The Progenitor.
Oct 31, 2012 11:11:50 GMT -8
Post by Tenzō on Oct 31, 2012 11:11:50 GMT -8
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Souma no Kou (Attack of the Twin Demons)
Rank: D, C, B, A, S625
Type: Supplementary.
Range: See Special
Consumption: --
Special: Souma no Kou is all Soushi members crowned technique. It allows the twins to separate from one another for long periods of time. Each correlating rank allows the twins to increase the range in which they can be apart from each other, for an indefinite period of time. Going one rank beyond your highest range will inflict a severe cellular damage to both twins until they pass out from the pain (3 posts). Going two ranks higher than your current rank will result in an instant death for both twins (instant).
D: 15 meters.
C: 30 meters.
B: 45 meters.
A: 60 meters.
S: 75 meters.
Description: Every Soushi member starts their adventures with Souma no Kou. The very technique is why the Soshi are feared within’ the ninja world. The ability to turn a one on one into a handicapped fight is where the Soushi become glorious and known. One of the two Soushi twins can easily walk out of their twin counterpart as though they were a liquid wall. However they must train further within Souma no Kou if they truly desire to master their bloodlimit. Without this technique, Soushi twins are essentially just simple Siamese twins.
Domain: Soushi.
Tarenken (Multiple Connected Fists)
Rank: C, C, C150
Type: Offensive.
Range: Self.
Handseals: 4.
Chakra: x2 Mid.
Special: Occurs when twins are together and one is "dormant". Allows the twin to produce both arms and fists in order to sprout them from anywhere on the active twin's body, allowing the clan member an extra set of appendages at any time that can attack in a blur. Extra appendages produce a double-attack each time used, meaning they move so quick they get off two attacks in the time it takes to form one. Each hit does its own 'C' rank damage and these stacked attacks do not automatically ensure the target will be hit. Each time retrained, another hit is performed, up to a maximum of 4 hits.
Description: Taking their knowledge of Souma a bit further, the twins learn to extend a mere appendage from any point in their body in order to improve their combat ability. That is, while the active twin is doing something, the dormant twin may sprout one or more of their arms and fists to assist.
Domain: Soushi. Souma no Kou 'C'.
Tarenkyaku (Multiple Connected Feet)
Rank: C, C, C150
Type: Offensive.
Range: Self.
Handseals: 4.
Chakra: Mid.
Special: Occurs when twins are together and one is "dormant". Allows the twin to produce both legs and feet in order to sprout them from anywhere on the active twin's body, allowing the clan member an extra set of appendages at any time that can attack in a blur. Extra appendages produce a double-attack each time used, meaning they move so quick they get off two attacks in the time it takes to form one. Each hit does its own 'C' rank damage and these stacked attacks do not automatically ensure the target will be hit. Each time retrained, another hit is performed, up to a maximum of 4 hits.
Description: Taking their knowledge of Souma a bit further, the twins learn to extend a mere appendage from any point in their body in order to improve their combat ability. That is, while the active twin is doing something, the dormant twin may sprout one or more of their legs and feet to assist.
Domain: Soushi. Souma no Kou 'C'.
Hason Ijou (Damage Transfer)
Rank: B100
Type: Supplementary.
Range: Self
Handseals: No
Chakra: High
Special: Occurs when twins are together and one is "dormant". Allows the active twin to essentially trade damage with the dormant one, receiving it and instantly passing its effects on. Any attack that can draw blood upon the victim will not work, wasting chakra and forcing the active twin to be critically hit, bleed harder and feel additional pain (which also means anything that’ll instantly kill the twin can’t be transferred into the dormant twin either). Additionally, because transfers make special use of the Soushi Clan's unique bond between twins, the dormant twin cannot leave the active twin's body during the transfer or the damage is doubled upon the user overall. Can only transfer damage equal to the highest rank known of Souma no Kou, and can only be used once per thread, plus one more each time retrained.
Description: Hason Ijou, when used right, can become a powerful technique despite its simplicity. Tapping into the basic root of the Soushi's ability to create a unique connection with their twin, this technique transfers damage instantly on comand between dormant and active twins. The first Soushi members created this technique so the active twin could continue battling and appear invincible towards the opponents, while what was really happening was the dormant twin was taking in all the excessive damage that was delivered.
Domain: Soushi. Souma no Kou 'B'.
Naimenteki (True Union)
Rank: A150
Type: Supplementary.
Range: Self
Handseals: Yes
Chakra: High to cast, low to sustain.
Special: Naimenteki gives the Soushi the ability to essentially use each other to heal. In order for the wounded member to heal, they must remain dormant and cannot use ANY techs. Since Naimenteki heals by copying the other twin’s DNA structure, if the twin being used for healing sports the same injury then it’s impossible for the dormant twin to heal properly. Cannot restore massive injuries such as lost limbs, and cannot be used in conjunction with "Damage Transfer". Can only heal damage equal to the highest rank known of Souma no Kou, and can only be used once per thread, plus one more each time retrained.
Description: A signature Soushi ability, when one of the twins becomes injured and desires healing, they’ll lay dormant inside their counterpart’s body. Once inside, the technique automatically starts taking affect with great haste. The injured Setsuzoku member will start copying the healed DNA of their twin and start converting that DNA into their own body. However this healing process is only capable of happening within the two twins, as they cannot branch this healing technique onto comrades or other strangers due to complications.
Domain: Soushi. Souma no Kou 'A'.
Kisei Kikai (Parasitic Ghost Destruction)
Rank: S300
Type: Offensive.
Range: 0 - 5 meters
Handseals: 6.
Chakra: Massive.
Special: Kisei Kikai gives the twin the ability to dive or walk into the opponent’s body as though it were the twin’s Setsuzoku counterpart. Occurs when twins are both "active" and thus separated; twins must be separated for at least one round before diving into the opponent’s body, and can remain there for as long as they can remain separated from their twin (timer restarts). Once the Soushi member is within the opponent’s body, it will begin to be destroyed from within on a cellular level - tissue is destroyed in half a turn, minor organs in 1 turn, major organs in 2, and tenketsu in 3. However, there exists one drawback - whatever the victim feels, the user feels as well, so if the opponent were to forcefully kill himself, the user would die as well. Because of the stress incurred on the user's body due to merging with foreign DNA and chakra, this can only be used once per thread, plus one more each time retrained.
Description: Kisei Kikai is a Specialized Ninjutsu assassination technique used by Soushi, and one of their most lethal methods of dispatching opponents. Using their bloodline ability to break down their body at a molecular level and separate, the clan member separates and sends one of the twins towards the opponent, where they can then fuse into the body of another as if with their 'brother' or 'sister'. This allows the clan member to rip apart the cells of their target and also damage the internal chakra pathways of the ninja. These pathways are heavily intertwined with the major organs, tissue, cells and even the proteins of the body. Additionally, the user can freely disassemble and reconstruct these cells with their chakra. Unfortunately, the jutsu suffers from one major drawback - any injuries the victim's body receives are also suffered by the user, leaving them susceptible to any of the host's suicide attempts.
Domain: Soushi. Souma no Kou 'S'.
JU KENSHI- 1050
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Senchineru Taidenkōgeki (Charged Attack Sentinel)
Rank: C, B, S450
Type: Taijutsu
Range: Self
Chakra: C - x2 Low, B - x2 Mid, S - x2 High
Handseals: -
Special: Charging process is disrupted when physical contact by anything other than the user is made with their weapon (user cannot Charge while in the middle of defending/attacking with the blade). While charging, the user cannot also utilize the Taijutsu Primary movement speed perk. The cost of Ju Kenshi techniques is Added to the cost of first using the required rank of Senchineru Taidenkōgeki.
C Rank Charge doubles the weight behind the strike. C Rank charge takes 1/4th a turn before an attack can be 'loaded'.
B Rank Charge triples the weight behind the strike. B Rank charge takes 1/2 a turn before an attack can be 'loaded'.
S Rank Charge quadruples the weight behind the strike. S Rank charge takes 1 full turn before an attack can be 'loaded'.
Description: The most basic principal of all Ju Kenshi techniques, and the reason their enormous blades seem so easily wielded in the hands of a master. One who has learned this technique charges their hands with chakra to lighten the physical strain of wielding such cumbersome weapons, then loads that charge directly into the blade at the moment of attack, drastically increasing its apparent weight, as well as its destructive potential, and lending credence to the title "Heavy" Blade Skill. Due to their sheer power, the user sacrifices speed in order to deliver attacks that are incredibly difficult to adequately defend against. Senchineru Taidenkōgeki must always be used first if the user wishes to perform specific Ju Kenshi techniques, but is sufficient on its own to create intensely powerful basic attacks. Any rank of Senchineru Taidenkōgeki known to the practitioner can be used in conjunction with the fighting style techniques, so long as it is equal to or greater than the technique used.
Domain: Ju Kenshi, Requires a 'Heavy Blade'
Wabisuke (The Penitent One)
Rank: A150
Type: Supplementary
Range: 0-3 Meters
Chakra: High
Handseals: -
Special: Can only be used once per thread. Can backfire if used against another practitioner of the Ju Kenshi fighting style. Affects an enemy's weapon only; cannot be used on parts of the body, accessories, etc.
Description: When making contact with an opponents weapon after the appropriate charge, the user is able to load that charge directly into an enemy's blade, but with a truly awe-inspiring twist. The opponents weapon, not the Ju Kenshi practitioners, has its weight affected, and when used in conjunction with the S Rank Senchineru Taidenkōgeki, can quadruple the weight of their blade, making all but the mightiest of foes unable to wield their own swords.
Domain: Ju Kenshi. Senchineru Taidenkōgeki "S" Rank.
Shinkōnohiyaku (Leap Of Faith)
Rank: A150
Type: Offensive
Range: 0-10 Meters
Chakra: x2 Mid
Handseals: -
Special: This can also be utilized by skilled swordsmen to avoid an attack, if swung in the opposite direction of an opponent/assault. Can be extremely hazardous if not used cleverly and tactically, as the users leap into the air may open them up to counter attack. Speed of this technique does not stack with the Taijutsu Primary movement speed perk.
Description: By swinging their blade towards an opponent with great force and loading their charged chakra into the very tip of their sword, the Ju Kenshi practitioner uses this extra momentum to boost a mighty leap towards an enemy within 10 meters at roughly 3 times their base speed, crashing their weapon into the body of their foe with the ability to break bone on impact if not properly defended against. This is not an incomprehensibly fast movement however, but if it can be combined with a distraction, has truly devastating potential, allowing them to close distance between themselves and more mid-ranged fighters quite effectively.
Domain: Ju Kenshi. Senchineru Taidenkōgeki "S" Rank.
Ōiburēka (Throne Breaker)
Rank: A, A300
Type: Offensive
Range: 0-3 Meters
Chakra: x2 Mid
Handseals: -
Special: Causes 10 meter knock-back when first learned, increasing by 2 meters with each retrain, and can be learned a maximum of 6 times. Each time re-trained, one additional opponent can be knocked back, though the knock-back distance is reduced by 25% for each additional enemy. When blocked, the knock-back distance is reduced by half.
Description: Holding their enormous blade horizontally as if it were a bat or a club, the user swings with all their might as the loaded chakra courses through the blade allowing its increased weight to create a massive knockback, the sheer force of which can even take opponents who attempt to block the strike off of their feet. This creates a visible shockwave of force which easily sends foes flying, and if used in conjunction with the bladed edge of the weapon as opposed to the flat of the blade, is one of the most deadly techniques in the Ju Kenshi arsenal.
Domain: Ju Kenshi. Senchineru Taidenkōgeki "S" Rank.
HACHIMONTONKOU - 400
[1] Kaimon (Gate of Opening)
Rank: C50
Type: Supplementary.
Range: -
Chakra: Mid to activate and sustain.
Handseals: -
Special: Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of d-rank and lower. This gate grants the user increased feats of strength, roughly x2 that of your average shinobi. Because of this increase in strength, a marginal increase in speed is also obtained (due to the muscles being able to generate more power). Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active.
Description: The first stage of the Eight Gates, the Gate of Opening (開門, Kaimon) is located in the brain, and upon activation, releases the brain's restraints, allowing full power usage of the body's muscles. Unlocking this gate allows the user to use extremely strong techniques, such as the Iron Fist's Frontal Lotus.
Domain: Hachimon.
[2] Kyuumon (Gate of Rest)
Rank: B100
Type: Supplementary.
Range: -
Chakra: Mid to activate, x2 Mid to sustain.
Handseals: -
Special: Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of c-rank and lower. This gate grants the user increased feats of strength, roughly x3 that of your average shinobi, and temporarily rejuvenates the body (1 High worth of chakra for the duration this gate is active). Because of this increase in strength, a marginal increase in speed is also obtained (due to the muscles being able to generate even more power). Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active.
Description: Located within the brain, the second stage of the Eight Gates, the Gate of Rest, raises stamina and assists in recovery after being weakened. By further boosting one's inner strength, they subsequently re-energize their body.
Domain: Hachimon - Gate 1.
[3] Seimon (Gate of Life)
Rank: B100
Type: Supplementary.
Range: -
Chakra: High to activate, x2 Mid to sustain.
Handseals: -
Special: Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of c-rank and lower. This gate grants the user increased feats of strength and speed, roughly x4 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use taijutsu-based techniques of a-rank and below.
Description: Located within the spinal cord, the third gate, the Gate of Life, begins to prepare the body for extreme movement and muscle destruction. Enemies without refined dojutsu (any non-Uchiha or Hyuuga) have a very difficult time keeping up with the user's movements, as this gate gives off the appearance of simply vanishing and reappearing on a whim. However, the user's body is left intact for the most part, as this new level brings the user mostly benefits. A notable feature of this gate is that the user's skin suddenly begins to turn red.
Domain: Hachimon - Gate 2.
[4] Shoumon (Gate of Wound)
Rank: A150
Type: Supplementary.
Range: -
Chakra: High to activate, x2 Mid to sustain.
Handseals: -
Special: Due to the intense flow of chakra released by opening this gate, the user is capable of immediately disrupting any and all genjutsu of b-rank and lower. This gate grants the user increased feats of strength and speed, roughly x5 that of your average shinobi. Upon deactivating this gate, the user will suffer a "fatigue" duration equivalent to the total time the gate's effects were active. During this fatigued period, the player will only be able to use taijutsu-based techniques of b-rank and below.
Description: Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. With this gate in effect, enemies without a refined dojutsu (any non-Uchiha or Hyuuga) have an extremely difficult time comprehending the user's movements; they're barely able to make out a blur. Furthermore, even those possessing the fabled Sharingan and Byakugan now have a high difficulty keeping track of actions executed at such a high speed. At this point, the user's muscles slowly begin to tear from use.
Domain: Hachimon - Gate 3.
BOXING - 1050
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The Basics: Jab, Cross, Hook, Uppercut
Rank: C50
Type: Offensive Taijutsu
Range: Arms reach
Chakra: Low
Special: Allows the user to throw the basic Jab, Cross, Hook, and Uppercut of Boxing. In order to be effective they must be within an appropriate Boxing stance, having their fists up at eyebrow level, feet shoulder length apart, and rear leg facing the right at a 90 degree angle. Without this stance in place, these Basic punches are considered to have hit with basic Taijutsu power. With the footing in place one would be able to deliver a quick blow at C rank power.
Description: The basic four punches of Boxing are the standards of which all other punching techniques are built. This allows for more diverse punches and techniques involving the hands.
The Cross: A straight punch, thrown much like a Jab, but with the rear hand, which adds additional force.
The Hook: Thrown with the lead or rear hand, this punch involved a curvature of the elbow to attack more from the side of the opponent’s frame.
Uppercut: The uppercut involves the rear or lead hand, coming from below at an angle comparable to 90 degrees. It is normally aimed at the chin of the opponent for optimal damage.[/ul]
Domain: Boxing Arts
Bullet Jab
Rank: C50
Type: Defensive Taijutsu
Range: Arms Reach
Chakra: Low
Special: Allows the user two Jabs in one movement. The strikes are not capable of doing much actual damage but the sudden blows will disorient an opponent at the very least, and open them further. Every two Jabs consumes one Low chakra.
Description: Used most commonly by fighters attempting to subdue an opponent who attempts to close the distance for whatever purpose they need.
Domain: Boxing Arts
Basic Elbows: Rising, Side, Downward
Rank: C50
Type: Offensive Taijutsu
Range: Arm’s Length
Chakra: Low
Special: Allows the user to perform the four basic elbows of Boxing Arts:Rising, Side, and Downward. With the footing in place one would be able to deliver a blow at C rank power.
Description: The basic four kicks of Boxing are the standards of which all other kicking techniques are built. This allows for more diverse kicks and techniques involving the feet.
The Side: This elbow comes from either side to the opponent, left or right.
The Downward: Opposed to the Rising elbow, this elbow encompasses any elbows that drop downwards.[/ul]
Domain: Boxing Arts
Inside The Arm Punch
Rank: A150
Type: Offensive Taijutsu
Chakra: Midx2
Special: The user awaits the outstretching of the opponent’s arm, and then strikes that stretched arm’s inside. The resulting strike produces a 60% chance of breaking the part of the arm struck, inflicting great pain. Should the strike not hit the designated area, Basic Punches strike damage is applied.
Description: The arm’s of an opponent are quite vulnerable to attack, though normally not targeted simply because the inside arms move too quickly, making landing a punch difficult, nor is it quite as assuredly damaging as striking the chin.
Domain: Boxing Arts
Heartbreaker
Rank: A150
Type: Offensive Taijutsu
Range: Arm’s Length
Chakra: High
Special: A jab or straight hand targeting not the head, body, or chest, but rather the heart of the opponent. A successful strike paralyzing them for one round. Armor of leather, or thinner metals are ignorable if struck at the heart, but account as a regular punch if striking areas not the heart.
Description: Striking the heart is a particularly difficult feat in the fighting world, made no less difficult for boxers. After divisive aim, a straight or jab to this specific area drains the opponent of their energy and paralyzes them.
Domain: Boxing Arts
Low Blow
Rank: S300
Type: Offensive Taijutsu
Chakra: High
Special: The Low Blow, otherwise known as Hip Pointer, is an attack aiming for the hip of the opponent, which Boxer’s had found to be very sensitive when forcibly punched, normally resulting in painful paralysis for one post.
Description: Normally preceded by a crouching maneuver, the Boxer aims an uppercut to the opponent’s hip area, instead of the stomach or ribs that they would normally aim for. The attack inflicts great pain and drains the opponent of their energy. Contrary to popular belief, keep in mind, this attack CAN also be executed on females.
Domain: Boxing Arts
Sonic Fang
Rank: S300
Range: 0-15meters
Type: Offensive Taijutsu
Chakra: High x3
Special: One of the few distance techniques, the Boxer builds chakra into their right hand and whips it forward in an overhanded strike. The resulting movements release the buildup in a strike traveling at the typical speed of a Taijutsu Primary for a maximum of fifteen meters before dissipating, and is about three feet wide. The attack requires a charge time of half a post, and is completely linear.
Description: Developing a technique to cover distance became a priority as Boxer’s found themselves overwhelmed before being able to close to effective range. This technique has the user channel a violent chakra buildup into their rear hand, and by whipping that hand forward releases the chakra for blunt damage. The technique is capable of breaking bones and weapons and armor, as well as "soft" barrier ninjutsu such as fire or water walls.
Domain: Boxing Arts[/justify]
UNIVERSAL TAIJUTSU - 1150
Kaneau (Good Balance)
Rank: C, C, C, C200
Type: Supplementary / Taijutsu
Range: Self.
Chakra: Low.
Special: This technique can only be used once per thread, and once more when it is retrained. Can be retrained 3 times.
Description: Kaneau is a Taijutsu technique that makes it easier for one to shift their own weight in an instant, providing them with good balance when they would land on one foot, no matter what they do or what kind of position they are in. This technique was developed by Taijutsu masters to give them good balance while they did the most ridiculous types of Taijutsu moves that would naturally leave them off balance.
Domain: Universal Taijutsu.
Hien (Flying Swallow)
Rank: B100
Type: Offensive.
Range: 1 foot extension.
Chakra: High to cast, Mid to sustain.
Special: Extends the blade of any bladed weapon through chakra by a maximum of twelve inches.
Description: By consciously feeding their chakra into any bladed weapon, the user will manage to extend the length of the weapon by providing an extra extension of visible chakra. This creation will yield an extremely sharp edge that functions like the normal blade itself. By seeing only the user's bladed weaponry, the opponent may miss the Hien and misjudge how far they need to move to avoid an incoming strike. As a result, even if they manage to avoid the metal portion of the blade, the chakra portion may cut into them as well.
Domain: Universal Taijutsu.
Shougekishou (Demolishing Rising Palm Thrust)
Rank: B100
Type: Offensive.
Range: -
Chakra: High.
Special: Knock-back range equals five meters, plus 1 more each time retrained, up to a maximum of ten meters.
Description: By consciously feeding their chakra into their palms, the user will quickly rush forward, driving the charged appendage forward and into their opponent. The result is devastating, with all the accumulated power of the palm being unloaded onto the user's victim. Finally, with all the chakra released, the opponent's body is knocked back several feet, left to rag-doll and wither.
Domain: Universal Taijutsu.
Atsuryoku Yashi (Pressure Palm)
Rank: A, A, A, A, A750
Type: Offensive.
Range: -
Chakra: x2 High.
Special: Heavy disorientation lasts up to 1 turn, plus one more each time retrained up to a maximum of five. At maximum level (five turns), the victim is so disorientated that they can't even stand. Taijutsu Primaries only!
Description: Delivers a powerful open palmed strike to either the humerus, radius, or the celiac plexus. The result of the high powered strike will jar the network of nerve endings within the body, causing disorientation and confusion lasting some time.
Domain: Universal Taijutsu. Taijutsu Primary.
ACADEMY TECHNIQUES - 150
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E, E, E, E, E, E, E, E, E, E, E50
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No
Chakra: Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects that range from equal in size to as small as half their size. Cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log) the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E, E, E, E, E, E, E, E, E, E, E50
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes
Chakra: Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E, E, E, E, E, E, E, E, E, E, E50
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No
Chakra: Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
Kinobori no Waza (Act of Tree Climbing)
Rank: E
Type: Supplementary.
Range: -
Handseals: -
Chakra: Low to cast, free to sustain.
Special: -
Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed.
Domain: Academy Ninjutsu.
Suimen Hokou no Waza (Act of Water Surface Walking)
Rank: E
Type: Supplementary.
Range: -
Handseals: -
Chakra: Low to cast, free to sustain.
Special: -
Description: A variation on the Kinobori no Waza (Act of Tree Climbing), the art of water surface walking allows a ninja to walk on water as if it was a solid surface. Focusing an even amount of chakra out of the soles of their feet, they can balance themselves on the very surface of the water.
Domain: Academy Ninjutsu.
UNIVERSAL NINJUTSU - 400
Shunshin no Jutsu (Body Flicker Technique)
Rank: D25
Type: Supplementary.
Range: 0 - 10m.
Handseals: -
Chakra: Low.
Special: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to. However, while a high-speed movement, if used in broad daylight, one will still be quite visible and as such, easier to be defended against. In order to achieve maximum effect, the user must to combine it with a distraction.
Domain: Universal Ninjutsu.
Buyou no Bunshin (Clone Dance (or: The Almighty Face in the Crowd Attack!))
Rank: D25
Type: Ninjutsu (Offensive)
Range: 0-5 Meters
Handseals: Yes
Chakra: Low
Special: Requires "Bunshin no Jutsu" retrained a minimum of three times. The specifics of the final attack rely mostly on user personality and weapon choice.
Description: An offshoot of the classic Bunshin no Jutsu. The user of this technique will materialize a number of clones, who will proceed to charge the opponent in an overlapping scramble, jumping over and ducking under each other. With the user in the mix, the real ninja is obscured, much like the classic card game Three Card Monty. The ninja can then either attack the user in the crowd (theirs will naturally be the only attack that could connect) or circle around to attack from a blind spot once the clones all perform their assigned task (namely, bum rushing the target.). Naturally, only the real user's attack will be the one that does any real damage, since the clones are still illusory and intangible, but this technique's power is in its unpredictability, since the opponent can not easily determine which attack is real without the aid of extrasensory jutsu or especially sharp eyes.
Domain: Universal Jutsu
Kuchiyose no Jutsu (Summoning Technique)
Rank: C50
Type: Supplementary.
Range: -
Handseals: 3.
Chakra: Low - Massive.
Special: The cost of the summoning is relative to the item or creature\person in question. For instance, summoning weaponry (kunai, shuriken, senbon) would cost a "low" amount of chakra, while a large beast of a summon may cost a "high" worth of chakra.
Description: A powerful jutsu intended to call forth aid when in dire need, Kuchiyose allows a ninja to summon a a variety of entities and items meant to assist them in a dire situation. From people to animals, to inanimate objects such as weapons and items, these creations come forth out of thin air near-instantly after the seals are done and into the battlefield. Keep in mind each summoning in question requires a previous contract to be filled out. Finally, signing this contract also allows said summoning to be able to reverse summon the human ninja to their own location.
Domain: Universal Ninjutsu.
Fuubaku Houjin (Exploding Seal Method Formation)
Rank: C50
Type: Supplementary.
Range: -
Handseals: 1.
Chakra: -
Special: This ability allows the user detonate his or her explosive notes, opposed to allowing them to be "timed" explosives. Without this technique, the user cannot automatically detonate their tags.
Description: Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, opposed to being at the mercy of a countdown.
Domain: Universal Ninjutsu.
Sūpa Henge Appugurēdo! (Super Transformation Upgrade!)
Rank: C50
Type: Supplementary / Ninjutsu
Range: Self
Handseals: -
Chakra: Changes Henge no Jutsu's cost to low.
Special: Upgrades Henge no Jutsu to be more resilient, no longer breaking when the user is struck or falls unconscious. The only way for the Henge to break is if the user runs out of turns, runs out of chakra, or dispels it themselves.
Description: An upgrade to Henge no Jutsu, this technique causes all of the user's Henge no Jutsu to become pseudo-permanent. That is, while their turn limit from Henge no Jutsu still applies, taking hits or even falling unconscious will not break the jutsu.
Domain: Universal Ninjutsu
Hitei Mushou (Flying Nail Mist Pierce)
Rank: C, C, C, C200
Type: Supplementary / Offensive.
Range: 0 – 5 meters.
Handseals: 3.
Chakra: Mid.
Special: When first learned, the user can spit out up to five chakra nails in a straight line at their target(s). Re-training this jutsu adds five additional nails each time for a maximum of twenty.
Description: Ninpou - Hitei Mushou is Ninjutsu technique universally known by shinobi across the globe. After forming the needed handseal, the user will emit a flying mist of small nails from their mouth, created entirely of the user's chakra. These small nails can travel towards their opponent at quite a distance, moving at impressive speeds and retain even more impressive accuracy!
Domain: Universal Ninjutsu.
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