Refund + swapping out.
Dec 16, 2012 6:05:51 GMT -8
Post by Yuki-chan on Dec 16, 2012 6:05:51 GMT -8
Update:
Since the Yukina bloodlimit was deleted, I replaced the Yukina jutsus with suiton and raiton jutsus.
Suiton:
Raiton:
Old kenjutsu:
New kenjutsu:
Another issue was the sensor jutsus. I have replaced them with the new one (I have already gotten the approval when I revamped a couple months ago).
Universal ninjutsu makeover:
Total amount of exp. that are leftover and used for bio:
[/spoiler]
Since the Yukina bloodlimit was deleted, I replaced the Yukina jutsus with suiton and raiton jutsus.
Tier one - Frost expansion: Extends the range of Yukina/hyouton techniques by 30 additional meters.
Tier two - Glacial impact: All Yukina/hyouton techniques damage is increased by one rank.
Tier three - Ice age: After mastering their craft, Yukina have learned to increase the defensive properties of their techniques, namely by adding a substantial defense to all burning release (Katon, Youton, etc).
Yuki no kami (Gods of ice) [25 + 50 + 100 + 150 + 300 = 425].
Rank: "D", "C", "B", "A", "S" Rank.
Type: Supplementary/clan kekkei touta/hyouton ninjutsu.
Range: 0 - 50 meters.
Special: Dominion extends 10 meters in every direction of the user, and goes up 10 more with each rank learned. Determines rank strength behind all CLAN hyouton ninjutsu.
Description: Able to manipulate ice better than the rest, the Yukina kekkei genkai specializes in the accelerated recomposition of hyouton chakra, able to create sturdy, powerful creations within seconds. Serving as the basis to the Yukina's ability, their advanced ice skills has earned them the nickname 'Gods of ice'.
Domain: Yukina.
Hyôgen (Snow field) [25 + 50 + 100 + 150 = 325].
Rank: "D", "C", "B", "A" Rank.
Type: Supplementary/ninjutsu.
Range: 0 - 50 Meters.
Handseals: Yes.
Chakra: Low - very high.
Special: Hyôgen reduces hyôton techniques chakra consumption by one tier, due to prepping the field with the needed snow/ice for Hyôton techniques. The range depends on the highest level of "Yuki no kami" known. For each corresponding rank to Hyôgen being used, the technique goes down one tier; D-ranked knocks down equal rank to E, C-ranked knocks down equal rank and lower by one tier, B-ranked knocks down equal rank and lower by one tier, A-ranked knocks down equal rank and lower by one tier, S-ranked knocks down equal rank and lower by one tier.
Description: Hyôgen is performed after the shinobi would perform a succession of handseals, once completed, snow flakes will begin falling from the sky. It will begin to snow, coming the area in a snowy field, suitable for Hyôton users, and they would manipulate the snow as they please, instead of using up extra chakra to form Hyôton techniques when they don't have the field advantage.
Domain: Yukina. Yuki no kami of equal rank.
Reido (Absolute zero) [25 + 50 + 100 = 175].
Rank: "D", "C", "B" Rank.
Type: Supplementary/ninjutsu.
Range: 0 - 50 meters.
Handseals: Yes.
Chakra: Low - massive.
Special: Yukina are immune to the affects of reido and reido related jutsu. For each rank reido is used, it has a different number of turns it takes for a person's speed to be reduced by the cold temperature, and an extra two before they can become frost bitten. It constantly consumes chakra of the level of the technique used per turn.
"D"-rank: 5 turns until speed reduction | 7 turns until frost bitten.
"C"-rank: 4 turns until speed reduction | 6 turns until frost bitten.
"B"-rank: 3 turns until speed reduction | 5 turns until frost bitten.
"A"-rank: 2 turns until speed reduction | 4 turns until frost bitten.
Description: Reido is a hyôton technique, which is performed after the user performs a series of handseals. Once complete, the user will emit a cold aura from his body, that can spread throughout the field, depending on the level of "Yuki no kami" known. The technique is enough to affect multiple target at once, making them cold and colder as time goes on, decreasing their mobility. They can also even acquire frost bite.
Domain: Hyôton. Yuki no kami "D".
Kogoeshinu (To freeze to death) [25 + 50 = 75].
Rank: "D", "C" Rank.
Type: Supplementary/ninjutsu.
Handseals: Yes.
Range: Touch.
Chakra: Mid.
Special: To freeze the limb the user has to hold on to the opponent for the set amount of time that will allow the user to freeze a certain amount of meters of the limb, based on the rank of the technique being used. Freezing the limb of an opponent varies from each rank, and each rank varies in time:
"D"-rank: 1 meter.
"C"-rank: 2 meters.
"B"-rank: 3 meters.
Description: Kogoeshinu is a technique that allows to user to simply place his hand on a person or an object, and cause it to begin to slowly freeze. Though, the longer something or someone is held, the more it will freeze. The technique can only be used while reido is technique, which uses the cold temperatures of reido to freeze the foe.
Domain: Hyôton. Reido (Absolute zero) "C".
Tobihaneru (Swift ice step) [25 + 25 + 25 + 25 = 100].
Rank: "D" + "D" + "D" + "D" Rank.
Type: Supplementary/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Special: Tiles can be placed anywhere within the user's 'Yuki no kami' range. Up to one tile can be made per use, plus one more each time retrained.
Description: Although basic, this jutsu nonetheless is highly effective for mobile Yukina members. After forming a single handseal, the clan member can create a floating ice tile anywhere they wish within range, allowing them to use it as a stepping stone towards higher planes.
Domain: Yukina. Yuki no kami "D".
Yuki bakushin (Explosive ice barrage) [50 + 50 + 50 + 50 + 50 = 250].
Rank: "C" + "C" + "C" + "C" + "C" Rank.
Type: Offensive/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Chakra: Mid.
Special: Can only detonate ice creations equal to the user's highest known "Yuki no kami" rank. Can detonate up to one creation per thread, plus one more each time retrained.
Description: As its name implies, this specializes secret Yukina ninjutsu allows the user to detonate ice creations into a sea of high-speed ice shards. As long as the ice creation is within range, they merely observe it and focus their hyouton chakra on it, allowing for detonation moments later.
Domain: Yukina. Yuki no kami "C".
Tsubame fubuki (Snow storm swallows) [50 + 50 + 50 + 50 + 50 = 250].
Rank: "C" + "C" + "C" + "C" + "C" Rank.
Type: Offensive/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Special: Strength and range of swallows depends on user's highest "Yuki no Kami" rank. Up to 10 swallows may be formed when first learned, plus 10 more each time retrained. Swallows fly at speeds that of twice a well thrown kunai.
Description: Hyouton - Tsubame fubuki is a secret Yukina hyouton ninjutsu technique that, although basic, can be deadly with proper use. After a few brief seals, the clan member will create ice swallows which they can launch at their opponent at high speeds. As they fly through the air, these deadly birds can hone in on their target.
Domain: Yukina. Yuki no kami "C".
Sensatsu suishou (Death by a thousand flying water needles) [100 + 100 + 100 + 100 = 400].
Rank: "B" + "B" + "B" + "B" Rank.
Type: Offensive/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Special: Strength and range of needles depends on user's highest "Yuki no kami" rank. Up to 100 needles may be formed when first learned, plus 100 more each time retrained, up to a maximum of 1,000.
Description: After forming the needed hand seals, the clan member either kicks water into the air with their foot or gathers some from the air and surrounding environment. The water then rises into the air and takes the form of a thousand long needles. Directed to a specific target at high speeds, these needles then come raining down while leaping backwards before impact so as not to get caught in the crossfire. In the end, the needles surround the target from all sides, providing no form of escape whatsoever.
Domain: Yukina. Yuki no kami "B".
Yuki bunshin no oni (Demonic ice clone) [100 + 100 = 200].
Rank: "B" + "B" Rank.
Type: Supplementary/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Chakra: High.
Special: Clone strength and defense is determined by the user's highest "Yuki no kami" rank. Clone speed matches that of the user. Up to one clone can be made at a time, plus one more each time retrained. Explosion range covers 5 meters.
Description: A unique and advanced cloning technique, it is avalable only to member of the Yukina kekkei genkai simply due to their extreme control over ice. Unlike a standard ice clone, a Yukina's clone is able to perform any ice jutsu the user knows and still retains the lesser ice clone's explosive properties.
Domain: Yukina. Yuki no kami "B".
Yuki tessan (Ultra-defense ice dome) [100 + 100 + 100 + 100 = 400].
Rank: "B" + "B" + "B" + "B" Rank.
Type: Defensive/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Special: Dome strength and range is determined by the user's highest "Yuki no kami" rank. Ice dome measures 10 meters in diameter. Each time retrained, defense is stacked.
Description: Known as the Yukina's absolute defenses, this technique summons a sphere of solidified ice aimed to surround the user's body for protective purposes. This ice dome is made as a defensive measure against the outside world, or even for stealth purposes when used in conjunction with other techniques. Combined with the clan member's unique control over hyouton, the ice dome is hailed as one of the strongest elemental defenses known to man.
Domain: Yukina. Yuki no kami "B".
Gosunkugi no yuki (Demonic ice spikes) [150 + 150 = 300].
Rank: "A" + "A" Rank.
Type: Supplementary/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Handseals: Yes.
Chakra: Very high.
Special: Spike strength, size and range is determined by the user's highest 'Yuki no kami' rank. Can be used once per thread, plus one more each time retrained.
Description: An advanced and highly lethal Hyouton user, the Yukina proceeds to form the necessary handseals in order to summon a sudden mass of ice, exploding forth all around in the form of razor sharp spikes. Coupled with the clan member's unique ice skills, these spikes can destroy almost anything it is birthed upon.
Domain: Yukina. Yuki no Kami "A".
Total exp. in Yukina jutsus:
[/b] 3000.[/spoiler]Tier two - Glacial impact: All Yukina/hyouton techniques damage is increased by one rank.
Tier three - Ice age: After mastering their craft, Yukina have learned to increase the defensive properties of their techniques, namely by adding a substantial defense to all burning release (Katon, Youton, etc).
Yuki no kami (Gods of ice) [25 + 50 + 100 + 150 + 300 = 425].
Rank: "D", "C", "B", "A", "S" Rank.
Type: Supplementary/clan kekkei touta/hyouton ninjutsu.
Range: 0 - 50 meters.
Special: Dominion extends 10 meters in every direction of the user, and goes up 10 more with each rank learned. Determines rank strength behind all CLAN hyouton ninjutsu.
Description: Able to manipulate ice better than the rest, the Yukina kekkei genkai specializes in the accelerated recomposition of hyouton chakra, able to create sturdy, powerful creations within seconds. Serving as the basis to the Yukina's ability, their advanced ice skills has earned them the nickname 'Gods of ice'.
Domain: Yukina.
Hyôgen (Snow field) [25 + 50 + 100 + 150 = 325].
Rank: "D", "C", "B", "A" Rank.
Type: Supplementary/ninjutsu.
Range: 0 - 50 Meters.
Handseals: Yes.
Chakra: Low - very high.
Special: Hyôgen reduces hyôton techniques chakra consumption by one tier, due to prepping the field with the needed snow/ice for Hyôton techniques. The range depends on the highest level of "Yuki no kami" known. For each corresponding rank to Hyôgen being used, the technique goes down one tier; D-ranked knocks down equal rank to E, C-ranked knocks down equal rank and lower by one tier, B-ranked knocks down equal rank and lower by one tier, A-ranked knocks down equal rank and lower by one tier, S-ranked knocks down equal rank and lower by one tier.
Description: Hyôgen is performed after the shinobi would perform a succession of handseals, once completed, snow flakes will begin falling from the sky. It will begin to snow, coming the area in a snowy field, suitable for Hyôton users, and they would manipulate the snow as they please, instead of using up extra chakra to form Hyôton techniques when they don't have the field advantage.
Domain: Yukina. Yuki no kami of equal rank.
Reido (Absolute zero) [25 + 50 + 100 = 175].
Rank: "D", "C", "B" Rank.
Type: Supplementary/ninjutsu.
Range: 0 - 50 meters.
Handseals: Yes.
Chakra: Low - massive.
Special: Yukina are immune to the affects of reido and reido related jutsu. For each rank reido is used, it has a different number of turns it takes for a person's speed to be reduced by the cold temperature, and an extra two before they can become frost bitten. It constantly consumes chakra of the level of the technique used per turn.
"D"-rank: 5 turns until speed reduction | 7 turns until frost bitten.
"C"-rank: 4 turns until speed reduction | 6 turns until frost bitten.
"B"-rank: 3 turns until speed reduction | 5 turns until frost bitten.
"A"-rank: 2 turns until speed reduction | 4 turns until frost bitten.
Description: Reido is a hyôton technique, which is performed after the user performs a series of handseals. Once complete, the user will emit a cold aura from his body, that can spread throughout the field, depending on the level of "Yuki no kami" known. The technique is enough to affect multiple target at once, making them cold and colder as time goes on, decreasing their mobility. They can also even acquire frost bite.
Domain: Hyôton. Yuki no kami "D".
Kogoeshinu (To freeze to death) [25 + 50 = 75].
Rank: "D", "C" Rank.
Type: Supplementary/ninjutsu.
Handseals: Yes.
Range: Touch.
Chakra: Mid.
Special: To freeze the limb the user has to hold on to the opponent for the set amount of time that will allow the user to freeze a certain amount of meters of the limb, based on the rank of the technique being used. Freezing the limb of an opponent varies from each rank, and each rank varies in time:
"D"-rank: 1 meter.
"C"-rank: 2 meters.
"B"-rank: 3 meters.
Description: Kogoeshinu is a technique that allows to user to simply place his hand on a person or an object, and cause it to begin to slowly freeze. Though, the longer something or someone is held, the more it will freeze. The technique can only be used while reido is technique, which uses the cold temperatures of reido to freeze the foe.
Domain: Hyôton. Reido (Absolute zero) "C".
Tobihaneru (Swift ice step) [25 + 25 + 25 + 25 = 100].
Rank: "D" + "D" + "D" + "D" Rank.
Type: Supplementary/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Special: Tiles can be placed anywhere within the user's 'Yuki no kami' range. Up to one tile can be made per use, plus one more each time retrained.
Description: Although basic, this jutsu nonetheless is highly effective for mobile Yukina members. After forming a single handseal, the clan member can create a floating ice tile anywhere they wish within range, allowing them to use it as a stepping stone towards higher planes.
Domain: Yukina. Yuki no kami "D".
Yuki bakushin (Explosive ice barrage) [50 + 50 + 50 + 50 + 50 = 250].
Rank: "C" + "C" + "C" + "C" + "C" Rank.
Type: Offensive/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Chakra: Mid.
Special: Can only detonate ice creations equal to the user's highest known "Yuki no kami" rank. Can detonate up to one creation per thread, plus one more each time retrained.
Description: As its name implies, this specializes secret Yukina ninjutsu allows the user to detonate ice creations into a sea of high-speed ice shards. As long as the ice creation is within range, they merely observe it and focus their hyouton chakra on it, allowing for detonation moments later.
Domain: Yukina. Yuki no kami "C".
Tsubame fubuki (Snow storm swallows) [50 + 50 + 50 + 50 + 50 = 250].
Rank: "C" + "C" + "C" + "C" + "C" Rank.
Type: Offensive/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Special: Strength and range of swallows depends on user's highest "Yuki no Kami" rank. Up to 10 swallows may be formed when first learned, plus 10 more each time retrained. Swallows fly at speeds that of twice a well thrown kunai.
Description: Hyouton - Tsubame fubuki is a secret Yukina hyouton ninjutsu technique that, although basic, can be deadly with proper use. After a few brief seals, the clan member will create ice swallows which they can launch at their opponent at high speeds. As they fly through the air, these deadly birds can hone in on their target.
Domain: Yukina. Yuki no kami "C".
Sensatsu suishou (Death by a thousand flying water needles) [100 + 100 + 100 + 100 = 400].
Rank: "B" + "B" + "B" + "B" Rank.
Type: Offensive/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Special: Strength and range of needles depends on user's highest "Yuki no kami" rank. Up to 100 needles may be formed when first learned, plus 100 more each time retrained, up to a maximum of 1,000.
Description: After forming the needed hand seals, the clan member either kicks water into the air with their foot or gathers some from the air and surrounding environment. The water then rises into the air and takes the form of a thousand long needles. Directed to a specific target at high speeds, these needles then come raining down while leaping backwards before impact so as not to get caught in the crossfire. In the end, the needles surround the target from all sides, providing no form of escape whatsoever.
Domain: Yukina. Yuki no kami "B".
Yuki bunshin no oni (Demonic ice clone) [100 + 100 = 200].
Rank: "B" + "B" Rank.
Type: Supplementary/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Chakra: High.
Special: Clone strength and defense is determined by the user's highest "Yuki no kami" rank. Clone speed matches that of the user. Up to one clone can be made at a time, plus one more each time retrained. Explosion range covers 5 meters.
Description: A unique and advanced cloning technique, it is avalable only to member of the Yukina kekkei genkai simply due to their extreme control over ice. Unlike a standard ice clone, a Yukina's clone is able to perform any ice jutsu the user knows and still retains the lesser ice clone's explosive properties.
Domain: Yukina. Yuki no kami "B".
Yuki tessan (Ultra-defense ice dome) [100 + 100 + 100 + 100 = 400].
Rank: "B" + "B" + "B" + "B" Rank.
Type: Defensive/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Special: Dome strength and range is determined by the user's highest "Yuki no kami" rank. Ice dome measures 10 meters in diameter. Each time retrained, defense is stacked.
Description: Known as the Yukina's absolute defenses, this technique summons a sphere of solidified ice aimed to surround the user's body for protective purposes. This ice dome is made as a defensive measure against the outside world, or even for stealth purposes when used in conjunction with other techniques. Combined with the clan member's unique control over hyouton, the ice dome is hailed as one of the strongest elemental defenses known to man.
Domain: Yukina. Yuki no kami "B".
Gosunkugi no yuki (Demonic ice spikes) [150 + 150 = 300].
Rank: "A" + "A" Rank.
Type: Supplementary/clan kekkei touta/hyouton ninjutsu.
Range: See special!
Handseals: Yes.
Chakra: Very high.
Special: Spike strength, size and range is determined by the user's highest 'Yuki no kami' rank. Can be used once per thread, plus one more each time retrained.
Description: An advanced and highly lethal Hyouton user, the Yukina proceeds to form the necessary handseals in order to summon a sudden mass of ice, exploding forth all around in the form of razor sharp spikes. Coupled with the clan member's unique ice skills, these spikes can destroy almost anything it is birthed upon.
Domain: Yukina. Yuki no Kami "A".
Total exp. in Yukina jutsus:
Suiton:
Blinding bubbles technique [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m), far (10m+).
Type: Supplementary.
Handseals: 4.
Chakra consumption: Low.
Description: Utilizing the water element, the user will blow half a dozen bubbles after performing the necessary handseals. These bubbles will rush toward an opponent, and when popped, release puff of red powder that momentarily blinds the opponent (for one full post).
Note: Water is not necessary beforehand to perform this technique.
Suiun suishi no jutsu (Water transport dispatch formation technique) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Supplementary.
Handseals: 5.
Chakra Consumption: Mid.
Description: Suiun suishi no jutsu is a ninjutsu utilizing the water element. The user will first perform a series of handseals, and then cause a large column of water to rise from a nearby water source. Due to the moderate volume of liquid controlled by this technique, it is the preferred method of fighting nearby fires.
Suishuu gorugon (Water attack strong current torrential rain) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 7.
Chakra consumption: Mid.
Description: Suishuu gorugon is a ninjutsu utilizing the water element. After performing the necessary handseals, the user will take control of a nearby body of water. They will then cause a column of water to rise out from it, and then direct it toward their target(s) in the shape of a biting serpent.
Homatsu no jutsu (Bubbles technique) [50].
Rank : "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 5.
Chakra consumption: Mid.
Description: Homatsu no jutsu is a ninjutsu technique utilizing the water element. After performing the necessary handseals, the user will blow a dozen bubbles (which are no larger than their palm). These bubbles can move to surround their target. Even the slightest amount of physical contact with an object is required to make these bubbles burst, resulting in a small but powerful explosion (comparable to an explosive note) when they do. Likewise, the user can make them detonate on command with a snap of their fingers.
Note: Water is not necessary beforehand to perform this technique.
Mizu bunshin no jutsu (Water clone technique) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Supplementary.
Handseals: 3.
Chakra consumption: Mid per clone.
Description: Mizu bunshin no jutsu is a ninjutsu technique that utilizes water to create a bunshin clone. Unlike a normal bunshin, the mizu bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited however, it cannot travel very far from the original body. If the mizu bunshin is injured, the clone will usually revert back into its natural water state.
Note: This clone has x2 high cap of chakra. These clones are limited to water-based jutsu and elementary chakra channeling. This includes simple abilities like water walking and tree climbing but not more advances channeling techniques such as Hien.
Mizurappa (Water trumpet) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 5.
Chakra consumption: Mid.
Mizurappa is a Ninjutsu technique utilizing the Water Element. After forming the necessary handseals, the user will expel a strong jet of water at their opponent. This jet is easily capable of swamping up to three targets, pinning them against any surface with its pressure.
Note: Water is not necessary beforehand to perform this technique.
Bubble dome [100].
Rank : "B" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: 3.
Chakra Consumption: x2 Mid.
Description: Utilizing the water element, the user will create a large bubble dome around themselves and their comrades (capable of supporting five people). Though made out of a bubble, this dome is quite strong and can defend against large and powerful explosions. The user must maintain contact with the dome at all times.
Note: Water is not necessary beforehand to perform this technique.
Hahonryuu (Destruction torrent) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10).
Type: Offensive, defensive.
Handseals: 8.
Chakra consumption: Mid.
Description: Hahonryuu is a ninjutsu technique utilizing the water element. To use this technique, the user will form the necessary handseals and then generate a whirling vortex of water in his palm. This technique can then, when pointed toward a target, fan out in a large volume of water capable of slamming into multiple targets.
Note: Water is not necessary beforehand to perform this jutsu.
Mizuteppou (Water pistol) [150].
Rank: "A" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 8.
Chakra consumption: High.
Description: Mizuteppou is a ninjutsu utilizing the water element. After forming the necessary handseals, the user will emit a jet of water from their mouth capable of slicing its target into many divisions.
Note: Water is not necessary beforehand to perform this technique. This jet of water can be sustained for a total of three posts before it will need to be recast.
Total exp. for suiton: 600 exp.
Rank: "D" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m), far (10m+).
Type: Supplementary.
Handseals: 4.
Chakra consumption: Low.
Description: Utilizing the water element, the user will blow half a dozen bubbles after performing the necessary handseals. These bubbles will rush toward an opponent, and when popped, release puff of red powder that momentarily blinds the opponent (for one full post).
Note: Water is not necessary beforehand to perform this technique.
Suiun suishi no jutsu (Water transport dispatch formation technique) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Supplementary.
Handseals: 5.
Chakra Consumption: Mid.
Description: Suiun suishi no jutsu is a ninjutsu utilizing the water element. The user will first perform a series of handseals, and then cause a large column of water to rise from a nearby water source. Due to the moderate volume of liquid controlled by this technique, it is the preferred method of fighting nearby fires.
Suishuu gorugon (Water attack strong current torrential rain) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 7.
Chakra consumption: Mid.
Description: Suishuu gorugon is a ninjutsu utilizing the water element. After performing the necessary handseals, the user will take control of a nearby body of water. They will then cause a column of water to rise out from it, and then direct it toward their target(s) in the shape of a biting serpent.
Homatsu no jutsu (Bubbles technique) [50].
Rank : "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 5.
Chakra consumption: Mid.
Description: Homatsu no jutsu is a ninjutsu technique utilizing the water element. After performing the necessary handseals, the user will blow a dozen bubbles (which are no larger than their palm). These bubbles can move to surround their target. Even the slightest amount of physical contact with an object is required to make these bubbles burst, resulting in a small but powerful explosion (comparable to an explosive note) when they do. Likewise, the user can make them detonate on command with a snap of their fingers.
Note: Water is not necessary beforehand to perform this technique.
Mizu bunshin no jutsu (Water clone technique) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Supplementary.
Handseals: 3.
Chakra consumption: Mid per clone.
Description: Mizu bunshin no jutsu is a ninjutsu technique that utilizes water to create a bunshin clone. Unlike a normal bunshin, the mizu bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited however, it cannot travel very far from the original body. If the mizu bunshin is injured, the clone will usually revert back into its natural water state.
Note: This clone has x2 high cap of chakra. These clones are limited to water-based jutsu and elementary chakra channeling. This includes simple abilities like water walking and tree climbing but not more advances channeling techniques such as Hien.
Mizurappa (Water trumpet) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 5.
Chakra consumption: Mid.
Mizurappa is a Ninjutsu technique utilizing the Water Element. After forming the necessary handseals, the user will expel a strong jet of water at their opponent. This jet is easily capable of swamping up to three targets, pinning them against any surface with its pressure.
Note: Water is not necessary beforehand to perform this technique.
Bubble dome [100].
Rank : "B" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: 3.
Chakra Consumption: x2 Mid.
Description: Utilizing the water element, the user will create a large bubble dome around themselves and their comrades (capable of supporting five people). Though made out of a bubble, this dome is quite strong and can defend against large and powerful explosions. The user must maintain contact with the dome at all times.
Note: Water is not necessary beforehand to perform this technique.
Hahonryuu (Destruction torrent) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10).
Type: Offensive, defensive.
Handseals: 8.
Chakra consumption: Mid.
Description: Hahonryuu is a ninjutsu technique utilizing the water element. To use this technique, the user will form the necessary handseals and then generate a whirling vortex of water in his palm. This technique can then, when pointed toward a target, fan out in a large volume of water capable of slamming into multiple targets.
Note: Water is not necessary beforehand to perform this jutsu.
Mizuteppou (Water pistol) [150].
Rank: "A" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 8.
Chakra consumption: High.
Description: Mizuteppou is a ninjutsu utilizing the water element. After forming the necessary handseals, the user will emit a jet of water from their mouth capable of slicing its target into many divisions.
Note: Water is not necessary beforehand to perform this technique. This jet of water can be sustained for a total of three posts before it will need to be recast.
Total exp. for suiton: 600 exp.
Raiton:
Sutangan no jutsu (Limb stunning technique) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m).
Type: Offensive.
Handseals: 4.
Chakra consumption: Mid.
Description: The electric influence that exists over the human body and its muscles allows one to control the later through unconventional methods, including through the means of chakra. After charging a small electric shock in the user’s hands, one can approach their victim and place the charged hand onto a limb or muscle on their body, unleashing the pent up shock and rendering the aforementioned target useless for the rest of the turn. Although simple, it’s highly effective when the user is faster than the victim, and can outmaneuver them as they strike. Also highly effective for keeping captives in place!
Note: If used on a person’s head, they will be knocked out for a single post. Limbs are numbed for a whole turn. Stunning effect cannot be stacked. The user must touch the victim with their hand to achieve the desired effects.
Jibashiri (Earth flash) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 4.
Chakra consumption: Mid.
Description: Jibashiri is a ninjutsu utilizing the lightning element. After soaking the ground/opponent either with a suiton technique or a conductive surface, the user will charge their palms with electricity and unleash the current into the ground. It will run along the earth and towards the opponent in order to shock them.
Danpen inazuma (Shooting thunder) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: -
Chakra consumption: Mid.
Description: Meant more as a reactionary technique than a main avenue of offense, this jutsu allows the user to essentially shoot out small lightning bolts from a free hand to anyone within a small range. This requires no seals to conjure, and can be shot out from one’s appendage during the most heated of combat. The damage is light and the bolts shoot off in a relatively straight line, at rapid speeds.
Hiraishin (Sparking electric needle) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m).
Type: Offensive.
Handseals: 4.
Chakra consumption: Mid.
Description: Raiton- Hiraishin is a ninjutsu utilizing the lightning element. After coming into physical contact with the opponent, the ninja can then raise their arm into the air and gather electricity. A bolt of electricity can then be used to travel through the user’s body and into the opponent’s body in order to paralyze them.
Eshaku raikou (Lightning bow) [50].
Rank: "C" Rank.
Range: Mid (5m ~ 10m), far (10m+).
Type: Offensive.
Handseals: 4.
Chakra consumption: Mid to cast, low per arrow afterwards
Description: After performing the needed handseals, the user will wave both arms through the air, leaving Raiton chakra behind in the shape of bow and arrow. The lightning arrow can then be shot at an opponent and stun them from afar. By taking extra time to focus their energy, the arrow can be re-shaped for distance, rather than power.
Karasuhebi no jutsu (Shocking snake technique) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 8.
Chakra consumption: High.
Description: Through their talents in the Raiton release, the user is allowed to use their chakra to manifest a snake that will do their bidding. This snake is made comprised of pure lightning, and has advanced intellect of its own. It can communicate with the user mentally and follow orders well. This snake is useful for quick gashing and shocking attacks, and if one can manage to coil around the user, the equivalent of a strong shock courses through their body whole, constricting and shocking.
Note: Upon latching onto the victim, the snake can deliver shocks rendering the captured area numb for the entire time the snake is caught on. The duration this snake is "usable" is two posts.
Raigeki no yoroi (Lightning strike armor) [150].
Rank: "A" Rank.
Range: Close (0m ~ 5m).
Type: Defensive, supplementary.
Handseals: 6.
Chakra consumption: High to cast, mid to sustain.
Description: A defensive technique, the yoroi technique is as its name implies – a set of lightning based armor, which shocks anything that comes in contact with it. After a series of handseals, lightning from the sky showers upon the user, coating them in a bright blue coating. As they glow, all forms of conductors will make victim’s more susceptible to damage, and any taijutsu upon the armor will leave the user’s appendages feeling paralyzed. Excellent when outnumbered, or simply facing an opponent that favors taijutsu.
Note: Under the effects of Raigeki no yoroi the user has an increased speed as well as strength made even stronger by the piercing capabilities of the lightning itself surrounding the user.
Total amount of exp. used on raiton: 500.
Total amount of leftover exp. for ninjutsus: 3000 exp. - 600 exp. - 500 exp. = 1900 exp.
Rank: "C" Rank.
Range: Close (0m ~ 5m).
Type: Offensive.
Handseals: 4.
Chakra consumption: Mid.
Description: The electric influence that exists over the human body and its muscles allows one to control the later through unconventional methods, including through the means of chakra. After charging a small electric shock in the user’s hands, one can approach their victim and place the charged hand onto a limb or muscle on their body, unleashing the pent up shock and rendering the aforementioned target useless for the rest of the turn. Although simple, it’s highly effective when the user is faster than the victim, and can outmaneuver them as they strike. Also highly effective for keeping captives in place!
Note: If used on a person’s head, they will be knocked out for a single post. Limbs are numbed for a whole turn. Stunning effect cannot be stacked. The user must touch the victim with their hand to achieve the desired effects.
Jibashiri (Earth flash) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 4.
Chakra consumption: Mid.
Description: Jibashiri is a ninjutsu utilizing the lightning element. After soaking the ground/opponent either with a suiton technique or a conductive surface, the user will charge their palms with electricity and unleash the current into the ground. It will run along the earth and towards the opponent in order to shock them.
Danpen inazuma (Shooting thunder) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: -
Chakra consumption: Mid.
Description: Meant more as a reactionary technique than a main avenue of offense, this jutsu allows the user to essentially shoot out small lightning bolts from a free hand to anyone within a small range. This requires no seals to conjure, and can be shot out from one’s appendage during the most heated of combat. The damage is light and the bolts shoot off in a relatively straight line, at rapid speeds.
Hiraishin (Sparking electric needle) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m).
Type: Offensive.
Handseals: 4.
Chakra consumption: Mid.
Description: Raiton- Hiraishin is a ninjutsu utilizing the lightning element. After coming into physical contact with the opponent, the ninja can then raise their arm into the air and gather electricity. A bolt of electricity can then be used to travel through the user’s body and into the opponent’s body in order to paralyze them.
Eshaku raikou (Lightning bow) [50].
Rank: "C" Rank.
Range: Mid (5m ~ 10m), far (10m+).
Type: Offensive.
Handseals: 4.
Chakra consumption: Mid to cast, low per arrow afterwards
Description: After performing the needed handseals, the user will wave both arms through the air, leaving Raiton chakra behind in the shape of bow and arrow. The lightning arrow can then be shot at an opponent and stun them from afar. By taking extra time to focus their energy, the arrow can be re-shaped for distance, rather than power.
Karasuhebi no jutsu (Shocking snake technique) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Offensive.
Handseals: 8.
Chakra consumption: High.
Description: Through their talents in the Raiton release, the user is allowed to use their chakra to manifest a snake that will do their bidding. This snake is made comprised of pure lightning, and has advanced intellect of its own. It can communicate with the user mentally and follow orders well. This snake is useful for quick gashing and shocking attacks, and if one can manage to coil around the user, the equivalent of a strong shock courses through their body whole, constricting and shocking.
Note: Upon latching onto the victim, the snake can deliver shocks rendering the captured area numb for the entire time the snake is caught on. The duration this snake is "usable" is two posts.
Raigeki no yoroi (Lightning strike armor) [150].
Rank: "A" Rank.
Range: Close (0m ~ 5m).
Type: Defensive, supplementary.
Handseals: 6.
Chakra consumption: High to cast, mid to sustain.
Description: A defensive technique, the yoroi technique is as its name implies – a set of lightning based armor, which shocks anything that comes in contact with it. After a series of handseals, lightning from the sky showers upon the user, coating them in a bright blue coating. As they glow, all forms of conductors will make victim’s more susceptible to damage, and any taijutsu upon the armor will leave the user’s appendages feeling paralyzed. Excellent when outnumbered, or simply facing an opponent that favors taijutsu.
Note: Under the effects of Raigeki no yoroi the user has an increased speed as well as strength made even stronger by the piercing capabilities of the lightning itself surrounding the user.
Total amount of exp. used on raiton: 500.
Total amount of leftover exp. for ninjutsus: 3000 exp. - 600 exp. - 500 exp. = 1900 exp.
Old kenjutsu:
Iaijutsu (Art of mental presence) [25 + 50 + 100 = 175].
Rank: "D", "C", "B" Rank.
Type: Defensive/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Special: Allows the swordsman to progress through the teachings of Iaijutsu.
Description: A defensive nature of fighting, all iaijutsu practitioners will tend to stand in closed positions, leaving little openings and making sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
Domain: Kenjutsu.
Kawasu (To parry) [75].
Rank: "D" + "D" + "D" Rank.
Type: Defensive/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Low.
Special: Learning "B" rank "art of mental presence" increases defense by one rank. Learning "S" rank version increases damage rank once more. Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from any position, the practitioner draws their sword and moves to deflect or simply block the strike, then resheathes. As the user becomes more proficient in Iaijutsu, more strikes can be defending against in a fluid movement, before they are overwhelmed by the attacks.
Domain: Kenjutsu. Iaijutsu "D".
Rasen karasu-zuki (Spiral parry thrust) [50].
Rank: "C" Rank.
Type: Defensive/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Mid.
Special: Learning "B" rank "art of mental presence" increases defense by one rank. Up to 5 projectiles can be parried per use, plus 1 more each time retrained up to a maximum of 10.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike down an incoming projectile, either slicing it in half or redirecting its path away from the user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time. Once the user becomes more proficient at judging the distance, speed and direction of projectiles, they will be able to cut down even more projectiles in a fluid movement.
Domain: Kenjutsu. Iaijutsu "C".
Jitentate (Rotating shield) [75].
Rank: "D", "C" Rank.
Type: Defensive/supplementary/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Low - High x2.
Special: Up to 15 projectiles can be parried per use, plus 10 more for each rank above D obtained. The user may deflect incoming projectiles of the same rank as the user has obtained.
Description: Commencing from a standing position, the practitioner unsheathes their sword then rotates the hilt of their blade in a spiral motion, the result being a rapid rotation that easily deflects incoming projectiles, either slicing them in half or redirecting their path away from them user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time.
Domain: Kenjutsu. Iaijutsu of the same rank. "Rasen karasu-zuki".
Ridairekuto (Redirect) [50].
Rank: "C" Rank.
Type: Defensive/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Mid.
Special: Learning "B" rank "art of mental presence" increases defense by one rank and extends disorientation to a full turn. Once parried, the opponent is left off balance and unable to find their footing for half a turn, or one full turn if the prerequisites are reached.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike against an incoming physical attack. But, instead of simply blocking it, the user will instead use the opponents momentum against them, which in turn forces them off balance and leaves them vulnerable to a strike afterwards. While off balance, the opponent will be unable to perform actions involving high amounts of dexterity, due to the surprise of being knocked off center.
Domain: Kenjutsu. Iaijutsu "C".
Sumasshu (Smash and defend) [50].
Rank: "C" Rank.
Type: Defensive/supplementary/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Mid.
Special: Learning "B" rank "art of mental presence" increases disorientation by half a turn. Once struck, the opponent is left slightly dazed and without a proper guard for half a turn, or one full turn if the prerequisites are reached.
Description: Commencing from any position, the practitioner strikes with the hilt at a frontal opponent's face, forcing him to stumble back, which allows them to follow up with a quick slash or cut. Following the mindset of 'the best defense is a great offense', the user will seek to stop an opponent from throwing an attack out in the first place, leaving them on the defensive and unable to fully utilize their offense.
Domain: Kenjutsu. Iaijutsu "C".
Busoukaijo (Disarmament) [100].
Rank: "B" Rank.
Type: Defensive/supplementary/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: High.
Special: Due to the high-speed nature of the counter, this can only be used once per thread, plus one more each time retrained.
Description: Commencing from any position, the practitioner strikes with the hilt or blade at the opponent's wrist, mid-strike or not, forcing them to drop any item or weapon they are holding, then the user sheathes. This method is used to prevent the user from becoming overwhelmed by a stronger foe, or to simply provide the opportunity for a successful follow-up attack.
Domain: Kenjutsu. Iaijutsu "B".
Total amount: 575 exp.
Rank: "D", "C", "B" Rank.
Type: Defensive/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Special: Allows the swordsman to progress through the teachings of Iaijutsu.
Description: A defensive nature of fighting, all iaijutsu practitioners will tend to stand in closed positions, leaving little openings and making sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
Domain: Kenjutsu.
Kawasu (To parry) [75].
Rank: "D" + "D" + "D" Rank.
Type: Defensive/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Low.
Special: Learning "B" rank "art of mental presence" increases defense by one rank. Learning "S" rank version increases damage rank once more. Stops up to 1 attack per strike, plus 1 more each time retrained, for a maximum of 4.
Description: Commencing from any position, the practitioner draws their sword and moves to deflect or simply block the strike, then resheathes. As the user becomes more proficient in Iaijutsu, more strikes can be defending against in a fluid movement, before they are overwhelmed by the attacks.
Domain: Kenjutsu. Iaijutsu "D".
Rasen karasu-zuki (Spiral parry thrust) [50].
Rank: "C" Rank.
Type: Defensive/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Mid.
Special: Learning "B" rank "art of mental presence" increases defense by one rank. Up to 5 projectiles can be parried per use, plus 1 more each time retrained up to a maximum of 10.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike down an incoming projectile, either slicing it in half or redirecting its path away from the user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time. Once the user becomes more proficient at judging the distance, speed and direction of projectiles, they will be able to cut down even more projectiles in a fluid movement.
Domain: Kenjutsu. Iaijutsu "C".
Jitentate (Rotating shield) [75].
Rank: "D", "C" Rank.
Type: Defensive/supplementary/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Low - High x2.
Special: Up to 15 projectiles can be parried per use, plus 10 more for each rank above D obtained. The user may deflect incoming projectiles of the same rank as the user has obtained.
Description: Commencing from a standing position, the practitioner unsheathes their sword then rotates the hilt of their blade in a spiral motion, the result being a rapid rotation that easily deflects incoming projectiles, either slicing them in half or redirecting their path away from them user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time.
Domain: Kenjutsu. Iaijutsu of the same rank. "Rasen karasu-zuki".
Ridairekuto (Redirect) [50].
Rank: "C" Rank.
Type: Defensive/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Mid.
Special: Learning "B" rank "art of mental presence" increases defense by one rank and extends disorientation to a full turn. Once parried, the opponent is left off balance and unable to find their footing for half a turn, or one full turn if the prerequisites are reached.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike against an incoming physical attack. But, instead of simply blocking it, the user will instead use the opponents momentum against them, which in turn forces them off balance and leaves them vulnerable to a strike afterwards. While off balance, the opponent will be unable to perform actions involving high amounts of dexterity, due to the surprise of being knocked off center.
Domain: Kenjutsu. Iaijutsu "C".
Sumasshu (Smash and defend) [50].
Rank: "C" Rank.
Type: Defensive/supplementary/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: Mid.
Special: Learning "B" rank "art of mental presence" increases disorientation by half a turn. Once struck, the opponent is left slightly dazed and without a proper guard for half a turn, or one full turn if the prerequisites are reached.
Description: Commencing from any position, the practitioner strikes with the hilt at a frontal opponent's face, forcing him to stumble back, which allows them to follow up with a quick slash or cut. Following the mindset of 'the best defense is a great offense', the user will seek to stop an opponent from throwing an attack out in the first place, leaving them on the defensive and unable to fully utilize their offense.
Domain: Kenjutsu. Iaijutsu "C".
Busoukaijo (Disarmament) [100].
Rank: "B" Rank.
Type: Defensive/supplementary/taijutsu/kenjutsu.
Range: 0 - 5 meters.
Chakra: High.
Special: Due to the high-speed nature of the counter, this can only be used once per thread, plus one more each time retrained.
Description: Commencing from any position, the practitioner strikes with the hilt or blade at the opponent's wrist, mid-strike or not, forcing them to drop any item or weapon they are holding, then the user sheathes. This method is used to prevent the user from becoming overwhelmed by a stronger foe, or to simply provide the opportunity for a successful follow-up attack.
Domain: Kenjutsu. Iaijutsu "B".
Total amount: 575 exp.
New kenjutsu:
Iaijutsu (Art of mental presence) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: None.
Chakra consumption: Low to cast and sustain.
Description: A defensive nature of fighting, all Iaijutsu practitioners will tend to stand in closed positions, sending chakra throughout their bodies to quicken response times. this leaves little openings and makes sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
Kawasu (To parry) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: None.
Chakra Consumption: Low.
Description: Commencing from any position, the practitioner draws their sword and moves to deflect or simply block the strike, then resheathes. As the user becomes more proficient in iaijutsu, more strikes can be defending against in a fluid movement, before they are overwhelmed by the attacks.
Note: This technique serves as a counter against multi-strike based techniques. A maximum of three techniques can be parried per use at an incredibly fast, almost "simultaneous" rate. It should be noted that these parries must be plausible, and simply because a user can defend relatively quick does not mean the are immune to being struck. As state, this will be widely considered as a multi-strike counter.
Rasen karasu-zuki (Spiral parry thrust) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: None.
Chakra consumption: Mid.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike down an incoming projectile, either slicing it in half or redirecting its path away from the user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time. Once the user becomes more proficient at judging the distance, speed and direction of projectiles, they will be able to cut down even more projectiles in a fluid movement.
Note: Up to 15 projectiles can be parried per use.
Ridairekuto (Redirect) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: None.
Chakra consumption: Mid.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike against an incoming physical attack. But, instead of simply blocking it, the user will instead use the opponents momentum against them, which in turn forces them off balance and leaves them vulnerable to a strike afterwards. While off balance, the opponent will be unable to perform actions involving high amounts of dexterity, due to the surprise of being knocked off center.
Note: Once parried, the opponent is left off balance and unable to find their footing for half a turn.
Sumasshu (Smash and defend) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m)
Type: Defensive.
Handseals: --
Chakra consumption: Mid.
Commencing from any position, the practitioner strikes with the hilt at a frontal opponent's face, forcing him to stumble back, which allows them to follow up with a quick slash or cut. Following the mindset of 'the best defense is a great offense', the user will seek to stop an opponent from throwing an attack out in the first place, leaving them on the defensive and unable to fully utilize their offense.
Busoukaijo (Disarmament) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: --
Chakra consumption: High.
Description: Commencing from any position, the practitioner strikes with the hilt or blade at the opponent's wrist, mid-strike or not, forcing them to drop any item or weapon they are holding, then the user sheathes. This method is used to prevent the user from becoming overwhelmed by a stronger foe, or to simply provide the opportunity for a successful follow-up attack.
Note: This technique will automatically cause the victim to let go of their weapon if struck.
Shisukate (Defending with the sheath) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: None.
Chakra consumption: High.
Description: Commencing from any position, the practitioner holds the blade within the sheath, gathering themselves for a mere moment before preparing to stop an incoming attack. Once the attack is nanoseconds from making contact, the user quickly raises their sheath from it's held position, halting the attack in it's path due to the combined defense of the sword, sheath, and strength combined with it. This prevents the user from being overwhelmed by potential one-hit knockout techniques.
Total amount of exp. used on kenjutsu: 450 exp.
Total amount of leftover exp. for kenjutsu: 575 exp. - 450 exp. = 125 exp.
Rank: "D" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: None.
Chakra consumption: Low to cast and sustain.
Description: A defensive nature of fighting, all Iaijutsu practitioners will tend to stand in closed positions, sending chakra throughout their bodies to quicken response times. this leaves little openings and makes sure to make the least amount of wasted movement possible so as to remain solid like a rock. Once the swordsman has understood the basics of fortification, they move on to more complex defensive patterns.
Kawasu (To parry) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: None.
Chakra Consumption: Low.
Description: Commencing from any position, the practitioner draws their sword and moves to deflect or simply block the strike, then resheathes. As the user becomes more proficient in iaijutsu, more strikes can be defending against in a fluid movement, before they are overwhelmed by the attacks.
Note: This technique serves as a counter against multi-strike based techniques. A maximum of three techniques can be parried per use at an incredibly fast, almost "simultaneous" rate. It should be noted that these parries must be plausible, and simply because a user can defend relatively quick does not mean the are immune to being struck. As state, this will be widely considered as a multi-strike counter.
Rasen karasu-zuki (Spiral parry thrust) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: None.
Chakra consumption: Mid.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike down an incoming projectile, either slicing it in half or redirecting its path away from the user. Useful when faced with opponents that prefer to strike from a distance, as long as the user is able to spot the incoming threat in time. Once the user becomes more proficient at judging the distance, speed and direction of projectiles, they will be able to cut down even more projectiles in a fluid movement.
Note: Up to 15 projectiles can be parried per use.
Ridairekuto (Redirect) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: None.
Chakra consumption: Mid.
Description: Commencing from any position, the practitioner proceeds to unsheathe their blade and quickly strike against an incoming physical attack. But, instead of simply blocking it, the user will instead use the opponents momentum against them, which in turn forces them off balance and leaves them vulnerable to a strike afterwards. While off balance, the opponent will be unable to perform actions involving high amounts of dexterity, due to the surprise of being knocked off center.
Note: Once parried, the opponent is left off balance and unable to find their footing for half a turn.
Sumasshu (Smash and defend) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m)
Type: Defensive.
Handseals: --
Chakra consumption: Mid.
Commencing from any position, the practitioner strikes with the hilt at a frontal opponent's face, forcing him to stumble back, which allows them to follow up with a quick slash or cut. Following the mindset of 'the best defense is a great offense', the user will seek to stop an opponent from throwing an attack out in the first place, leaving them on the defensive and unable to fully utilize their offense.
Busoukaijo (Disarmament) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: --
Chakra consumption: High.
Description: Commencing from any position, the practitioner strikes with the hilt or blade at the opponent's wrist, mid-strike or not, forcing them to drop any item or weapon they are holding, then the user sheathes. This method is used to prevent the user from becoming overwhelmed by a stronger foe, or to simply provide the opportunity for a successful follow-up attack.
Note: This technique will automatically cause the victim to let go of their weapon if struck.
Shisukate (Defending with the sheath) [100].
Rank: "B" Rank.
Range: Close (0m ~ 5m).
Type: Defensive.
Handseals: None.
Chakra consumption: High.
Description: Commencing from any position, the practitioner holds the blade within the sheath, gathering themselves for a mere moment before preparing to stop an incoming attack. Once the attack is nanoseconds from making contact, the user quickly raises their sheath from it's held position, halting the attack in it's path due to the combined defense of the sword, sheath, and strength combined with it. This prevents the user from being overwhelmed by potential one-hit knockout techniques.
Total amount of exp. used on kenjutsu: 450 exp.
Total amount of leftover exp. for kenjutsu: 575 exp. - 450 exp. = 125 exp.
Another issue was the sensor jutsus. I have replaced them with the new one (I have already gotten the approval when I revamped a couple months ago).
Old sensor:
NB! Since Atlas was an Academy teacher when he thought me sensor jutsus, some of them only required half of the normal exp.
Kagura shingan (Kagura mind's eye) [25 + 25 + 50 + 150 = 250].
Rank: "D", "C", "B", "A" Rank.
Type: Supplementary/sensory ninjutsu.
Range: 0 - 50 meters.
Handseals: Yes [1].
Chakra: "D" - mid, "C" - mid, "B" - mid, "A" - x 2 mid.
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"-rank: 10 meters.
"C"-rank: 20 meters.
"B"-rank: 30 meters.
"A"-rank: 40 meters.
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) [10 + 25 + 50 = 85].
Rank: "D", "C", "B" Rank.
Type: Supplementary/sensory ninjutsu.
Range: See "Mind's eye".
Handseals: No.
Chakra: "D" - mid, "C" - mid, "B" - mid.
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) [5 I think].
Rank: "D" Rank.
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").
Kagura kinzu (Kagura's supression) [25].
Rank: "C" Rank.
Type: Supplementary/sensory taijutsu.
Range: See "Mind's eye".
Handseals: No.
Stamina: Mid [initial + upkeep].
Special: Allows the sensor to suppress their chakra so that other sensors or even chakra sensing vision cannot spot them.
Description: With this enhancement to kagura shingan, the sensor is now able to block out their chakra signal, so that other methods of chakra detection cannot trace them. While they remain nonetheless visible, without a chakra trail the sensor is free to move about stealthily without having fear of getting caught.
Domain: Sensors (requires kagura shingan "C").
Kagura sogen (Kagura's release). Raiton [50].
Rank: "B" Rank.
Type: Passive/sensory ninjutsu.
Range: See "Mind's eye".
Handseals: --
Chakra: --
Special: Allows the sensor to detect different elements. Each time re-learned, a new elemental signature is acquired. "B" ranked training is reserved for basic releases, while "A" ranked training is reserved for kekkei touta. Please note that the user must train this for each release/touta they wish to detect.
Description: With this enhancement to kagura shingan, the sensor is now able to detect the difference in chakra signatures, discerning elemental threats by their appropriate colors, even even sensing elemental handseal sequences for proper anticipation.
Domain: Sensors (requires kagura shingan "B"/"A").
Total number of exp. spent on sensory: 415 exp.
New sensor:
Kagura shingan (Kagura mind’s eye) [300].
Rank: "S" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10), far (10m+).
Type: Supplementary.
Handseals: 1.
Chakra consumption: Low – 2x mid, low to sustain.
Description: Kagura shingan is an advanced sensory ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After performing the necessary handseal, the sensor closes their eyes and uses their innate 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.
This sensory technique can also discern whether or not a person is under the effects of a genjutsu; which elements they have at their command (even advanced releases), and likewise mask their own chakra signature (user’s) from other sensory ninja. The focus required to do the latter (masking their signature) prohibits their other sensing abilities, however.
Note: For a Low increment of chakra, the user can detect all chakra signatures within twenty meters of their person. For a mid worth of chakra, they can sense all chakra signatures within thirty meters; for 2x Mid, they can extend their range up to a maximum of fifty meters.
This technique requires Administrative approval before being able to purchase.
Total amount of leftover exp. for sensor: 415 exp. - 300 exp. = 115 exp.
NB! Since Atlas was an Academy teacher when he thought me sensor jutsus, some of them only required half of the normal exp.
Kagura shingan (Kagura mind's eye) [25 + 25 + 50 + 150 = 250].
Rank: "D", "C", "B", "A" Rank.
Type: Supplementary/sensory ninjutsu.
Range: 0 - 50 meters.
Handseals: Yes [1].
Chakra: "D" - mid, "C" - mid, "B" - mid, "A" - x 2 mid.
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"-rank: 10 meters.
"C"-rank: 20 meters.
"B"-rank: 30 meters.
"A"-rank: 40 meters.
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) [10 + 25 + 50 = 85].
Rank: "D", "C", "B" Rank.
Type: Supplementary/sensory ninjutsu.
Range: See "Mind's eye".
Handseals: No.
Chakra: "D" - mid, "C" - mid, "B" - mid.
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) [5 I think].
Rank: "D" Rank.
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").
Kagura kinzu (Kagura's supression) [25].
Rank: "C" Rank.
Type: Supplementary/sensory taijutsu.
Range: See "Mind's eye".
Handseals: No.
Stamina: Mid [initial + upkeep].
Special: Allows the sensor to suppress their chakra so that other sensors or even chakra sensing vision cannot spot them.
Description: With this enhancement to kagura shingan, the sensor is now able to block out their chakra signal, so that other methods of chakra detection cannot trace them. While they remain nonetheless visible, without a chakra trail the sensor is free to move about stealthily without having fear of getting caught.
Domain: Sensors (requires kagura shingan "C").
Kagura sogen (Kagura's release). Raiton [50].
Rank: "B" Rank.
Type: Passive/sensory ninjutsu.
Range: See "Mind's eye".
Handseals: --
Chakra: --
Special: Allows the sensor to detect different elements. Each time re-learned, a new elemental signature is acquired. "B" ranked training is reserved for basic releases, while "A" ranked training is reserved for kekkei touta. Please note that the user must train this for each release/touta they wish to detect.
Description: With this enhancement to kagura shingan, the sensor is now able to detect the difference in chakra signatures, discerning elemental threats by their appropriate colors, even even sensing elemental handseal sequences for proper anticipation.
Domain: Sensors (requires kagura shingan "B"/"A").
Total number of exp. spent on sensory: 415 exp.
New sensor:
Kagura shingan (Kagura mind’s eye) [300].
Rank: "S" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10), far (10m+).
Type: Supplementary.
Handseals: 1.
Chakra consumption: Low – 2x mid, low to sustain.
Description: Kagura shingan is an advanced sensory ninjutsu technique used by all sensors, and serves as the root to the entire sensory tree. After performing the necessary handseal, the sensor closes their eyes and uses their innate 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.
This sensory technique can also discern whether or not a person is under the effects of a genjutsu; which elements they have at their command (even advanced releases), and likewise mask their own chakra signature (user’s) from other sensory ninja. The focus required to do the latter (masking their signature) prohibits their other sensing abilities, however.
Note: For a Low increment of chakra, the user can detect all chakra signatures within twenty meters of their person. For a mid worth of chakra, they can sense all chakra signatures within thirty meters; for 2x Mid, they can extend their range up to a maximum of fifty meters.
This technique requires Administrative approval before being able to purchase.
Total amount of leftover exp. for sensor: 415 exp. - 300 exp. = 115 exp.
Universal ninjutsu makeover:
Old universal ninjutsu:
Kai! (Release) [25 + 50 + 100 = 175].
Rank: "D", "C", "B" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
Special: User can only release themselves from illusions of equal or lower rank.
Description: Kai is a ninjutsu technique which allows the ninja to avoid the effects of a genjutsu illusion. After forming the needed handseals, the genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Domain: Universal ninjutsu.
Shunshin no jutsu (Body flicker technique) [25].
Rank: "D" Rank.
Type: Supplementary.
Range: 0 - 10 meters.
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.
Sûpa henge appugurêdo! (Super transformation upgrade!) [50].
Rank: "C" Rank.
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 ninjutsu.
Shunshin-kakezori (Retracting flicker) [50]. Atlas taught it to me.
Rank: "B" Rank.
Type: Passive/ninjutsu/high-speed movement.
Range: Shunshin.
Chakra: --
Special: Gives the user the option to perform shunshin backwards.
Description: Although shunshin is normally executed in a linear fashion towards the direction the user is facing, with enough training, the user is able to move perfectly opposite to wherever it is they are looking - that is, a backwards body flicker. Its usefulness is limitless, and carry the same rules as the parent technique.
Domain: Shunshin.
Shunshin-kawasu (Shimmering flicker) [50]. Atlas taught it to me.
Rank: "B" Rank.
Type: Passive/ninjutsu.
Range: Shunshin.
Special: Gives the user the option to side-step, curve, shimmy or even shimmer on a whim during a shunshin, rather than remaining moving forward. Sidestep distance takes away from the shunshin's total traveling distance.
Description: Although shunshin is normally executed in a linear fashion, with enough training, the ninja can learn to limit their forward travel speed in exchange for a near-instantaneous sideways move. Useful when evading tricky attacks, or when wishing to confuse opponents.
Domain: Shunshin.
Kawarimi no jutsu (Body replacement technique). Can perform the jutsu four times per day [15].
Rank: "E" + "E" + "E" + "E" Rank.
Type: Supplementary/ninjutsu.
Range: 0 - 5 meters.
Special: Switch is near-instantaneous. When first learned, kawarimi can only be used once per thread, plus one more each time retrained. 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 student ninjutsu.
Henge no jutsu (Transformation technique). Can hold the jutsu for five turns [20].
Rank: "E" + "E" + "E"+ "E" + "E" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
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 student ninjutsu.
Bunshin no jutsu (Clone technique). Can make two clones [5].
Rank: "E" + "E" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
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 student ninjutsu.
Kakuremino no jutsu (Magic cloak of invisibility technique) [Free].
Rank: "E" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
Special: No other technique may be used while creeping.
Description: Kakuremino no jutsu is a very basic ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy student ninjutsu.
Nawanuke no jutsu (Escaping skill) [Free].
Rank: "E" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
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 rope binds.
Domain: Academy students ninjutsu.
Total amount of exp. for universal ninjutsus: 390 exp.
New universal ninjutsu:
Kawarimi no jutsu (Body replacement technique).
Rank: "E" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: 0.
Chakra Consumption: Low.
Description: 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. Explosive 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: 3.
Chakra: Low, low (upkeep).
Description: 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: 3.
Chakra: Low (per clone).
Description: 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: -
Chakra: Low, low (upkeep).
Description: 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: -
Chakra: Low.
Description: 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, electronic or unique binds.
Kinobori no waza (Act of tree climbing).
Rank: "E" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: -
Chakra: Low, low (upkeep).
Description: 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: -
Chakra: Low, low (upkeep).
Description: 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 possible 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.
All of these are free since I started out as a Genin.
Shunshin no jutsu (Body flicker technique) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Supplementary.
Handseals: -
Chakra consumption: Low.
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.
Note: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
Fuubaku houjin (Exploding seal method formation) [25].
Rank: "D" Rank.
Range: -
Type: Supplementary.
Handseals: 1.
Chakra Consumption: Low.
Description: Fuubaku houjin is a ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, opposed to being at the mercy of a countdown.
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) [25].
Rank: "D" Rank.
Range: -
Type: Supplementary.
Handseals: 1.
Chakra consumption: Low.
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.
Soushuriken no jutsu (Manipulated shuriken technique) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m), far (10m+).
Type: Supplementary.
Handseals: -
Chakra consumption: Low.
Description: 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.
Hitei mushou (Flying nail mist pierce) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m).
Type: Offensive.
Handseals: 3.
Chakra consumption: Mid.
Description: Ninpou - hitei mushou is a ninjutsu technique universally known by shinobi across the globe. After forming the needed handseal, the user will emit a flying mist of small nails from their mouth, created entirely of the user's chakra. These small nails can travel towards their opponent at quite a distance, moving at impressive speeds and retain even more impressive accuracy!
Kekkai: Tengai houjin (Barrier: Dome method formation) [150].
Rank: "A" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m), far (10m+).
Type: Supplementary.
Handseals: 7.
Chakra consumption: High to cast, low to sustain.
Description: Kekkai tengai houjin is a ninjutsu technique named a barrier jutsu due to the field of chakra that it disperses around. After having their hands come together, the user can extend a sensory barrier to detect the movements of a hidden foe. Should the field touch their opponent the user will know their position immediately.
Note: This barrier’s maximum range is 50 meters in all directions.
Total amount of exp. used for universal ninjutsu: 300 exp.
Total amount of leftover exp. for universal ninjutsu: 390 exp. - 300 exp. = 90 exp.
Kai! (Release) [25 + 50 + 100 = 175].
Rank: "D", "C", "B" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
Special: User can only release themselves from illusions of equal or lower rank.
Description: Kai is a ninjutsu technique which allows the ninja to avoid the effects of a genjutsu illusion. After forming the needed handseals, the genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Domain: Universal ninjutsu.
Shunshin no jutsu (Body flicker technique) [25].
Rank: "D" Rank.
Type: Supplementary.
Range: 0 - 10 meters.
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.
Sûpa henge appugurêdo! (Super transformation upgrade!) [50].
Rank: "C" Rank.
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 ninjutsu.
Shunshin-kakezori (Retracting flicker) [50]. Atlas taught it to me.
Rank: "B" Rank.
Type: Passive/ninjutsu/high-speed movement.
Range: Shunshin.
Chakra: --
Special: Gives the user the option to perform shunshin backwards.
Description: Although shunshin is normally executed in a linear fashion towards the direction the user is facing, with enough training, the user is able to move perfectly opposite to wherever it is they are looking - that is, a backwards body flicker. Its usefulness is limitless, and carry the same rules as the parent technique.
Domain: Shunshin.
Shunshin-kawasu (Shimmering flicker) [50]. Atlas taught it to me.
Rank: "B" Rank.
Type: Passive/ninjutsu.
Range: Shunshin.
Special: Gives the user the option to side-step, curve, shimmy or even shimmer on a whim during a shunshin, rather than remaining moving forward. Sidestep distance takes away from the shunshin's total traveling distance.
Description: Although shunshin is normally executed in a linear fashion, with enough training, the ninja can learn to limit their forward travel speed in exchange for a near-instantaneous sideways move. Useful when evading tricky attacks, or when wishing to confuse opponents.
Domain: Shunshin.
Kawarimi no jutsu (Body replacement technique). Can perform the jutsu four times per day [15].
Rank: "E" + "E" + "E" + "E" Rank.
Type: Supplementary/ninjutsu.
Range: 0 - 5 meters.
Special: Switch is near-instantaneous. When first learned, kawarimi can only be used once per thread, plus one more each time retrained. 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 student ninjutsu.
Henge no jutsu (Transformation technique). Can hold the jutsu for five turns [20].
Rank: "E" + "E" + "E"+ "E" + "E" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
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 student ninjutsu.
Bunshin no jutsu (Clone technique). Can make two clones [5].
Rank: "E" + "E" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
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 student ninjutsu.
Kakuremino no jutsu (Magic cloak of invisibility technique) [Free].
Rank: "E" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
Special: No other technique may be used while creeping.
Description: Kakuremino no jutsu is a very basic ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy student ninjutsu.
Nawanuke no jutsu (Escaping skill) [Free].
Rank: "E" Rank.
Type: Supplementary/ninjutsu.
Range: Self.
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 rope binds.
Domain: Academy students ninjutsu.
Total amount of exp. for universal ninjutsus: 390 exp.
New universal ninjutsu:
Kawarimi no jutsu (Body replacement technique).
Rank: "E" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: 0.
Chakra Consumption: Low.
Description: 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. Explosive 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: 3.
Chakra: Low, low (upkeep).
Description: 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: 3.
Chakra: Low (per clone).
Description: 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: -
Chakra: Low, low (upkeep).
Description: 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: -
Chakra: Low.
Description: 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, electronic or unique binds.
Kinobori no waza (Act of tree climbing).
Rank: "E" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: -
Chakra: Low, low (upkeep).
Description: 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" Rank.
Range: Close (0m ~ 5m).
Type: Supplementary.
Handseals: -
Chakra: Low, low (upkeep).
Description: 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 possible 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.
All of these are free since I started out as a Genin.
Shunshin no jutsu (Body flicker technique) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m).
Type: Supplementary.
Handseals: -
Chakra consumption: Low.
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.
Note: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
Fuubaku houjin (Exploding seal method formation) [25].
Rank: "D" Rank.
Range: -
Type: Supplementary.
Handseals: 1.
Chakra Consumption: Low.
Description: Fuubaku houjin is a ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, opposed to being at the mercy of a countdown.
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) [25].
Rank: "D" Rank.
Range: -
Type: Supplementary.
Handseals: 1.
Chakra consumption: Low.
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.
Soushuriken no jutsu (Manipulated shuriken technique) [25].
Rank: "D" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m), far (10m+).
Type: Supplementary.
Handseals: -
Chakra consumption: Low.
Description: 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.
Hitei mushou (Flying nail mist pierce) [50].
Rank: "C" Rank.
Range: Close (0m ~ 5m).
Type: Offensive.
Handseals: 3.
Chakra consumption: Mid.
Description: Ninpou - hitei mushou is a ninjutsu technique universally known by shinobi across the globe. After forming the needed handseal, the user will emit a flying mist of small nails from their mouth, created entirely of the user's chakra. These small nails can travel towards their opponent at quite a distance, moving at impressive speeds and retain even more impressive accuracy!
Kekkai: Tengai houjin (Barrier: Dome method formation) [150].
Rank: "A" Rank.
Range: Close (0m ~ 5m), mid (5m ~ 10m), far (10m+).
Type: Supplementary.
Handseals: 7.
Chakra consumption: High to cast, low to sustain.
Description: Kekkai tengai houjin is a ninjutsu technique named a barrier jutsu due to the field of chakra that it disperses around. After having their hands come together, the user can extend a sensory barrier to detect the movements of a hidden foe. Should the field touch their opponent the user will know their position immediately.
Note: This barrier’s maximum range is 50 meters in all directions.
Total amount of exp. used for universal ninjutsu: 300 exp.
Total amount of leftover exp. for universal ninjutsu: 390 exp. - 300 exp. = 90 exp.
Total amount of exp. that are leftover and used for bio:
Total of leftover exp. that should be added into my sidebar: 1900 exp (ninjutsu) + 125 exp (kenjutsu) + 115 exp (sensor) + 90 exp (universal ninjutsu) = 2230 exp. I am going to spend these on ninjutsus and possible herbalist jutsus when the selection gets a bit bigger.
Total amount of exp. used: 600 exp. (suiton) + 500 exp. (raiton) + 450 exp. (kenjutsu) + 300 exp. (sensor) + 300 exp. (universal ninjutsu) = 2150 exp. that have been used on ninjutsu, taijutsu and sensor jutsus.
Total amount of exp. used: 600 exp. (suiton) + 500 exp. (raiton) + 450 exp. (kenjutsu) + 300 exp. (sensor) + 300 exp. (universal ninjutsu) = 2150 exp. that have been used on ninjutsu, taijutsu and sensor jutsus.
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