Trading in
May 20, 2012 21:54:18 GMT -8
Post by Forsaken on May 20, 2012 21:54:18 GMT -8
trading in these at 300 (total at 915)
Fukutama (Multi Shot) (150)
Rank: C x3
Type: Taijutsu / Supplementary
Range: ---
Stamina: Low per extra arrow
Special: Allows the user the ability to fire one extra arrow for each time this technique is trained to a maximum of 5 at a time.
Description: One of the more interesting techniques developed for use by Hosatsu warriors, this technique allows the user to knock and fire one additional arrow for each time the technique has been learned. They may be lined up side to side to increase the penetrating power of a single arrow, or spread out across the bow in order to create a 'spray' of arrows that shoots outwards. It should be noted that each arrow requires specific enhancement, meaning that overusing this technique will rapidly drain one's Stamina.
Domain: Hosatsu
Doton Ryouuken (Earth Dominion)
Rank: D, C, B, A, S
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Establishes the area of earth a user can control for their earthen techniques, including the ability to sense what comes in contact with it. Because Doton is a solid essence with physical mass, its creations deal more with strength and endurance of the earth; as such, each earthen creation from the user will have have a natural, built-in defense against any attacks equally ranked or lower. Highest rank known also establishes the size of Doton creations they can produce, as well as the amount of time it takes for the user to detect any form of contact with their Doton creations, as well as natural earth. Keep in mind detection occurs only when foreign contact occurs WHILE the user is also in direction contact with the earth, natural or self-made.
D: 10 meter range / Full Turn detection delay
C: 20 meters / 3/4 th's of a turn
B: 30 ms / Half of a turn
A: 40 ms / 1/4 th's of a turn
S: 50 ms / Near-Instant!
Description: The basis behind the majority of Doton techniques lie in the user's ability to control the very earth around them. 'Earth Dominion' is just as its name implies, a fundamental supplementary jutsu of Doton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the earth around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Doton.
Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: D
Type: Supplementary / Doton Ninjutsu
Range:Self
Handseals: No
Chakra: Low
Special: User cannot move while underground, but they can detect anyone that walks along the earth directly above them. User can remain underground for a single turn before needing to resurface. Can only be used once per thread, plus one more each time retrained.
Description: A very basic earth technique, it allows the user to dive underground almost instantaneously so that they remain hidden from view in order to ambush their opponent. As long as the opponent is walking across the earth, they will be aware of their presence, and can wait patiently (without fear of asphyxiation!) until they right time, where they will emerge and latch onto the opponent’s legs. From here, they can easily suck them down, executing a replacement with them so that the opponent is buried underground up to his neck, while the user emerges unharmed above ground.
Domain: Doton. Earth Dominion 'D'.
Dochuu Eigyo (Underground Fish Projection)
Rank: C
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid
Special: Range of movement depends on the user’s level of Earth Dominion, and while swimming underground, their speed remains the same. While the user cannot perform seals and thus use jutsu underground, they can wield weapons in order to surprise attack. User can remain underground for a single turn before needing to resurface; each time retrained, the user main remain underground for one extra turn. However, after every fourth retraining, their chakra consumption will go up by one,
Description: An upgrade to Shinjuu Zanshu, this underground variation grants the user movement whilst underground. Additionally, they can also emerge from below with their weapons drawn, allowing them to attack without being seen. After a few short seals, the user merely sinks below, and can remain there for a small amount of time.
Domain: Doton. Must know 'Double Suicide Decapitation'
and Doton Release
for these
Raiton Release
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.
Kuchiyose - Gorotsuku (Summoning - People) (75)
Rank: D, C, B, A, S,
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: --
Chakra: Very Low - Very High
Special: Can only summon PC characters that have agreed to being summoned via a written contract (must be RP'd out). Summoned people are sent back only when either the summoner dies, or the thread ends; upon exiting, they are instantly sent back to their last location. Highest rank known determines the strength of the body the user can summon; same rules apply for corpses. In terms of corpses, like items, the contract is written on their bodies.
D: 0 - 999 EXP
C: 1,000 - 4,999 EXP
B: 5,000 - 9,999 EXP
A: 10,000 - 19,999 EXP
S: 20,000 - 25,000+ EXP
Description: This version of Kuchiyose allows the summoner to effectively call upon living, breathing humans from either a scroll or by seals, after the appropriate contract has been made. This also works on corpses, which have been enveloped in a small contract so that they too may be summoned from anywhere.
Domain: Kuchiyose no Jutsu.
Karai Shin (Lightning Wrath's Reach) (175)
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.
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.
Danpen Inazuma (Shooting Thunder) (175)
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.
Ichiren Inazuma (Chain of Lightning) (200)
Rank: B x2
Type: Raiton Ninjutsu
Range: See special!
Handseals: No
Chakra: High
Special: Range of chain depends on the user's 'Shooting Thunder' range. By default, you can strike up to one opponent with this, plus one more each time retrained. However, after every third retraining, the consumption will go up by one. Once struck, victim’s will be paralyzed and stuck in the chain until the user stops using it. User must keep outstretched arm and be still as they feed the chain raiton chakra.
Description: An advanced version of ‘Shooting Thunder’, the Chain of Lightning allows the user to pass strong currents of lightning from victim to victim within a thirty meter radius. The user outstretches their hands, so that the energy focusing within is displaced rapidly towards their target. Once they are hit, the victims are paralyzed and helpless, and the bolt then proceeds to jump and hit anyone else within range. Excellent when outnumbered, though one must use it with care, for it takes a great toll on the user’s chakra pool.
Domain: Raiton. Karai Shin.
Purasubīkon (Plus Beacon) (75)
Rank: D, C, B, A, S
Type: Supplementary / Raiton
Range: Self
Handseals: No
Chakra: See special!
Special: Lasts for the entire thread, or until the user dies or leaves. When used in battle with a comrade who has activated the ´Mainasubīkon (Minus Beacon)´, all projectile-based, raiton ninjutsu will increase in damage by one tier. Only works with projectile-based, raiton ninjutsu equal to the highest rank known, at the cost of doubling its chakra consumption. This ability cannot be stacked.
Description: After forming a connection with their raiton element on a subconscious level, the user will now be able to unlock the hidden potential they have with electricity during battle. The potential of ´Plus´, or positive electrons, is most typically used in conjunction with its counterpart, to charge each other´s ability and create amplified versions of their raiton ninjutsu.
Domain: Raiton. Cannot learn ´Mainasubīkon (Minus Beacon)´
leaving 15 left I think
Fukutama (Multi Shot) (150)
Rank: C x3
Type: Taijutsu / Supplementary
Range: ---
Stamina: Low per extra arrow
Special: Allows the user the ability to fire one extra arrow for each time this technique is trained to a maximum of 5 at a time.
Description: One of the more interesting techniques developed for use by Hosatsu warriors, this technique allows the user to knock and fire one additional arrow for each time the technique has been learned. They may be lined up side to side to increase the penetrating power of a single arrow, or spread out across the bow in order to create a 'spray' of arrows that shoots outwards. It should be noted that each arrow requires specific enhancement, meaning that overusing this technique will rapidly drain one's Stamina.
Domain: Hosatsu
Doton Ryouuken (Earth Dominion)
Rank: D, C, B, A, S
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Establishes the area of earth a user can control for their earthen techniques, including the ability to sense what comes in contact with it. Because Doton is a solid essence with physical mass, its creations deal more with strength and endurance of the earth; as such, each earthen creation from the user will have have a natural, built-in defense against any attacks equally ranked or lower. Highest rank known also establishes the size of Doton creations they can produce, as well as the amount of time it takes for the user to detect any form of contact with their Doton creations, as well as natural earth. Keep in mind detection occurs only when foreign contact occurs WHILE the user is also in direction contact with the earth, natural or self-made.
D: 10 meter range / Full Turn detection delay
C: 20 meters / 3/4 th's of a turn
B: 30 ms / Half of a turn
A: 40 ms / 1/4 th's of a turn
S: 50 ms / Near-Instant!
Description: The basis behind the majority of Doton techniques lie in the user's ability to control the very earth around them. 'Earth Dominion' is just as its name implies, a fundamental supplementary jutsu of Doton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the earth around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Doton.
Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: D
Type: Supplementary / Doton Ninjutsu
Range:Self
Handseals: No
Chakra: Low
Special: User cannot move while underground, but they can detect anyone that walks along the earth directly above them. User can remain underground for a single turn before needing to resurface. Can only be used once per thread, plus one more each time retrained.
Description: A very basic earth technique, it allows the user to dive underground almost instantaneously so that they remain hidden from view in order to ambush their opponent. As long as the opponent is walking across the earth, they will be aware of their presence, and can wait patiently (without fear of asphyxiation!) until they right time, where they will emerge and latch onto the opponent’s legs. From here, they can easily suck them down, executing a replacement with them so that the opponent is buried underground up to his neck, while the user emerges unharmed above ground.
Domain: Doton. Earth Dominion 'D'.
Dochuu Eigyo (Underground Fish Projection)
Rank: C
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid
Special: Range of movement depends on the user’s level of Earth Dominion, and while swimming underground, their speed remains the same. While the user cannot perform seals and thus use jutsu underground, they can wield weapons in order to surprise attack. User can remain underground for a single turn before needing to resurface; each time retrained, the user main remain underground for one extra turn. However, after every fourth retraining, their chakra consumption will go up by one,
Description: An upgrade to Shinjuu Zanshu, this underground variation grants the user movement whilst underground. Additionally, they can also emerge from below with their weapons drawn, allowing them to attack without being seen. After a few short seals, the user merely sinks below, and can remain there for a small amount of time.
Domain: Doton. Must know 'Double Suicide Decapitation'
and Doton Release
for these
Raiton Release
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.
Kuchiyose - Gorotsuku (Summoning - People) (75)
Rank: D, C, B, A, S,
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: --
Chakra: Very Low - Very High
Special: Can only summon PC characters that have agreed to being summoned via a written contract (must be RP'd out). Summoned people are sent back only when either the summoner dies, or the thread ends; upon exiting, they are instantly sent back to their last location. Highest rank known determines the strength of the body the user can summon; same rules apply for corpses. In terms of corpses, like items, the contract is written on their bodies.
D: 0 - 999 EXP
C: 1,000 - 4,999 EXP
B: 5,000 - 9,999 EXP
A: 10,000 - 19,999 EXP
S: 20,000 - 25,000+ EXP
Description: This version of Kuchiyose allows the summoner to effectively call upon living, breathing humans from either a scroll or by seals, after the appropriate contract has been made. This also works on corpses, which have been enveloped in a small contract so that they too may be summoned from anywhere.
Domain: Kuchiyose no Jutsu.
Karai Shin (Lightning Wrath's Reach) (175)
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.
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.
Danpen Inazuma (Shooting Thunder) (175)
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.
Ichiren Inazuma (Chain of Lightning) (200)
Rank: B x2
Type: Raiton Ninjutsu
Range: See special!
Handseals: No
Chakra: High
Special: Range of chain depends on the user's 'Shooting Thunder' range. By default, you can strike up to one opponent with this, plus one more each time retrained. However, after every third retraining, the consumption will go up by one. Once struck, victim’s will be paralyzed and stuck in the chain until the user stops using it. User must keep outstretched arm and be still as they feed the chain raiton chakra.
Description: An advanced version of ‘Shooting Thunder’, the Chain of Lightning allows the user to pass strong currents of lightning from victim to victim within a thirty meter radius. The user outstretches their hands, so that the energy focusing within is displaced rapidly towards their target. Once they are hit, the victims are paralyzed and helpless, and the bolt then proceeds to jump and hit anyone else within range. Excellent when outnumbered, though one must use it with care, for it takes a great toll on the user’s chakra pool.
Domain: Raiton. Karai Shin.
Purasubīkon (Plus Beacon) (75)
Rank: D, C, B, A, S
Type: Supplementary / Raiton
Range: Self
Handseals: No
Chakra: See special!
Special: Lasts for the entire thread, or until the user dies or leaves. When used in battle with a comrade who has activated the ´Mainasubīkon (Minus Beacon)´, all projectile-based, raiton ninjutsu will increase in damage by one tier. Only works with projectile-based, raiton ninjutsu equal to the highest rank known, at the cost of doubling its chakra consumption. This ability cannot be stacked.
Description: After forming a connection with their raiton element on a subconscious level, the user will now be able to unlock the hidden potential they have with electricity during battle. The potential of ´Plus´, or positive electrons, is most typically used in conjunction with its counterpart, to charge each other´s ability and create amplified versions of their raiton ninjutsu.
Domain: Raiton. Cannot learn ´Mainasubīkon (Minus Beacon)´
leaving 15 left I think