OoKami pt 2
Nov 18, 2011 20:53:44 GMT -8
Post by iseelanden on Nov 18, 2011 20:53:44 GMT -8
Name:Masao
Classification:Senior
Rank:A
Kind:Grounder
ReleaseRaiton
Description:Masao is the Larger out of the two seniors standing at an whooping 7ft tall and 9ft long with an normal wolf’s build. He is the largest summon outside of the legendary sages in this summoning family. His fur is an beautiful cream color, with an darker yellow streak outlined by black on both sides of his body. Though his otter exterior makes him out to be an more intimidating figure he is a very playful wolf, he loves to make jokes of everything just as Yuzuki. Most people say he is too playful two times, because even when he fight's he takes most as an joke because of his own power is so great. But he doesn't even like to fight he'd rather test peoples intellectual powers rather than fighting them.
Equipment:N/A
Techniques:
Name:Takeo
Classification:Senior
Rank:B
Kind:Grounder
ReleaseKaton
Description:Takeo is one of two seniors in this summon class, she is is twiece the size of Suzuki, which is her junior. She stands at about 5 feet tall her body is about 7 feet long with an normal wolf build. Her fur is an beautiful light grey color with that same red streak as Suzuki, her fur is an little thicker than her junior's though. Her personality
Equipment:
Techniques:
Name:Suzuki
Classification:Junior
Rank:C
Kind:Grounder
ReleaseKaton
Description:Suzuki is an littler older than Yuzuki, he is an totally different breed compared to his sister summon. Instead off having streaks of yellow through out his fur, there are an right red color. Also his fur color is an little different it’s an dark grey type of color, he also a little bigger than Yuzuki. He is about 2 1/2 feet tall and about 3 feet long. Suzuki is the total oppsite of Yuzuki, he spends most of his time training and wanting to improve him self. He takes ever situation serious even when it's not all that important.
Equipment:N/A
Techniques:
Name:Yuzuki
Classification:Junior
Rank:D
Kind:Grounder
ReleaseRaiton
Description:Yuzuki is one of the smaller summons out of this summoning family, Her fur is snow white with streaks of yellow going through it. She stands at an whopping 1 1/2 feet high and about 2 feet long. She is the youngest out off all of the summons in this family and acts like it to. She is very playful and loves to joke around rather take anything to serious.
Equipment:n/a
Techniques:
Classification:Senior
Rank:A
Kind:Grounder
ReleaseRaiton
Description:Masao is the Larger out of the two seniors standing at an whooping 7ft tall and 9ft long with an normal wolf’s build. He is the largest summon outside of the legendary sages in this summoning family. His fur is an beautiful cream color, with an darker yellow streak outlined by black on both sides of his body. Though his otter exterior makes him out to be an more intimidating figure he is a very playful wolf, he loves to make jokes of everything just as Yuzuki. Most people say he is too playful two times, because even when he fight's he takes most as an joke because of his own power is so great. But he doesn't even like to fight he'd rather test peoples intellectual powers rather than fighting them.
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
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
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
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
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
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
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
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'
Shishikyu Funzen (Thunder Style – Shocking Tiger’s Wrath)
Rank: 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
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
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
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 / 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
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
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
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
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
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
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
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'
Shishikyu Funzen (Thunder Style – Shocking Tiger’s Wrath)
Rank: 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
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
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
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.
Name:Takeo
Classification:Senior
Rank:B
Kind:Grounder
ReleaseKaton
Description:Takeo is one of two seniors in this summon class, she is is twiece the size of Suzuki, which is her junior. She stands at about 5 feet tall her body is about 7 feet long with an normal wolf build. Her fur is an beautiful light grey color with that same red streak as Suzuki, her fur is an little thicker than her junior's though. Her personality
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
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
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
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
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
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
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
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
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
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'.
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
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
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
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
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
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
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
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
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
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'.
Name:Suzuki
Classification:Junior
Rank:C
Kind:Grounder
ReleaseKaton
Description:Suzuki is an littler older than Yuzuki, he is an totally different breed compared to his sister summon. Instead off having streaks of yellow through out his fur, there are an right red color. Also his fur color is an little different it’s an dark grey type of color, he also a little bigger than Yuzuki. He is about 2 1/2 feet tall and about 3 feet long. Suzuki is the total oppsite of Yuzuki, he spends most of his time training and wanting to improve him self. He takes ever situation serious even when it's not all that important.
Equipment:N/A
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
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
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
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'.
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
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
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
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'.
Name:Yuzuki
Classification:Junior
Rank:D
Kind:Grounder
ReleaseRaiton
Description:Yuzuki is one of the smaller summons out of this summoning family, Her fur is snow white with streaks of yellow going through it. She stands at an whopping 1 1/2 feet high and about 2 feet long. She is the youngest out off all of the summons in this family and acts like it to. She is very playful and loves to joke around rather take anything to serious.
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.
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.