New System. New Skills!!
Nov 30, 2012 9:21:21 GMT -8
Post by Krethean on Nov 30, 2012 9:21:21 GMT -8
Hyouton Ryuuken (Snow Dominion)
Rank: D, C, B, A, S
Type: Supplementary / Hyouton Kekkei Touta
Range: 0 - 50 meters
Handseals: No
Chakra: --
Special: Allows the user the ability to create, control and move Hyouton (Snow) chakra of their own for multiple purposes. Range of creation depends on highest rank known.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: The basis behind the majority of Hyouton techniques lie in the user's ability to control the very molecules of air and water around them, so that ice may be created on a whim from anywhere the user stands. 'Snow Dominion' is just as its name implies, a fundamental supplementary jutsu of Hyouton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create as much ice in the form of snow as they can afford chakra-wise all around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Hyouton.
Kohrisuberi (Ice Sliding)
Rank: D
Type: Supplementary.
Range: --
Handseals: 1
Chakra: Mid.
Special: User's maximum movement speed is doubled during sliding. This effect can only be achieved on snow, ice, or water at D rank, however, the B rank upgrade allows the user to refine the ability, freezing a path as soon as their foot touches down, regardless of the terrain.
Description: A simple ninjutsu meant to exploit the Hyouton user's skills, this technique allows the shinobi to essentially cut their travel time down in half. After a single hand seals, wind and water come together below the user's feet, creating a fast moving sheet of ice under each foot, allowing them to ‘skate’ instead of run.
Domain: Hyouton. Hyouton Ryuuken 'D'.
Gentou-Hatsugoori (Bringer of Winter)
Rank: D, C, B, A, S
Type: Supplementary.
Range: See special!
Handseals: 6
Chakra: x2 Mid to cast, Mid to sustain.
Special: Range of snowstorm depends on user's highest 'Ice Dominion' rank, the amount of snow created will be enough to cast jutsu of the highest rank of this technique known, plus another for the rank of the users dominion (max 2 S ranks worth). This storm is capable of dumping large amounts of snow, however, it is unable to cause any damage worthy of a ‘rank.’ Regardless of the rank of this technique, the storm will last for 1 full posting turn. Each jutsu will cost an amount of snow equal to its rank unless otherwise noted. 2 D = C, 2 C =B, 2 B = A, 2 A = S.
Description: One of the most fundamental Hyouton jutsu, the Bringer of Winter allows the shinobi to summon forth a snowstorm that provides them with enough snow for the rest of the battle. After a set of handseals, the user conjures up a raging snowstorm, sending their chakra overhead and forcing driving snow to fall within seconds. Ice and snow fly at rapid levels, and visibility is quickly lowered. The snow, though imbued with chakra, is still snow, meaning it is susceptible to the conditions of the temperature zone.
Domain: Hyouton. Hyouton Ryuuken 'C'.
Gengetsu Awasu (Roaring Snow Blade)
Rank: B
Type: Offensive.
Range: -
Handseals: 6.
Chakra: Mid.
Special: Reaching into the snow, the user pulls out a sword (up to one meter long) made from compacted snow which rivals the sharpest steel in strength and durability. When damaged, this sword will simply regenerate by drawing in more snow, ‘healing’ the blade for a mid amount of chakra. The sword is also a bit lighter than its metal counterpart, giving this a slight edge in speed over a conventional weapon.
Description: As its name implies, the Roaring Ice Blade is a creation of pure snow, bladed to the sharpest realms, meant to resemble any blade the user thinks of. Best of all, the blade itself can withstand even the toughest of attacks by regenerating once it has been destroyed.
Domain: Hyouton. Hyouton Ryuuken 'B'.
Yuki Bunshin no Jutsu (Ice Clone Technique)
Rank: B.
Type: Supplementary.
Range: -
Handseals: 6.
Chakra: x2 Mid per clone.
Special: Up to one clone can be made at a time, plus one more each time retrained, for a maximum of five (5). When struck, the clone's icy essence can defend against a single attack equal to their 'Ice Dominion' before being destroyed.
Description: With this technique, the Hyouton user is able to call upon aid from a perfect copy of themselves. Comprised purely of the snow available to the ninja and shares linked mental judgement,. Best of all, when defeated, the clone explodes, it sends a flurry of sharp snow crystals that can inflict small cuts on anyone within 1 meter.
Domain: Hyouton. Hyouton Ryuuken 'B'.
Retrained once. Can create 2 clones.
Hyourou no Jutsu (Ice Prison Technique)
Rank: B
Type: Offensive.
Range: See special!
Handseals: 7.
Chakra: High.
Special: Range of ice prison depends on the user's highest 'Ice Dominion' rank. Cubic dimension of the prision is determined by 10% of the users dominion range. The victim must expend a Highx2 amount of chakra to escape from the prision if they are caught.
Description: After forming the needed handseals, the user will touch the ground, causing columns of ice to rise from the snow, aimed at capturing their intended foe. If caught, the ice will rise up around the victim and imprison them within second. At the same time, the user can also use this technique as a defensive countermeasure, raising the ice to form a shield against incoming attacks.
Domain: Hyouton. Hyouton Ryuuken 'B'.
Kyuusoku Touketsu (Quick Freeze)
Rank: C
Type: Supplementary.
Range: See Special!
Handseals: 6.
Chakra: Mid.
Special: Range of the path is based on the user’s Hyouton Ryuuken. Freezes the ground and anything in an area of the users choosing, up to their entire dominion field. Aiming at reducing traction considerably of enemies or destroying or disrupting terrain based techniques, this skill is often used to ‘prime’ an area for excessive snowfall to minimize melting in an above freezing climate. This technique cannot create new terrain, it merely transforms existing terrain to a frozen state.
Description: With enough skill, a Hyouton user can manipulate the wind and water chakra with speed and precision, to instantly freeze anything along a straight line. This has many uses, such as altering the ground and making it harder for aggressors and/or pursuers to travel on, giving the user and those who can traverse the ice effectively the ability to move faster on it by sliding, creating a path on water and other liquids.
Domain: Hyouton. Hyouton Ryuuken 'C'
Retrained once. Freeze effect lasts two turns.
Kokuryuu Boufuusetsu (Swallow Snow Storm)
Rank: D
Type: Offensive.
Range: See special!
Handseals: 4.
Chakra: Mid per 10 birds.
Special: The user creates 10 swallows made from snow with sharp, frozen beaks and wings. About the size of a conventional shuriken, these ice birds can be controlled and maneuvered by holding the last handseal, and are handy for chasing down quick opponents.
Description: After forming the needed handseals, the user pulls chunks of snow from the ground in the shape of swallows. By holding the handseal for this technique, the user can control the flight path of the birds. Though not individually durable or strong, the sheer number of birds capable of being created is enough to cause hundreds of cuts if they are not dealt with swiftly.
Domain: Hyouton.
25 Exp used
Haryuu Mouko (Destruction Tiger Fierce Dragon)
Rank: A.
Type: Offensive.
Range: See special!
Handseals: 8.
Chakra: High.
Special: Range and defensive strength ice tiger attack depends on the user's highest 'Ice Dominion' rank. Tiger may maneuvered and guided anywhere within the user's 'Ice Dominion', and can maneuver around quite fast. Up to one tiger can be made, plus one more each time retrained.
Description: After forming the needed handseals, a creature in the form of a tiger will rise from the surrounding snow to strike out against its target. Its cold nature can freeze any nearby water, and its large mass can cause a large amount of damage when it impacts. The body of the tiger is made of ice and moves on all fours, attacking with sharp tooth and nail as well as its hardened form.
Domain: Hyouton. Hyouton Ryuuken 'A'.
Hyouton: Rouga Nadare no Jutsu (Ice Release: Wolf Fang Avalanche Technique)
Rank: A
Type: Offensive.
Range: See special!
Handseals: 8
Chakra: High per 3 created.
Special: This technique allows the user to create a pack of 3 wolves that rise up out of the snow, attacking anyone in their range with sharp claws and fangs, as well as by simply ramming into opponents with their fortified bodies. Each wolf can withstand a B rank worth of damage before crumbling. Additional trainings will allow 3 additional wolves to be formed for the cost of a B rank amount of snow, up to 15.
Description: After forming the needed handseals, the user quickly sculpts nearby snow into a pack of wolves that can be directed by mere thoughts by the user. These wolves, though not exceptionally durable, are surprisingly quick and work well with a pack to inflict lots of damage quickly to overwhelmed targets.
Domain: Hyouton. Hyouton Ryuuken 'B'.
Kiroku Gaijuu (Blasting Wind Domain)
Rank: D, C, B, A, S
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 20 meters.
Handseals: No
Chakra: --
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 range of the user's techniques.
D: 5 meter range.
C: 10 meter range.
B: 10 meter range.
A: 15 meter range.
S: 20 meter range.
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.
Range: -
Handseals: 6.
Chakra: Equal to the technique being reflected.
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. If a jutsu's power has been increased due to retraining or mastery, Kazekaeshi has to be of equal rank to the actual damage to be effective.
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 of equal rank.
Kaiten Shuriken (Rotating Shuriken)
Rank: D
Type: Supplementary.
Range: See special!
Handseals: 4.
Chakra: Low
Special: Can control one projectile per use, plus one more each time retrained up to a maximum of five. Projectiles cannot be altered in flight once thrown. The distance that 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 'D'.
Daitoppa (Great Breakthrough)
Rank: C, C, C
Type: Offensive.
Range: See special!
Handseals: 3.
Chakra: Mid.
Special: Distance at which blast can travel depends on the user's Kiroku Gaijuu range, halved; it is also half as wide as the user's he maximum Kiroku Gaijuu rank, as well. 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! Can be learned a maximum of 8 times.
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 'C'.
Retrained 3 times. Deals 3xC rank blasting damage.
Fuusajin (Dust Wind)
Rank: C
Type: Offensive.
Range: See special!
Handseals: -
Chakra: Mid
Special: Produces a 180 degree cone of wind that disrupts all loose footing. Distance at which the blast can travel depends on the user's Kiroku Gaijuu range, halved. This ability requires half a post to charge.
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. Kiroku Gaijuu 'C'.
Kamaitachi (Cutting Whirlwind)
Rank: C
Type: Offensive.
Range: See special!
Handseals: 9 [ None with fan ].
Chakra: Mid.
Special: Can capture up to 1 victim in a mini tornado finisher, plus one more each time retrained up to a maximum of three. This technique requires no hand seals when used with a fan type weapon; however, takes half a post to charge if used with said weapon. Distance at which the blast can travel and cover depends on the user's Kiroku Gaijuu range.
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, the user swings it around and brings forth a most intense tornado, coming out from the weapon. Once it strikes the opponent, 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. Kiroku Gaijuu 'C'.
Kaze Bakudan (Wind Bomb)
Rank: D.
Type: Offensive.
Range: See special!
Handseals: 2.
Chakra: Mid.
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 for a maximum of ten. 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'.
Sarutobi no Jutsu (Acrobatic Monkey Technique)
Rank: C.
Type: Supplementary.
Range: See special!
Handseals: 3.
Chakra: Mid.
Special: By coating the user or a nearby being/object in wind chakra, the user is able to decrease the speed of the fall from the air greatly. Affects objects within the user's Kiroku Gaijuu range.
Description: This jutsu takes Fuuton chakra in the form of lifting the body's overall weight and aerodynamics around the human body. This jutsu gives the saying "light as a feather" to a new level. As the needed hand-seals are formed, the user or a nearby being/object will be coated with Fuuton chakra, slowly descending to the ground without fear of fall or gravity biting them in the ass. This doesn't give them the ability to fly, but rather the ability to avoid the consequence of a brutal fall, like a feather in the air.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Suiton Ryuuken (Water Dominion)
Rank: D, C, B, A, S.
Type: Supplementary.
Range: 0 - 30 meters.
Handseals: No.
Chakra: -
Special: Allows the user the ability to control and move Suiton (Water) chakra of their own for multiple purposes; keep in mind Water technique require a water source! The user's range of water control is determined solely by their known rank in Suiton Ryuuken.
D: 10 meters.
C: 15 meters.
B: 20 meters.
A: 25 meters.
S: 30 meters.
Description: Suiton, the often mystic ability to control water at one's will. Though one cannot create their own amount of water, they can control any previously formed body of it, bending the source at their will and making it highly malleable. From prison type techniques to simple overwhelming the user with an abundance of waves, Suiton is truly a release to be feared once mastered.
Domain: Suiton.
Suijinheki (Water Encampment Wall)
Rank: C.
Type: Defensive.
Range: Range decided by Dominion rank.
Handseals: 5.
Chakra: Mid.
Special: The water barrier blocks a single attack of equivalent or lower rank before needing to be recast. The user can either spit the stream out, or cause a body of water to rise up and around them on all sides (must be on the body of water in question).
Description: Suijinheki is one of the most impressive Suiton jutsu, and one of the few actually able to defend the user indefinitely from danger. The user will first do a string of hand seals, and then-- either by releasing it from their mouth or controlling a nearby body of water --form a high-speed barrier of liquid to stand between them and the danger before them.
Domain: Suiton.
Mizu Bunshin no Jutsu (Water Clone Techqniue)
Rank: C
Type: Supplementary.
Range: Range determined by Dominion rank.
Handseals: 3.
Chakra: Mid per clone created.
Special: Up to one clone can be made at a time, plus one more each time retrained, for a maximum of five (5). As elemental clones, they cannot exist outside the user's 'Suiton Ryuuken' range in terms of distance away from their creator, and as such, can never exit the thread they were made in nor travel unless by their creator's side. Due to their watery nature, water clones can absorb attacks one rank lower than their maximum 'Suiton Ryuuken' rank mainly by altering the density of their water; any attack above that will instantly burst them. When defeated, clone explodes in a mist of water. Finally, because they are mentally linked their creator, water clones can use any c-rank or lower suiton based jutsu their creator knows.
Description: With this technique, the Suiton user is able to call upon aid from a perfect copy of themselves. Comprised purely of water, this clone retains the user movement speed and strength. Best of all, due to its flowing essence, the water clone is capable of using a hefty amount of the original user's suiton-based techniques either for defensive means or offensive.
Domain: Suiton.
Retrained Once. Can have up to two water clones at a time.
Mizurappa (Violent Water Wave)
Rank: C.
Type: Offensive.
Range: Range determined by Dominion rank.
Handseals: 5.
Chakra: Mid.
Special: Though stream is thin, it is nonetheless strong and fast (equivalent to the user's dominion rank), and can produce a knock-back effect should a victim be caught; knock-back is equal to one meter, plus one more each time retrained. However, after every fourth retraining, chakra consumption will go up by one.
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 (Water Prison Technique)
Rank: C.
Type: Supplementary.
Range: Range determined by Dominion rank.
Handseals: Yes.
Chakra: 4.
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, and will slowly drown unless they can somehow hold their breath. In order for a victim to break free, they must offer a chakra burst equal to thrice that of the prison.
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.
For these Academy Jutsu, I am refunding the retrains, not the jutsu itself as it is free.
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Retrained 4 times for a total of 5 uses
Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
retrained 4 times. Can be used for 5 turns
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Retrained 3 times. Can make up to 4 clones
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
Kinobori no Waza (Act of Tree Climbing)
Rank: E
Type: Supplementary.
Range: -
Handseals: -
Chakra: Low to cast, free to sustain.
Special: -
Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed.
Domain: Academy Ninjutsu.
Suimen Hokou no Waza (Act of Water Surface Walking)
Rank: E
Type: Supplementary.
Range: -
Handseals: -
Chakra: Low to cast, free to sustain.
Special: -
Description: A variation on the Kinobori no Waza (Act of Tree Climbing), the art of water surface walking allows a ninja to walk on water as if it was a solid surface. Focusing an even amount of chakra out of the soles of their feet, they can balance themselves on the very surface of the water.
Domain: Academy Ninjutsu.
-Academy Jutsu ends here-
Genjutsu Kai! (Release)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Handseals: Yes.
Chakra: See special!
Special: User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Description: Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Domain: Universal Ninjutsu.
Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Handseals: No.
Chakra: Low
Special: Allows the user to move in a linear fashion at the speed of ten (10) meters per second. Maximum distance of a Flicker is 10 meters, though one can always lower the range. Once a flicker is started, unless subjutsu are known to alter direction, the user is destined to end where they aimed the speed burst at. Can be used once per thread, plus once more each time it is retrained. Finally, one cannot while performing Shunshin.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to. However, while a high-speed movement, if used in broad daylight, one will still be somewhat visible and as such, easier to be defended against. In order to achieve maximum effect, the user must to combine it with a distraction.
Domain: Universal Ninjutsu. Ninjutsu Primary only.
Kekkai • Tengai Houjin (Barrier • Dome Method Formation)
Rank: D, C, B, A, S
Type: Supplementary / Defensive / Ninjutsu
Range: 0 - 50 meters
Handseals: Yes.
Chakra: Low - Very High
Special: Rank determines level, and type of chakra that is detectable - 'D' rank is 10 meters, and each rank increases by 10. Must be still in order to use.
Description: Kekkai • Tengai Houjin is a Ninjutsu technique named a barrier jutsu due to the field of chakra that it disperses around. After having their hands come together, the user can extend a sensory barrier to detect the movements of a hidden foe. Should the field touch their opponent, the user will know their position immediately.
Domain: Universal Ninjutsu.
Fuubaku Houjin (Exploding Seal Method Formation)
Rank: C
Type: Supplementary.
Range: -
Handseals: 1.
Chakra: -
Special: This ability allows the user detonate his or her explosive notes, opposed to allowing them to be "timed" explosives. Without this technique, the user cannot automatically detonate their tags.
Description: Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, opposed to being at the mercy of a countdown.
Domain: Universal Ninjutsu.
Buyou no Bunshin (Clone Dance (or: The Almighty Face in the Crowd Attack!))
Rank: D
Type: Ninjutsu (Offensive)
Range: 0-5 Meters
Handseals: Yes
Chakra: Low
Special: Requires "Bunshin no Jutsu" retrained a minimum of three times. The specifics of the final attack rely mostly on user personality and weapon choice.
Description: An offshoot of the classic Bunshin no Jutsu. The user of this technique will materialize a number of clones, who will proceed to charge the opponent in an overlapping scramble, jumping over and ducking under each other. With the user in the mix, the real ninja is obscured, much like the classic card game Three Card Monty. The ninja can then either attack the user in the crowd (theirs will naturally be the only attack that could connect) or circle around to attack from a blind spot once the clones all perform their assigned task (namely, bum rushing the target.). Naturally, only the real user's attack will be the one that does any real damage, since the clones are still illusory and intangible, but this technique's power is in its unpredictability, since the opponent can not easily determine which attack is real without the aid of extrasensory jutsu or especially sharp eyes.
Domain: Universal Jutsu.
Hyouton
Hyouton no Jutsu (Ice Release Technique)
Rank: SS
Range: Close (0m ~ 5m), Mid (5m ~ 10), Far (10m+)
Type: Supplementary
Handseals: -
Chakra Consumption: -
Hyouton is an advanced chakra nature kekkei genkai. By combining the Water and Wind Elements simultaneously, the user is capable of freezing water molecules in the air to create snow and ice. They can then manipulate these into various constructs that perform both offensive and defensive roles.
Note: This release requires mastery (3,000 EXP) of the Water and Wind Elements.
600 EXP
Tsubame Fubuki (Swallow Snow Storm)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 4
Chakra Consumption: Mid
Tsubame Fubuki is a Ninjutsu technique which utilizes the Ice Element. After completing the required handseals, the user summons forth 10 swallows comprised entirely of ice, which are about the size of a normal shuriken. The user launches these birds at the opponent; they are capable of doing major piercing damage should they hit. Unfortunately, the swallows are highly susceptible to fire.
Note: Once launched, the swallows move in a linear path and cannot be manipulated further.
25 exp
Kohrisuberi (Ice Sliding)
Rank: C
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 1
Chakra Consumption: Mid, Low (upkeep)
Kohrisuberi is a Ninjutsu technique which utilizes the Ice Element. After performing a single handseal, the user's chakra is focused onto the bottoms of their feet, allowing them to walk upon the surface of ice with ease. This eliminates the danger of slipping, and even allows them to increase their speed by literally skating across frozen surfaces.
Note: Speed increase is 1.5x the rate of normal movement.
50 exp
Gentou-Hatsugoori (Bringer of Winter)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10+)
Type: Supplementary
Handseals: 7
Chakra Consumption: High, Mid (upkeep)
Gentou-Hatsugoori is a Ninjutsu technique which utilizes the Ice Element. After performing the required handseals, the user summons forth a blizzard of snow. Though this snow is itself harmless, it can be used as a basis for greater techniques and allow for snow to exist where it doesn't naturally occur. This snow will linger for one complete turn regardless of temperature and afterwards will be affected by local temperatures.
Note: The user can sacrifice a Mid amount of chakra per turn to keep the snow from melting due to higher temperatures.
100 exp
Yuki Bunshin no Jutsu (Ice Clone Technique)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: 5
Chakra Consumption: High (per clone)
Yuki Bunshin no Jutsu is a Ninjutsu technique which utilizes the Ice Element. After performing a set of handseals, the user creates a perfect clone of themselves made of ice. Unlike a normal Bunshin, the Yuki Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited however, as it cannot travel very far from the original body. If the Yuki Bunshin is injured, the clone will explode in a mass of ice spikes that launch out up to 1 meter in every direction.
Note: This clone has a High x2 cap of chakra. It is limited to Ice-based jutsu and elementary chakra channeling, including simple abilities like water walking and tree climbing, but not more advanced techniques such as Hien.
100 exp
Hyourou no Jutsu (Ice Prison Technique)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 7
Chakra Consumption: High
Hyourou no Jutsu is a Ninjutsu technique which utilizes the Ice Element. After performing a set of handseals, the user slams their hands into the ground. Bars of ice rise up around the opponent and the air above freezes into a lid, creating a cage in which to trap the foe.
Note: Attacks higher than B rank are capable of breaking the cage from the inside or outside.
100 exp
Sensatsu Suishou (Thousand Flying Water Needles of Death)
Rank: A
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 3
Chakra Consumption: High
Sensatsu Suishou is a Ninjutsu technique which utilizes the Ice Element. After performing the necessary handseals, the user will generate a thousand long needles of ice to surround a target. Then, the needles are directed toward the target at high speeds. While the needles do surround the target from all sides, they do not appear above the target.
Note: Contrary to the name, this technique only forms 100 needles.
150 exp
Kyuusoku Touketsu (Quick Freeze)
Rank: A
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: 6
Chakra Consumption: High
Kyuusoku Touketsu is a Ninjutsu technique which utilizes the Ice Element. After performing a string of handseals, the user sends out a burst of chakra that flash freezes the terrain around them for up to 30 meters. Because of the unnatural coldness of the ice, it will not be effected by local temperatures unless they are in extremes, such as the desert during the day.
Note: This jutsu does not create any new terrain of any kind but rather freezes whatever inorganic material is nearby. Some terrain types (lava, heated water, unnatural terrain) cannot be frozen in this way.
150 exp
Fuuton
Daitoppa (Great Breakthrough)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 3
Chakra Consumption: Mid
Daitoppa is a Ninjutsu technique which utilizes the Wind Element. After performing the necessary handseals, the user blows a single strong current of wind from their mouth, shaped like a cone. This technique carries an enormous amount of force and is capable of leveling anything it hits.
50 exp
Kamaitachi (Cutting Whirlwind)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Mid
Kamaitachi is a Ninjutsu technique which utilizes the Wind Element. After performing a set of handseals, the user swings either their arm or a weapon, producing a blast of wind imbued with their chakra. Once an opponent is caught by this wind a tornado will raise them into the air, keeping them imprisoned with its fast gusts. It then begins to cut them with slicing currents.
Note: Only one opponent can be trapped at a time.
50 exp
Kaze Bakudan (Wind Bomb)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 2
Chakra Consumption: Mid, Mid x2 (optional)
Kaze Bakudan is a Ninjutsu technique which utilizes the Wind Element. After performing two handseals the user creates a highly condensed ball of wind, about the size of a baseball, in the palm of their hand. It can be thrown, and upon contact with a solid object will detonate in a concussive explosion one meter in diameter.
Note: If the user chooses instead to give up Mid x2 worth of chakra, they can create two bombs - one in each hand. The explosion is the most powerful at the site of detonation. This technique was created by Addy.
25 exp
Kaiten Shuriken (Rotating Shuriken)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: 4
Chakra Consumption: Mid, Mid (upkeep)
Kaiten Shuriken is a Ninjutsu technique which utilizes the Wind Element. After performing the required handseals, the user coats their bladed weapon in wind chakra. Once launched at an opponent the weapon will begin spinning rapidly, making it appear like a disk. So long as the user continues to maintain the coating of chakra they are capable of manipulating the direction in which the disk flies.
Note: Can only be used on one weapon at a time.
100 exp
Kazekiri (Wind Cutter)
Rank: A
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Offensive
Handseals: 6
Chakra Consumption: High x2, Massive
Kazekiri is a Ninjutsu technique which utilizes the Wind Element. After a string of handseals, the user sticks their palm into the sky and focuses their chakra. An extremely sharp disc of wind - whose size varies based on the rank - is created, and can be hurled for a great distance at high speeds. It is capable of cutting down anything in its path.
Note: The High x2 version of this technique is used mostly against humans and is one meter in diameter. The Massive version is geared more toward injuring large summons and is two meters in diameter.
150 exp
Suiton
Blinding Bubbles Technique
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: 4
Chakra Consumption: Low
Utilizing the Water Element, the user will blow half a dozen bubbles after performing the necessary handseals. These bubbles will rush toward an opponent, and when popped, release puff of red powder that momentarily blinds the opponent (for one full post).
Note: Water is not necessary beforehand to perform this technique.
25 exp
Homatsu no Jutsu (Bubbles Technique)
Rank : C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 5
Chakra Consumption: Mid
Homatsu no Jutsu is a Ninjutsu technique utilizing the Water Element. After performing the necessary handseals, the user will blow a dozen bubbles (which are no larger than their palm). These bubbles can move to surround their target. Even the slightest amount of physical contact with an object is required to make these bubbles burst, resulting in a small but powerful explosion (comparable to an explosive note) when they do. Likewise, the user can make them detonate on command with a snap of their fingers.
Note: Water is not necessary beforehand to perform this technique.
50 exp
Mizu Bunshin no Jutsu (Water Clone Technique)
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: 3
Chakra Consumption: Mid per clone.
Mizu Bunshin no Jutsu is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited however, it cannot travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state.
Note: This clone has x2 High cap of chakra. These clones are limited to water-based jutsu and elementary chakra channeling. This includes simple abilities like water walking and tree climbing but not more advances channeling techniques such as Hien.
50 exp
Suirou no Jutsu (Water Prison Technique)
Rank: C
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 5
Chakra: Mid
Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The ninja forms the necessary handseals which causes water to form around the target, shaping into a spherical prison which only allows for severely limited movement. The ninja 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. When combined with a bunshin technique, the ninja can imprison their target but still alow for a clone to attack others nearby.
Note: This jutsu will be treated as seen in the Kakashi vs. Zabuza fight. Once captured by the water prison, the character inside is almost completely immobilized, making escaping from within the water prison very difficult. Any attacks or actions that require substantial, fluid motions are greatly hindered and all but impossible (things like handseals, stabs, punches). Staying within this prison for a total of ten posts will result in the victim drowning.
50 exp
Kibakuhou (Explosive Bubble)
Rank : B
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Offensive
Handseals: 7
Chakra Consumption: High
The stronger and more potent version of its parent jutsu, Kibakuhou is a Ninjutsu technique utilizing the Water Element. After performing the necessary handseals, the user will blow two dozen worth of bubbles that make their way towards their opponent(s). Upon popping, either by contact or by the user’s command, they create bright yellow and white flashes along with variously strong explosions (up to x2 that of an explosive note). These explosions also produce a large amount of smoke, which can be used to obstruct the opponent’s vision.
Note: Water is not necessary beforehand to perform this technique.
100 exp
Mizudeppou no Jutsu (Water Gun Technique)
Rank: B
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Offensive
Handseals: 3 (if tier three mastery is not active; none if it is), and the user must form a gun-like figure with the hand.
Chakra Consumption: Mid
Mizudeppou no Jutsu is a Ninjutsu technique utilizing the Water Element. After forming the necessary handseals (depending on the situation), the user then forms a finger-gun and fires a droplet of water at the ended target with tremendous force. This can bullet can easily pierce through a human body.
Note: Water is not necessary beforehand to perform this jutsu. This technique can be performed by Water Clones without handseals, as their bodies are made entirely out of water.
100 exp
Universal Ninjutsu
Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Supplementary
Handseals: -
Chakra Consumption:
Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to. However, while a high-speed movement, if used in broad daylight, one will still be quite visible and as such, easier to be defended against. In order to achieve maximum effect, the user must to combine it with a distraction.
Note: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
25 exp
Fuubaku Houjin (Exploding Seal Method Formation)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption:
Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, opposed to being at the mercy of a countdown.
Note: This ability allows the user detonate his or her explosive notes, opposed to allowing them to be "timed" explosives. Without this technique, the user cannot automatically detonate their tags.
25 exp
Kai (Release)
Rank: D
Range: -
Type: Supplementary
Handseals: 1
Chakra Consumption: Low
Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
25 exp
Kekkai: Tengai Houjin (Barrier: Dome Method Formation)
Rank: A
Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)
Type: Supplementary
Handseals: 7
Chakra Consumption: High to cast, Low to sustain
Kekkai • Tengai Houjin is a Ninjutsu technique named a barrier jutsu due to the field of chakra that it disperses around. After having their hands come together, the user can extend a sensory barrier to detect the movements of a hidden foe. Should the field touch their opponent the user will know their position immediately.
Note: This barrier’s maximum range is 50 meters in all directions.
150 exp
Fuuinjutsu
Beast Sealing Technique
Rank: C
Range: Close (0m ~ 5m), Mid (5m ~ 10m)
Type: Offensive
Handseals: 4
Chakra Consumption: Mid per chain
After performing the necessary handseals, the user will crouch and place a hand upon the ground. The seal will form around them, illuminate, and send chains of chakra racing toward the target in an attempt ensnare them. Being comprised of chakra, these chains are incredibly difficult to break free from. The only true downside is their length.
Note: The user’s hand must remain touching the ground for the chains to remain in play.
50 exp
Keiyaku Fuuin (Contract Seal)
Rank: C
Range: Close (0m~ 5m)
Type: Supplementary
Handseals: 7
Chakra Consumption: High
After performing the necessary handseals, the user must focus chakra into their dominant hand and place their palm upon the target. A quick connection is made between the two chakra systems and the seal is activated, removing the target's control over their summoned creature(s) for a short time. The creature, no longer held to the thread by its user, disappears.
Note: The seal only lasts for the remaining duration of the thread in which it was placed. Furthermore, being as how it is very rare for a user to control their summon (outside of Sharingan users), this seal effectively unsummons a traditionally summoned creature. In the case where it is a Sharingan user controlling a beast, this seal works as intended and simply severs the connection between the Sharingan user and the creature in question.
50 exp
Rigouaku Fuuin (Strength Theif Seal)
Rank: B
Range: Close (0m ~ 5m)
Type: Supplementary
Handseals: 6
Chakra Consumption: High
After performing the necessary handseals, the user then places their hand upon their target. A black ‘+’ shape will appear on the opponent’s body where contact was made. Immediately after, short black lines will spread out from the initial mark, covering the victim’s limbs. The opponents body will be frozen in mid-motion as them muscles are forcibly locked into position by the seal’s chakra, leaving them totally paralyzed until the seal wears off.
Note: This seal paralyzes a single target for one post.
100 exp[/spoiler]
430 exp to the sidebar please.
As this is a pretty big list and adjustment, please let me know if I dun goofed somewhere. It’s possible I might have. Any further refunds will likely be considerably smaller in comparison to this.
Thanks for your patience. ^^;