OoKami pt 1
Nov 18, 2011 20:48:47 GMT -8
Post by iseelanden on Nov 18, 2011 20:48:47 GMT -8
Name:Ookami no Ichigun
Type:Wolf/Grounders
Special:Ookami no Ichigun is a unique family, and therefore will only contract with a total of Three different people at any given time. They will remain loyal until their summoner willingly breaks the contract or dies. To even be considered a candidate for contracting, the summoner must have at least 5,000 EXP in total. As always, a GMed quest is required to form the contract; failure is not just possible. The members of this family that can use ninjutsu and genjutsu do so without forming hand seals. However, their techniques are not instantaneous and take the same amount of preparation time as it would for a shinobi to use them.
Origin:Ookami no Ichigun originated in the country of Hi no kuni.
History:The OoKami no Ichigun summoning family originated in the country of Hi no Kuni, they were among the first wolf pack to move into the mountain’s there. The Original wolf’s are Hojo and Kiyoshi, they were among the largest animals in the mountains of Hi no Kuni. Thats is how they have survived for around 80 years in the mountains of Hi no Kuni with no help from a outside source. Hojo and Kiyoshi would go on to have offspring which grew up to be powerful beings as well.
There pack is based off the beliefs and honer, they are the most respected group of animals in the northern part of the country. They have not many people actually sign blood contracts with them, they never thought anyone good to be consider one of them. Except for one man, he was the exception and was the only one able to call upon every member of that clan even the sages.
Name:Hojo
Classification:Sage
Rank:S
Kind:Grounder
Sense/ReleaseRaiton,Sight
Description:Hojo, the second head honcho in this summoning family she stands at an whopping 23 feet high and 20 feet long with an normal wolf's build. Her fur is the color of the purist snow that you could ever see. Her fur has an dark yellow streak with an black outline around it, on both sides of of her body. Her eye’s are an beautiful golden color, that match perfectly with her black nose. Hojo personality is an little more fiery, she is always ready to fight no matter situation especially when someone messes with someone she cares for. She is an fairly smart wolf, she tends to act before she thinks on a lot of situation. If she didn’t Kayoshi with her most of the times, she would find her self in trouble a lot more.
Equipment:N/A
Techniques:
Karai Shin (Lightning Wrath's Reach)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Low - Massive
Special: Allows the user the ability to create, control and move Raiton (Thunder) chakra of their own for multiple purposes, as well as control that produced by nature. Strength of thunder and distance at which one can control it depends on the highest rank known.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: Though powerful, Raiton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with thunder and its control grows, so does the range at which they can become deadly with it.
Domain: Raiton.
Purazuma Booru (Plasma Ball Technique)
Rank: D, C, B, A, S
Type: Defensive / Raiton Ninjutsu
Range: See special!
Chakra: Low - Massive
Special: Highest rank learned determines strength of lightning sphere.Though no handseals have to be held once the sphere is complete, no other jutsu may be cast while plasma is active. Can be held as long as the user's chakra reserves allow it. Highest rank known determines strength of sphere. Area of sphere is determine by the user's highest 'Karai Shin' range, halved.
Description: A highly strategic raiton jutsu, the Plasma Ball allows the user to create a thick sphere of Raiton around their body, able to shock anyone that comes in contact with it immediately.
Domain: Raiton. Karai Shin.
Mekurumeku (Blinding Flash)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Low - Massive
Special: Distance of flash depends on the user's 'Karai Shin' range. Highest rank known determines light amplitude. Any person(s) effected are blinded for one turn.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
Description: A basic yet effective Raiton technique, the user focuses a bit of chakra all over their body, letting the lightning gather and then quickly exploding, effectively providing a blinding light that leaves all within the range blind. Useful for disorientation and quick get-aways.
Domain: Raiton. Karai Shin.
Danpen Inazuma (Shooting Thunder)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Low - Massive
Special: Does not require handseals. Highest rank known determines range of bolt, as well as the level (rank) at which it is shot out.
D: 1/5th (20%) Karai Shin range
C: 2/5th's (40%) Karai Shin range
B: 3/5th's (60%) Karai Shin range
A: 4/5th's (80%) Karai Shin range
S: Full Karai Shin range
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.
Domain: Raiton. Karai Shin.
Ichiren Inazuma (Chain of Lightning)
Rank: D, C, B, A, S
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: High
Special: Range of chain depends on the user's 'Shooting Thunder' range. By default, you can strike up to 2 opponents with this, plus 1 more each time retrained. Once struck, victim’s will be paralyzed for the turn, stuck in the chain until the user stops using it. User must keep outstretched arm and be still as they feed the chain raiton chakra. Each extra victim within the chains raises the chakra cost of this technique by one tier.
Description: An advanced version of ‘Shooting Thunder’, the Chain of Lightning allows the user to pass strong currents of lightning from victim to victim within a thirty meter radius. After a series of handseals, the user outstretches their hands, and the energy focusing within is displaced rapidly towards their target. Once they are hit, the victims are paralyzed and helpless, and the bolt then proceeds to jump and hit anyone else within range. Excellent when outnumbered, though one must use it with care, for it takes a great toll on the user’s chakra pool.
Domain: Raiton. Karai Shin.
Raikyuu (Lightning Ball)
Rank: C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C
Type: Offensive / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Travels in a straight line roughly at the speed of 1/2 a meter per second, plus 1/2 more each time retrained until reaching a maximum of 20 meters per second. Being struck by this results in the area in question being paralyzed for a half a turn, (a hit to the head affects the whole body). Paralysis effects do not stack once victim is struck.
Description: A very simple and effective Raiton technique known throughout, the user either takes twin weaponry or their own appendages, focuses their chakra into their center, and forms a ball of pure lightning. This newly formed threat can either be smashed into an opponent’s face, or tossed from a nearby distance. Repetitive exposure to the shocking has been known to leave its victims stunned.
Domain: Raiton. Karai Shin 'C'.
Eikoudan! (Thunder Style – Light Up the Sky!)
Rank: C-C-C-C-C-C-C-C-C-C
Type: Supplementary / Raiton Ninjutsu
Range: 0 - 50 meters
Chakra: Mid
Special: Distance flash-ball may travel upwards and blind depends on the user's 'Karai Shin' range. Blinding effect lasts for half a turn, plus another half each time retrained reaching a maximum of 5 turns.
Description: After performing the correct handseals, the user opens their mouth and spits out a small glowing blue ball into the sky. It consists of highly compressed raiton energy, packed tightly during the technique’s preparation. Once it reaches the skies, it goes off in a brilliant blast, blinding all flying within the area blind for a short period. Excellent for when the raiton user is outnumbered or simply surprised by aerial assailants, and has no way to fend them off when escape is necessary.
Domain: Raiton. Karai Shin 'C'.
Sutangan no Jutsu (Limb Stunning Technique)
Rank: C-C-C-C-C
Type: Offensive / Raiton Ninjutsu
Range: Touch
Chakra: Mid
Special: If used on a person’s head, they will be knocked out for a single post. Limbs are usually numbed for half of a turn. Stunning effect cannot be stacked. Due to the amount of shock suffered by the user's limb during the transference of energy, this can only be used once per thread, plus one more each time retrained.
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!
Domain: Raiton. Karai Shin 'C'.
Matoudai Zeusu (Strike of Zeus)
Rank: C-C-C-C-C-C-C-C-C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Distance bolt can travel depends on the user's highest 'Karai Shin' range. The bolt is about as long as a regular katana, and glows an intense deep blue. Each time retrained, the user can stack extra 'C' ranked shocking damage, and it can be retrained up to 9 times.
Description: Named after the fabled imaginary leader of the sky and thunder, this technique allows the user to feel like Zeus himself as they summon a tight bolt of electricity in their hand, similar to a javelin, so that they could throw it with appeasing accuracy. The bolt will move through the sky faster than most projectiles, and carries deadly accuracy in the right hands. Upon making contact with the target, it immediately bursts into a vertical cylinder storm that surrounds the victim and delivers a plethora of constant shock damage.
Domain: Raiton. Karai Shin 'C'.
Jakura (Lightning Sparrow Cometh)
Rank: C-C-C-C-C-C-C-C-C-C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Up to 5 sparrows can be summoned at a time, plus 5 more each time retrained, for a maximum of 50 sparrows active at any given time. Sparrows fly as fast their normal counterparts do. No other jutsu may be performed while controlling the sparrows, and the user must remain still. Range at which sparrows can be controlled depends on the user's highest 'Karai Shin' range.
Description: The Lightning Sparrows Cometh! In the form of bright blue sparrows, these creations fly to wherever the user desires, allowing them to reach and damage places previously deemed impossible. As the user continues to improve their skill in this technique, they can summon more and more sparrows.
Domain: Raiton. Karai Shin 'C'.
Raiton Bunshin no Jutsu (Shocking Clone Technique)
Rank: C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being elementally based, this clone can use any c-ranked or lower raiton techniques the user knows.
Description: With this technique, the Raiton user is able to call upon aid from a perfect copy of themselves. Comprised purely of lightning, this clone retains the user movement speed and strength. While easily capable of being use for offensive means, the raiton bunshin also makes for an equally solid defense due to its ability to harness raiton-based techniques.
Domain: Raiton. Karai Shin 'C'.
Ikadzuchi no Kiba (Lightning Bolt Fang)
Rank: B-B-B-B-B
Type: Offensive / Raiton Ninjutsu
Range: See special!
Chakra: High
Special: Distance the user can cast the sphere and diameter of the lightning plume striking area depends on the user's highest 'Karai Shin' range. Storm lasts 1 turn, plus 1 more each time retrained, for a maximum of 5 turns.
Description: Universally known yet still very dangerous, the Lightning Bolt Fang is an ‘area of effect/attack’ technique; essentially, once the user finishes the required seals, to their eyes only, a sphere appears before them, along the ground wherever they choose to target. With the target selected, a storm quickly falls onto that area, several levels of intense lightning sent to wash over and shock all organic material within range. The storm is even so intense that the lightning plumes last for the whole turn. The closer one is towards the central stream of lightning, the more damage they shall suffer.
Domain: Raiton. Karai Shin 'B'.
Ikadezuchi no Utage (Lightning Bolt Feast)
Rank: B-B-B-B-B-B-B-B-B-B
Type: Offensive / Raiton Ninjutsu
Range: See special!
Chakra: High
Special: Range at which lightning plumes can travel underground depends on the user's highest 'Karai Shin' range. Up to one foe can be targeted at a time, plus one more each time retrained. Must retain eye contact with targets until impact.
Description: Although Utage shares a name similarity with Kiba, it’s a far unique and different in many ways. The most notable is that the lightning for this technique travels underground. Once the user makes the appropriate seals, they mold a concentrated amount of chakra at their weapon tip or their fists, and quickly strike the ground with it. Whomever they targeted will soon be victim of a quick traveling electrical surge from below, invisible only until it arrives at its target. It emerges from below them, surprisingly fast so that it shocks the victim whole.
Domain: Raiton. Karai Shin 'B'.
Raigeki no Yoroi (Lightning Strike Armor)
Rank: B-B-B-B-B-B-B-B-B
Type: Supplementary / Raiton Ninjutsu
Range: Self
Chakra: High
Special: Delivers intense shocks to whatever comes in contact with it. Lasts for one turn, plus one more each time retrained. While protected by the lightning armor, the user is free to move and act as they wish, but no other handseals can be made until the lightning is either cancelled or destroyed.
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.
Domain: Raiton. Karai Shin 'B'.
Karasuhebi no Jutsu (Thunder Style – Shocking Snake Technique)
Rank: B-B-B-B-B-B-B-B-B-B-B-B-B
Type: Offensive / Raiton Ninjutsu
Range: See special!
Chakra: High
Special: Range at which the snake can travel away from the user depends on their highest 'Karai Shin' range. Upon latching onto the victim, the snake can deliver shocks rendering the captured area numb for the entire time the snake is caught on. Can withstand up to a single 'B' ranked strike before dissipating, but each time retrained, the snake can absorb/withstand one additional 'B' ranked blow.
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 'B' ranked worth shock courses through their body whole, constricting and shocking.
Domain: Raiton. Karai Shin 'B'
Rairyuu no Tatsumaki (Lightning Dragon Tornado)
Rank: A
Type: Offensive / Raiton Ninjutsu
Range: See special!
Chakra: Very High
Special: User is defended by the effects of Raigeki no Yoroi, and can even absorb enemy Raiton attacks to power the dragon and restore their chakra. User must be spinning to keep dragon active. Bolts in general do not distinguish between friend or foe, and the dragon can only attack one general target at a time. Can be used once per thread, plus once more each time retrained. Chakra restoration is equivalent to below one tier absorbed. ( Low = Very Low, High = Mid, etc)
Description: Similar to the ‘Lightning Armor’ technique, this jutsu allows the user to be both defended and guarded by their own lightning. After a series of seals, lightning from the sky falls onto the user in a steady stream and the user begins to spin in place rapidly, suspended slightly in the air by their own chakra. During their spin, a vortex of lightning and raging winds comes forth, birthing from the top the head of a dragon comprised purely of lightning. The dragon can attack anything within its range, either directly with a snap of its maw, or indirectly by passing next to its target and sending smaller bolts from its side. It moves at frightening speeds, faster than most shinobi specializing in speed, just as long as the user keeps spinning…
Domain: Raiton. Karai Shin 'A'.
Shishikyu Funzen (Thunder Style – Shocking Tiger’s Wrath)
Rank: A-A-A-A-A-A-A-A-A-A
Type: Offensive / Raiton Ninjutsu
Range: See special!
Chakra: Very High
Special: Creates a single large tiger comprised of pure raiton essence, plus one more each time retrained. Tigers can travel as far as the user's 'Karai Shin' range. An indirect strike from these tigers (a slash of its claws, a bite) renders the victim's body numb for half a turn, and receiving a full blast from a kamikaze strike leaves the victim paralyzed for a whole turn. As a bonus, the user can hold the last handseal of the sequence as they look at their desired target, allowing them to order whatever remaining live tigers to converge all at once onto that target.
Description: The Shishikyu technique allows the user to use their prowess in the raiton arts in order to create several tigers consisting purely of raiton energy. Once birthed, they can move at decent speeds, and can defend the user form attacks, as well as attack others. Dark blue and constantly shining, these tigers move fast to strike their target, and can swipe quickly as an attack. Only attacks that can disrupt their essence can hurt them, and they carry an ultimate attack which involves the user holding a particular handseal so that they can all converge on a particular enemy, hurting it greatly.
Domain: Raiton. Karai Shin' A'
Sousagatakoushi no Jutsu (Thunder Style – Laser Storm Technique)
Rank: A-A-A-A
Type: Offensive / Raiton Ninjutsu
Range: See special!
Chakra: Very High
Special: Summons a powerful thunder storm that emits thick, blasting bolts capable of tearing through even the strongest of earth. Distance at which the user can summon the storm, as well as the diameter of the laser storm blast depends on the user's highest 'Karai Shin' rank. Requires the user to hold a single handseal and be still while charging and moving the bolt; breaking the seal and moving leaves the laser storm still on the last location it was until it can fire no more. One turn is required in order to summon the storm, and it can be held for 1 turn, plus 1 more each time retrained.
Description: After the necessary handseals are created, a strong thunderstorm descends from the skies, darkening the clouds and inciting a cold air about. Quickly after, a powerful thick lightning bolt descends in the form of a straight, constant flowing thunder beam. Light blue in nature, its radius spans in a circular, spherical pattern, and its constant output can destroy even the hardest of surfaces. The user guides the bolt whilst holding the a single seal, and must keep eye contact at all times with whatever it is they wish to target.
Domain: Raiton. Karai Shin. 'A
占算 JINKOURAI RAKURAINIAU
Rank: B-B-B-B-B-B
Type: Ninjutsu / Offensive
Range: Special
Special: Three lightning rods made of pure white lightning travel up from under the victim. The rods make a triangle shape, leaving the victim about three meters of space inside the shocking jail cell. Once the rods reach five meters in height the victim is trapped, which the speed of the rising pure lightning rods is as fast as lightning itself. The user is only capable of trapping one victim. Additionally the user must have the victim clearly in their eyesight or this technique won’t work.
Description: The user will put together a mild amount of handseals while the victim is in the user’s eyesight. Once those handseals are finished three five meter high lightning rods made of pure white lightning will rush up below the victim. The rods make a triangle shape, trapping the victim within’ this triangular lightning jail cell. This triangular prison will give out one B rank dosages of lightning damage (when retrained the damage will be two B ranked dosages of lightning damage. Each time retrained the damage limit grows higher by one) each time the victim tries escaping from either three sides of the triangular prism or above the prism. However from first appearance all the user and the victim can see are the three white lightning rods but once the victim attempts to escape they’ll notice that these three lightning rods rush lightning into the victim once they try to escape.
Domain: Raiton
Orochi Daija (Thunder Style – Zeus’ Leviathan)
Rank: S-S-S
Type: Supplementary / Raiton Ninjutsu
Range: See special!
Chakra: Massive
Special: Summons a huge lightning serpent to destroy an area. Serpent size is determined by the user's highest 'Karain Shin' rank, and can be proportioned to the user's wish. It cannot be stopped by solid releases such as Doton due to the flowing nature of Raiton (the beast will simply reform), but releases of similar properties such as Suiton and Fuuton will easily put it down. Serpent lasts until destroyed, and can only be used once per thread, plus one more each time retrained. When destroyed, serpent explodes in a brilliant blinding flash and many small yet strong thunder bolts that shooting randomly, affecting ALL except the user for the serpent's total size.
Description: One of the strongest and hardest techniques within the Raiton series to create, this technique brings both onto the battlefield an awesomely large serpent like entity comprised of pure lightning. This colossal creature moves fast and can climb onto all forms of surfaces. The trick is that it is comprised of Raiton energy, so it doesn’t actually walk – it hovers ever so softly over anything it chooses to cross, temporarily changing the surface’s charge in order for it to be compatible with the beast. However, as large as it is, it’s rather dumb, and follows only the most basic of the user’s mental commands. Summon only at appropriate times!
Domain: Raiton. Karai Shin 'S'.
UNEVERSAL JUTSU
Shinobi Joutou! (Super Ninja Jump Technique)
Rank: D, C, B, A, S
Type: Supplementary / Taijutsu
Range: Self
Stamina: Mid - Very High
Special: Highest rank known determines height of jump as well as time of charge required before execution.
D: 4 meters // Whole turn charge
C: 8 meters // 3/4th turn charge
B: 12 meters // Half turn charge
A: 16 meters // 1/4th turn charge
S: 20 meters // Near-Instant
Description: A fundamental Taijutsu technique, the Super-Jump does just that - after a moment of gathering one's energy, they take off into a spirited jump, using raw strength and stamina to power their move. best of all, the jump can be executed in any location, creating many different possibilities for the user - as long as secure footing is confirmed beforehand!
Domain: Universal Taijutsu.
'X' Joutou! ('X' Jump)
Rank: C-C-C-C-C
Type: Supplementary / Taijutsu
Range: Self
Stamina: Mid
Special: Can only be performed during or after the apex of the user's initial jump. Can execute up to 1 mid-air jump before hitting the ground, plus 1 more each time retrained.
Description: Once in the air, only the most advanced Taijutsu users can manage to use their brute strength to actually jump against the air using friction, effectively jumping again before hitting the ground.
Domain: Universal Taijutsu. Shinobi Joutou.
Shunshin no Jutsu (Body Flicker Technique)
Rank: D-D-D-D-D-D-D-D-D-D-D-D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to.
Domain: Shunshin - Universal Ninjutsu.
Shunshin-Kawasu (Shimmering Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
Chakra: --
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.
Shunshin-Kakezori (Retracting Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
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-Sousuru (Flickering Image)
Rank: B-B-B-B-B-B-B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin/Self
Chakra: --
Special: One image may be produced per Shunshin, plus one more each time this jutsu is retrained.
Description: Nearing their Shunshin mastery, the user has nearly mastered all the aspects behind the high-speed movement. Not only can they now move about freely at such impressive speeds with little restrictions, but they are now able to move so fast that copies of themselves are left behind, perfectly resembling their master for a brief moment in order to provide confusion for the enemy. Only chakra sensing methods will be able to discern the faux presentation, but everything moves so fast the opponent is often left without time to react, turning them quickly into a victim.
Domain: Shunshin.
GENJUTSU
Kasumi Juusha no Jutsu (Mist Servant Technique)
Rank: D-D-D-D-D-D
Type: Supplementary / Sight Genjutsu
Range: See special!
Special: Up to 5 servants can be made, plus 1 more each time retrained. Clones cannot exist more than 50 meters away from the user.
Description: Kasumi Juusha no Jutsu is a universal sight Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw projectiles such as kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it.
Domain: Genjutsu - Illusion of Sight
Kokohi no Jutsu (False Place Technique)
Rank: C-C-C-C-C
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects any single within a 10 meter area, plus 10 more each time retrained
Description: Kokohi no Jutsu is a simple sight Genjutsu technique which changes the appearance of a nearby object. After forming a few seals, any object the user makes eye contact with will warp, twist, and look however it is the user wants to the untrained eye.
Domain: Genjutsu - Illusion of Sight
Kori Shinchuu no Jutsu (Sly Mind Affect Technique)
Rank: C-C-C-C-C
Type: Supplementary / Sight Genjutsu
Range: See special!
Special: Effective only when target is traveling along enclosed paths which have objects that can be visaully altered - trees, buildings, doors, etc. Targets up to 1 target per use, plus 1 more each time retrained. Due to the constant evolving nature of the jutsu, it requires steady 'C' ranked chakra each turn to be continued.
Description: Kori Shinchuu no Jutsu is a simple yet effective Genjutsu technique which allows the user to play a nasty visual truck on their opponents, causing them to travel around an area lost, in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically when they are unable to reach their desired target by traveling along the same path over and over. Most effective in enclosed areas such as forests or jungle.
Domain: Genjutsu - Illusion of Sight
Kuramu no Jutsu (Extremely Disorienting Color Spray)
Rank: C-C-C-C-C-C, B-B-B-B-B
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects a single victim within a 10 meter area, plus 10 more each time 'C' rank is retrained; 'B' rank adds an additional viciim each time retrained.
Description: After performing the needed seals, the user then targets a person with in range of the technique. The person targeted first shows signs on the technique immediately. From their point of view, the world that they’re looking at is twisting and turning rapidly in different directions, making it very hard to see. After a while disorientation kicks in and the person may feel nauseous and dizzy.
Domain: Genjutsu - Illusion of Sight
Magen • Jigoku Gouka no Jutsu (Demonic Illusion • Hell Fire Technique)
Rank: B-B-B-B-B
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Fireball measures 10 meters. Affects everyone with 10 meters of the user, plus 10 more each time retrained.
Description: Magen • Jigoku Gouka no Jutsu is a visual genjutsu technique that causes the user's target After forming the needed handseals, a huge ball of fire will descend from the sky to envelope the user's chosen target. The victims of the genjutsu will believe they are being engulfed by a torrent of fire and will most likely feel compelled to flee their location for safety, in fear of their lives.
Domain: Genjutsu - Illusion of Sight
Kokuangyou no Jutsu (Journey into Black Darkness Technique)
Rank: A-A-A-A
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects everyone with 10 meters of the user, plus 10 more each time retrained.
Description: One of the more advanced visual Genjutsu techniques, Kokuangyou no Jutsu causes the user's opponent to be enveloped in total darkness. While in the black void, the ninja will be unable to see any incoming attack or threat, or have any use for any of their senses for that matter.
Domain: Genjutsu - Illusion of Sight
Nehan Shouja no Jutsu (Temple of Nirvana Technique)
Rank: S
Type: Supplementary / Sight Genjutsu
Range: 0 - 50 meters
Special: Can only be used once per thread, plus one more each time retrained.
Description: One of the most advanced visual Genjutsu techniques, Nehan Shouja no Jutsu is a Genjutsu technique that allows the caster to place a large body of people into a unconscious state. Although anyone can avoid the spell by forming and using the Kai technique, using this while undetected ensures a large success rate, as its unexpected nature is what catches most victims off guard.
Domain: Genjutsu - Illusion of Sight
Name:Kiyoshi
Classification:Sage
Rank:S
Kind:Grounder
ReleaseKaton/Touch Genjutsu
Description:Kiyoshi is one of the original member of this summoning family, He has been around since the very beginning you could call him the grandfather of all of these summons. He stands at an terrible 20 feet tall and whopping 25 feet long, he is the biggest member out of this entire summoning family. Luckily he never has to fight because it will only bring destruction to what area he is summoned too. His fur just as the other Katon users is grey, but his grey is way darker than the Senior and Junior of this family. He still has there family trade mark of the Red Streak outlined by white on both sides of his body, also his eyes are an dark grayish color. Kiyoshi personality is a little different from the other Katon users in this family, he is actually not very serious he is more relaxed and nonchalant. Mostly everyone looks at him as being lazy because he would rather lay about than train, or help anyone else for that matter. He can also come off as an bit sarcastic when talking to humans, because him his self feels like he is so much better than them.
Equipment:
Techniques:
Enkou Shinka (Essence of the Sacred Flames)
Rank: D, C, B, A, S
Type: Supplementary / Katon Ninjutsu
Range: 0 - 50 meters
Chakra: Mid
Special: Allows the user the ability to create, control and move Katon (Fire) chakra of their own for multiple purposes. Degree of heat and effect of flame depends on the highest rank known.
D: 10 meters
D: 20 meters
D: 30 meters
D: 40 meters
D: 50 meters
Description: Katon, the birth of the flame itself. With but a mere thought, masters of the flame learn to birth their fire over large expanses. Intense training opens the door for other techniques, but they all rely on one simple core - the user's ability to birth a flame from a distance.
Domain: Katon.
Kasumi Enbu no Jutsu (Mist Waltz Technique)
Rank: D, C, B, A, S
Type: Supplementary / Katon Ninjutsu
Range: See special!
Chakra: Mid - High
Special: Range of mist spray depends on the user's 'Enkou Shinka' rank. Highest rank known determines bonus katon damage,
Description: As its name implies, the Mist Waltz is just that – a vicious mist expelled by the user through their mouth at high speeds, which, when in contact with any form of flame, will create a napalm like explosion, enhancing the fire and even creating disastrous fires which quickly spread and burn. The user must be careful however, as any Fuuton jutsu of equal or greater rank could easily blow back the mist and turn the effects on the user.
Domain: Katon. Enkou Shinka.
Housenka no Jutsu (Mythical Fire Phoenix Technique)
Rank: C-C-C-C-C-C-C-C-C-C
Type: Supplementary / Offensive / Katon Ninjutsu
Range: See special!
Chakra: Low - Mid
Special: Distance of fireballs and intensity of flames depends on the highest rank known of 'Enkou Shinka'. Up to one fireball can be made, plus one more each time retrained.
Description: Basic yet very effective within the Katon arsenal of jutsu, this technique allows the ninja to emit a series of small fire balls after a simple set of handseals are made. The ninja can also hurl a projectile which is covered in these same flames. To the opponent the attack appears to be only the balls of flame, because they do not see the hidden threat within the flames. The flames can be used to cover different projectiles like shuriken or kunai, and only select doujutsu and bloodline abilities allow the user to see through the deception.
Domain: Katon. Enkou Shinka
Goukakyuu no Jutsu (Great Fireball Technique)
Rank: C-C-C-C-C-C-C-C-C-C-C-C-C-C-C
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: Mid
Special: Distance and size of flames depends on the user's highest 'Enkou Shinka' rank, halved. Because the flames are slightly more intense than other katon jutsu, each time this is retrained, the user can stack 'C' ranked burning damage. However, when using this jutsu, the user must be standing still in order to control the powerful stream of fire.
Description: Goukakyuu no Jutsu is a fundamental katon ninjutsu technique which allows the user to freely control fire itself as it leaves their body. The ninja does the necessary hand seals, draws chakra from their mouth into their chest and them immediately exhales it. During this point, they then blow a stream of fire which erupts into a large sphere of flames. To better manage the flames the ninja will bring their hand to their mouth to control it.
Domain: Katon. Enkou Shinka 'C
Endan (Fireball)
Rank: C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: Mid - High
Special: Distance that fireball can travel before automatically igniting depends on the user's highest 'Enkou Shinka' rank. Fireball measures 1 meter, plus 1 more each time retrained. Fireballs travel at the speed of a kunai, and explode on impact for 5 meters all around.
Description: Although basic, the fireball technique is nonetheless efficient and deadly. After forming the necessary handseals, the shinobi will expel a jet stream of fire from their mouth, which quickly forms into a large fireball. The user can fire this ball off in any direction they wish, resulting in a small explosion upon impact.
Domain: Katon. Enkou Shinka 'C'.
Katon Bunshin no Jutsu (Fire Clone Technique)
Rank: C-C-C-C-C-C-C-C-C-C-C-C-C-C-C
Type: Supplementary / Katon Ninjutsu
Range: See special!
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being elementally based, this clone can use any c-ranked or lower katon techniques the user knows.
Description: With this technique, the Katon user is able to call upon aid from a perfect copy of themselves. Comprised purely of a most intense fire, this clone retains the user movement speed and strength. Best of all, due to its flowing essence, the fire clone is capable of using a hefty amount of the original user's fire-based techniques either for defensive means or offensive.
Domain: Katon. Enkou Shinka.
Gouryuuka no Jutsu (Great Dragon Fire Technique)
Rank: B-B-B-B-B-B-B-B-B-B-B-B-B-B-B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High
Special: Distance that dragon heads can travel depends on the user's highest 'Enkou Shinka' rank. Dragon heads measure 5 meters in diameter, and can travel at the speed of a kunai in a straight line. Up to 1 dragon head can be fired, plus one more each time retrained. Upon contact, dragon heads explode in a napalm like nature, spreading 10 meters all around; each explosion contains bonus burning damage equivalent to the stacked 'Great Fireball' retraining. As with 'Great Fireball', when using this jutsu, the user must be standing still in order to control the powerful blasts of fire.
Description: An evolution of the Great Fireball, the user is now able to take the flames expelled and morph them into fast moving projectiles. Fierce and potent, this Katon ninjutsu allows the user to expel fireballs in the form of a dragon’s head after forming the needed hand seals. Shot from the mouth, these powerful fireballs can punch through concrete and wood with ease, and leaves a terrible fiery explosion in its wake.
Domain: Katon. Enkou Shinka 'B'. Goukakyuu no Jutsu.
Dai Endan (Great Fireball)
Rank: B-B-B-B-B-B-B-B-B-B-B-B-B-B-B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High - Very High
Special: Distance that fireball can travel before automatically igniting depends on the user's highest 'Enkou Shinka' rank. Fireball measures the same as the user's current 'Endan'. Fireballs travel at twice the speed of a kunai, and explode on impact for 10 meters all around. Up to 2 fireballs can be fired off at once, plus 1 one each time retrained.
Description: An upgrade to the 'Endan' technique, this allows the user to expel an even greater stream of fire now that they are more adept at controlling their Katon chakra. With the stream of fire, they can quickly shoot off several larger fireballs in quick succession, resulting in an overwhelming set of blasts all carrying an explosive fate.
Domain: Katon. Enkou Shinka 'B'. Endan.
Haisekishou (Burning Ash Accumulation)
Rank: B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: Mid - High
Special: Distance that ash can travel and size of the ash cloud depends on the user's highest 'Enkou Shinka' rank, halved. Ash is expelled through the mouth in the form of a stream. Cone measures 90 degrees at opening. Explosion resembles napalm.
Description: After forming the needed handseals, the user will expel an ash cloud from his mouth, tinted a dark stoic gray. This large cloud will quickly begin to envelope the area in which a foe stands and when the user clicks their teeth, the cloud will ignite in an violent, fiery napalm-like explosion.
Domain: Katon. Enkou Shinka 'B'.
Hibashiri (Running Fire)
Rank: A-A-A-A-A-A-A-A
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High - Very High
Special: Distance the stream can travel and height of flame rings depends on the user's highest 'Enkou Shika' rank. Fire stream travels at twice the speed of a well thrown kunai along the ground, but can be defeated prematurely by higher ranked techniques. Up to 1 stream can be produced at any given time, resulting in one imprisoned target; each time retrained however, one extra stream is gained, and thus, one extra potential target.
Description: An excellent trapping jutsu, this allows the Katon user to essentially generate rings of fire around their opponent. After a few brief handseals, the user sends a stream of fire across the ground moving at high speeds, aiming to strike their target. However, rather than burning on impact, the fire stream quickly splits in two so that it may surround the target in a circular manner. Once the two meet again on the other side, a wall of fire double that of the victim's size is erected all around (underground included), with heat and intensity of flame doubling. From there, the user may choose to either close the prison in on the victim, or keep it active for the sake of interrogation.
Domain: Katon. Enkou Shinka 'A'.
フェ Kyokudo Fenikksu No Jutsu (Mythical Phoenix Blast Technique)
Rank: A-A-A-A-A-A-A-A-A-A-A
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: Very High
Special: The user will fire twice as many projectiles as their Housenka no Jutsu allows around the targets vicinity. Projectiles swarm together at the speed of a kunai. Explosion size is determined by the amount of fireballs produced - for every 10 fireballs the user can summon, the explosion will cover an area of 5 meters, with intense flames and a napalm-like spread. Although amount of fireballs determines explosion size, explosion intensity is determined by the technique's base rank - each time retrained, burning damage can be stacked!
Description: Once the needed handseals are formed, the user appears to prepare the technique identically to Housenka no Jutsu. Everything will seem practically similar, including the user bringing their dominant finger towards their mouth and firing a large amount of flamed projectiles towards the opponent. However, the difference of this jutsu lie in the user’s goal when firing these massive amounts of projectiles. The aim is not to hit a moving target, but to surround the target with these fiery projectiles. Because each projectile will swarm around the target, the projectiles will stop around the vicinity of the victim, and once each and every projectile has been fired the user will clench their dominant hand into a fist. The result? Every projectile swarming onto the opponent from every direction, all at once, at ridiculous speeds. In the end, all the projectiles swarming together will cause a fantastic napalm like explosion that will most likely leave the target approaching death should it connect.
Domain: Katon. Enkou Shika 'A'. Housenka no Jutsu.
Crimson Surge (Shinkou Kyuuzou)
Rank: B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High
Special: Distance stream can travel depends on the user's highest 'Enkou Shika' rank. Stream travels at kunai speeds, and measures 1 meter of thickness/width. Each time retrained, stream grows in thickness by 1 meter.
Description: An offensive Katon technique, users of this technique are able to fire off a stream of flames from their palm at their targets. Despite the smaller area of effect that this technique provides, it adds versatility and accuracy to a shinobi¡¯s fighting style.
Domain: Katon. Enkou Shika 'B'.
Chirashi Honoo (Scattering Flames)
Rank: B-B-B-B-B-B-B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High
Special: Size of fire ring and height it can reach depends on the user's higest 'Enkou Shika' rank, halved. Flames move away from the user in all direction in a wave/pulse like form, moving at kunai speeds. On top of this, expanding flames act as a barrier against projectiles of equal or lower rank. Each time retrained, the user stacks the strength of the fire ('B' rank), making it burn stronger and defend better.
Description: With both hands engulfed in flames, the user slams both palms into the ground from which a ring of flames appear immediately around the user and expands as it sweeps outwards. The Chirashi Honoo proves to an effective technique at crowd control as well as defending against attacks.
Domain: Katon. Enkou Shika 'B'.
Gōka Mekkyaku (Great Fire Annihilation)
Rank: A
Type: Offensive / Katon Ninjutsu
Range: 0 - 40 Meters
Chakra: High
Special: In order to perform this technique, it requires a set of handseals and the user to have Gokakyuu no Jutsu retrained at least five times, and for the user to have "A-rank" Enkou Shinka. Also, when it hits something, it creates an explode in a napalm like nature, spreading an additional 10 meters all around; each explosion contains bonus burning damage equivalent to the stacked 'Great Fireball' retraining over the minimal requirement.
Description: A technique where chakra kneaded inside the body is converted into fire, and then expelled from the mouth in a massive wall (that is 15x15 meters) of intense flames which covers an expansive range, making it extremely difficult to avoid. The massive wall of fire itself resembles several Goukakyuu no Jutsu mended together to create this intense fireball, that covers an expansive range. Shot from the mouth, these powerful fireballs can punch through concrete and forests with ease, and leaves a terrible fiery explosion in its wake.
Domain: Katon. Enkou Shinka 'A'. Goukakyuu no Jutsu.
Genjutsu
Chishihou no Jutsu (Faux Wound Technique)
Rank: D, C, B, A, S
Type: Supplementary / Offensive / Touch Genjutsu
Range: 0 - 5 meters
Special: Affects victims in a 5 meter radius of the user's strike. Severity of wounds depends on rank.
D: Flesh-wounds & scrapes
C: Deep cuts and stabs
B: Broken bones
A: Limb removal
S: Beheading
Description: With this simple Genjutsu of Touch, the illusionist creates the sensation of a wound onto anyone that they attack. After forming the needed seals, the user charges and strikes, and the illusion settles in. Although the victim(s) won't feel pain, they will feel the disadvantages of being injured, such as being able to walk less over a perceived broken for, or being unable to form handseals due to an imaginary chopped off hand.
Domain: Genjutsu - Illusion of Touch
Ashigatsuru no Jutsu (Jelly Dead Leg)
Rank: C-C-C-C-C
Type: Supplementary / Touch Genjutsu
Range: 0 - 10 meters
Special: Affects targets within 10 meters of the user, plus 10 more each time retrained.
Description: With this simple illusion, the target will begin to feel their logs loose and wobbly, almost as if they had become glue or jelly. This forces the victim to not feel pain, but instead lose balance and feel wobbly.
Domain: Genjutsu - Illusion of Touch
Horoshi no Jutsu (Creeping Crawling Skin)
Rank: C-C-C-C-C
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects targets within 10 meters of the user, plus 10 more each time retrained.
Description: Once the needed seals have been formed, the target of the victim becomes aware of movement under their own skin, like there’s something underneath. At this point the skin on the victim breaks open into little holes, and hundreds of ants climb from the openings. These ants quickly cover the victim’s skin and overwhelm them. This can act as a major distraction as the victim will generally try to get them off in a panic.
Domain: Genjutsu – Illusion of Touch.
Kitsunenomado (Spaghetti Fingers)
Rank: C-C-C-C-C-C, B-B-B-B
Type: Supplementary / Touch Genjutsu
Range: 0 - 10 meters
Special: Affects a single victim within 10 meters, plus 10 more each time the 'C' ranked version is retrained' 'B' rank adds an additional target each time retrained.
Description: A useful almost immediate affect that most ninja soon come to love. The user performs the needed seals to activate the technique, and the target chosen by the user is immediately affected. The victim of this technique feels theirs hands twitch straight away, then become sluggish after the initial twitch, leaving the hands to feel slow. Almost as though their hands were losing feeling and becoming numb. This has a very high potential to mess up handseals in progress, and may slow down future seals.
Domain: Genjutsu – illusion of Touch
Nododitsumaru (Draining Oxygen Slip)
Rank: C-C-C-C-C-C, B-B-B
Type: Supplementary / Touch Genjutsu
Range: 0 - 10 meters
Special: Lack of oxygen affects a single victim within a 10 meter radius from the user, plus 10 more each time retrained the 'C' ranked version is trained; 'B' raked version adds an additional vicitm each time retrained. If Genjutsu is not dispelled within 4 turns, targets fall unconscious.
Description: A simple yet affective Genjutsu used mainly as a distraction and to cause panic in the victim. After forming the needed seals, the user designates a target and the technique will start to take effect. The target of the technique will begin to feel as though they’re not taking in enough oxygen at first, with shallow and quick breaths. The next turn the target feels as though they’re taking in no oxygen at all, which is followed by the feeling of drowning. The victim's body believes it is literally taking no oxygen, and so the body doesn't search for it but instead wastes more energy trying to obtain more. This results in the target falling unconscious if the illusion goes unchecked.
Domain: Genjutsu – Illusion of Touch
Magen • Jubaku Satsu (Demonic Illusion • Tree Binding Death)
Rank: B-B-B-B-B
Type: Supplementary / Offensive / Touch Genjutsu
Range: 0 - 10 meters
Special: Tree binding affects a single victim within a 10 meter radius from the user, plus 10 more each time retrained.
Description: Magen • Jubaku Satsu is a more advanced tact Genjutsu technique utilized by illusion experts. After forming the needed hand seals, the caster will suddenly disappear and approach their target. Once near, a tree will grow at their feet and its branches will bind them so they can no longer move. Once the illusion makes them believe they are captured, the user will appear from within the very tree itself, allowing them an opening to attack their target effectively.
Domain: Genjutsu - Illusion of Touch
Tsukaeru (Darth Vader's Grip)
Rank: A-A-A-A-A
Type: Supplementary / Offensive / Touch Genjutsu
Range: 0 - 10 meters
Special: Must be staring at victim, with their dominant arm and hand overstretched, and the fingers clinging the air and choking the victim as if the user was actually doing so. Affects up to one victim in 10 meters, plus 10 more each time retrained.
Description: The ultimate choke. Named supposedly after a fabled legend of children's manga, this illusion allows the caster to choke their victim's from a fixed distance as if they were actually doing so. The vice placed on their victim's neck is extremely hard, and if not dispelled, can be used to completely crush their throat.
Domain: Genjutsu - Illusion of Touch
Hideake (Exploding Arm Technique)
Rank: A-A-A-A-A
Type: Supplementary / Offensive / Touch Genjutsu
Range: 0 - 10 meters
Special: Can only be used once per thread, plus one more each time retrained.
Description: An extremely gruesome Genjutsu technique associated with touch. After forming the needed seals, the user will stare deep into the essence of their target and begin to project their illusion. Within moments, the victim will feel their arms freeze in place, unable to move as they begin to inflate. Then, without warning, the arms explode, releasing the bloody contents like a popped balloon. The victim is left to stand there horrified, their arms dangling and useless as they are lay helpless.
Domain: Genjutsu - Illusion of Touch
UNERVERSAL NINJUTSU.
Shunshin no Jutsu (Body Flicker Technique)
Rank: D-D-D-D-D-D-D-D-D-D-D-D-D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to.
Domain: Shunshin - Universal Ninjutsu.
Notice: Contrary to popular belief, this technique is by no means instantaneous. While a high-speed movement, if used in broad daylight, you're still quite visible and easily defended against. Simply put, it isn't incomprehensibly fast. Beyond normal, most definitely, but not nearly as fast as it's been portrayed thus far. In order to achieve maximum effect, you'll need to combine it with a distraction of some sort
Shunshin-Kawasu (Shimmering Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
Chakra: --
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.
Shunshin-Kakezori (Retracting Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
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-Sousuru (Flickering Image)
Rank: B-B-B-B-B-B-B-B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin/Self
Chakra: --
Special: One image may be produced per Shunshin, plus one more each time this jutsu is retrained.
Description: Nearing their Shunshin mastery, the user has nearly mastered all the aspects behind the high-speed movement. Not only can they now move about freely at such impressive speeds with little restrictions, but they are now able to move so fast that copies of themselves are left behind, perfectly resembling their master for a brief moment in order to provide confusion for the enemy. Only chakra sensing methods will be able to discern the faux presentation, but everything moves so fast the opponent is often left without time to react, turning them quickly into a victim.
Domain: Shunshin.
Rank: D, C, B, A, S
Type: Supplementary / Katon Ninjutsu
Range: 0 - 50 meters
Chakra: Mid
Special: Allows the user the ability to create, control and move Katon (Fire) chakra of their own for multiple purposes. Degree of heat and effect of flame depends on the highest rank known.
D: 10 meters
D: 20 meters
D: 30 meters
D: 40 meters
D: 50 meters
Description: Katon, the birth of the flame itself. With but a mere thought, masters of the flame learn to birth their fire over large expanses. Intense training opens the door for other techniques, but they all rely on one simple core - the user's ability to birth a flame from a distance.
Domain: Katon.
Kasumi Enbu no Jutsu (Mist Waltz Technique)
Rank: D, C, B, A, S
Type: Supplementary / Katon Ninjutsu
Range: See special!
Chakra: Mid - High
Special: Range of mist spray depends on the user's 'Enkou Shinka' rank. Highest rank known determines bonus katon damage,
Description: As its name implies, the Mist Waltz is just that – a vicious mist expelled by the user through their mouth at high speeds, which, when in contact with any form of flame, will create a napalm like explosion, enhancing the fire and even creating disastrous fires which quickly spread and burn. The user must be careful however, as any Fuuton jutsu of equal or greater rank could easily blow back the mist and turn the effects on the user.
Domain: Katon. Enkou Shinka.
Housenka no Jutsu (Mythical Fire Phoenix Technique)
Rank: C-C-C-C-C-C-C-C-C-C
Type: Supplementary / Offensive / Katon Ninjutsu
Range: See special!
Chakra: Low - Mid
Special: Distance of fireballs and intensity of flames depends on the highest rank known of 'Enkou Shinka'. Up to one fireball can be made, plus one more each time retrained.
Description: Basic yet very effective within the Katon arsenal of jutsu, this technique allows the ninja to emit a series of small fire balls after a simple set of handseals are made. The ninja can also hurl a projectile which is covered in these same flames. To the opponent the attack appears to be only the balls of flame, because they do not see the hidden threat within the flames. The flames can be used to cover different projectiles like shuriken or kunai, and only select doujutsu and bloodline abilities allow the user to see through the deception.
Domain: Katon. Enkou Shinka
Goukakyuu no Jutsu (Great Fireball Technique)
Rank: C-C-C-C-C-C-C-C-C-C-C-C-C-C-C
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: Mid
Special: Distance and size of flames depends on the user's highest 'Enkou Shinka' rank, halved. Because the flames are slightly more intense than other katon jutsu, each time this is retrained, the user can stack 'C' ranked burning damage. However, when using this jutsu, the user must be standing still in order to control the powerful stream of fire.
Description: Goukakyuu no Jutsu is a fundamental katon ninjutsu technique which allows the user to freely control fire itself as it leaves their body. The ninja does the necessary hand seals, draws chakra from their mouth into their chest and them immediately exhales it. During this point, they then blow a stream of fire which erupts into a large sphere of flames. To better manage the flames the ninja will bring their hand to their mouth to control it.
Domain: Katon. Enkou Shinka 'C
Endan (Fireball)
Rank: C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C-C
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: Mid - High
Special: Distance that fireball can travel before automatically igniting depends on the user's highest 'Enkou Shinka' rank. Fireball measures 1 meter, plus 1 more each time retrained. Fireballs travel at the speed of a kunai, and explode on impact for 5 meters all around.
Description: Although basic, the fireball technique is nonetheless efficient and deadly. After forming the necessary handseals, the shinobi will expel a jet stream of fire from their mouth, which quickly forms into a large fireball. The user can fire this ball off in any direction they wish, resulting in a small explosion upon impact.
Domain: Katon. Enkou Shinka 'C'.
Katon Bunshin no Jutsu (Fire Clone Technique)
Rank: C-C-C-C-C-C-C-C-C-C-C-C-C-C-C
Type: Supplementary / Katon Ninjutsu
Range: See special!
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being elementally based, this clone can use any c-ranked or lower katon techniques the user knows.
Description: With this technique, the Katon user is able to call upon aid from a perfect copy of themselves. Comprised purely of a most intense fire, this clone retains the user movement speed and strength. Best of all, due to its flowing essence, the fire clone is capable of using a hefty amount of the original user's fire-based techniques either for defensive means or offensive.
Domain: Katon. Enkou Shinka.
Gouryuuka no Jutsu (Great Dragon Fire Technique)
Rank: B-B-B-B-B-B-B-B-B-B-B-B-B-B-B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High
Special: Distance that dragon heads can travel depends on the user's highest 'Enkou Shinka' rank. Dragon heads measure 5 meters in diameter, and can travel at the speed of a kunai in a straight line. Up to 1 dragon head can be fired, plus one more each time retrained. Upon contact, dragon heads explode in a napalm like nature, spreading 10 meters all around; each explosion contains bonus burning damage equivalent to the stacked 'Great Fireball' retraining. As with 'Great Fireball', when using this jutsu, the user must be standing still in order to control the powerful blasts of fire.
Description: An evolution of the Great Fireball, the user is now able to take the flames expelled and morph them into fast moving projectiles. Fierce and potent, this Katon ninjutsu allows the user to expel fireballs in the form of a dragon’s head after forming the needed hand seals. Shot from the mouth, these powerful fireballs can punch through concrete and wood with ease, and leaves a terrible fiery explosion in its wake.
Domain: Katon. Enkou Shinka 'B'. Goukakyuu no Jutsu.
Dai Endan (Great Fireball)
Rank: B-B-B-B-B-B-B-B-B-B-B-B-B-B-B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High - Very High
Special: Distance that fireball can travel before automatically igniting depends on the user's highest 'Enkou Shinka' rank. Fireball measures the same as the user's current 'Endan'. Fireballs travel at twice the speed of a kunai, and explode on impact for 10 meters all around. Up to 2 fireballs can be fired off at once, plus 1 one each time retrained.
Description: An upgrade to the 'Endan' technique, this allows the user to expel an even greater stream of fire now that they are more adept at controlling their Katon chakra. With the stream of fire, they can quickly shoot off several larger fireballs in quick succession, resulting in an overwhelming set of blasts all carrying an explosive fate.
Domain: Katon. Enkou Shinka 'B'. Endan.
Haisekishou (Burning Ash Accumulation)
Rank: B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: Mid - High
Special: Distance that ash can travel and size of the ash cloud depends on the user's highest 'Enkou Shinka' rank, halved. Ash is expelled through the mouth in the form of a stream. Cone measures 90 degrees at opening. Explosion resembles napalm.
Description: After forming the needed handseals, the user will expel an ash cloud from his mouth, tinted a dark stoic gray. This large cloud will quickly begin to envelope the area in which a foe stands and when the user clicks their teeth, the cloud will ignite in an violent, fiery napalm-like explosion.
Domain: Katon. Enkou Shinka 'B'.
Hibashiri (Running Fire)
Rank: A-A-A-A-A-A-A-A
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High - Very High
Special: Distance the stream can travel and height of flame rings depends on the user's highest 'Enkou Shika' rank. Fire stream travels at twice the speed of a well thrown kunai along the ground, but can be defeated prematurely by higher ranked techniques. Up to 1 stream can be produced at any given time, resulting in one imprisoned target; each time retrained however, one extra stream is gained, and thus, one extra potential target.
Description: An excellent trapping jutsu, this allows the Katon user to essentially generate rings of fire around their opponent. After a few brief handseals, the user sends a stream of fire across the ground moving at high speeds, aiming to strike their target. However, rather than burning on impact, the fire stream quickly splits in two so that it may surround the target in a circular manner. Once the two meet again on the other side, a wall of fire double that of the victim's size is erected all around (underground included), with heat and intensity of flame doubling. From there, the user may choose to either close the prison in on the victim, or keep it active for the sake of interrogation.
Domain: Katon. Enkou Shinka 'A'.
フェ Kyokudo Fenikksu No Jutsu (Mythical Phoenix Blast Technique)
Rank: A-A-A-A-A-A-A-A-A-A-A
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: Very High
Special: The user will fire twice as many projectiles as their Housenka no Jutsu allows around the targets vicinity. Projectiles swarm together at the speed of a kunai. Explosion size is determined by the amount of fireballs produced - for every 10 fireballs the user can summon, the explosion will cover an area of 5 meters, with intense flames and a napalm-like spread. Although amount of fireballs determines explosion size, explosion intensity is determined by the technique's base rank - each time retrained, burning damage can be stacked!
Description: Once the needed handseals are formed, the user appears to prepare the technique identically to Housenka no Jutsu. Everything will seem practically similar, including the user bringing their dominant finger towards their mouth and firing a large amount of flamed projectiles towards the opponent. However, the difference of this jutsu lie in the user’s goal when firing these massive amounts of projectiles. The aim is not to hit a moving target, but to surround the target with these fiery projectiles. Because each projectile will swarm around the target, the projectiles will stop around the vicinity of the victim, and once each and every projectile has been fired the user will clench their dominant hand into a fist. The result? Every projectile swarming onto the opponent from every direction, all at once, at ridiculous speeds. In the end, all the projectiles swarming together will cause a fantastic napalm like explosion that will most likely leave the target approaching death should it connect.
Domain: Katon. Enkou Shika 'A'. Housenka no Jutsu.
Crimson Surge (Shinkou Kyuuzou)
Rank: B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High
Special: Distance stream can travel depends on the user's highest 'Enkou Shika' rank. Stream travels at kunai speeds, and measures 1 meter of thickness/width. Each time retrained, stream grows in thickness by 1 meter.
Description: An offensive Katon technique, users of this technique are able to fire off a stream of flames from their palm at their targets. Despite the smaller area of effect that this technique provides, it adds versatility and accuracy to a shinobi¡¯s fighting style.
Domain: Katon. Enkou Shika 'B'.
Chirashi Honoo (Scattering Flames)
Rank: B-B-B-B-B-B-B
Type: Offensive / Katon Ninjutsu
Range: See special!
Chakra: High
Special: Size of fire ring and height it can reach depends on the user's higest 'Enkou Shika' rank, halved. Flames move away from the user in all direction in a wave/pulse like form, moving at kunai speeds. On top of this, expanding flames act as a barrier against projectiles of equal or lower rank. Each time retrained, the user stacks the strength of the fire ('B' rank), making it burn stronger and defend better.
Description: With both hands engulfed in flames, the user slams both palms into the ground from which a ring of flames appear immediately around the user and expands as it sweeps outwards. The Chirashi Honoo proves to an effective technique at crowd control as well as defending against attacks.
Domain: Katon. Enkou Shika 'B'.
Gōka Mekkyaku (Great Fire Annihilation)
Rank: A
Type: Offensive / Katon Ninjutsu
Range: 0 - 40 Meters
Chakra: High
Special: In order to perform this technique, it requires a set of handseals and the user to have Gokakyuu no Jutsu retrained at least five times, and for the user to have "A-rank" Enkou Shinka. Also, when it hits something, it creates an explode in a napalm like nature, spreading an additional 10 meters all around; each explosion contains bonus burning damage equivalent to the stacked 'Great Fireball' retraining over the minimal requirement.
Description: A technique where chakra kneaded inside the body is converted into fire, and then expelled from the mouth in a massive wall (that is 15x15 meters) of intense flames which covers an expansive range, making it extremely difficult to avoid. The massive wall of fire itself resembles several Goukakyuu no Jutsu mended together to create this intense fireball, that covers an expansive range. Shot from the mouth, these powerful fireballs can punch through concrete and forests with ease, and leaves a terrible fiery explosion in its wake.
Domain: Katon. Enkou Shinka 'A'. Goukakyuu no Jutsu.
Genjutsu
Chishihou no Jutsu (Faux Wound Technique)
Rank: D, C, B, A, S
Type: Supplementary / Offensive / Touch Genjutsu
Range: 0 - 5 meters
Special: Affects victims in a 5 meter radius of the user's strike. Severity of wounds depends on rank.
D: Flesh-wounds & scrapes
C: Deep cuts and stabs
B: Broken bones
A: Limb removal
S: Beheading
Description: With this simple Genjutsu of Touch, the illusionist creates the sensation of a wound onto anyone that they attack. After forming the needed seals, the user charges and strikes, and the illusion settles in. Although the victim(s) won't feel pain, they will feel the disadvantages of being injured, such as being able to walk less over a perceived broken for, or being unable to form handseals due to an imaginary chopped off hand.
Domain: Genjutsu - Illusion of Touch
Ashigatsuru no Jutsu (Jelly Dead Leg)
Rank: C-C-C-C-C
Type: Supplementary / Touch Genjutsu
Range: 0 - 10 meters
Special: Affects targets within 10 meters of the user, plus 10 more each time retrained.
Description: With this simple illusion, the target will begin to feel their logs loose and wobbly, almost as if they had become glue or jelly. This forces the victim to not feel pain, but instead lose balance and feel wobbly.
Domain: Genjutsu - Illusion of Touch
Horoshi no Jutsu (Creeping Crawling Skin)
Rank: C-C-C-C-C
Type: Supplementary / Sight Genjutsu
Range: 0 - 10 meters
Special: Affects targets within 10 meters of the user, plus 10 more each time retrained.
Description: Once the needed seals have been formed, the target of the victim becomes aware of movement under their own skin, like there’s something underneath. At this point the skin on the victim breaks open into little holes, and hundreds of ants climb from the openings. These ants quickly cover the victim’s skin and overwhelm them. This can act as a major distraction as the victim will generally try to get them off in a panic.
Domain: Genjutsu – Illusion of Touch.
Kitsunenomado (Spaghetti Fingers)
Rank: C-C-C-C-C-C, B-B-B-B
Type: Supplementary / Touch Genjutsu
Range: 0 - 10 meters
Special: Affects a single victim within 10 meters, plus 10 more each time the 'C' ranked version is retrained' 'B' rank adds an additional target each time retrained.
Description: A useful almost immediate affect that most ninja soon come to love. The user performs the needed seals to activate the technique, and the target chosen by the user is immediately affected. The victim of this technique feels theirs hands twitch straight away, then become sluggish after the initial twitch, leaving the hands to feel slow. Almost as though their hands were losing feeling and becoming numb. This has a very high potential to mess up handseals in progress, and may slow down future seals.
Domain: Genjutsu – illusion of Touch
Nododitsumaru (Draining Oxygen Slip)
Rank: C-C-C-C-C-C, B-B-B
Type: Supplementary / Touch Genjutsu
Range: 0 - 10 meters
Special: Lack of oxygen affects a single victim within a 10 meter radius from the user, plus 10 more each time retrained the 'C' ranked version is trained; 'B' raked version adds an additional vicitm each time retrained. If Genjutsu is not dispelled within 4 turns, targets fall unconscious.
Description: A simple yet affective Genjutsu used mainly as a distraction and to cause panic in the victim. After forming the needed seals, the user designates a target and the technique will start to take effect. The target of the technique will begin to feel as though they’re not taking in enough oxygen at first, with shallow and quick breaths. The next turn the target feels as though they’re taking in no oxygen at all, which is followed by the feeling of drowning. The victim's body believes it is literally taking no oxygen, and so the body doesn't search for it but instead wastes more energy trying to obtain more. This results in the target falling unconscious if the illusion goes unchecked.
Domain: Genjutsu – Illusion of Touch
Magen • Jubaku Satsu (Demonic Illusion • Tree Binding Death)
Rank: B-B-B-B-B
Type: Supplementary / Offensive / Touch Genjutsu
Range: 0 - 10 meters
Special: Tree binding affects a single victim within a 10 meter radius from the user, plus 10 more each time retrained.
Description: Magen • Jubaku Satsu is a more advanced tact Genjutsu technique utilized by illusion experts. After forming the needed hand seals, the caster will suddenly disappear and approach their target. Once near, a tree will grow at their feet and its branches will bind them so they can no longer move. Once the illusion makes them believe they are captured, the user will appear from within the very tree itself, allowing them an opening to attack their target effectively.
Domain: Genjutsu - Illusion of Touch
Tsukaeru (Darth Vader's Grip)
Rank: A-A-A-A-A
Type: Supplementary / Offensive / Touch Genjutsu
Range: 0 - 10 meters
Special: Must be staring at victim, with their dominant arm and hand overstretched, and the fingers clinging the air and choking the victim as if the user was actually doing so. Affects up to one victim in 10 meters, plus 10 more each time retrained.
Description: The ultimate choke. Named supposedly after a fabled legend of children's manga, this illusion allows the caster to choke their victim's from a fixed distance as if they were actually doing so. The vice placed on their victim's neck is extremely hard, and if not dispelled, can be used to completely crush their throat.
Domain: Genjutsu - Illusion of Touch
Hideake (Exploding Arm Technique)
Rank: A-A-A-A-A
Type: Supplementary / Offensive / Touch Genjutsu
Range: 0 - 10 meters
Special: Can only be used once per thread, plus one more each time retrained.
Description: An extremely gruesome Genjutsu technique associated with touch. After forming the needed seals, the user will stare deep into the essence of their target and begin to project their illusion. Within moments, the victim will feel their arms freeze in place, unable to move as they begin to inflate. Then, without warning, the arms explode, releasing the bloody contents like a popped balloon. The victim is left to stand there horrified, their arms dangling and useless as they are lay helpless.
Domain: Genjutsu - Illusion of Touch
UNERVERSAL NINJUTSU.
Shunshin no Jutsu (Body Flicker Technique)
Rank: D-D-D-D-D-D-D-D-D-D-D-D-D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to.
Domain: Shunshin - Universal Ninjutsu.
Notice: Contrary to popular belief, this technique is by no means instantaneous. While a high-speed movement, if used in broad daylight, you're still quite visible and easily defended against. Simply put, it isn't incomprehensibly fast. Beyond normal, most definitely, but not nearly as fast as it's been portrayed thus far. In order to achieve maximum effect, you'll need to combine it with a distraction of some sort
Shunshin-Kawasu (Shimmering Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
Chakra: --
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.
Shunshin-Kakezori (Retracting Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
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-Sousuru (Flickering Image)
Rank: B-B-B-B-B-B-B-B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin/Self
Chakra: --
Special: One image may be produced per Shunshin, plus one more each time this jutsu is retrained.
Description: Nearing their Shunshin mastery, the user has nearly mastered all the aspects behind the high-speed movement. Not only can they now move about freely at such impressive speeds with little restrictions, but they are now able to move so fast that copies of themselves are left behind, perfectly resembling their master for a brief moment in order to provide confusion for the enemy. Only chakra sensing methods will be able to discern the faux presentation, but everything moves so fast the opponent is often left without time to react, turning them quickly into a victim.
Domain: Shunshin.