The blades of vengeances have fallen swiftly. The shinobi are no more as 'Absolute Justice' has returned...now, it is the Samurai that rule the Five Major Nations!
But at what cost? Have they become the very thing that they despised the most...? Heroes and villains seem to change roles every day, but one thing is for certain - we yearn for our freedom, for days gone by where we flew the skies unhindered.
[li] Yui is the daughter of Kiyoshi Tenzo who has been missing for much of her raising. Her mother, Akane, tried to instill some set of rules and order in the young child but knew all along it would be fruitless. After all both her parents were considered to be hell raisers in their day. Why wouldn't their child follow in their footsteps without enough parental supervision?
Yui is known as the wild child by those who know her and her mother. This title is well deserved though heavily resented by the fiery young girl. At heart she is a rebel who streaks away from the accepted norms of professional ninja behavior. She revels in making things difficult for the bureaucratic systems of the shinobi villages. Her reasoning? That you have to throw a wrench in the gears (so to speak) to fix problems otherwise passed over by officials.
Despite these rebellious views she's actually quite bubbly and kind hearted towards most. She accepts nearly anyone who wants a friend and even those who need one but wouldn't approach. On the flip side of the coin, she has the same temper problems her father and mother shared with anyone with a negative attitude towards her. She may not kill them, but she has a habit of making sure those who cross her learn a valuable lesson about cause and effect.
Quirks & Tendencies
✿Reads and writes books. ✿Smokes "cigarettes." ✿Acts out for attention from anyone when her life seems to be boring if even for a moment. ✿Mumbles and scrutinizes quietly about other girls she's threatened by in appearance. ✿She loves to speak in vague riddles about herself and her past to people she doesn't know/trust yet.
[li] Yui is the average young shinobi in build, standing a mere 5'5" and weighing less than one hundred pounds. She has inherited some of the fiery shades of red in her strawberry blind hair from her mother, as well as the smoldering crimson eyes of her father. Suffice to say that she can and will often make use of her young innocent child look.
[li]Yui doesn't like her arms restricted during a fight and wears a sleeveless red top most days with a pair of short shorts. The shorts are hemmed with frills, the shirt with two ribbon/scarves sewn in behind her shoulderblades, and on her head or around her neck a pair of goggles she rarely finds use for. Why does she have these accessories? The same reason for her arm belt straps. A sense of flare and style to catch the eyes of onlookers.
Last Edit: Jan 8, 2013 13:55:19 GMT -8 by The Dude
Tier One –Chakra Sleuth: After reaching a certain stage in their training, all the hard-work and skill the Nara clansmen has put into perfecting their craft has paid-off. This has allowed them a better understanding of molding their chakra when creating shadows. Because of this, the user has doubled the duration of kage mane at all ranks.
Tier Two –Silhouette Extension: A clansmen’s ‘Shadow Imitation’ is their supreme weapon when in combat. Through an unmatched natural talent in their hijutsu, the clansmen has now further mastered their control over their own shadow, and the shadow others. The user is now significantly increased the range of all their hijutsu to Far (10m+), with their maximum range being twenty-five meters.
Tier Three –Midnight’s Assassin, the Shadow Warrior: The ultimate ascension, clansmen who have reached this level of mastery are feared through the world for their unbridled control over the shadows. A true Nara genius, after gaining the highest level of mastery with their hijutsu, a clansmen can now merge within their own shadow at a High cost. After casting their ‘Shadow Imitation’ and possessing a target(s) they are then able to completely submerge themselves within their shadow and eject themselves from it at any given time and point of the shadows range. However, once the user is submerged their hold on their target(s) will automatically be released. Once submerged, the user is immune to all attacks until they reemerge again. The clansmen can only stay submerged for a single post before having to return and this skill has a three post cooldown.
Kagemane no Jutsu (Shadow Imitation Technique) Rank: C (450) Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 2 Chakra Consumption: Mid per target
Kage Mane no Jutsu is a Ninjutsu technique developed by the Nara clan. Its original purpose was as a skill to help delay any pursuers. After forming the needed hand seals, the clan member is able to manipulate their shadow along any surface. By using other nearby shadows they can further extend the reach of their shadow; however, they are limited to the surface area of the original cast shadow. Once the clan members shadow reaches the target shadow, it will attach itself. While attached, the target will be frozen, only able to replicate in mirror form the actions of the clan member. If the clan member is low on chakra, the Kage Mane will falter and the shadow will return to its normal form.
Note: The duration of Kage Mane depends on the Ninja's rank. At Genin, the duration is 1 full turn. At Chuunin, the duration is 2 full turns. At Jounin, the duration is three full turns. Keep in mind that a full turn constitutes the end of the caster's next turn. Like the Yamanaka technique, once you’re caught, you’re caught. This technique can be overpowered by a drastic release of chakra, such as the Gates or a Bijuu.
Kageyose no Jutsu (Shadow Gathering Technique) Rank: C (50) Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra Consumption: Mid to cast, Low to sustain
After performing the necessary handseals, the user is granted exceptional control over their shadow. Basically, this technique takes the user's own shadow and transforms and stretches it into countless thin tentacles, which are then used to grab objects and pull them in. Also, one can skillfully make use of the tentacle-shaped shadow tendrils by using them to lift up and throw weapons like kunai and such. It is accurate enough to even make the tentacles go through tiny holes.
Note: The user must remain still while using this technique. A maximum of five tendrils can be created per cast.
Kagemane Shuriken no Jutsu (Shadow Imitation Shuriken Technique) Rank: B (100) Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: Chakra Consumption:
Kage Mane Shuriken no Jutsu is a Ninjutsu technique developed by the Nara clan. Using kunai or trench knives, the user can imbue their shadow chakra to create "pins" to stick their opponent in place. These knives absorb the chakra nature of the user and give off the nature's effect. In this case, the knives take on the Nara clan's shadow binding properties. By implanting the shadow chakra enhanced blade into the shadow of their target, they will be frozen in place; just as if they were caught in one of the clan members extended shadow bindings. Note: The duration of Kage Mane depends on the Ninja's rank. At Genin, the duration is 1 full turn. At Chuunin, the duration is 2 full turns. At Jounin, the duration is three full turns. Keep in mind that a full turn constitutes the end of the caster's next turn. Like the Yamanaka technique, once you’re caught, you’re caught. This technique can be overpowered by a drastic release of chakra, such as the Gates or a Bijuu.
Kage Nui no Jutsu (Shadow Sewing Technique) Rank: B (100) Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 2 Chakra Consumption: Mid to cast and sustain
This is a Ninjutsu from among the Nara clan's secret techniques that uses materialized shadows to attack and bind, instead of merely immobilizing and controlling like the Shadow Imitation Technique. The user changes the shape of their shadow into several sharp needles and controls each separately. They can then attack several targets simultaneously and at the same time snatch away their ability to move by sewing them stuck with the shadow threads. Because it is a physical attack, it is impossible to capture someone without harming them, but on the other hand, since the speed of invocation and the time of duration are excellent, it can be used when urgent restraint is required.
Note: A maximum of ten tendrils can be created each time this technique is used.
Kage-Kubishibari no Jutsu (Shadow-Neck Binding Technique) Rank: A (150) Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 3 (after shadow imitation has been successful) Chakra Consumption: Mid
Kage Kubishibari no Jutsu is a Ninjutsu technique developed by the Nara clan. To perform the technique the clan member will first bind their target using the Kage Mane no Jutsu technique. Once the target can no longer move, they form the needed handseals to initiate this technique. The clan member uses their shadow to form a hand which will creep up their opponent’s body to their neck. Once the hand reaches the neck, it will constrict in such a manner so as to strangle the opponent. However, the clan member will need to be careful. If their target has a lot of chakra, they can turn back the shadow hand and prevent it from binding their neck.
Note: This technique can be overpowered by a drastic release of chakra, such as the Gates or a Bijuu. Likewise, this technique can be stand-offed by players with 2x the user’s chakra.[/spoiler]
Housenka no Jutsu (Mythical Fire Phoenix Technique) Rank: C  Range: Close (0m ~ 5m) Type: Offensive Handseals: 5 Chakra Consumption: Low
Housenka no Jutsu is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user will then emit a series of fireballs (up to a maximum of four). The ninja can also simultaneously hurl a projectile which is covered in these flames, masking them. To the opponent the attack appears to be only the balls of flame, as they do not see the hidden threat within the flames. These flames can cover different projectiles like shuriken, kunai and senbon.
Goukakyuu no Jutsu (Great Fireball Technique) Rank: C  Range: Close (0m ~ 5m) Type: Offensive Handseals: 6 Chakra Consumption: Mid
Goukakyuu no Jutsu is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large sphere of flames. To better manage the flames, the user can bring their hand to their mouth to control it.
Haisekishou (Burning Ash Accumulation) Rank: B  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 7 Chakra Consumption: Mid
Haisekishou is a Ninjutsu utilizing the Fire Element. After performing the necessary handseals, the user will expel an ash cloud from their mouth. This large cloud begins to envelope their foe(s), and when the user clicks their teeth, the cloud will ignite in an explosion.
Kumoryuu Kaengiri (Cloud Style Flame Slash) Rank: B  Range: Close (0m ~ 5m) Type: Offensive Handseals: 3, one handed, to ignite one’s sword Chakra Consumption: Mid per 3 meter increment arc
The user first imbues their blade with fire, before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing. A skilled user of this technique is capable of surrounding their immediate area with circular walls of flames, incinerating multiple targets even if they approach from numerous angles simultaneously.
Note: These flames must follow the immediate arc of the swing, and thusly can and will effect allies if in range. The flames disperse and weaken the further from the sword they travel. After a little more than 3 meters, they are almost altogether benign. Any single arc of fire will cover a 3 meter length along the arc of the swing itself; dragging the arc of flames further will require a greater deal of chakra to be added.
Karyuu Endan (Fire Dragon Flame Projectile) Rank: B  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 7 Chakra Consumption: Mid
Karyuu Endan is a Ninjutsu utilizing the Fire Element. After performing the necessary handseals, the user will then expel an incredibly powerful, large jet of white-hot fire from their mouth. This technique possesses an remarkable amount of accuracy.
Karyuudan (Fire Dragon Projectile) Rank: B  Range: Close (0m ~ 5m) Type: Offensive Handseals: 5 Chakra Consumption: Low
Karyuudan is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals and creating mud projectiles via Doton’s Doryuudan technique, the user will blow a large flame to ignite the muddy missiles.
Note: This technique requires Doryuudan in order to be used. Furthermore, if the user possesses knowledge of Doryuudan, they can cast both it and Karyuudan simultaneously for the single handseal cost of Karyuudan.
Dai Endan (Great Fireball) Rank: A  Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 6 Chakra Consumption: Mid
Dai Endan is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user will first gather the fire into their mouth. Then, they will spew a massive stream of fire (twice the size of Endan and twice as powerful; it still lasts for only two posts).
Hibashiri (Running Fire) Rank: A  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 4 Chakra Consumption: Mid
Habishiri is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user will then generate jets of fire which will race toward their target(s) and surround them. This fire can be made more powerful with the introduction of wind from a wind element attack. Alternatively, the user can draw the flames around themselves and spin, giving them the ability to launch streams of fire at their opponent.
Gouryuuka no Jutsu (Great Dragon Fire Technique) Rank: S  Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 10 Chakra Consumption: High
Gouryuuka no Jutsu is a Ninjutsu technique utilizing the Fire Element. After performing the necessary handseals, the user will expel two dragon fireballs at their opponent. These powerful fireballs can punch through concreate.[/spoiler]
Chuusijin no Jutsu (Stomping Monkey’s Quake Technique) Rank: D  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 2 Chakra Consumption: Mid, Mid (upkeep)
Chuusijin no Jutsu is a Ninjutsu technique which utilizes the Earth Element. After performing a set of handseals, the user coats their legs and feet in chakra and begins stomping wildly. As they stomp, the earth around them begins to quake, disrupting balance of anyone nearby. This technique is ideal when faced with waves of opponents, or for taking down weakened edifices.
Note: The earthquake extends 5 meters in every direction of the user and will continue so long as they continue to hold chakra in their legs. Any person within range of the earthquake will suffer serious balance and orientation disruption.
Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique) Rank: D  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 1 Chakra Consumption: Low, Low (upkeep)
Shinjuu Zanshu no Jutsu is a Ninjutsu technique which utilizes the Earth Element. After performing a single handseal, the user conceals themself beneath the ground. Here they can lie in wait, capable of feeling the vibrations of those who walk above them. When the user chooses, they can emerge suddenly from the ground, grabbing the opponent and pulling them down into the pit where they once were buried. The opponent is buried up to their neck, robbing them of the ability to move.
Note: Concealment is near-instantaneous. User cannot move while underground, except to perform the second part of this technique. To remain underground without suffocating, the user will need to continually expend chakra.
Dochuu Eigyo (Underground Fish Projection) Rank: C  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra Consumption: Mid, Mid (upkeep)
Dochuu Eigyo is a Ninjutsu technique which utilizes the Earth Element. After performing a set of handseals, the user conceals themself beneath the earth, much like in Shinjuu Zanshu no Jutsu. However, now they are capable of moving through the earth like a fish moves through water, allowing them to stage surprise attacks or escape from a potentially deadly onslaught.
Note: To learn this technique the user must know Shinjuu Zanshu no Jutsu. Concealment is near-instantaneous. The user cannot perform seals beneath the ground and thus cannot use jutsu, but can wield weapons. To remain underground without suffocating, the user will need to continually expend chakra.
Ganban Kyuu (Rock Plate Coffin) Rank: C  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 9 Chakra Consumption: Mid x2
Ganban Kyuu is a Ninjutsu technique which utilizes the Earth Element. After performing a set of handseals, the user slams their hands against the ground. Two plates of rock will rise from around the opponent, moving to entomb them; upon the user's command, the rock will push together, crushing whatever is trapped inside.
Note: Requires a natural earth source.
Iwa Bunshin no Jutsu (Rock Clone Technique) Rank: C  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 3 Chakra Consumption: Mid (per clone)
Iwa Bunshin no Jutsu is a Ninjutsu technique which utilizes the Earth Element. After performing a set of handseals, the user creates a perfect clone of themself made of stone. Unlike a normal Bunshin, the Iwa 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 Iwa Bunshin is injured, the clone will usually revert back into its natural rock state.
Note: This clone has High x2 cap of chakra. These clones are limited to Earth-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.
Doro Gaeshi (Mud Overturn) Rank: C  Range: Close (0m ~ 5m) Type: Defensive Handseals: 3 Chakra Consumption: Mid
Doro Gaeshi is a Ninjutsu technique which utilizes the Earth Element. After performing a set of handseals, the user strikes the ground with their hands, sending a pulse of chakra into it. A wall of earth will rise in front of them to serve as a defense, although it is not perfect.
Note: Doro Gaeshi can defend against techniques C rank and below; any attack above that will destroy it, breaking through. The wall is large enough to conceal the user.
Retsudo Tenshou (Revolving Split Earth Palm) Rank: C  Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 5 Chakra Consumption: Mid x2
Retsudo Tenshou is a Ninjutsu technique which utilizes the Earth Element. After performing the required handseals, the user slams their palms into the ground. The surrounding rock will begin to churn in whirlpool-like manner beneath an opponent, twisting and turning to crush all those trapped within it.
Note: Can only be performed in an area with natural earth and rock. The user can control how large the whirlpool's dimensions are, so long as they do not exceed a 5 meter diameter.
Doryuuheki (Earth-Style Wall) Rank B (100) Range: Close (0m ~ 5m) Type: Defensive Handseals: 4 Chakra Consumption: High
The user creates a solid wall of earth as a form of defence. Chakra is either converted to earth within the body and then spat out to form the wall or the user can manipulate pre-existing earth to form the wall. The earth then instantly rises up and takes form. The barrier itself is also coated with chakra, making its strength incomparable to that of a normal mud wall. Because of the earth's special characteristics, the wall is highly resistant against, for instance, fire and water.
Note: This wall is fifteen meters tall, ten meters wide, and nearly five meters thick.
Doryuu Taiga (Earth Flow Rivers) Rank: B  Range: Close (0m ~ 5m) Type: Offensive Handseals: 4 Chakra Consumption: High
Doryuu Taiga is a Ninjutsu technique which utilizes the Earth Element. After forming the needed handseals, the user transforms the ground underneath their opponent into a river of mud. This river materializes suddenly and flows quickly, completely in the opposite direction that the opponent was originally moving. This technique is excellent for slowing people down and facilitating escapes, as the mud itself is highly constricting.
Note: The river flows in a straight line in whichever direction the user chooses; the direction cannot be altered afterward. The river can be no longer than 5 meters and no wider than 3 meters. The mud created by this technique can be used to facilitate other techniques that require mud.
Doryuudan (Earth Dragon Projectile) Rank: A  Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 7 Chakra Consumption: High x2, High (upkeep)
Doryuudan is a Ninjutsu technique which utilizes the Earth Element. After performing the requires handseals, the user creates a giant dragon's head made out of mud in front of them. The beast quickly opens its maw and begins firing balls of mud at the opponent that are capable of doing massive blunt damage if they connect.
Note: To learn Doryuudan, the user is required to know Doryuu Taiga. Doryuu Taiga must have been used prior to this technique because of how much mud is required to facilitate it. Dragon's head is 4 meters long and 2 meters wide; the mud balls it shoots are 1 meter in diameter. The dragon fires off 3 balls in the turn that it is summoned, and then each turn after that can fire 2 balls.
Doton Kekkai - Dorou Doumu (Earth Barrier - Earth Dome Prison) Rank: B  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 8 Chakra Consumption: High, High (upkeep)
Doton Kekkai - Dorou Doumu is a Ninjutsu technique which utilizes the Earth Element. After performing a set of handseals, the user strikes the ground with their hands. The earth overturns, rising up and around the opponent, trapping them in a dome made of earth with no apparent way out. By placing their hands against the dome, the user is able to suck out the chakra from the people trapped inside and bring it into their own body. At the same time, the user can use their own chakra to spread throughout the dome, repairing any damage their opponents manage to inflict on the inside. However, the chakra flow is not evenly spread out and becomes more weak the further away from the user it moves, allowing the dome to be broken on the far side if hit by a hard enough force.
Note: The dome is 6 meters in diameter. The user drains Mid x2 chakra from each opponent inside the dome per turn, and absorbs a Mid amount of chakra per opponent per turn. By sacrificing a High amount of chakra per turn, the user reinforces the side of the dome closest to them, making it impossible to break from the inside with any technique because of the quick rate of repairs. The side farthest away from the user can be broken through by an attack of S rank. If the user decides not to pay the upkeep at all, then the dome can be broken on any side by an attack of A rank or above. The user must keep their hand on the dome at all times for all these effects.
Arijigoku no Jutsu (Antlion Technique) Rank: A  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 8, 1 (activation) Chakra Consumption: High
Arijigoku no Jutsu is a Ninjutsu technique which utilizes the Earth Element. After performing a string of handseals, the user will disperse their chakra through the ground, creating a large conical pit. When the user wants to activate the technique, a single handseal must be done; then, the pit will begin sucking everything around it toward its center, hoping to catch careless opponents. Should one be sucked underground, depending on how far the user makes them sink, they will be trapped and/or suffocated.
Ganchuusou (Rock Pillar Spears) Rank: A  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 8 Chakra Consumption: High
Ganchuusou is a Ninjutsu technique which utilizes the Earth Element. After performing a set of handseals, the user slams their hands against the ground and releases their chakra. Spears of rock rise up suddenly from beneath the opponent, impaling them.
Chikyuu Kyojin no Jutsu (Earth Giant Technique) Rank: S (300) Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 15 Chakra Consumption: Massive
Chikyuu Kyojin no Jutsu is a Ninjutsu technique which utilizes the Earth Element. After performing a long string of handseals, the user slams their hands against the ground and releases a large amount of their chakra. From beneath the user grows a gigantic humanoid made of rock, which rises with them on its shoulder. The earth quakes for 10 meters all around as this happens, throwing everyone - friend and foe alike - off-balance if they are within range. The giant will take orders from the user, as if it is a sentient being. Because of its size and composition, it is extremely difficult to fell this mighty creature.
Note: The giant cannot form handseals or perform jutsu, but its size is its real advantage in battle. It is 20 meters tall! The user can control its actions completely, or allow it to go wild.
Note: Only one opponent can be targeted at a time.
Shousen no Jutsu (Mystical Hand Technique) Rank: C  Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid
Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue.
Note: This technique is capable of healing a small or moderate amount quickly, such as a single injured appendage, (in the time of one post) after damage has been received. However, larger scales of damage require more extensive periods of time (for a maximum of three posts). The level of “damage” sustained should be judged to the best of your capabilities, and if needed, confirmed by a Moderator.
It should also be noted that the healing effect of this technique can only be facilitated through the hands.
Horisageru no Karada (To Delve Into the Body) Rank: C  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 15 Chakra Consumption: Mid
A highly precise Medical ninjutsu, the user channels chakra into their hands and then places them both on the patient's solar plexus. The chakra pulses through the body in several waves, taking all important information about the condition of the body and relaying it to the user. In this way a Medical ninja is capable of instantly understanding what is wrong with the body, although not necessarily what is needed to fix the problem.
Chakra no Mesu (Chakra Scalpel) Rank: C  Range: Close (0m ~ 5m) Type: Offensive Handseals: 3 Chakra Consumption: Mid to cast, Low to sustain
Chakra no Mesu is a special Ninjutsu technique used by medical ninjas. After forming the needed handseals, the medic will focus chakra to their hands, creating a distinct, colored hue of chakra. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. Developed for surgery, it has since taken a unique aspect in battle.
Note: The damage inflicted by this technique is enough to severely injure internal organs and slice muscles for 50% reduction in functionality. Internal bleeding is somewhat steep near the more primary organs, and will result in the death of the victim in ten posts if no treated.
Chakra Ijou (Chakra Transfer) Rank: C  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 5 Chakra Consumption: Low - Massive
Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending chakra directly into the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, the amount of chakra per turn varies on the user’s will.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction) Rank: C  Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid
Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient transdermally. Targeting the liver and kidneys, the medic can filter the patient’s blood rapidly, filling the bubble with the dangerous toxins which can be discarded once the procedure is complete.
Naite no Jutsu (Dead Hands Technique) Rank: B  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: 2x Mid; 2x High (optional)
Although most Medical Shinobi utilize this technique for combat, Naite no Jutsu may also be used to help the user combat things like cancerous growths by simply killing the cancerous cells. While active, the user is capable of causing massive cellular destruction of an area of one inch per second per rank of the technique. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, black hue.
Note: This technique works in the opposite manner as Shousen no Jutsu. Immediately touching an area can result in “killing” the appendage and thusly making it unable to be used. However, charging this ability (for a maximum of three posts and offering 2x High) can provide the user will a one-hit kill, regardless of where they touch the victim.
Doku Kiri (Poison Mist Technique) Rank: B  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 5 Chakra Consumption: High
Ninpou: Doku Kiri is an advanced Medical Ninjutsu technique utilized by skilled medics. After the needed handseals, the medic inhales briefly before expelling a dense cloud of purple poisonous gas from their mouth at high speeds (in a 10x10 meter area in front of them). This poison serves as a very potent paralytic (capable of stunning a victim for two posts). This can serve as cover to escape and as an offensive technique against their opponent, or as a trap when luring opponents your way.
Note: The user is affected by this mist.
Sosei no Jutsu (Resuscitation Technique) Rank: B  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 10 Chakra Consumption: High
A tricky Medical Ninjutsu that has, nonetheless, saved many lives, Sosei no Jutsu works by channeling chakra directly to the heart of the patient, causing it to beat. This chakra disregards numbing effects, since the chakra causes the heart to beat against its' own will. Aside from that, when a person dies, their brain stays active from one to ten minutes before perishing. If the heart can be restarted, then the patient can be saved. With a two-person medical team, one Ninja may perform this technique while the other focuses upon treating the symptoms of death. If worked correctly, a patient who would otherwise be dead may be saved and, potentially, be brought back to life. If the brain has already ceased activity, then this technique will not work.
Note: This technique must be used within three posts of the user’s heart ceasing to beat.
Ranshinshou (Chaotic Mental Collison) Rank: B  Range: Close (0m ~ 5m) Type: Offensive Handseals: 2 Chakra Consumption: High
Ranshinshou is an advanced Medical Ninjutsu technique that allows for the severe disruption of the medic's victims. Changing the chakra in their hand into an odd electric-like pulse, the medic successfully mimics and creates an electric field to disrupt their targets nervous system. Because the brain and body communicate using electrical impulses, the medic uses the field to disrupt their targets ability to move. What results in commands to move one body part being relayed to another, making it near impossible for them to move.
Note: This technique essentially renders the victim incapable of properly moving (you’re essentially just a flailing ball of limbs whenever you try to move) for a total of three posts.
In’yu Shoumetsu (Yin Healing Wound Destruction) Rank: A  Range: Close (0m ~ 5m) Type: Defensive Handseals: - Chakra Consumption: Low – Massive
By anticipating damage, the user is capable of filling an area with healing chakra before taking a hit; in other words, they can begin the healing process for a wound before actually receiving it. When the wound finally does occur, the advanced healing process rapidly regenerates the flesh of the wounded area, healing it before the eyes of the user and the opponent; this results in an almost instant-healing of wounds. The larger and more complex the wound is, however, the more chakra is needed to heal it.
Note: The chakra cost is equivalent to the technique being countered. The user must be able to see the attack coming and have enough time to prepare in order for this technique to be effective. Techniques with high-impact capabilities will still cause a severe amount of internal injury.
Nai Ningen (Dead Human) Rank: A  Range: - Type: Supplementary Handseals: 15 Chakra Consumption: 3x High to cast, Low to sustain
A powerful Medical Ninjutsu that forces the target into a deep sleep. While within this sleep, their bodily functions are reduced to the bare minimum necessarily to keep an individual alive. The smallest sliver of a heartbeat, the shortest intake of breath, all are reduced to the point that it is nearly impossible to tell that the one suffering from the technique is actually alive at all. Such is the case that, when the technique is performed, only those who have a mastery over the Medical Arts will be capable of telling if the afflicted target is alive.
Note: In order to bring a patient out of this state, a medic (any medic will do) will need to perform this same technique.
Shikon no Jutsu (Dead Soul Technique) Rank: A  Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 10 Chakra Consumption: 2x High
Shikon no Jutsu is an advanced Medical Ninjutsu technique that uses a dead body to create the illusion of another living person. The medic can either animate a normal dead person, or alter the appearance of the dead person to resemble another. To do the second version, the ninja first changes the appearance of the dead body to resemble the person to be portrayed. Then using this jutsu they make the heart beat again, allowing them to control the actions of the dead body.
Note: This reanimated body can only move a maximum of fifty meters away from the user.
Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration) Rank: S  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 30 Chakra Consumption: Massive
Chikatsu Saisei is an advanced medical Ninjutsu technique. The technique allows the medical ninja to use the hair, or any other body part of the one injured as a medium to reconstruct damaged body tissue. The extent of the damage will control how difficult and long the procedure is. The injured person will be placed in the center of a square marked with rites for the procedure. One medical ninja will sit at each corner to provide precise chakra control to help in the cell conversion process. Another medical ninja will sit at the lead to guide the process. Due to its lengthy nature, the medics must remain uninterrupted or the technique will fail.
Note: By default, it takes one medic 5 turns for healing to be completed, plus 1 turn to prepare the seal. For each PC medic that knows this jutsu and assists in healing, the turn maximum goes down by one; procedure can never go less than a full turn. Able to fix almost any wound, as long as the target is still alive. PC medics can choose to split the chakra cost.
Chakra no Iko (Chakra Strength Gathering) Rank: S  Range: - Type: Supplementary Handseals: - Chakra Consumption: -
The basics behind the Chakra Strength lies in gathering one's chakra at a fine point in their body while performing quick, volatile movements so that their strength is enhanced. By molding their chakra at the desired appendage, it glows a unique color, representing the presence of Chakra Strength. Users of this style should not be taken lightly.
Note: This technique serves as the basis for all Souin related techniques.
Oukashou (Cherry Blossom Collision) Rank: C  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
Basic yet lethal, an immense amount of chakra is kneaded inside the body, and a moment later all of it it is gathered into the fist. That chakra is then released into the target, which does a great amount of damage. This technique can easily break multiple bones with a direct hit.
Kongouriki (Golden Thunder Power) Rank: C  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
The Golden Thunder Power comes in the form of any powered up punch or kick with enough chakra behind it to send the victim behind the strike flying (up to a maximum of five meters) even if blocked. Such a strike often results in added injury from the forced flight, as well as the strike itself.
Sangaiheki (Havoc Break) Rank: B  Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: - Chakra Consumption: Mid
Utilizing their chakra-imbued strength, the Souin practitioner bends down, thrusting their hands into the ground. They grip at the earth and pull, ripping the ground from its confines (a chunk no larger than ten meters in diameter). This force extends ahead, like an upwards tidal wave, causing anyone standing on the area to be sent flying into the air. Can also be used defensively, if the earth is pulled up to block most attacks. Offensively, this technique is limited, as it cannot lift opponents into the air very forcefully--most of the chakra-imbued strength is utilized to rip the earth out, and not to hurdle enemies into the air. In general, it is used as a disruption more than anything; most shinobi will be able to land safely even after being flung by the earth.
Tsuuten Kyaku (Bruising Sky Leg) Rank: B  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: High
Using the monstrous strength gathered from their fine turned chakra, the medic will raise their leg in a high arc, and bring it thundering down causing massive damage to whatever it impacts, creating a ten meter crater in diameter. If one of these kicks or strikes were to connect, they would kill a normal ninja.
Note: By jumping in the air prior to bringing their leg down, the user can increase the diameter of the crater to twenty meters.
Okami no Sora (Rising Sky Emperor) Rank: B  Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: - Chakra Consumption: Mid
Yet another versatile aspect of the Medic's Chakura no Iko style is their ability to produce fine amounts of chakra, at once, for destructive reasons. In this case, the medic sends a healthy wave of chakra at their feet, initiating an explosion that allows them an impressive forward leap (up to twenty-five meters). As they land, another chakra burst serves to cushion their landing, as the area around is slightly destroyed (in a five meter radius) by the sudden displacement of one's chakra to soften the landing.
Katainigiri (Giant’s Grip) Rank: A  Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: High to cast, Low to sustain
With a steady stream of precise chakra fed to their muscles, the medic is capable of a sudden boost to their lifting and throwing ability. Masters of this technique have been rumored to be capable of lifting and throwing large trees, boulders, and even buildings.
Note: The user has a x15 lifting capacity, and can toss whatever object they are hold up to twenty-five meters away.
Infuin Kai: Sozo Saisei (Yin Seal Release: Creation Rebirth) Rank: S  Range: - Type: Defensive Handseals: 5 Chakra Consumption: 50 stacks of Infuin stored chakra
After forming hand seals, the user releases a massive amount of chakra stored within their Infuin seal. Upon activation, the seal will spread out a few inches and begin to deliver a tremendous dose of healing energy to the user’s entire body in order to regenerate their bodies to peak fighting condition without expending any of their natural chakra pool. The seal will then begin to deliver a constant and massive dose of healing energy to the user’s entire body (for 20 packs of Infuin chakra per turn), allowing them to shrug off amputation, impaling, and other massive blows that would otherwise kill any other shinobi. In essence, the user becomes nearly invincible for the duration of this technique, with the rare exception of a few modes of death like decapitation, extreme cranial trauma, or suffocation.
Note: This ability requires the Souin Tier 3 Mastery.
Infuin Kai: Ame-no-Ukihashi (Yin Seal Release: Floating Bridge to Heaven) Rank: S  Range: Offensive Type: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Handseals: 12 Chakra Consumption: 100 packs of Infuin chakra
Considered the ultimate Souin attack, Ame no Ukihashi unleashes the full might of the user’s stored chakra in one glorious assault. Well beyond a “finishing move,” this punch carries with it the power to decimate anything and everything in its path. Whether it be the side of a mountain or an enemy unfortunate enough to be caught in the user’s path, Ame no Ukihashi promises to deliver the most catastrophic and deadly results a medic could hope to produce.
Note: After activating the seal, the user fills their fist with an enormous amount of stockpiled chakra, which takes 1 turn to complete. After charging, the user punches with all their might, releasing all of the pent up energy in a single attack. The shockwave of damage stretches out 50 meters from the point of impact, decimating everything in its path and capable of leveling forests, cities, and virtually anything else in its path. The infuin chakra protects the user from being harmed by their own technique, as this technique travels at an alarmingly fast pace, and fills an area determined by the users attack. This technique, if used on a living creature, would easily kill the target on contact (if struck in the chest or head); it also carries enough force to effortlessly severe limbs clean from the body. This punch can also pierce a-rank barriers and below.
Kaiten Kakatou Otoshi (Spinning Heel Drop) Rank: C  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
A very basic but effective taijutsu attack, the Kaiten involves the user's leg in a reverse downward kick. After launching themselves into the air and begin to somersault, the user gains momentum within the chosen striking limb and come spinning down, laying their heels into the target's shoulders and head.
Note: If this kick connects with the opponent’s head, they will be stunned for one full turn.
Hayabusa Otoshi (Peregrine Falcon Drop) Rank: C  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
A very deadly and efficient taijutsu attack. While at an elevated position, the user will grab their opponent from behind. Firmly locking themselves to their back, the user will then lock their ankles onto the opponent's neck in order to get their body rigid. Finally, on the descent, the user proceeds to drive and plant the victim head first into the ground. Essentially a belly to back pile-driver, the move can provide a great concussion to his opponent's head.
Shishi Rendan (Lion Combo) Rank: C  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: Mid
An effective aerial attack, the user first begins to maneuver to their opponent in a vulnerable aerial position. While shadowing them, the user will attempt to strike them from a vulnerable angle. First, they will strike as a feint in order to draw their target's attention and defense to one area. Then, a true strike is made towards the most undefended area, preceded by several more until the user violently begins knocking them down and towards the ground. As the enemy falls back to the earth, the user will deftly rotate their body around to deliver a full force kick to their chest.
Note: The maximum amount of hits, not including the final heel drop, is five hits.
Hien (Flying Swallow) Rank: B  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: High to cast, Mid to sustain.
By consciously feeding their chakra into any bladed weapon, the user will manage to extend the length of the weapon by providing an extra extension of visible chakra. This creation will yield an extremely sharp edge that functions like the normal blade itself. By seeing only the user's bladed weaponry, the opponent may miss the Hien and misjudge how far they need to move to avoid an incoming strike. As a result, even if they manage to avoid the metal portion of the blade, the chakra portion may cut into them as well.
Note: The maximum length of these chakra blades is six inches.
Shougekishou (Demolishing Rising Palm Thrust) Rank: B  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: High
By consciously feeding their chakra into their palms, the user will quickly rush forward, driving the charged appendage forward and into their opponent. The result is devastating, with all the accumulated power of the palm being unloaded onto the user's victim. Finally, with all the chakra released, the opponent's body is knocked back several feet, left to rag-doll and wither.
Note: This ability can knock a single target back up to two meters.
Atsuryoku Yashi (Pressure Palm) Rank: A  Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: 2x High
Delivers a powerful open palmed strike to the humerus, radius, or the celiac plexus. The result of the high powered strike will jar the network of nerve endings within the body, causing disorientation and confusion lasting some time.
Note: Heavy disorientation lasts up to 3 turns (this means operating at 50% capacity in all aspects, including sight and hearing). This technique was created by Shintarou.
Shunshin no Jutsu (Body Flicker Technique) Rank: D (25) Type: Supplementary. Range: 0 - 10m. Handseals: - Chakra: Low. Special: 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. 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 - 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. Domain: Universal Ninjutsu.
Fuubaku Houjin (Exploding Seal Method Formation) Rank: D (25) Range: - Type: Supplementary Handseals: 1 Chakra Consumption: Low
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.
Kai (Release) Rank: D (25) 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.
Kage Shuriken no Jutsu (Shadow Shuriken Technique) Rank: D (25) Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: - Chakra Consumption: Low
It's a simple technique where two shuriken, like the Fūma Shuriken, are piled one onto another and thrown simultaneously. However, depending on the way it's used, it can prove its absolute efficiency. The trick is to somehow draw the enemy's attention towards the upper shuriken. Then, they have to deal with the path of the lower, unnoticed shuriken. However, if the enemy notices both shuriken, the technique ends up losing all of its efficiency.
Soushuriken no Jutsu (Manipulated Shuriken Technique) Rank: D (25) Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: - Chakra Consumption: Low
With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.
Note: By combining this technique with a Chidori enhancement, the user may cause the wire to break the Shuriken apart into multiple sharp slabs that can be directed by the user.
Kuchiyose no Jutsu (Summoning Technique) Rank: C  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra Consumption: Low - Massive
A powerful jutsu intended to call forth aid when in dire need, Kuchiyose allows a ninja to summon a a variety of entities and items meant to assist them in a dire situation. From people to animals, to inanimate objects such as weapons and items, these creations come forth out of thin air near-instantly after the seals are done and into the battlefield. Keep in mind each summoning in question requires a previous contract to be filled out. Finally, signing this contract also allows said summoning to be able to reverse summon the human ninja to their own location.
Note: All summons have their own chakra cost, which the user will need to meet in order to bring them forth. In terms of inanimate objects, the user can summon up to ten secondary weapons for a Low amount of chakra (per summoning); on the other hand, they may summon up to five primary weapons for a Mid amount of chakra (per summoning).
Meisai Gakure no Jutsu (Camouflage Concealment Technique) Rank: A (100) Range: Close (0m ~ 5m) Type: Supplementary Handseals: 7 Chakra Consumption: High to cast, Mid to sustain
Meisai Gakure no Jutsu is an advanced Ninjutsu technique created for stealth purposes. After forming the needed handseals, the shinobi will summon a large amount of visually altering chakra, strong enough to coat their bodies and take effect within moments of being summoned. With this, the user can grant themselves near invisibility, which can be sustained even when motion or minimal contact occurs. Only chakra sensing methods have been shown to pierce the veil of chakra and see the hidden ninja.
Rasengan (Spiral Sphere) Rank: A (150) Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: High
Rasengan is highly advanced specialized Ninjutsu technique developed over the span of many years by a legendary Hokage. The technique is unlike any other Ninjutsu in that it does not require any handseals, as it relies purely on the ninja's ability to mold chakra. The ninja concentrates a contained, fast, rotating sphere of elemental chakra in the palm of their hand which, when summoned in full form, can cause much destructive impact. This ability can destroy all barriers of c-rank and below, and knocks back enemies a maximum distant of three meters.
Note: This ability takes a full post to charge, during which time the user must stay still. The sphere will stay active in the user’s palm for five posts, or until they connect with an object.[/spoiler]
Kawarimi no Jutsu (Body Replacement Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: 0 Chakra Consumption: Low
Kawarimi no Jutsu is an Academy Ninjutsu technique. When in danger the user will quickly substitute themself with another nearby object - generally a block of wood, but sometimes even another person - the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. Explosvie tags can be attached to the placement for an added surprise!
Note: Switch is near-instantaneous. The technique can only be used once per turn.
Henge no Jutsu (Transformation Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra: Low, Low (upkeep)
Henge no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user takes on the form of another object, whether it be an animal, plant, or inanime object. This transformation is exactly like the genuine article, so it is impossible to tell the two apart without special methods.
Note: The user can transform themself into an object of average, small, or miniature size. This means that one cannot Henge into a bijuu, summon, or other gigantic object.
Bunshin no Jutsu (Clone Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra: Low (per clone)
Bunshin no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user creates an intangible copy of themself. This clone has no substance, so it is not able to attack, and thus can only be used to confuse the enemy. It is mainly used in combination with other ninjutsu. These clones can be easily distinguished by opponents with doujutsu, but even opponents with normals eyes can tell tell it apart from the original if they are observant, as the clone does not have a shadow and will not disrupt the area aroun themself with their movement. As soon as this clone comes in contact with an opponent or gets attacked, it will dispurse.
Note: The clone's movement speed is equal to the user's. Bunshin cannot mold chakra to perform jutsu, nor can they physically harm an opponent.
Kakuremino no Jutsu (Cloak of Invisibility Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra: Low, Low (upkeep)
Kakuremino no Jutsu is an Academy Ninjutsu technique that allows the user to take a cloak or a piece of cloth and infuse it with their chakra, allowing them to blend into the background. This creates an optical illusion where the user is basically invisible to the naked eye.
Note: No other techniques can be used while disguised.
Nawanuke no Jutsu (Rope Escape Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra: Low
Nawanuke no Jutsu is an Academy Ninjutsu technique. Should the user be tied up by normal ropes, they can exert a small amount of chakra to frey their bindings and effectively escape.
Note: Ineffective against complex, electrionic, or unique binds.
Kinobori no Waza (Act of Tree Climbing) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra: Low, Low (upkeep)
Kinobori no Waza is an Academy Ninjtusu technique. By focusing a small amount of chakra to the bottom of their feet, the user can climb a tree (or other vertical wall) without utilizing their hands. This technique has a dual purpose, since it is the perfect way to increase skills with chakra control - if the stream of chakra is too weak, the user will loose their footing; if the stream is too strong, the user will be pushed away from the surface.
Suimen Hokou no Waza (Act of Water Surface Walking) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra: Low, Low (upkeep)
Suimen Hokou no Waza is an Academy Ninjutsu technique, and is a variant of Kinobori no Waza. By emitting a constant stream of chakra from the bottom of their feet and using this repllent force, the user is able to walk across the water's surface. This technique is vastly more difficult than its counterpart because the amount of chakra that needs to be focused changes constantly, but it helps to build chakra control in the user. After much practice, it is even possivle to 'skate' across the water's surface instead of just walking or running.
Note: The user must know Kinobori no Waza in order to use this technique.[/spoiler]
In Summary 450 Nara 1100 Katon 1350 Doton 2850 Iryou 500 Uni Tai 425 Uni Nin 250 (2nd release) ----------------------- 7725 exp total
Last Edit: Jan 9, 2013 12:54:59 GMT -8 by The Dude
Kage Fukuro (Shadow Bag) Rank: B  Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra Consumption: Low to store, Mid to retrieve
Is a Ninjutsu developed by the Nara clan. Expanding on their abilities to manipulate and control the inert functions of their own shadows. Members utilizing this technique have learned to use one of the shadow’s strangest abilities. Its power to absorb matter into it’s two dimensional plane! Upon completing a short set of seals the user will send a pulse of chakra through the shadow that enhances its dominating will. Shadows first crawl across the object which then appears to change black rapidly until it blends in with the depths of the shadows darkness. This signifies the completion of converting matter into nothing more than the visual interpretation of an absence of light.
Once Complete, the user can move about freely carrying objects on their person, yet unhindered. They may only store as many items as they themselves can carry as a shinobi in regards to primary weapons, secondary weapons, and accessory slots. Unofficial items, or items meant only for RP or plot purposes may be stored in the shadow but must be items the user can naturally carry themselves. Should the user ever desire to retrieve objects from the shadow, they need only complete the seals once more and this time send a pulse of chakra that echoes through the shadow and dampens it’s possessive properties.
Note: Converting mass into a two dimensional plane does not increase the size of one’s shadow. If anything it reduces the total surface area of shadows in the world by removing an object with mass to block and reflect light. Think of it instead as a storage room hidden beneath a carpet. Except the carpet and the room follows you around.
Kagesutonpu (Shadow Stomp) Rank: B  Range: Close (0m ~ 5m) Type: Disable Handseals: 1 Chakra Consumption: High
This technique is desperate last hope for the Nara Clan. Should an enemy close distance swiftly this technique allows them to quickly immobilize a body part momentarily (1 post). The user will form a single hand seal for his shadow manipulation techniques and stomp his foot on the shadow of his opponent. The effect is a tremor that causes the shadow to keep the general shape but become distorted where the foot struck. The victim will find whatever the part of his body that corresponds to where the Nara stomped to become not merely dead but frozen momentarily (1 post). The victim will regain control and feeling over his limb or body part after the single post, but this often flabbergasts opponents in confusion and inability to adapt to the sudden loss of function within their limb.
Kage Kurōku (Shadow Cloak) Rank: A  Range: Close (0m ~ 5m) Type: Disable Handseals: 4 Chakra Consumption: Mid to cast and sustain
This technique was invented by Nara warriors for infiltration and troop disbursement but is considered highly dangerous to learn. Forming four seals their shadows quickly peel up from the floor and stretch to attach to the back of their shoulders. The cloak envelopes them around their shoulders and when they don the hood of the cloak the effect begin.
In daylight, the user melts to the ground running as shadows in a two dimensional existence. They can still be hurt by anything that would hurt a normal shinobi (EG. Kunai's still stab, you just have to stab the shadow running on the ground.) In shadows or darkness however the user becomes completely invisible to most naked eyes save for the Byakugan and Sharingan.
Kage Sayuu No Jutsu (Shadow Domination Technique) Rank: A  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 5 Chakra Consumption: High per target (High per turn active)
Kage Sayuu No Jutsu is only to be used under certain conditions. This jutsu was restricted amongst the Nara clan due to its insidious nature. The user's shadow spreads out in a circle surrounding themselves and their opponents. If the targets shadow is engulfed in the user's, they are now under the user's control. However, the target is not imitating the user, but bound to their will, and cannot move or act on their own.The target is not being mentally controlled, therefore cannot be controlled beyond physical actions.
Note: The user is not able to move out side of the shadow while this jutsu is active.Once cast, the user's shadow remains stationary and does not move with the user. The user must have at least 2 masteries in Nara hijutsu. This technique can be overpowered by a drastic release of chakra, such as the Gates or a Bijuu.
Kage Kasou no Jutsu (Shadow Burial Mound Technique) Rank: A  Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 4 Chakra Consumption: High per target
A inventive technique that is no longer commonly practiced among many of the Nara. The user's shadow elongates in a manor similar to Kage Mane, however upon the targets shadow is animated, and begins to drag the target's body into it. The target is then dragged down into their own shadow by long binding, shadow-like tendrils, where they are held and completely restricted. This technique was created in order to detain enemies or target's instead of killing them, because while within their own shadow, the target cannot be harmed.
Note: The user must know Kage Mane to use this technique. It takes 1 full turn to burry a target. The burial begins the instant the shadows are connected. The target remains buried for the same amount of time they can maintain Kage Mane No Jutsu. This technique can be overpowered by a drastic release of chakra, such as the Gates or a Bijuu.
Kagetezā (Shadow Tether) Rank: A  Range: Close (0m ~ 5m) Type: Disable Handseals: N/A Chakra Consumption: High
Is a Ninjutsu developed by the Nara clan. Unlike most Nara clan techniques though, this manipulates only the enemy's shadow(s) and requires physical contact from the user to the victim's shadow to initially cast. Members of the clan will physically reach down and peel an enemy's shadow off the ground. Once the shadow(s) are in hand they can be manipulated and stretched up to ten meters away before being tied to a separate shadow on the ground. Once the user has cinched a knot between the two shadows he may give the first shadow a tug retracting the shadow to five meters and forcefully yanking the owner of the shadow towards the second shadow.
Once tied down successfully enemies will find themselves bound and tethered to the large shadow. They can move freely, but they may only travel along the shadow's surface and five meters beyond until the knot comes undone (two turns).
- Primary Weapons
Fist Knife x2 Rank: C Type: Primary / Knife / Melee Description: A fist knife is, as its name implies, a small dagger with T-shaped handle. The user grips the handle so that the blade protrudes at the knuckles, allowing for the use of full force behind a close-fisted thrust. Cost: 5,000 Ryo
- Secondary Weapons
Shuriken (Ninja Star) Rank: D Type: Secondary / Ranged Special: 5 per Pack. Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories. Cost: 100 Ryo per Pack
Hikari (Light Bomb) Rank: C Type: Tool / Area of Effect Range: 0 - 10 meters Special: 1 per pack Description: Flash Bombs are supplementary explodables used mainly for diversions, creating a blinding light when they detonate that spreads quickly across a small area. Flash Bombs come in many shapes and sizes depending by region; some may look like small spheres wrapped in paper or, more conventionally, as cylindrical canisters. Cost: 500 per Pack
Smoke Grenade Rank: C Type: Tool / Area of Effect Range: 0 - 10 meters Special: 3 per pack Description: This explodable comes in the form of a long, skinny cylinder, no more than a few inches long. At the top lies a pin which, when pulled, activates the grenade's internal components. Within seconds, thick, dark smoke begins to spew from the cylinder, covering a wide area and leaving all those nearby blinded and gagging. Cost: 600 per Pack
Scroll Sleeve Rank: C Type: Universal Accessory / Extension / Self Special: Carries a single 'D' or 'C' ranked scroll. Each sleeve takes up half of an accessory slot. Description: A simple, single-scroll carrying method, this sleeve is no more than five inches long and an inch or so wide, and can fit a scrolls snugly. Straps and laces exist to keep the scroll locked tightly, yet all the while still easily accessible when the time comes. Usually worn by one's hip. Cost: 10,000 Ryo
Blank Sealing Scroll (Doton) Rank: C Type: Universal Accessory. Special: The rank of the scroll determines the number of items, elements, or techniques that can be sealed within them. Likewise, the rank also determines how many accessory slots the scroll takes up (without an extension item purchased). It should be noted that elements being sealed inside of the scrolls are raw and uncontrollable, and not in unnecessarily large quantities. The "burst" of element extends roughly five meters fanning out from the scroll's open face, and can harm the user in certain situations. Likewise, the scroll must be open in order to summon the element in question.
D: D-rank scrolls can store a total of five secondary weapon packs, or one basic element. This scroll takes up one accessory slot. C: C-rank scrolls can store a total of ten secondary weapon packs, or one basic element. This scroll takes up two accessory slots. B: B-rank scrolls can store a total of fifteen secondary weapon packs, or one two basic elements. This scroll takes up three accessory slots. A: A-rank scrolls can store either a total of twenty secondary weapon packs, ten primary weapons, or three basic elements. This scroll takes up four accessory slots. S: S-rank scrolls can store either a total of twenty-five secondary weapon packs, fifteen primary weapons, or four basic elements. This scroll takes up five accessory slots.
Description: Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a satchel. This will save space and not sacrifice a much needed piece of equipment which may be required later. In the end, the scroll is useful because it allows the ninja to summon creatures, people and items to their aid. There are also larger scrolls that ninja keep on their back, these are notably A and S-ranked. Cost: 2,000 / 4,000 / 8,000 / 12,000 / 16,000 Ryo (price per scroll!)
Ninja Info Card Rank: D Type: Universal Accessory / Self Special: Able to permanently store IC information on any shinobi the owner of the card encounters. Storage time is equal to one full turn (5 seconds), and adds any IC information the user has properly obtained; updating a preexisting card takes one (1) second. Each card takes up one fourth of an accessory slot. Description: Ninja Info Cards a device established by the shinobi community in order to improve intelligence. Infused with special chakra seals, these cards are activated on touch, and once a link is established, the user may transfer memories of a particular person. The result is the most recently known picture of the person, followed by important facts such as their abilities, locations, bloodlines, possessions, etc. An excellent tool for spying! Cost: 6,000 Ryo per card
Iryo Sakuka (Organic Preservation Vial) Rank: D Type: Medical Accessory Special: Vials are designed to hold blood, and carry a one-time use needle which springs out of the bottom and lets it be filled; once the vial is filled, the flow automatically stops and the vial and the needle detach. Each vial can hold roughly 5% of a human body's entire current blood supply. Without this, blood belonging to a Player Character can only last the thread in which the victim died before it loses its effectiveness for transplanting purposes. Blood in a vial lasts a total of 25 consecutive IC posts, starting right after the part is secured in the vial, before it begins to decay and loses its integrity. Each vial takes up half half (1/2) an accessory slot. Description: A metallic and glass vial approximately 5 inches long, it protects a crystalline test tube ideal for holding small body parts, such as eyes, ears, noses, fingers, etc. Once secured, the capsule auto-fills with a small preservation fluid, keeping whatever is within in mint condition until it is ready for its use. Used primarily to hold a specific amount of blood for certain medical procedures. Cost: 2,000 Ryo
Iryo Ikken (Organic Preservation Pod) Rank: A Type: Medical Accessory Special: Each pod can only hold either 1 major set of appendages (arms, legs), 1 minor set (hands, feet), OR, a whole head. Preserved parts retain their integrity indefinitely. Without this, a looted body-part belonging to a Player Character can only last five (5) IC posts before it loses its effectiveness for transplanting purposes. Each pod takes up two (2) accessory slots. Description: Much larger than the capsule, this pod performs in much the same way as its little brother, except it can now hold large appendages, such as arms, legs, hands, feet, or even a whole head! In the form of a cube, its diameter is a meter each side, and is easily carried by a handle at the top of the chamber. Its insides contain a special clear liquid that, although usable only once, is designed to preserve a given body part for short period of time. Cost: 20,000 Ryo
Last Edit: Jan 9, 2013 14:40:18 GMT -8 by The Dude
Tenzo Kiyoshi. Now, nothing more than one of the many ghosts of legends fading from the memory of the collective world. Whispers of deeds without a name, stories without an author, and a martyr without a death. It is unknown exactly how, but after avoiding the calamity that befell Amegakure no Sato, the shinobi went into service under the headship of the mizukage. It is said he served loyally, though quietly in the shadows waiting to die until chance happened upon the warrior.
A band of missing ninja from the rain country passing by caught his eye and his curiosity. With permission from the head jounin of kirigakure, Kiyoshi departs from the country with a leave of absence in order that he may pursue the band of missing shinobi. It does not take long for the veteran to realize they are making for the ruins of his old home, Amegakure no Sato. Their intent could not be clearer. They yearn for something his bones have ached for so many years to rest at once more. Home.
Banding together with other familiar legends from the history of Amegakure (Kekkai Masuyo, Tenzo Goryo), a mislead samurai (Akio), and a band of young high spirited shinobi, Kiyoshi descended into the under workings of the village. Many lives were lost in the battle to reclaim Amegakure. Stories written, rumors woven, and even statues constructed in the village in remembrance of what they died for and how they died. All save for one. Tenzo Kiyoshi.
Through out all the evidence and rumors of how the village came to belong to it's rightful masters once more, there is nothing to depict Kiyoshi's end. In fact while all others seem to have dramatic ends and final conclusions, Kiyoshi seems to have vanished entirely without a trace. Today he is assumed to have died a noble death along side the other great heroes.
In the months to follow the great redemption of Amegakure no Sato, Ji son of Masuyo returns to our world from the world of the bears. He sets about reconstructing the village and restoring all he can bring himself to repair with the few he has. It is about this time, that Tenzo Yui daughter of Tenzo Kiyoshi returns home having pursued stories and whispers of her father's survival only to find the trail once more turns cold.
With nothing to move forward to, Yui accepts the generous offer of the young kage to stay as a shinobi of her birth village. Yui also strikes up a small arrangement between Ji to pursue the history of their fathers and share any and all knowledge gained betwixt the two in the hopes of shedding insight and light onto the past.
Last Edit: Jan 8, 2013 13:29:27 GMT -8 by The Dude