Ken Leveled Up! Ken Learned... Things!
May 27, 2012 8:49:45 GMT -8
Post by Kenchiro on May 27, 2012 8:49:45 GMT -8
This is a big purchase, so I'm gonna see what I can do about separating it into logical chunks.
Kuchiyose no Jutsu (Summoning Technique)
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 - Tenjibutsu (Summoning Path - Items)
Rank: D, C, B, A, S,
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: --
Chakra: Very Low - Very High
Special: Can only summon non-organinc items (armor, weapons, puppets, bags,etc.) of equal or lower rank, that have been previously sealed away, or stored somewhere and marked upon a small contract for summoning. Unlike people or Animals, these items get the contract written on THEM, usually in the form of a single kanj. Can only summon one mark item at a time. Please visit the Fuuinjutsu index for more information on how to seal away items!
Description: This version of Kuchiyose allows the summoner to effectively call weapons within their possession, stored away somewhere distant. Useful when the ninja is weaponless and in a pinch.
Domain: Kuchiyose no Jutsu.
Grand Total: 1025 Exp.
Kugutsu no Jutsu (Puppetry Technique)
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)
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)
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)
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)
Shousen no Jutsu (Mystical Hand Technique)
Rank: D, C, B, A, S (Upgrading to "C")
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High [initial + upkeep]
Special: Heals and counters damage equal to highest rank known. If healing is stronger than the damage taken, remaining 'Shousen' chakra will course through the target's body until more damage is suffered, essentially helping the medic prevent future injury. Cannot be used on a target with perfect health. Highest rank known also determines the amount of time a medic must spend over their target in order for the healing chakra to be passed on correctly.
D: Full Turn healing contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
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, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue. The higher the Medic's skill, the stronger the healing process will be. As such, master medics can use their techniques to perform surgeries that otherwise would not be possible.
Domain: Iryou Ninjutsu.
Chakra Ijou (Chakra Transfer)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: Yes.
Chakra: See special!
Special: Allows the user to open a link of chakra transference between the user and the patient so that the user may send chakra to the patient. Amount of chakra used is the same as the amount given.
D: Very Low chakra gift
C: Low
B: Mid
A: High
S: Very High
Description: Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending chakra directly into the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, up to a High amount of chakra per turn may be sent to the patient.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High
Special: Allows the removal of poison through a similar chakra method as 'Shosen'. Rank determines the level of poison a medic can remove, as well as the time they need to keep the bubble on a target's body before the extraction is complete.
D: Full Turn damaging contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
Description: Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient. They will then use the liquid as a medium to draw out the poison from the cells. This mix can then be removed from the body. Depending on the deadliness of the poison, further treatment with an antidote or medicine may be required.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Rank: D, C, B, A, S (Upgrading to "C")
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High [initial + upkeep]
Special: Heals and counters damage equal to highest rank known. If healing is stronger than the damage taken, remaining 'Shousen' chakra will course through the target's body until more damage is suffered, essentially helping the medic prevent future injury. Cannot be used on a target with perfect health. Highest rank known also determines the amount of time a medic must spend over their target in order for the healing chakra to be passed on correctly.
D: Full Turn healing contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
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, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue. The higher the Medic's skill, the stronger the healing process will be. As such, master medics can use their techniques to perform surgeries that otherwise would not be possible.
Domain: Iryou Ninjutsu.
Chakra Ijou (Chakra Transfer)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: Yes.
Chakra: See special!
Special: Allows the user to open a link of chakra transference between the user and the patient so that the user may send chakra to the patient. Amount of chakra used is the same as the amount given.
D: Very Low chakra gift
C: Low
B: Mid
A: High
S: Very High
Description: Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending chakra directly into the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, up to a High amount of chakra per turn may be sent to the patient.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High
Special: Allows the removal of poison through a similar chakra method as 'Shosen'. Rank determines the level of poison a medic can remove, as well as the time they need to keep the bubble on a target's body before the extraction is complete.
D: Full Turn damaging contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
Description: Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient. They will then use the liquid as a medium to draw out the poison from the cells. This mix can then be removed from the body. Depending on the deadliness of the poison, further treatment with an antidote or medicine may be required.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Kiroku Gaijuu (Blasting Wind Domain)
Rank: D, C, B, A, S
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
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, Fuuton 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 the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
Kaze Bakudan (Wind Bomb)
Rank: D
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Low
Special: The explosion is more powerful at the site of detonation and becomes weaker the farther the opponent is from it. Distance at which wind bomb can travel depends on the user's Kiroku Gaijuu range, and range of explosion measures 1 meter. Each time retrained, explosion range goes up by 1. However, after every fifth retraining, the consumption will go up by one.
Description: The user holds up a hand after performing a short series of handseals. Their chakra is focused into this point, and a small, swirling green ball is created as wind is tightly compacted. The bomb is then thrown, and upon contacting a solid object will detonate. The explosion has roughly the same power as an Exploding Tag.
Domain: Fuuton. Kiroku Gaijuu 'D'.
Kaze Dangan (Wind Bullet)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Fires up to one bullet per use, plus one more each time retrained. However, after every fourth retraining, the consumption will go up by one. A half second cool down exists between bullet shots. Distance bullets travel depends on the user's Kiroku Gaiju.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Kaiten Shuriken (Rotating Shuriken)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: See special!
Handseals: No
Chakra: Low
Special: Can control one projectile per use, plus one more each time retrained. Projectiles cannot be altered in flight once thrown. Distance and speed at which they can travel depends on the user's Kiroku Gaijuu range.
Description: One of the simplest Fuuton techniques, this supplementary technique allows the user to take any secondary/projectile weaponry they have on them and coat them in Fuuton chakra. This allows the user to shoot them at high speeds under the wind manipulation, adding rotation and tumbling power to increase the speed of normal weapon attacks, as well as its deadliness.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'D'.
Daitoppa (Great Breakthrough)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Distance at which blast can travel depends on the user's Kiroku Gaijuu range, halved. Each time retrained, additional 'C' ranked blasting wind damage is added. However, for every 4th one obtained, chakra consumption for this technique will go up by one!
Description: A staple Fuuton technique, Daitoppa allows the user to blow a single strong current from their mouth, expelled in a cone like fashion forward which carries enough power to knock anything in its way down. This technique is very simple to execute – the user makes the right seals, simply takes a deep breath, and let’s go!
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C'.
Rank: D, C, B, A, S
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
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, Fuuton 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 the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
Kaze Bakudan (Wind Bomb)
Rank: D
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Low
Special: The explosion is more powerful at the site of detonation and becomes weaker the farther the opponent is from it. Distance at which wind bomb can travel depends on the user's Kiroku Gaijuu range, and range of explosion measures 1 meter. Each time retrained, explosion range goes up by 1. However, after every fifth retraining, the consumption will go up by one.
Description: The user holds up a hand after performing a short series of handseals. Their chakra is focused into this point, and a small, swirling green ball is created as wind is tightly compacted. The bomb is then thrown, and upon contacting a solid object will detonate. The explosion has roughly the same power as an Exploding Tag.
Domain: Fuuton. Kiroku Gaijuu 'D'.
Kaze Dangan (Wind Bullet)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Fires up to one bullet per use, plus one more each time retrained. However, after every fourth retraining, the consumption will go up by one. A half second cool down exists between bullet shots. Distance bullets travel depends on the user's Kiroku Gaiju.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Kaiten Shuriken (Rotating Shuriken)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: See special!
Handseals: No
Chakra: Low
Special: Can control one projectile per use, plus one more each time retrained. Projectiles cannot be altered in flight once thrown. Distance and speed at which they can travel depends on the user's Kiroku Gaijuu range.
Description: One of the simplest Fuuton techniques, this supplementary technique allows the user to take any secondary/projectile weaponry they have on them and coat them in Fuuton chakra. This allows the user to shoot them at high speeds under the wind manipulation, adding rotation and tumbling power to increase the speed of normal weapon attacks, as well as its deadliness.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'D'.
Daitoppa (Great Breakthrough)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Distance at which blast can travel depends on the user's Kiroku Gaijuu range, halved. Each time retrained, additional 'C' ranked blasting wind damage is added. However, for every 4th one obtained, chakra consumption for this technique will go up by one!
Description: A staple Fuuton technique, Daitoppa allows the user to blow a single strong current from their mouth, expelled in a cone like fashion forward which carries enough power to knock anything in its way down. This technique is very simple to execute – the user makes the right seals, simply takes a deep breath, and let’s go!
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C'.
Kuchiyose no Jutsu (Summoning Technique)
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 - Tenjibutsu (Summoning Path - Items)
Rank: D, C, B, A, S,
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: --
Chakra: Very Low - Very High
Special: Can only summon non-organinc items (armor, weapons, puppets, bags,etc.) of equal or lower rank, that have been previously sealed away, or stored somewhere and marked upon a small contract for summoning. Unlike people or Animals, these items get the contract written on THEM, usually in the form of a single kanj. Can only summon one mark item at a time. Please visit the Fuuinjutsu index for more information on how to seal away items!
Description: This version of Kuchiyose allows the summoner to effectively call weapons within their possession, stored away somewhere distant. Useful when the ninja is weaponless and in a pinch.
Domain: Kuchiyose no Jutsu.
Grand Total: 1025 Exp.