Gosha no Chorui - Bird Summoning.
Aug 7, 2011 13:33:57 GMT -8
Post by addy-hime ♥ on Aug 7, 2011 13:33:57 GMT -8
[/i] that reigned over all other birds. It was said to symbolize the six celestial bodies: the head was the sky, the eyes were the sun, the back was the moon, the wings were the wind, the feet were the earth, and the tail was the planets. Such a creature was thought to be fictional—a representation of a higher being in avian form—until the sightings began.
It started many years ago, long before the Great War, that a giant bird-like beast was spotted in the air over Hi no Kuni by a young man named Ueshima Eijiro. Though he heard the stories as a child, he did not connect the dots this day; instead, he was interested to see what creature could possibly be so large, so majestic. He followed the shadow of the bird through the trees, chasing after it as quickly as he dared, knowing that it could easily swoop down and carry him off like a hawk with a rabbit.
Eventually, they came to a secluded area near the center of the country, where in stood a rock tall enough to be considered a mountain. The bird landed at the very top and disappeared into a cavern. By this time Eijiro was infatuated with the beast: it was so beautiful, even from a distance, that he felt compelled by a strange force to view it closer. Yes, he was terrified, but that meant little to him. It took many grueling hours of climbing for him to reach the spot where the bird disappeared.
"Ueshima Eijiro ..." a female voice beckoned, sounding cautiously amused, as if a mother were watching her child do something ridiculous but funny. He approached her, so awed that his mouth was dry and he could not find the energy to be surprised. "Ueshima Eijiro," she repeated, her large wings extending and tucking back against her side, as if to get more comfortable. "I am the great Fenghuang, ruler of the birds." Ruby eyes narrowed down at him as her beak snapped shut, sending a piercing click through the cavern. He seemed to come back to his senses then and swept into a bow, gaze never leaving her own.
For a moment, it seemed as Fenghuang might attack him; there was a murderous gleam in her eyes that bespoke of ill will. But then she dipped her head in a semblance of a return bow and remained that way, inviting him closer. He approached, closing the distance with a hand that stroked the soft, cream-colored feathers of her cranium. "You are magnificent!" he breathed, still reeling from the situation he found himself in, still unable to string together a truly intelligent sentence. "Yes," she snapped, lifting her head back to an erect position, far out of his reach. "I may be beautiful, but I am in need of assistance. I have chosen you. I grow weary of live in my age and require ... stimulation. You are a shinobi, are you not?" she inquired, pausing long enough for him to shake his head yes. "Indeed. Then you shall sign my contract—sign my contract in your blood, binding us together."
The request was sudden, and it made very little sense to him, but Ueshima Eijiro did sign the contract. With a kunai he tore the flesh of his index finger and drew his name on a piece of paper that appeared magically before him. It rolled up and disappeared, sealing his fate. It would not take him very long to find out why, exactly, Fenghuang required a summoner. Though she ruled over the greatest of the birds, they found her methods imperial and boring. They liked adventure, combat, unique experiences: things she could not alone provide to these beasts, spread out about the world as they were.
It was Eijiro that managed to soothe their woes, calling them forth in battle for Konohagakure no Sato. He never lost a fight again, and grew to know the Gosha no Chorui very well. All could talk, all had their own very distinct personalities, almost like an eclectic human family. Over time they had mastered their own brand of fighting so well that they could work independently, each perfect for a unique situation. Unfortunately, they were not happy with just one summoner. They knew his lifespan was not as great as their own, and over time, more summoners have sought out the avian family and transcribed their names in blood. Eijiro would always be their first; he may have grown old and died, but the pattern he established continued through time.
[/ul]Special:
Rank: S.
Chakra Pool: Massive.
Stamina Pool: Very High.
Types: I Ninjutsu, II Taijutsu, III Genjutsu.
Description: Fenghuang is the queen of the Gosha no Chorui, and rightly so: she is both the largest and the most powerful of the lot. From breastbone to hindquarters she measures six meters, although her tail is much longer, adding another eight meters on. More impressive than this is her wingspan, which can reach up to sixteen meters, depending on how far the wings are flexed open. Her feathers work in gradient, starting off as a beige hue and building to a chocolate brown at the wings, forehead, legs, and tail. A sharp beak and talons are viable options for maiming prey, but it is also said that this legendary avian can control air, manipulating the very wind itself to do her bidding.
Decorative Headguard
Rank: B.
Type: Head.
Limit: Fenghuang; Taijutsu secondaries.
Description: A black steel crest, set in the center with a ruby. Though it may appear to be solely for appearance, the headguard sported by Fenghuang does serve a purpose: protection. It is able to withstand strong blows without much interference, it protects the vulnerable cranium.
Decorative Saddle
Rank: B.
Type: Body.
Limit: Fenghuang; Taijutsu secondaries.
Description: Comprised of several different parts. First is the leather saddle, which is secured tightly to the avian's back via black leather straps around the stomach, hooked to a gold hoop. Similar straps curve over the wing joints, attaching to a golden breastplate that can protect against strong blows. A ruby is set into the center of the breast plate; two black feathers dangle from two ruby spheres, providing a regal appearance.
Decorative Leg Guards
Rank: B.
Type: Legs.
Limit: Fenghuang; Taijutsu secondaries.
Description: Made out of steel that appears to be gold, these guards run the length of the avian's legs, protecting them from strong blows. A black leather strap secures them around the talons, and as usual, they are each set with a ruby for appearance purposes.
Rank: B.
Type: Head.
Limit: Fenghuang; Taijutsu secondaries.
Description: A black steel crest, set in the center with a ruby. Though it may appear to be solely for appearance, the headguard sported by Fenghuang does serve a purpose: protection. It is able to withstand strong blows without much interference, it protects the vulnerable cranium.
Decorative Saddle
Rank: B.
Type: Body.
Limit: Fenghuang; Taijutsu secondaries.
Description: Comprised of several different parts. First is the leather saddle, which is secured tightly to the avian's back via black leather straps around the stomach, hooked to a gold hoop. Similar straps curve over the wing joints, attaching to a golden breastplate that can protect against strong blows. A ruby is set into the center of the breast plate; two black feathers dangle from two ruby spheres, providing a regal appearance.
Decorative Leg Guards
Rank: B.
Type: Legs.
Limit: Fenghuang; Taijutsu secondaries.
Description: Made out of steel that appears to be gold, these guards run the length of the avian's legs, protecting them from strong blows. A black leather strap secures them around the talons, and as usual, they are each set with a ruby for appearance purposes.
Daitoppa ( 10 m, 1 use. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Wind blast can travel 10 meters, plus 10 more each time relearned. Due to the pressure of the wind blasts on the lungs, this can only be used once per thread, plus once more each time retrained.
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.
Fuusajin ( 10 m. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Produces a 180 degree cone of wind that disrupts all loose footing. Wind blasts can travel 10 meters, plus 10 more each time relearned.
Description: With the user’s weapon in hand or their limb extended, they will channel chakra across it so that when the weapon or limb is swung, a strong wind current comes forth. This current, although not heavy enough to do any threatening damage, can in fact knock opponents over, as well as severe loose sediment across the ground, bring up dust and whatever else lies on the floor. Useful for creating vision inhibiting storms, knocking people off balance, covering one’s tracks, escaping, and many, many more!
Domain: Fuuton.
Kamaitachi ( 5 m opening, 10 m blast. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Size of tunnel opening measures 5 meters, and wind blasts can travel 10 meters; each time relearned, the mouth grows by 5 meters and the blast itself travels an extra 10 meters..
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon or limb, the user swings it around and brings forth a most intense tornado, coming out from the weapon/arm. Once it strikes the user, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward.
Domain: Fuuton.
Dai Kamaitachi ( 10m. )
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: High
Special: Wind blast can travel 10 meters, plus 10 more each time relearned. Pierces barriers 'B' ranked and bellow.
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling chakra to a limb or weapon, the user executes a large swipe, letting loose an intense wind in a one hundred and eighty degree cone. The winds are razor sharp, cover a wide area, and can cut through trees like butter.
Domain: Fuuton.
Kami Oroshi
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: 0 - 30 meters
Chakra: Mid
Special: Drill measures 5 meters all around, and moves roughly at twice the speed of a kunai.
Description: With this technique, the user will send a drilling vortex of wind straight at the opponent, capable of ripping through wood, rock and even light metals. The attack itself is linear and cannot be controlled mid-flight, but it moves at a rather fast pace, becoming a real threat regardless.
Domain: Fuuton.
Kazekaeshi ( 50 m push-back. )
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Chakra: D: Low; C, B: Mid; A, S: High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance starts off at 10 meters, and increases by 10 more with each new rank acquired.
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.
Kazekiri ( 10 m diameter, 50 m, 1 use. )
Rank: S
Type: Offensive / Fuuton Ninjutsu
Range: 0 - 50 meters
Chakra: High
Special: Pierces through barriers ‘S’ ranked and bellow. Due to the chakra strain upon the body, the wind cutter can only be formed once per thread. Disk has a 10 meter diameter, which grows by 5 meters each time relearned; this also increases the traveling distance by 10 meters, as well as the uses per turn by one.
Description: After a long string of handseals, the user of this technique sticks their palm up into the sky and focuses their chakra onto their palms, forming a giant disk of wind. In one full swing, the disk can be hurled for a great distance at high speeds, cutting anything down in its path. While very strong, this technique was designed not for humans alone, but instead, for their summoned counter-part; should the user find themselves in a tight spot against a large animal, this type of jutsu allows him to even the playing field.
Domain: Fuuton.
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Wind blast can travel 10 meters, plus 10 more each time relearned. Due to the pressure of the wind blasts on the lungs, this can only be used once per thread, plus once more each time retrained.
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.
Fuusajin ( 10 m. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Produces a 180 degree cone of wind that disrupts all loose footing. Wind blasts can travel 10 meters, plus 10 more each time relearned.
Description: With the user’s weapon in hand or their limb extended, they will channel chakra across it so that when the weapon or limb is swung, a strong wind current comes forth. This current, although not heavy enough to do any threatening damage, can in fact knock opponents over, as well as severe loose sediment across the ground, bring up dust and whatever else lies on the floor. Useful for creating vision inhibiting storms, knocking people off balance, covering one’s tracks, escaping, and many, many more!
Domain: Fuuton.
Kamaitachi ( 5 m opening, 10 m blast. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Size of tunnel opening measures 5 meters, and wind blasts can travel 10 meters; each time relearned, the mouth grows by 5 meters and the blast itself travels an extra 10 meters..
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon or limb, the user swings it around and brings forth a most intense tornado, coming out from the weapon/arm. Once it strikes the user, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward.
Domain: Fuuton.
Dai Kamaitachi ( 10m. )
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: High
Special: Wind blast can travel 10 meters, plus 10 more each time relearned. Pierces barriers 'B' ranked and bellow.
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling chakra to a limb or weapon, the user executes a large swipe, letting loose an intense wind in a one hundred and eighty degree cone. The winds are razor sharp, cover a wide area, and can cut through trees like butter.
Domain: Fuuton.
Kami Oroshi
Rank: B
Type: Offensive / Fuuton Ninjutsu
Range: 0 - 30 meters
Chakra: Mid
Special: Drill measures 5 meters all around, and moves roughly at twice the speed of a kunai.
Description: With this technique, the user will send a drilling vortex of wind straight at the opponent, capable of ripping through wood, rock and even light metals. The attack itself is linear and cannot be controlled mid-flight, but it moves at a rather fast pace, becoming a real threat regardless.
Domain: Fuuton.
Kazekaeshi ( 50 m push-back. )
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Chakra: D: Low; C, B: Mid; A, S: High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance starts off at 10 meters, and increases by 10 more with each new rank acquired.
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.
Kazekiri ( 10 m diameter, 50 m, 1 use. )
Rank: S
Type: Offensive / Fuuton Ninjutsu
Range: 0 - 50 meters
Chakra: High
Special: Pierces through barriers ‘S’ ranked and bellow. Due to the chakra strain upon the body, the wind cutter can only be formed once per thread. Disk has a 10 meter diameter, which grows by 5 meters each time relearned; this also increases the traveling distance by 10 meters, as well as the uses per turn by one.
Description: After a long string of handseals, the user of this technique sticks their palm up into the sky and focuses their chakra onto their palms, forming a giant disk of wind. In one full swing, the disk can be hurled for a great distance at high speeds, cutting anything down in its path. While very strong, this technique was designed not for humans alone, but instead, for their summoned counter-part; should the user find themselves in a tight spot against a large animal, this type of jutsu allows him to even the playing field.
Domain: Fuuton.
Miwaka Suru
Rank: A
Chakra Pool: Very High.
Stamina Pool: Mid.
Types: I Genjutsu, II Ninjutsu, III Taijutsu.
Description: Miwaka Suru—Javan Peafowl—lives up to his name: he is the most beautiful of his companions, but nevertheless, retains a high level of ability. His overall color is a bluish-green, with a metallic-green breast, neck, wings. Unlike most other males of his specie, Miwaka Suru is equipped with his tail (or train) year-round instead of simply during mating season. When folded it appears to be a saucy vermillion color, but when expanded the color spreads out and seems vaguely silver. It is at this point that the eye-shaped blue marks are visible, spread out in an artistic pattern through the plumage. He is nine meters in length, which includes the fantastic tail, and has a comparatively small four meter wingspan. It is said that a single glance at this avian will completely alter one’s reality, mesmerizing them; this seems necessary for survival, as his flight abilities are severely lacking. Due to the overall heaviness of his frame in comparison to the wingspan, Miwaka Suru can only reach a high of five meters and stay airborne for five posts at a time.
Without.
Kasumi Juusha no Jutsu ( 5 servents. )
Rank: D
Type: Supplementary / Sight Genjutsu
Range: See special!
Special: Up to 5 servants can be made, plus 1 more each time retrained. Clones cannot exist more than 50 meters away from the user.
Description: Kasumi Juusha no Jutsu is a universal sight Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw projectiles such as kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it.
Domain: Genjutsu - Illusion of Sight
Kuramu no Jutsu ( 20 m, 2 people. )
Rank: C, C, B, B
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects a single victim within a 10 meter area, plus 10 more each time 'C' rank is retrained; 'B' rank adds an additional victim each time retrained.
Description: After performing the needed seals, the user then targets a person with in range of the technique. The person targeted first shows signs on the technique immediately. From their point of view, the world that they’re looking at is twisting and turning rapidly in different directions, making it very hard to see. After a while disorientation kicks in and the person may feel nauseous and dizzy.
Domain: Genjutsu - Illusion of Sight
Magen • Jigoku Gouka no Jutsu ( 10 m. )
Rank: B
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Fireball measures 10 meters. Affects everyone with 10 meters of the user, plus 10 more each time retrained.
Description: After forming the needed hand seals, a huge ball of fire will descend from the sky to envelope the user's chosen target. The victims of the genjutsu will believe they are being engulfed by a torrent of fire and will most likely feel compelled to flee their location for safety, in fear of their lives.
Domain: Genjutsu - Illusion of Sight
Kokuangyou no Jutsu ( 10 m. )
Rank: A
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects everyone with 10 meters of the user, plus 10 more each time retrained.
Description: One of the more advanced visual Genjutsu techniques, Kokuangyou no Jutsu causes the user's opponent to be enveloped in total darkness. While in the black void, the ninja will be unable to see any incoming attack or threat, or have any use for any of their senses for that matter.
Domain: Genjutsu - Illusion of Sight
Rank: D
Type: Supplementary / Sight Genjutsu
Range: See special!
Special: Up to 5 servants can be made, plus 1 more each time retrained. Clones cannot exist more than 50 meters away from the user.
Description: Kasumi Juusha no Jutsu is a universal sight Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw projectiles such as kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it.
Domain: Genjutsu - Illusion of Sight
Kuramu no Jutsu ( 20 m, 2 people. )
Rank: C, C, B, B
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects a single victim within a 10 meter area, plus 10 more each time 'C' rank is retrained; 'B' rank adds an additional victim each time retrained.
Description: After performing the needed seals, the user then targets a person with in range of the technique. The person targeted first shows signs on the technique immediately. From their point of view, the world that they’re looking at is twisting and turning rapidly in different directions, making it very hard to see. After a while disorientation kicks in and the person may feel nauseous and dizzy.
Domain: Genjutsu - Illusion of Sight
Magen • Jigoku Gouka no Jutsu ( 10 m. )
Rank: B
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Fireball measures 10 meters. Affects everyone with 10 meters of the user, plus 10 more each time retrained.
Description: After forming the needed hand seals, a huge ball of fire will descend from the sky to envelope the user's chosen target. The victims of the genjutsu will believe they are being engulfed by a torrent of fire and will most likely feel compelled to flee their location for safety, in fear of their lives.
Domain: Genjutsu - Illusion of Sight
Kokuangyou no Jutsu ( 10 m. )
Rank: A
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects everyone with 10 meters of the user, plus 10 more each time retrained.
Description: One of the more advanced visual Genjutsu techniques, Kokuangyou no Jutsu causes the user's opponent to be enveloped in total darkness. While in the black void, the ninja will be unable to see any incoming attack or threat, or have any use for any of their senses for that matter.
Domain: Genjutsu - Illusion of Sight
Sensui-kan
Rank: B.
Chakra Pool: High.
Stamina Pool: Mid.
Types: I Ninjutsu, II Taijutsu, III Genjutsu.
Description: At three meters long, with up to a five meter wingspan, Sensui-kan is perhaps the largest black-throated loon documented in history. He is sleek but not particularly aerodynamic—no, this avian’s body is build to soar through the water like air, stalking his favorite prey: fish. He can remain completely submerged for up to five posts at a time thanks to a positive evolutionary change, which allows him to hold his breath for long periods. Sensui-kan should not be underestimated however, as he is still capable of flight like his brethren. His plumage begins with a grey head that quickly darkens into the black of his throat, where his specie’s name comes from. His underbelly is pure white, but his mantle is a unique black and white checkered pattern. While his feet are webbed and not situated for harming a target, his beak is grey and dagger-shaped, sharp and potentially deadly all on its own. Even still, it is said that over time Sensui-kan has learned not only to thrive in water, but to control it.
Without.
Mizurappa ( 5 m. )
Rank: C
Type: Offensive / Suiton Ninjutsu
Range: 0 - 5 meters
Chakra: Mid
Special: Each time retrained, blast extends 5 more meters. Knock-back equals half of the user's maximum range.
Description: Mizurappa is a Ninjutsu technique utilizing Suiton. After forming the needed handseals, the user will expel a strong jet of water at their opponent from their mouths. This stream moves frighteningly fast, and carried enough force to knock over even strong boulders.
Domain: Suiton.
Suirou no Jutsu
Rank: C
Type: Offensive / Suiton Ninjutsu
Range: 0 - 5 meters
Chakra: Mid
Special: The user must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. While in prison, victims cannot perform handseals. Requires a water source.
Description: Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. After the shinobi forms the necessary hand seals, the water around the victim comes together in order to form a spherical prison which only allows for limited movement. When combined with a bunshin technique, the ninja can imprison their target but still allow for a clone to attack others nearby, or even have the bunshin be the one’s holding the target hostage.
Domain: Suiton.
Suitenhoufutsu ( 1 person. )
Rank: B
Type: Offensive / Suiton Ninjutsu
Range: See special!
Chakra: High
Special: Only one person can be trapped at a time. However, every time this jutsu is learned again, the user gains the ability to imprison one extra person with an additional prison. Water comes forth from the ground right below the user and moves fast, without warning. If target is running across a surface of water, the prison moves twice as fast. Same effects as Water Prison apply.
Description: Suitenhoufutsu is a suiton ninjutsu technique which causes water to rise from the ground and surround the target, like Water Prison, yet without requiring the user to keep it steady by keeping hand contact. After the user does a string of hand seals, they summon the water, and can then use this water to drown his target, keep them imprisoned, or even torture.
Domain: Suiton. Must know Water Prison Technique.
Suigadan
Rank: B
Type: Offensive / Suiton Ninjutsu
Range: See special!
Chakra: High
Special: Pierces through hard surfaces such as wood and stone, as well as all barriers/attacks ‘B’ ranked and lower. Drill extends wherever the water is present and the user’s eye can see. Requires a water source.
Description: Suigadan is a ninjutsu technique utilizing Suiton. First, the user does a string of hand seals, making sure to keep eye contact with their target as they float over water. Then, when the sequence is complete, the user causes a nearby body of water to form a spinning drill from underneath the user, forming a rapid moving threat that could easily tear opponent’s to shred.
Domain: Suiton.
Goshokuzame (Five Sharks Eating Skill)
Rank: B
Type: Offensive / Suiton Ninjutsu
Range: See special!
Chakra: High
Special: Sharks move at double that of its victims, unless the opponents carry a particular bloodline that favors water/underwater life. Due to the pressure of the attacks, they can only be destroyed by ‘A’ ranked attacks and above. Sharks can travel wherever there is water, and exist until they are defeated or run out of water. The user cannot create more batches of sharks until the original five are defeated. The sharks do not distinguish between friend or foe. Requires a water source.
Description: Goshokuzame is a ninjutsu technique utilizing the power of Suiton, and although slightly unconventional due to its environmental prerequisites, nonetheless powerful and deadly. After the user forms the needed hand seals, they will place their hands on the surface of the water in order to transfer their chakra. From here, a shark of condensed water will emerge from each of the user’s fingertips, ordered only for one thing – to attack, maim and kill all opponents who reside in the water below.
Domain: Suiton.
Rank: C
Type: Offensive / Suiton Ninjutsu
Range: 0 - 5 meters
Chakra: Mid
Special: Each time retrained, blast extends 5 more meters. Knock-back equals half of the user's maximum range.
Description: Mizurappa is a Ninjutsu technique utilizing Suiton. After forming the needed handseals, the user will expel a strong jet of water at their opponent from their mouths. This stream moves frighteningly fast, and carried enough force to knock over even strong boulders.
Domain: Suiton.
Suirou no Jutsu
Rank: C
Type: Offensive / Suiton Ninjutsu
Range: 0 - 5 meters
Chakra: Mid
Special: The user must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. While in prison, victims cannot perform handseals. Requires a water source.
Description: Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. After the shinobi forms the necessary hand seals, the water around the victim comes together in order to form a spherical prison which only allows for limited movement. When combined with a bunshin technique, the ninja can imprison their target but still allow for a clone to attack others nearby, or even have the bunshin be the one’s holding the target hostage.
Domain: Suiton.
Suitenhoufutsu ( 1 person. )
Rank: B
Type: Offensive / Suiton Ninjutsu
Range: See special!
Chakra: High
Special: Only one person can be trapped at a time. However, every time this jutsu is learned again, the user gains the ability to imprison one extra person with an additional prison. Water comes forth from the ground right below the user and moves fast, without warning. If target is running across a surface of water, the prison moves twice as fast. Same effects as Water Prison apply.
Description: Suitenhoufutsu is a suiton ninjutsu technique which causes water to rise from the ground and surround the target, like Water Prison, yet without requiring the user to keep it steady by keeping hand contact. After the user does a string of hand seals, they summon the water, and can then use this water to drown his target, keep them imprisoned, or even torture.
Domain: Suiton. Must know Water Prison Technique.
Suigadan
Rank: B
Type: Offensive / Suiton Ninjutsu
Range: See special!
Chakra: High
Special: Pierces through hard surfaces such as wood and stone, as well as all barriers/attacks ‘B’ ranked and lower. Drill extends wherever the water is present and the user’s eye can see. Requires a water source.
Description: Suigadan is a ninjutsu technique utilizing Suiton. First, the user does a string of hand seals, making sure to keep eye contact with their target as they float over water. Then, when the sequence is complete, the user causes a nearby body of water to form a spinning drill from underneath the user, forming a rapid moving threat that could easily tear opponent’s to shred.
Domain: Suiton.
Goshokuzame (Five Sharks Eating Skill)
Rank: B
Type: Offensive / Suiton Ninjutsu
Range: See special!
Chakra: High
Special: Sharks move at double that of its victims, unless the opponents carry a particular bloodline that favors water/underwater life. Due to the pressure of the attacks, they can only be destroyed by ‘A’ ranked attacks and above. Sharks can travel wherever there is water, and exist until they are defeated or run out of water. The user cannot create more batches of sharks until the original five are defeated. The sharks do not distinguish between friend or foe. Requires a water source.
Description: Goshokuzame is a ninjutsu technique utilizing the power of Suiton, and although slightly unconventional due to its environmental prerequisites, nonetheless powerful and deadly. After the user forms the needed hand seals, they will place their hands on the surface of the water in order to transfer their chakra. From here, a shark of condensed water will emerge from each of the user’s fingertips, ordered only for one thing – to attack, maim and kill all opponents who reside in the water below.
Domain: Suiton.
Akushitsuna
Rank: B.
Chakra Pool: Mid.
Stamina Pool: High.
Types: I Taijutsu, II Ninjutsu, III Genjutsu.
Description: Akushitsuna is the most vicious of all the Gosha no Chorui. She stands two meters tall and weighs in at sixty kilograms, with a body that is mainly black. The only color comes from the electric-blue plumage covering her throat. A keratinous crest rises eighteen centimeters from the top of her head, and helps to protect the cranium against collision. As a Cassowary, Akushitsuna is completely flightless, but far from harmless, sporting three-toed feet with deadly, sharp claws. The middle toe is equipped with a dagger-like nail that is one-hundred twenty-five millimeters long, perfect for causing extra damage during her attack of choice: powerful kicks. In fact, so strengthened are her legs, Akushitsuna is capable of leaping up to one and a half meters from the ground.
Training Weights
Rank: C, B, A
Type: Accessory / Self
Special: 'C' ranked version is for Tai Tertiaries; 'B' for Tai Secondaries; finally, 'A' ranked version is for Taijutsu Primaries. When worn, all leg related Taijutsu is improved by the equivalent weight rank, but the user suffers a speed loss equivalent to half their normal movement speed. However, when removed, a large speed boost is gained, equal to double the user's normal speed, and lasts for as many turns as the user had the weights equipped for. Once a boost is used, another cannot be performed until the user re-equips the weights for double the amount of turns used to charge the previous boost - i.e. if the user has it on the first time for 3 turns and took it off, then they can only boost again in the same thread if the user now wears it for 6 turns. The recounter is restarted once the user leaves the thread.
Description: Though an old fashioned training method, taijutsu specialists use these extremely heavy weights to increase their speed and movement. These weights are usually worn under the warmers on the user's lower legs. When removed, the user gains a great increase in their speed and mobility. The weights are marked with the kanji for "guts".
Rank: C, B, A
Type: Accessory / Self
Special: 'C' ranked version is for Tai Tertiaries; 'B' for Tai Secondaries; finally, 'A' ranked version is for Taijutsu Primaries. When worn, all leg related Taijutsu is improved by the equivalent weight rank, but the user suffers a speed loss equivalent to half their normal movement speed. However, when removed, a large speed boost is gained, equal to double the user's normal speed, and lasts for as many turns as the user had the weights equipped for. Once a boost is used, another cannot be performed until the user re-equips the weights for double the amount of turns used to charge the previous boost - i.e. if the user has it on the first time for 3 turns and took it off, then they can only boost again in the same thread if the user now wears it for 6 turns. The recounter is restarted once the user leaves the thread.
Description: Though an old fashioned training method, taijutsu specialists use these extremely heavy weights to increase their speed and movement. These weights are usually worn under the warmers on the user's lower legs. When removed, the user gains a great increase in their speed and mobility. The weights are marked with the kanji for "guts".
Senpuu ( 1 kick per use. )
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to one roundhouse kick can be performed while hovering per use, plus one more each time retrained.
Description: Using their quickness and agility, the user charges at their target and quickly spins their body in place, performing a flying round house kick on those opponents within the user's range of attack.
Domain: Goken.
Dai Senpuu ( 5 m knock-back. )
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Knock-back equals 5 meters, plus 1 more each time retrained.
Description: The second evolution of Senpuu, the user now charges at the opponent with such force that their kick now delivers considerate knock-back power, to the point bones could be broken.
Domain: Goken. Senpuu.
Gouriki Senpuu
Rank: B, B, B
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: High
Special: User retains amount of spins and knock-back from previous Senpuu. Each time this technique is relearned, 'B' damage is stacked.
Description: The final evolution of Senpuu, the user is now familiar with the gathering of momentum and the releasing of such power into a singular strike. Such is their control that force delivered creates even more internal damage, as their strikes are amplified.
Domain: Goken. Dai Senpuu.
Rank: D
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Low
Special: Up to one roundhouse kick can be performed while hovering per use, plus one more each time retrained.
Description: Using their quickness and agility, the user charges at their target and quickly spins their body in place, performing a flying round house kick on those opponents within the user's range of attack.
Domain: Goken.
Dai Senpuu ( 5 m knock-back. )
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Knock-back equals 5 meters, plus 1 more each time retrained.
Description: The second evolution of Senpuu, the user now charges at the opponent with such force that their kick now delivers considerate knock-back power, to the point bones could be broken.
Domain: Goken. Senpuu.
Gouriki Senpuu
Rank: B, B, B
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: High
Special: User retains amount of spins and knock-back from previous Senpuu. Each time this technique is relearned, 'B' damage is stacked.
Description: The final evolution of Senpuu, the user is now familiar with the gathering of momentum and the releasing of such power into a singular strike. Such is their control that force delivered creates even more internal damage, as their strikes are amplified.
Domain: Goken. Dai Senpuu.
Kuchibue
Rank: C.
Chakra Pool: Mid.
Stamina Pool: Low.
Types: I Ninjutsu, II Taijutsu, III Genjutsu.
Description: Kuchibue continually proves that size is not always what matters during battle. At seventy-eight centimeters long, with a one and a half meter wingspan, he is certainly the most compact of the Gosha no Chorui. His plumage appears to be black, with shiny patches of blue on the forehead and shoulders that become visible only in oblique lighting. Likewise, his legs and bill are black, giving him a very monotonous appearance. Kuchibue’s abilities are unique to the Malabar Whistling Thrush species, however: his birdsong is said to be absolutely beautiful, with an almost human quality in its depth.
Without.
Ototon Ryouuken ( 20 m. )
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: 0 - 50 meters
Chakra: Mid
Special: Dominion extends 10 meters in every direction of the user, and goes up 10 more with each rank learned.
Description: The basis behind the majority of Ototon techniques lie in the user's ability to control the very sound waves around them. 'Sound Dominion' is just as its name implies, a fundamental supplementary jutsu of Ototon nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over all sound around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Ototon.
Oto Bunshin no Jutsu ( 1 clone. )
Rank: C
Type: Offensive / Ototon Ninjutsu
Range: See special!
Chakra: Mid
Special: Clone speed matches that of the user, and can go anywhere the user can, but dissipate once the user leaves the thread in which they were made. When defeated, Sound Clones explode in a wave of destructive sound waves, vibrating everything on a molecular level and causing much destruction across 5 meters. Up to one clone can be made at a time, plus one more each time retrained.
Description: With this technique, the Ototon user is able to call upon aid from a perfect copy of themselves. Comprised purely of elementally recomposed sound chakra, this clone retains the user's movement speed and can share linked mental judgement. Best of all, due to its flowing essence, many solid physical attacks pass through the clone, the sound waves vibrating whatever it is that struck. Finally, when defeated, the clone explodes, releasing a blast of sound waves so strong that any caught in the blast will be dazed, sickened, off-balance, and heavily damaged on a molecular level due to the intense vibrations.
Domain: Ototon. Ototon Ryouuken ' C'.
Oto-Juugan ( 2 bullets. )
Rank: D, C, B, A, S
Type: Offensive / Ototon Ninjutsu
Range: See special!
Chakra: High
Special: Range depends on the user's highest Sound Dominion rank. The sound bullets move at the same speed as a thrown kunai, and are similar in size to a baseball. Highest rank known determines amount of bullets fired per shot, as well as extra vibrating, penetrating powers the bullets carry as bonus damage.
D: 1 bullet per shot
C: 2 bullets per shot
B: 3 bullets per shot
A: 4 bullets per shot
S: 5 bullets per shot
Description: As the name would imply, the sound bullet technique allows the user to shoot small pockets of sound at their target from any source of sound they create. After forming a few small hand seals, the user will produce a quick intense sound, such as clapping, screaming, or anything that can power the bullets. This whistle is the creation and expulsion of the bullet(s), with the number varying on the rank of the technique.
Domain: Ototon. Ototon Ryouuken 'C'.
Akutibu ( 10 disruptors. )
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Chakra: Low - High
Special: Sound Hunting range depends on the user's highest Sound Dominion rank. Highest rank known determines how many different sound-disruptors the user can take before becoming overwhelmed and thus deaf for a while turn. A sound disruptor is not something like a passing wind or a sneeze, but something unnatural, like an explosion or the growl of a huge beast. Upon hitting the 'S' rank, the user no longer needs to close their eyes to perceive the sound.
D: 5 disruptors
C: 10 disruptors
B: 15 disruptors
A: 20 disruptors
S: Unlimited
Description: With this technique, the user is capable of enhancing their perception of sound via chakra to an unnatural degree. Though their eyes must remain closed for the technique to work, they are essentially granted an even better vision. Capable of discerning sounds to the faintest of heart beats, this allows the user to locate targets both near and far, even if they are not visible to the naked eye. Acting like a radar, it allows all sound-users to truly have an edge in combat! It's only downfall? Too much noise, making the radar hard to read.
Domain: Ototon. Ototon Ryouuken 'C'.
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: 0 - 50 meters
Chakra: Mid
Special: Dominion extends 10 meters in every direction of the user, and goes up 10 more with each rank learned.
Description: The basis behind the majority of Ototon techniques lie in the user's ability to control the very sound waves around them. 'Sound Dominion' is just as its name implies, a fundamental supplementary jutsu of Ototon nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over all sound around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Ototon.
Oto Bunshin no Jutsu ( 1 clone. )
Rank: C
Type: Offensive / Ototon Ninjutsu
Range: See special!
Chakra: Mid
Special: Clone speed matches that of the user, and can go anywhere the user can, but dissipate once the user leaves the thread in which they were made. When defeated, Sound Clones explode in a wave of destructive sound waves, vibrating everything on a molecular level and causing much destruction across 5 meters. Up to one clone can be made at a time, plus one more each time retrained.
Description: With this technique, the Ototon user is able to call upon aid from a perfect copy of themselves. Comprised purely of elementally recomposed sound chakra, this clone retains the user's movement speed and can share linked mental judgement. Best of all, due to its flowing essence, many solid physical attacks pass through the clone, the sound waves vibrating whatever it is that struck. Finally, when defeated, the clone explodes, releasing a blast of sound waves so strong that any caught in the blast will be dazed, sickened, off-balance, and heavily damaged on a molecular level due to the intense vibrations.
Domain: Ototon. Ototon Ryouuken ' C'.
Oto-Juugan ( 2 bullets. )
Rank: D, C, B, A, S
Type: Offensive / Ototon Ninjutsu
Range: See special!
Chakra: High
Special: Range depends on the user's highest Sound Dominion rank. The sound bullets move at the same speed as a thrown kunai, and are similar in size to a baseball. Highest rank known determines amount of bullets fired per shot, as well as extra vibrating, penetrating powers the bullets carry as bonus damage.
D: 1 bullet per shot
C: 2 bullets per shot
B: 3 bullets per shot
A: 4 bullets per shot
S: 5 bullets per shot
Description: As the name would imply, the sound bullet technique allows the user to shoot small pockets of sound at their target from any source of sound they create. After forming a few small hand seals, the user will produce a quick intense sound, such as clapping, screaming, or anything that can power the bullets. This whistle is the creation and expulsion of the bullet(s), with the number varying on the rank of the technique.
Domain: Ototon. Ototon Ryouuken 'C'.
Akutibu ( 10 disruptors. )
Rank: D, C, B, A, S
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Chakra: Low - High
Special: Sound Hunting range depends on the user's highest Sound Dominion rank. Highest rank known determines how many different sound-disruptors the user can take before becoming overwhelmed and thus deaf for a while turn. A sound disruptor is not something like a passing wind or a sneeze, but something unnatural, like an explosion or the growl of a huge beast. Upon hitting the 'S' rank, the user no longer needs to close their eyes to perceive the sound.
D: 5 disruptors
C: 10 disruptors
B: 15 disruptors
A: 20 disruptors
S: Unlimited
Description: With this technique, the user is capable of enhancing their perception of sound via chakra to an unnatural degree. Though their eyes must remain closed for the technique to work, they are essentially granted an even better vision. Capable of discerning sounds to the faintest of heart beats, this allows the user to locate targets both near and far, even if they are not visible to the naked eye. Acting like a radar, it allows all sound-users to truly have an edge in combat! It's only downfall? Too much noise, making the radar hard to read.
Domain: Ototon. Ototon Ryouuken 'C'.
Kyokusen
Rank: C.
Chakra Pool: Mid.
Stamina Pool: Low.
Types: I Ninjutsu, II Taijutsu, III Genjutsu.
Description: If any member of the family is based purely on an intimidating appearance, it is Kyokusen, who sports one of the most recognizable specie: Peregrine Falcon. Her back and long, pointed wings are slate gray, with black barring and black tips; her white underbelly also sports these same markings. Her tail, long, narrow, and rounded, is colored much like her back, ending with a simultaneous strip of black and white respectively. The operculum on her beak is yellow, as are her legs, while the beak itself and talons are black. A beneficial adaptation in her species is the notch on her beak, near the tip, which enables her to kill prey by severing the spinal column at the neck. At two meters in length, with a wingspan of three and a half meters, this could potentially be dangerous to humans as well. Thankfully, when called to fight an opponent she does not wish to eat later, Kyokusen tends to use her budding ability to control wind.
Without.
Kazekaeshi ( 20 m push-back. )
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Chakra: D: Low; C, B: Mid; A, S: High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance starts off at 10 meters, and increases by 10 more with each new rank acquired.
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.
Kamaitachi ( 5 m opening, 10 m travel. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Size of tunnel opening measures 5 meters, and wind blasts can travel 10 meters; each time relearned, the mouth grows by 5 meters and the blast itself travels an extra 10 meters..
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon or limb, the user swings it around and brings forth a most intense tornado, coming out from the weapon/arm. Once it strikes the user, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward.
Domain: Fuuton.
Fuuton: Shinkygyoku ( 5 bullets. )
Rank: C
Type: Fuuton, offensive
Range: 10 meters
Special: The user can expel one (1) more bullet each time retrained. 10 max.
Description: Immediately following the three required hand seals, users of this jutsu will inhale deeply; taking in a great amount of air. Mixing the air with their own chakra, they will than expel up to five (5) small spherical bullets of wind. Each shot will be expelled simultaneously, leaving but a second to adjust for aiming purposes. The shots will travel at twice the speed, but do the same amount of damage as thrown projectiles. Piercing through clothing, to cut the flesh beneath.
Domain: Fuuton
Daitoppa ( 10 m, 1 per thread. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Wind blast can travel 10 meters, plus 10 more each time relearned. Due to the pressure of the wind blasts on the lungs, this can only be used once per thread, plus once more each time retrained.
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.
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Chakra: D: Low; C, B: Mid; A, S: High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance starts off at 10 meters, and increases by 10 more with each new rank acquired.
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.
Kamaitachi ( 5 m opening, 10 m travel. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Size of tunnel opening measures 5 meters, and wind blasts can travel 10 meters; each time relearned, the mouth grows by 5 meters and the blast itself travels an extra 10 meters..
Description: This jutsu was brought to fame by a legendary Suna shinobi from long ago, and was named after a mythical creature able to command the winds on a whim. After channeling wind chakra at either their weapon or limb, the user swings it around and brings forth a most intense tornado, coming out from the weapon/arm. Once it strikes the user, the tornado tips upward and takes the user up, keeping them imprisoned by the strong currents, and delivering multiple waves of cutting/slicing damage onto their bodies, as well as dropping them hard onto the ground afterward.
Domain: Fuuton.
Fuuton: Shinkygyoku ( 5 bullets. )
Rank: C
Type: Fuuton, offensive
Range: 10 meters
Special: The user can expel one (1) more bullet each time retrained. 10 max.
Description: Immediately following the three required hand seals, users of this jutsu will inhale deeply; taking in a great amount of air. Mixing the air with their own chakra, they will than expel up to five (5) small spherical bullets of wind. Each shot will be expelled simultaneously, leaving but a second to adjust for aiming purposes. The shots will travel at twice the speed, but do the same amount of damage as thrown projectiles. Piercing through clothing, to cut the flesh beneath.
Domain: Fuuton
Daitoppa ( 10 m, 1 per thread. )
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: 10+ meters
Chakra: Mid
Special: Wind blast can travel 10 meters, plus 10 more each time relearned. Due to the pressure of the wind blasts on the lungs, this can only be used once per thread, plus once more each time retrained.
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.
Tensai
Rank: D.
Chakra Pool: Low.
Stamina Pool: Very Low.
Types: I Ninjutsu, II Taijutsu, III Genjutsu.
Description: Though his specie is the Common Raven, Tensai is far from common himself. He is renowned as the most intelligent and resourceful of his kind, and it shows in his ability to utilize items that were once reserved solely for creatures with hands. He is one and a half meter long, and his wings are capable of expanding to three meters in full stretch. His silver bill is long and slightly curved, perfect for grasping objects tightly and maneuvering them when necessary. Tensai has a long, strongly graduated tail, and the plumage that covers his body is a uniform iridescent black.
Kunai ( 1 pack. )
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
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.
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
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.
Soushuuha ( 5 projectiles. )
Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 10 meters
Chakra: Low
Special: When first learned, the user can control up to 5 projectiles/secondary weapons and send them flying up to 10 meters. However, each time re-trained, their control number goes up by 5. For every 20 projectiles the user can control, consumption goes up one rank.
Description: Soushuuha is a ninjutsu technique used in order to give aerial projectiles a slight edge in combat. After the needed handseals, this technique allows the user to hover multiple projectiles, like kunai, in the air while they approach a target. With only a single handseal, they can then unleash a torrent of projectiles much faster than if each was thrown individually.
Domain: Universal Ninjutsu.
Fukumi Hari ( 5 chakra senbon. )
Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 10 meters
Chakra: Low
Special: When first learned, the user can spit out up to 5 chakra senbon in a straight manner, shooting twice as fast as a kunai. Re-training this jutsu adds 1 additional needle each time. For every 10 needles the user can make, consumption goes up one rank.
Description: Though basic, Fukumi Hari is a Ninjutsu technique utilized by novice and expert shinobi alike due to its practicality. After briefly and quickly molding chakra to one's mouth, the user is able to call forth chakra needles in order to spit them out at their opponent with great accuracy, as well as with the element of surprise in their favor.
Domain: Universal Ninjutsu.
Hitei Mushou ( 5 chakra nails. )
Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 20 meters
Chakra: Mid
Special: When first learned, the user can spit out up to 5 chakra nails in an an arc like manner, traveling at the speed of a well thrown kunai. Re-training this jutsu adds 5 additional nails each time. For every 20 needles the user can make, consumption goes up one rank.
Description: Ninpou - Hitei Mushou is Ninjutsu technique universally known by shinobi across the globe. After forming the needed handseal, the user will emit a flying mist of small nails from their mouth, created entirely of the user's chakra. These small nails can travel towards their opponent at quite a distance, moving at impressive speeds and retain even more impressive accuracy!
Domain: Universal Ninjutsu.
[/ul][/ul][/font][/blockquote][/blockquote][/justify]Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 10 meters
Chakra: Low
Special: When first learned, the user can control up to 5 projectiles/secondary weapons and send them flying up to 10 meters. However, each time re-trained, their control number goes up by 5. For every 20 projectiles the user can control, consumption goes up one rank.
Description: Soushuuha is a ninjutsu technique used in order to give aerial projectiles a slight edge in combat. After the needed handseals, this technique allows the user to hover multiple projectiles, like kunai, in the air while they approach a target. With only a single handseal, they can then unleash a torrent of projectiles much faster than if each was thrown individually.
Domain: Universal Ninjutsu.
Fukumi Hari ( 5 chakra senbon. )
Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 10 meters
Chakra: Low
Special: When first learned, the user can spit out up to 5 chakra senbon in a straight manner, shooting twice as fast as a kunai. Re-training this jutsu adds 1 additional needle each time. For every 10 needles the user can make, consumption goes up one rank.
Description: Though basic, Fukumi Hari is a Ninjutsu technique utilized by novice and expert shinobi alike due to its practicality. After briefly and quickly molding chakra to one's mouth, the user is able to call forth chakra needles in order to spit them out at their opponent with great accuracy, as well as with the element of surprise in their favor.
Domain: Universal Ninjutsu.
Hitei Mushou ( 5 chakra nails. )
Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 20 meters
Chakra: Mid
Special: When first learned, the user can spit out up to 5 chakra nails in an an arc like manner, traveling at the speed of a well thrown kunai. Re-training this jutsu adds 5 additional nails each time. For every 20 needles the user can make, consumption goes up one rank.
Description: Ninpou - Hitei Mushou is Ninjutsu technique universally known by shinobi across the globe. After forming the needed handseal, the user will emit a flying mist of small nails from their mouth, created entirely of the user's chakra. These small nails can travel towards their opponent at quite a distance, moving at impressive speeds and retain even more impressive accuracy!
Domain: Universal Ninjutsu.