Usio Yamamoto - First application
May 7, 2012 14:22:28 GMT -8
Post by Kildred on May 7, 2012 14:22:28 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
- Name - Usio Yamamoto
- Age - 17
- Clan, BL, or Kekkei Touta? - N/A
- Country and/or Village - Kusagakure (Hidden Grass)
- Rank & Profession - Genin / None
- Difficulty Setting - Normal
- Releases/Senses - Doton
- Types - Primary - Ninjutsu
Secondary - Taijutsu
Tertiary - Genjutsu
PHYSICALITY[/u]
- Height - 5'7''
- Weight - 194 lbs.
- Apparel - Usio dresses fairly loose in order to keep movement as easy as possible. He wears a fitted tan shirt, tucked into a pair of khaki pants. Both of these have pockets within hands reach. For footwear, he dons a soft pair of leather shoes with a rubber bottom. These are tall enough to have the legs of his pants tuck down into the vamp.
- Body Appearance - Usio primarily works on his ninjutsu, working out only enough to keep in shape and practice his fighting style. As such, he keeps his body trim, but without much in the way of muscle definition. His hair is a very light shade of brown, constantly being mistaken for blond, which he keeps cut short to fall just above his brown eyes.
- Blemishes & Scars - As a result of working in his parent's field and store, his hands have numerous nicks and minute scars over the palms and fingers.
COGNITION[/u]
- Personality - Usio approaches most things with a fairly lackadaisical attitude. He does the work expected of him, but he'll likely take a while to actually get it finished. In many aspects of his life, this tends to set him back quite a bit, both in finances and time.
- Alignment - Lawful Neutral
- Allegiance - Kusa no Kuni
- Quirks & Tendencies - Letting his mind wander is a trait Usio has kept since he was a small child. He will often engage in an activity, only to stop dead in his tracks with a blank stare, deep in thought. Often, he will jerk out of this reverie without remembering what he was even thinking about.
- Likes & Dislikes - While he enjoys doing things spur of the moment as much as the next person, Usio doesn't like surprises. The best thing for him, he believes, is having a set list of duties written down in an organized manner. Such a thing makes it easy to keep track of what needs to be done and when.
ARMAMENTS[/u]
- Primary Weapons - Rope Dart
Rank: C
Type: Primary / Melee
Description: The rope dart is a typical kung-fu weapon that in the hands of an expert can be a devastating weapon. The weapon consists of a long loop of rope with an attached and sharpened kunai head like blade at the end which cuts on all sides. The rope dart is typically flung, swung, and wildly whipped around to make a fast, hard to see, and deadly weapon.
Cost: 5,000 Ryo
Knuckle Duster
Rank: C
Type: Primary / Melee
Description:In brass or steel, knuckle dusters are a typical civillian weapon that are easy to hide and very effective in close quarters. Placed over the fingers, these heavy connected rings fit just under the knuckles and allow regular punches to be a force to reckon with. They come in reinforced brass, bladed, and with spiked variations. - Secondary Weapons Exploding Note (10)
Rank: D
Type: Tool / Area of Effect
Range: 0 - 5 meters
Special: 10 per pack
Description: The exploding note is a piece of parchment paper infused with special chakra, layered over with a special script on it that serves to enable and facilitate its explosive properties. Its execution is simple - the ninja can attach the note to another object such as a kunai or log, and upon activation, the note is set and begins either a slow countdown burn, which eventually results in a large explosion, or the explosion in itself upon command.
Cost: 500 per Pack
Kunai (Throwing Knife) (2)
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Cost: 100 Ryo per Pack
Ninja Wire Strings (20 ft.)
Rank: D
Type: Secondary / Ranged
Special: 20 ft. of wire per pack.
Description: Wire Strings can be used for rappelling, manipulating weapons, or to tie down and restrict the movement of an opponent, sometimes even being able to slice through items when generating enough force to do so. They are a useful tool for a shinobi.
Cost: 200 Ryo per pack - Items
Satchel
Rank: C
Type: Accessory Extension / Self
Special: Allows the storage of 10 extra Packs. Available to all ranks.
Description: The Satchel is a simple holding device which can store extra secondary weapons should the user need to call on them quickly in battle. Appearing like a regular carrying, it is hung on one's side or worn at the hip for easy access.
Cost: 5,000 Ryo
Breath Mask (C rank)
Rank: D - S
Type: Accessory / Self
Special: Rank of mask determines the amount of time a user can spend underwater before needing to resurface and recharge the device. It takes a whole turn/post of being outside of the water in order for the apparatus to recharge. Additionally, mask is designed to keep out aerial objects that may harm the user, such as generic poisons and micro-fragments, equal to one rank lower than the rank of the mask.
D: 2 turns of underwater breathing
C: 4 turns
B: 6 turns
A: 8 turns
S: 10 turns
Description: With this accessory, the ninja is able to breath underwear for short periods of time. The apparatus appears to be a very small mask, and covers only the nose and mouth of the user. Although, it is quite hard and sturdy, and usually comes in a deep black color.
Cost: 1,000 / 5,000 / 10,000 / 20,000 / 40,000 Ryo
Blank Scrolls (C Rank)
Rank: D, C, B, A, S
Type: Accessory / Self
Special: Rank of scroll determines the type of object that may be sealed within, the amount it can hold, and finally, the amount of accesory slots they take up (and can store within the seal on top of the packs!) without the use of a scroll extension. Main weapons, armor and shields consume one full scroll, with nothing else able to be sealed within along side them.
D: 10 pack spaces / 1 accessory slot
C: 20 pack spaces / 2 slots
B: 30 / 3 slots
A: 40 / 4 slots
S: 50 / 5 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: 1,000 / 5,000 / 10,000 / 20,000 / 40,000 Ryo (price per scroll!) - Jutsu
Chakra Reduction I
Doton Ryouuken (Earth Dominion)
Rank: D, C, B, A, S
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Establishes the area of earth a user can control for their earthen techniques, including the ability to sense what comes in contact with it. Because Doton is a solid essence with physical mass, its creations deal more with strength and endurance of the earth; as such, each earthen creation from the user will have have a natural, built-in defense against any attacks equally ranked or lower. Highest rank known also establishes the size of Doton creations they can produce, as well as the amount of time it takes for the user to detect any form of contact with their Doton creations, as well as natural earth. Keep in mind detection occurs only when foreign contact occurs WHILE the user is also in direction contact with the earth, natural or self-made.
D: 10 meter range / Full Turn detection delay
C: 20 meters / 3/4 th's of a turn
B: 30 ms / Half of a turn
A: 40 ms / 1/4 th's of a turn
S: 50 ms / Near-Instant!
Description: The basis behind the majority of Doton techniques lie in the user's ability to control the very earth around them. 'Earth Dominion' is just as its name implies, a fundamental supplementary jutsu of Doton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the earth around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Doton.
Domu (Earth Spear Essence)
Rank: D, C, B, A, S
Type: Defensive / Doton Ninjutsu
Range: Self
Handseals: Yes
Chakra: Very Low - Very High
Special: Can withstand a single Ninjutsu or Taijutsu strike made upon the user of equal or lower rank before needing to recast the jutsu. Highest rank known determines boost to user's Taijutsu strength (any Taijutsu strike carries bonus damage in the form of the highest rank known), as well as speed penalties suffered due to the extra weight. During this, no other chakra-related jutsu outside of Doton may be used. Finally, if the shield is destroyed by an equally ranked attack and they were in direct contact with natural earth, the shield may regrow without the need to spend extra chakra.
D: 20% speed loss
C: 40% speed loss
B: 60% speed loss
A: 80% speed loss
S: User cannot run, only walk.
Description: After forming the necessary handseals, the user will harden their body using the earth around them or through other supplementary techniques. This provides greater defense against many attacks, both taijutsu and ninjutsu, and will also strengthen their limbs in order to increase the striking ability and power. However, like other Doton based jutsu, it is weak against Raiton attacks.
Domain: Doton. Earth Dominion of equal rank.
Doro Gaeshi (Mud Overturn)
Rank: D, C, B, A, S
Type: Defensive / Doton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Very Low - Very High
Special: Size of mud wall depends on the user’s level of Earth Dominion. Blocks a single attack equal to the highest rank known.
Description: Doro Gaeshi is a defensive Ninjutsu technique utilizing the Doton affinity. After striking the ground with their hands, a large wall of earth will rise into place as defense. This allows the user to protect themselves from a variety of physical attacks, both ninjutsu and taijutsu. The defense is not perfect though, as a hard or drilling impact can puncture the wall.
Domain: Doton. Earth Dominion.
Retsudo Tenshou (Revolving Split Earth Palm)
Rank: D, C, B, A, S
Type: Offensive / Doton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid - Very High
Special: The whirlpool is created with the victim(s) always at the center. User’s Earth Dominion rank determines the size and range of the whirlpool. The higher the rank known of this technique, the larger and more dangerous the churning rocks, boulders and the whirlpool itself will be. Can only be performed within an area with natural earth and rock.
Description: This technique allows the ninja to control nearby stone and rock, allowing them to create a circular whirlpool of earthen death for their opponent’s to enjoy. When the ninja forms the needed handseals and slams their palm to the ground, surrounding rock around their victims will begin to churn and twist up crushing all those trapped within it.
Domain: Doton. Earth Dominion.
Tsuchi Kairou (Trapping Earth Corridor)
Rank: D, C, B, A, S
Type: Offensive / Doton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Range and size of prison depends on the user’s level of Earth Dominion; opening up top is 1/5th of the user's 'ED' size. Walls can hold up to attacks of equal or lower rank.
Description: After forming the needed handseals, the user slams his fists to the ground, sending their chakra into the earth so that it will rise up and over their target, imprisoning them in the form of a circle. Unlike Earth Dome Prison, this jutsu does not enclose over the targets. Instead, it simple creates a high wall, making escape viable only through flight; trying to climb up the wall will result in the victim's foot being impaled by sudden earthen spikes emerging from the wall.
Domain: Doton. Earth Dominion.
Doryū Taiga (Earth Flow Rivers)
Rank: D, C, B, A, S
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Range at which river can be created depends on the user's highest 'Earth Dominion' rank; width of the river is equal to 1/4th of it. River originates from the user's feet, and moves in a straight line; once river begins, direction cannot be altered. Highest rank known determines the speed at which the river may travel.- D: 2 meters per second
- C: 4 mps
- B: 6 mps
- A: 8 mps
- S: 10 mps
Description: After performing the necessary hand seals, the user will transform the ground upon which the enemy stands into a river of mud. This river suddenly materializes flowing at fast paces completely against the direction the opponent is moving, making movement very, very difficult. The river itself shoots in a relatively straightly line, and as the user's rank increases, so does their skill with this technique. Excellent for slowing people down and facilitating escapes, as the mud itself is highly constricting.
Domain: Doton. Earth Dominion.
Iwa Yado Kuzushi (Stone Lodging Destruction)
Rank: C
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Rocks pulled and used cannot exceed the user’s current range of Eath Dominion. Can control rocks up to 1/5th of the user's 'Earth Dominion' distance, and can only control up to 1 rock per 'Destruction', plus one more each time retrained. However, after every 4th retraining, chakra consumption of the technique will go up by one.
Description: This jutsu is completely dependant on the shinobi’s surroundings. After the necessary handseals, this technique allows the ninja to control nearby stone and rock, as long as they are within some form of enclosed rock/stone/earth creation, such as a cave. With their chakra specifically placed onto anywhere the user can see, this technique can loosen the rocks and cause them to come raining down on whomever is trapped inside, or reversely, can stop falling boulders from crushing those bellow.
Domain: Doton. Earth Dominion 'C'.
Iwa Bunshin (Rock Clone Technique)
Rank: C, C
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being elementally based, this clone is capable of using any c-rank and lower Doton techniques the users knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: Doton • Iwa Bunshin no Jutsu is a Ninjutsu that utilizes rock to create a Bunshin clone. 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, especially with its rocky earthen frame, adding power to its attacks.
Domain: Doton. Earth Dominion 'C'.
Hitsugi no Jutsu (Descending Earth Coffin Technique)
Rank: D
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Low
Special: The indentation created can vary by size, but at a maximum, it can measure no more than half the user's maximum 'Earth Dominion' range. Contents invisible to almost anything, except chakra sensing methods. Up to one indentation/burial can be created per thread, plus one more each time retrained.
Description: A very basic and essential Doton ninjutsu, the user performs a single handseal, and with a bit of chakra, creates a rectangular like opening underground. This indentation resembles a coffin, and is used for just that – burying secrets, human or inanimate, that one does not wish others to find. Coffins established can always be visited at a later time, and can only be activated by the user that made them. If someone is using a form of underground travel, they cannot see the contents within or the box for that matter, and should they travel on its same path, will run into what seems to be an underground block of steel.
Domain: Doton. Earth Dominion 'D'.
Iwa Nadare (Stone Avalanche)
Rank: C
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid
Special: The general size of the avalanche will depend on the user’s knowledge of Earth Dominion. Boulders measure the distance of 'Earth Dominion'. Due to its extreme nature, this can only be used once per thread, plus one more each time retrained.
Description: Although not a conventional technique, it becomes useful whenever the user is battling within the vicinity of a mountain. As long as the user is physically in contact with the upper part of the mountain, they can instigate dreadful avalanches meant to affect those below. Not only is the rock natural, but with a bit of one’s own chakra, the boulders the roll down can grow in size!
Domain: Doton. Earth Dominion 'C'.
Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: D
Type: Supplementary / Doton Ninjutsu
Range:Self
Handseals: No
Chakra: Low
Special: User cannot move while underground, but they can detect anyone that walks along the earth directly above them. User can remain underground for a single turn before needing to resurface. Can only be used once per thread, plus one more each time retrained.
Description: A very basic earth technique, it allows the user to dive underground almost instantaneously so that they remain hidden from view in order to ambush their opponent. As long as the opponent is walking across the earth, they will be aware of their presence, and can wait patiently (without fear of asphyxiation!) until they right time, where they will emerge and latch onto the opponent’s legs. From here, they can easily suck them down, executing a replacement with them so that the opponent is buried underground up to his neck, while the user emerges unharmed above ground.
Domain: Doton. Earth Dominion 'D'.- Dochuu Eigyo (Underground Fish Projection)
Rank: C
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid
Special: Range of movement depends on the user’s level of Earth Dominion, and while swimming underground, their speed remains the same. While the user cannot perform seals and thus use jutsu underground, they can wield weapons in order to surprise attack. User can remain underground for a single turn before needing to resurface; each time retrained, the user main remain underground for one extra turn. However, after every fourth retraining, their chakra consumption will go up by one,
Description: An upgrade to Shinjuu Zanshu, this underground variation grants the user movement whilst underground. Additionally, they can also emerge from below with their weapons drawn, allowing them to attack without being seen. After a few short seals, the user merely sinks below, and can remain there for a small amount of time.
Domain: Doton. Must know 'Double Suicide Decapitation'.
Haritsuchi Sōzō (Earth Needles Creation) (retrained once)
Rank: D
Type: Ninjutsu
Range: Depends on the user highest Doton Ryouuken (Earth Dominion).
Handseals: Yes.
Chakra: Low.
Special: Each time this technique is retrained, the number of needles summoned increases by ten. This can be retrained 10 times for a maximum of 100 needles.
Description: Simply put, the user goes through their hand seals and then focuses their vision on the area they want the needles to form. The needles take about 2 seconds to form from out of the ground and they are the same size as senbon. Once the needles are formed they can be shot from the ground in whatever direction the user chooses, moving as fast as if someone threw them.
Domain:Doton (Earth Release) - Dochuu Eigyo (Underground Fish Projection)
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E (x8)
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.
Henge no Jutsu (Transformation Technique)
Rank: E (x8)
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.
Bunshin no Jutsu (Clone Technique)
Rank: E ,E ,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
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 NinjutsuAyatsuito no Jutsu (String Reeling Technique)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: See special!
Handseals: No.
Chakra: Low - Very High
Special: Adds chakra strength to the ninja wire equal to the highest rank learned. Makes the strings unbreakable by techniques lower than the rank learned.
Description: Ayatsuito no Jutsu is a Ninjutsu technique utilizing wire. This string can be used in rappeling, or as a method to tie down and restrict the movement of an opponent. The Uchiha clan also utilizes the wire in their Sharingan Soufuusha Sannotachi technique. The wire allows the clan member to pin down an opponent, and then unleash a torrent of fire upon them. This is just one of many ways, however, that the string can be made useful - as long as the user is in control of their string, they shall be sending special chakra that reinforces it, making it almost unbreakable.
Domain: Universal Ninjutsu.
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.
Fuubaku Houjin (Exploding Seal Method Formation)
Rank: C
Type: Supplementary / Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid
Special: Requires exploding notes. Doubles the total explosive potential of the trap, regardless of amount of explosives used.
Description: Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. Arranging the seals in a square formation, the user will draw their target within the array. Once the target enters the zone with the planted explosives, the trap ignites. The user forms handseals to activate the tags and prep them for explosion, amplifying their power all at once.
Domain: Universal Ninjutsu.
Soushuuha (Manipulate Advancing Blades)
Rank: C, C, C
Type: Supplementary / Ninjutsu
Range: 0 – 10 meters
Handseals: Yes.
Chakra: Low
Special: When first learned, the user can control up to 5 projectiles/secondary weapons and send them flying up to 10 meters. However, each time re-trained, their control number goes up by 5. For every 20 projectiles the user can control, consumption goes up one rank.
Description: Soushuuha is a ninjutsu technique used in order to give aerial projectiles a slight edge in combat. After the needed handseals, this technique allows the user to hover multiple projectiles, like kunai, in the air while they approach a target. They can then unleash a torrent of projectiles much faster than if each was thrown individually.
Domain: Universal Ninjutsu.
Sūpa Henge Appugurēdo! (Super Transformation Upgrade!)
Rank: C
Type: Supplementary / Ninjutsu
Range: Self
Handseals: No.
Chakra: Changes Henge no Jutsu's cost to low.
Special: Upgrades Henge no Jutsu to be more resilient, no longer breaking when the user is struck or falls unconscious. The only way for the Henge to break is if the user runs out of turns, runs out of chakra, or dispels it themselves.
Description: An upgrade to Henge no Jutsu, this technique causes all of the user's Henge no Jutsu to become pseudo-permanent. That is, while their turn limit from Henge no Jutsu still applies, taking hits or even falling unconscious will not break the jutsu.
Domain: Universal NinjutsuShunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Handseals: No.
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
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.
Domain: Shunshin - Universal Ninjutsu.
Notice: Contrary to popular belief, this technique is by no means instantaneous. While a high-speed movement, if used in broad daylight, you're still quite visible and easily defended against. Simply put, it isn't incomprehensibly fast. Beyond normal, most definitely, but not nearly as fast as it's been portrayed thus far. In order to achieve maximum effect, you'll need to combine it with a distraction of some sort.Kouryoku no Genjutsu (Genjutsu Potency)
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the base range of any Genjutsu creation the user is able to produce.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the senses around them. The more and more they hone their Genjutsu skill, the stronger their illusion will be.
Domain: Genjutsu Skill.
Sonzoku no Genjutsu (Genjutsu Duration)
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the length at which the illusion elapses.
D: 1 turns
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra in order to make it last longer. The more and more they hone their Genjutsu skill, the longer their illusions will last.
Domain: Genjutsu Skill.
Yuukou no Genjutsu (Genjutsu Effectiveness)
Rank: D, C, B, A, S
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the amount of targets one can affect with an illusion.
D: 1 target
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the amount targets it can affect. The more and more they hone their Genjutsu skill, the more senses they will be able to affect.
Domain: Genjutsu Skill.
Chishihou no Jutsu (Faux Wound Technique)
Rank: D, C, B, A, S
Type: Basic Genjutsu
Handseals: Yes.
Chakra: Low - Very High
Special: Affects any one that comes in contact with the user while this technique is active. Severity of the fake wound depends on the user's highest rank known.
D: Flesh wounds & scrapes
C: Torn muscle
B: Broken bone
A: Limb removal
S: Beheading
Description: With this simple Genjutsu, the illusionist creates the sensation of a wound onto anyone that they attack. After forming the needed seals, the user charges and strikes, and the illusion settles in. Although the victim(s) won't feel pain, they will feel the disadvantages of being injured, such as being able to walk less over a perceived broken for, or being unable to form handseals due to an imaginary chopped off hand.
Domain: Universal Genjutsu.
Kasumi Juusha no Jutsu (Mist Servant Technique)
Rank: D
Type: Basic Genjutsu
Handseals: Yes
Chakra: Low
Special: Creates a single Mist Servant, plus one more each time retrained. However, after every fifth retraining, the chakra consumption of the technique will go up by one. Servants mimic the user in appearance in every way and exists solely to distract the opponent. This is achieved via false attacks which incorporate user's equipment in the hands of the illusionary clone.
Description: Kasumi Juusha no Jutsu is a universal sight Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw projectiles such as kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it.
Domain: Universal Genjutsu
Brawn Mastery I
'X' Joutou! ('X' Jump)
Rank: C ,C ,C ,C
Type: Supplementary / Taijutsu
Range: Self
Stamina: Mid
Special: Can only be performed during or after the apex of the user's initial jump. Can execute up to 1 mid-air jump before hitting the ground, plus 1 more each time retrained.
Description: Once in the air, only the most advanced Taijutsu users can manage to use their brute strength to actually jump against the air using friction, effectively jumping again before hitting the ground.
Domain: Universal Taijutsu.
Sayonara Rorru! (Do a Barrel Roll!)
Rank: C, C, C, C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Barrel roll burst extends 5 meters, and can be used one per thread, plus one more each time retrained.
Description: As its name implies, the user will suddenly enter barre-roll form, gripping their shins and ankles as they tuck them in, forming a human ball. In this form, chakra is unconsciously powering the roll, making their movement just as fast and graceful as if they were running. Useful for evasion, or when needing to look silly.
Domain: Universal Taijutsu.
Kaiten Kakatou Otoshi (Spinning Heel Drop)
Rank: C, C, C, C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: If kick connects with head, the victim will most likely be stunned for half turn. Normally the user spins once before descending, but each time retrained, an additional spin is added, which adds more power and thus more stunning capabilities - equal to 1/2 a turn of stun added each time.
Description: 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.
Domain: Universal Taijutsu.
Hayabusa Otoshi (Peregrine Falcon Drop)
Rank: C, C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Most effective when used on extremely hard surfaces. Retraining this stacks 'C' ranked blunt damage, which occurs during impact.
Description: 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.
Domain: Universal Taijutsu.
Shishi Rendan (Lion Combo)
Rank: C, C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Due to the nature of the combination, once the first hit connects, the rest usually do. Damage stacks per successful hit. Up to 2 hits can be made per combo, plus 1 more each time retrained.
Description: 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, proceeded 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.
Domain: Universal Taijutsu.
Kaneau (Good Balance)
Rank: C, C, C, C
Type: Supplementary / Taijutsu
Range: Self.
Stamina: Low.
Special: This technique can only be used once per thread, and once more when it is retrained. Can be retrained 6 times.
Description: Kaneau is a Taijutsu technique that makes it easier for one to shift their own weight in an instant, providing them with good balance when they would land on one foot, no matter what they do or what kind of position they are in. This technique was developed by Taijutsu masters to give them good balance while they did the most ridiculous types of Taijutsu moves that would naturally leave them off balance.
Domain: Universal Taijutsu.Kagura Shingan (Kagura Mind's Eye)
Rank: D, C, B, A, S
Type: Supplementary / Sensory Ninjutsu
Range: 0 - 50 meters
Handseals: Yes [1]
Chakra: Very Low - Very High
Special: Determines the range at which they can detect chakra, whether it comes from person, animal or even object, By closing their eyes and forming a simple seal, the world of chakra around the user becomes unveiled. Upon learing the 'S' ranked version, the user will no longer have to close their eyes nor form handseals to activate. Highest rank known also determines detection time, as well as the amount of chakra-related masteries needed in order for that level of Kagura to be reached. Keep in mind chakra masteries do not need to be from the same group; as long as it has chakra, any form of ninjutsu mastery (from releases to clan jutsu) will do.
D: Full Turn detection delay // 1 Mastery
C: 3/4 th of a Turn // 2 Masteries
B: Half a Turn // 3 Masteries
A: 1/4 th of a Turn // 4 Masteries
S: Near-Instant! // 5 Masteries
Description: Kagura Shingan is an advanced Sensory Ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After a series of handseals, the sensor closes their eyes and uses their inate ability to detect chakra in order to determine the location of their opponent by the faintest of chakra trails, as well as discerning the size of an approaching unseen force, and even their chakra capacity.
Domain: Sensors.
Kagura Genzou (Kagura's Illusion)
Rank: D, C, B, A, S
Type: Supplementary / Sensory Ninjutsu
Range: See 'Mind's Eye'
Handseals: No
Chakra: Very Low - Very High [only when detection occurs!]
Special: Allows the Sensor to detect when a Genjutsu has been casted upon them. Highest rank known determines level of detectable genjutsu. Cannot stop Pain Genjutsu.
Description: With this enhancement to Kagura Shingan, the sensor is now able to detect the difference in chakra signatures, discerning illusionary threats that have been cast upon them. While this does not automatically break an illusion, it allows the sensor the knowledge of revealing hidden traps so that they can quickly escape the situation.
Domain: Sensors. (Requires Kagura Shingan of equal rank)
Kagura Uso (Kagura's Truth and Lies)
Rank: D
Type: Supplementary / Sensory Ninjutsu
Range: See 'Mind's Eye'
Handseals: No
Chakra: Low [initial + upkeep]
Special: Allows the Sensor to determine whether a particular target is lying or not by the chakra fluctuations triggered.
Description: Once the sensor begins to understand how to properly mold and detect their chakra, they will learn to look into the specifics of others. With this technique, a sensor is able to detect a truth from a lie by observing the way the chakra waves fluctuate within the one being interrogated. An excellent shinobi tool.
Domain: Sensors. (Requires Kagura Shingan 'D')Shousen no Jutsu (Mystical Hand Technique)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High [initial + upkeep]
Special: Heals and counters damage equal to highest rank known. If healing is stronger than the damage taken, remaining 'Shousen' chakra will course through the target's body until more damage is suffered, essentially helping the medic prevent future injury. Cannot be used on a target with perfect health. Highest rank known also determines the amount of time a medic must spend over their target in order for the healing chakra to be passed on correctly.
D: Full Turn healing contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
Description: Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue. The higher the Medic's skill, the stronger the healing process will be. As such, master medics can use their techniques to perform surgeries that otherwise would not be possible.
Domain: Iryou Ninjutsu. - D: 2 meters per second