and tools, allowing the puppet master to remain hidden while the puppet moves and attacks the target.
Domain: Puppetry.
Chakura Shiizusen (Chakra Thread Strength)75
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Specialized Ninjutsu
Range: See special!
Handseals: No.
Chakra: Mid
Special: Gives chakra threads defensive properties equal to the highest rank known, making them uncuttable by anything below. Can be destroyed only by chakra.
Description: Through intense training, the puppet master can harden their chakra string creations so that they are not so easily severed. With additional chakra added to the strings, they grow thicker and stronger, thus gaining a wiry feel to them.
Domain: Puppetry. (Requires Kugutsu no Jutsu)
Akegarasu: Chakra ReductionI
Raiton: "X" CastingI
WEAPONS |
armaments --
O Primary
Takagamahara ( Heavenly Gate )
Rank: B
Type: Primary / Melee
Description: Takagamahara is a specially made Katana by the craftsman Sen, The katana is distinctive in appearance: a curved, slender, single edged blade Two and a Half feet in length, with a diamond shaped hilt, and a long pink clothed grip to accommodate two hands. Yet, used in some instances with one hand by it's master Agito. As such, it has become renowned for its sharpness and cutting ability.
Cost: 10,000 Ryo
Rank: B
Type: Primary / Melee
Description: Takagamahara is a specially made Katana by the craftsman Sen, The katana is distinctive in appearance: a curved, slender, single edged blade Two and a Half feet in length, with a diamond shaped hilt, and a long pink clothed grip to accommodate two hands. Yet, used in some instances with one hand by it's master Agito. As such, it has become renowned for its sharpness and cutting ability.
Cost: 10,000 Ryo
O Secondary
Ninja Wire Strings
Rank: D
Type: Secondary / Ranged
Special: 20 ft. of wire
Description: Wire Strings can be used for rappelling, manipulating weapons, or to tie down and restrict the movement of an opponent, sometimes even being able to slice through items when generating enough force to do so. They are a useful tool for a shinobi.
Cost: 200
Kunai (Throwing Knife)
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 Kunai
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Cost: 100
Shuriken (Ninja Star)
Rank: D
Type: Secondary / Ranged
Special: 5 Shuriken
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories.
Cost: 100
Senbon (Throwing Needles)
Rank: D
Type: Secondary / Ranged
Special: 10 Senbon
Description: Senbon were first used by doctors in acupuncture, but due to its reported widespread effectiveness, it was quickly adopted by ninja in order to hit points on the body that can induce paralysis, loss of consciousness, or even death.
Cost: 200
O Items
Blank Scrolls
Rank: D, C, B, A, S
Type: Accessory / Self
Special: -
Description: Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a satchel. This will save space and not sacrifice a much needed piece of equipment which may be required later. In the end, the scroll is useful because it allows the ninja to summon creatures, people and items to their aid. There are also larger scrolls that ninja keep on their back, these are notably A and S-ranked.
Cost: 1000
Rank: D, C, B, A, S
Type: Accessory / Self
Special: -
Description: Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a satchel. This will save space and not sacrifice a much needed piece of equipment which may be required later. In the end, the scroll is useful because it allows the ninja to summon creatures, people and items to their aid. There are also larger scrolls that ninja keep on their back, these are notably A and S-ranked.
Cost: 1000
O Armor
Battle Gear
Rank: B
Type: Torso & Shoulders
Limit: Taijutsu Secondaries
Description: Stronger than a simple flack jacket, this Battle Gear serves like an exoskeleton that covers the user's torso and shoulders well, keeping them safe while not slowing their movement down. Standard issue is all black, but users may alternate the color to their liking.
Cost: 10,000 Ryo
Rank: B
Type: Torso & Shoulders
Limit: Taijutsu Secondaries
Description: Stronger than a simple flack jacket, this Battle Gear serves like an exoskeleton that covers the user's torso and shoulders well, keeping them safe while not slowing their movement down. Standard issue is all black, but users may alternate the color to their liking.
Cost: 10,000 Ryo
O Legendary
//
[atrb=border,0,true][atrb=CellPadding,4,true][atrb=CellSpacing,0,true][atrb=valign,top][atrb=style,width: 459px; font-family: arial; color: #2E2E2E; background-color: E3E3E3; background-image: url("i.imgur.com/Dim4Y.png"); border-top: 1px dotted #131313; border-left: 7px solid #131313; border-right: 7px solid #131313; border-bottom: 7px solid #131313; text-align: justify;] |
| your characters; Leonus
| face-claim; Agito, No. Sexta, Vandread
[size=4]✪[/size]My Items
| made by lafayel ♡ btn & ote
[/ul][/size][/td][/tr][/table][/center]