yusuke, li li
May 19, 2012 12:47:42 GMT -8
Post by Ardent on May 19, 2012 12:47:42 GMT -8
Jutsu
[/i][/size][/right][/font]U N I V E R S A L N I N J U T S U[/color]
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A C A D E M Y[/color]
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Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
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M E D I C A L J U T S U[/color]
[spoiler=300 EXP!]
Shousen no Jutsu (Mystical Hand Technique)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High [initial + upkeep]
Special: Heals and counters damage equal to highest rank known. If healing is stronger than the damage taken, remaining 'Shousen' chakra will course through the target's body until more damage is suffered, essentially helping the medic prevent future injury. Cannot be used on a target with perfect health. Highest rank known also determines the amount of time a medic must spend over their target in order for the healing chakra to be passed on correctly.
D: Full Turn healing contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
Description: Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue. The higher the Medic's skill, the stronger the healing process will be. As such, master medics can use their techniques to perform surgeries that otherwise would not be possible.
Domain: Iryou Ninjutsu.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High
Special: Allows the removal of poison through a similar chakra method as 'Shosen'. Rank determines the level of poison a medic can remove, as well as the time they need to keep the bubble on a target's body before the extraction is complete.
D: Full Turn damaging contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
Description: Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient. They will then use the liquid as a medium to draw out the poison from the cells. This mix can then be removed from the body. Depending on the deadliness of the poison, further treatment with an antidote or medicine may be required.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Doku Kiri (Poison Mist Technique)
Rank: D, C, B, A, S
Type: Offensive / Medical Ninjutsu
Range: 0 - 40 meters
Handseals: Yes.
Chakra: Very Low - Very High
Special: Highest rank known determines the speed and strength of the poison, the level of paralysis, and finally, the range it can cover and the size of the spread. Only equally ranked Fuuton and Katon based jutsu can burn or blow the poison away, because as the rank in this technique rises, so does the poison's density.
D: 8 meter cloud range & spread / 2 meters per second speed / Near-Instant paralysis (>1 second)
C: 16 m r&s / 4 mps / 1/4th of a Turn (2 seconds)
B: 24 m r&s / 6 mps / Half a Turn (3 seconds)
A: 32 m r&s / 8 mps / 3/4th's of turn (4 seconds)
S: 40 m r&s / 10 mps / Full Turn! (5 seconds)
Description: Ninpou: Doku Kiri is an advanced Medical Ninjutsu technique utilized by skilled medics. After the needed handseals, the medic inhales briefly before expelling poision gas from their mouth at high speeds. This poison serves as a very potent paralytic, with the duration of the paralysis depending on rank learned. This can serve as cover to escape and as an offensive technique against her opponent, or as a trap when luring opponents your way.
Domain: Iryou Ninjutsu. Shousen no Jutsu. Saikan Chuushutsu no Jutsu (Fine Affliction Extraction).
n'yu Shōmetsu (Yin Healing Wound Destruction)
Rank: D, C, B,A, S
Type: Defensive / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: See special!
Special: Chakra used for this technique is equal to the one being absorbed (without buffs/reductions used by the opponent!). User employs highest 'Shosen' rank in order to heal.
Description: By anticipating damage, the user is capable of filling an area with healing chakra before taking a hit; in other words, they can begin the healing process for a wound before actually receiving it. When the wound finally does occur, the advanced healing process rapidly regenerates the flesh of the wounded area, healing it before the eyes of the user and the opponent; this results in an almost instant-healing of wounds. The larger and more complex the wound is, however, the more chakra is needed to heal it.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
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K A T O N[/color]
[spoiler=575 EXP!]
Enkou Shinka (Essence of the Sacred Flames)
Rank: D, C, B, A, S
Type: Supplementary / Katon Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Katon (Fire) chakra of their own for multiple purposes. Range of flame control and speed at which one can produce them depends on the highest rank known.
D: 10 meters / 2 meters per second
C: 20 meters / 4 mps
B: 30 meters / 6 mps
A: 40 meters / 8 mps
S: 50 meters / 10 mps
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.
Housenka no Jutsu (Mythical Fire Phoenix Technique)
Rank: C x4 [250 EXP]
Type: Offensive / Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Low
Special: Distance of fireballs and speed at which they can travel depends on the highest rank known of 'Enkou Shinka'. Up to one fireball can be made, plus one more each time retrained. However, after every fourth retraining, chakra consumption will go up by one. Fireballs travel in a straight line, but can be manipulated individually if the user is still, is holding the last seal of the jutsu, and has eye contact with the fireball they wish to control.
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.
Katon Bunshin no Jutsu (Fire Clone Technique)
Rank: C X1 [100 EXP]
Type: Supplementary / Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being elementally based, this clone can use any c-ranked or lower katon techniques the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
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.
Endan (Fireball)
Rank: C x2 [150 EXP]
Type: Offensive / Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Distance and speed at which the fireball can travel before automatically igniting depends on the user's highest 'Enkou Shinka' rank. Additionally, fireball size and explosion area will always be equal to 1/5th of the user's 'Enkou Shinka' size. Finally, each time retrained, an additional 'C' ranked amount of damage is added on as a bonus to the explosion. However, after every 4th training, chakra consumption will go up by one.
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'.
Goukakyuu no Jutsu (Great Fireball Technique)
Rank: C
Type: Offensive / Katon Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Mid
Special: Produces an intense stream of fire that can move as long, as far and as fast as one's '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, for every fourth retraining, chakra consumption will go up by one. Stream can last up to a whole turn, but when using this jutsu, the user must be standing still.
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'.
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U N I V E R S A L T A I J U T S U[/color]
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S O U N I N[/color]
[spoiler=125 EXP!]
Chakura no Iko (Chakra Strength Gathering)
Rank: D, C B, A, S
Type: Supplementary / Medical Nintaijutsu / Souin
Range: Self
Chakra/Stamina: Very Low - Very High
Special: Serves as a base for all Medic-Strength techniques by boosting Souin with power equal to highest rank known. Highest rank known also determines the amount of time needed for Souin users to momentarily gather their strength and energy before unleashing the powered-up strike. Most importantly, highest rank determines the level of subjutsu one can learn. Finally, the more Masteries one has in Iryou, the stronger their Souin will be!
D: Whole Turn (5 seconds) / 0 Iryou mastery required
C: 3/4th of a Turn (4 seconds) / 1 Iryou mastery
B: Half a Turn (3 seconds) / 2 Iryou m's
A: 1/4th of a Turn (2 seconds) / 3 Iryou m's
S: Near-Instant! (1 second) / 4 Iryou m's
Description: The basic behind the Chakra Strength lies in gathering one's chakra at a fine point in their body while performing quick, volatile movements so that their strength is enhanced. By molding their chakra at the desired appendage, it glows a unique color, representing the presence of Chakra Strength. Users of this style should not be taken lightly.
Domain: Souin.
Oukashou (Cherry Blossom Collision)
Rank: D, C B, A, S
Type: Offensive / Medical Nintaijutsu / Souin
Range: Arm's reach
Handseals: No
Chakra/Stamina: Very Low - Very High
Special: Can destroy barriers equal or lower to the highest rank known. Because this is a smashing technique, bonus damage of strike depends on highest rank of 'Chakura no Iko' known, double-ranked (so if you're 'CnI' level is 'A', then by performing the 'A' ranked version of 'Cherry Blossom', you deliver 'AAA' damage at once!).
Description: Basic yet lethal, an immense amount of chakra is kneaded inside the body, and a moment later all of it it is gathered into the fist. That chakra is then released into the target, which does a great amount of damage. With the damage done dependent on the amount of chakra used, it is also possible for a skilled shinobi to amass it in their fingertip. When the ground is hit it is pulverized into minute pieces by the excess shock, which are then scattered like flower petals, giving rise to the name "Cherry Blossom Impact".
Domain: Souin. Chakura no Iko.
Kongouriki (Golden Thunder Power)
Rank: D, C B, A, S
Type: Offensive / Medical Nintaijutsu / Souin
Range: Arm's reach
Chakra/Stamina: Very Low - Very High
Special: Sends the victim flying if struck. Bonus damage of strike depends on highest rank of 'Chakura no Iko' known. Highest rank known determines distance of knock-back factor, as well as the change of breaking a victim's bone where they were struck.
D: 5 meter knock-back // 15% breakability
C: 10 meter knock-back // 30% breakability
B: 15 meter knock-back // 45% breakability
A: 20 meter knock-back // 60% breakability
S: 25 meter knock-back // 75% breakability
Description: The Golden Thunder Power comes in the form of any powered up punch or kick with enough chakra behind it to send the victim behind the strike flying. Such a strike often results in added injury from the forced flight, as well as the strike itself.
Domain: Souin. Chakura no Iko.
Tsuuten Kyaku (Bruising Sky Leg)
Rank: D, C B, A, S
Type: Offensive / Medical Nintaijutsu / Souin
Range: Leg's reach
Chakra/Stamina: Very Low - Very High
Special: Can create craters where one's leg lands from the force of the strike, creating a wave of extremely unbalancing tremors to all those around save the Medic themselves. Bonus damage of strike depends on highest rank of 'Chakura no Iko' known. Highest rank known determines area of crater and deepness of strike, as well as the duration of the tremor produced by one's attack; can only be used once per turn. Tremor range is equal to the crater's diameter, and it extends away from the edge of the crater out.
D: 2 meter diameter + 1 meter depth / Near-Instant tremor (1 second)
C: 4 m x 2 m / 1/4th of a Turn (2 seconds)
B: 6 m x 3 m / Half of a Turn (3 seconds)
A: 8 m x 4 m / 3/4th's of a Turn (4 seconds)
S: 10 m x 5 m / Full Turn (5 seconds)
Description: Using the monstrous strength gathered from their fine turned chakra, the medic will raise their leg in a high arc, and bring it thundering down causing massive damage to whatever it impacts. If one of these kicks or strikes were to connect, they would kill a normal ninja.
Domain: Souin. Chakura no Iko.
Sangaiheki (Havoc Break)
Rank: D, C B, A, S
Type: Supplementary / Medical Nintaijutsu / Souin
Range: Self
Chakra/Stamina: Very Low - Very High
Special: Sending a sudden surge of chakra to one's hands, the Medic can produce a sudden bout of strength, driving their hands deep into natural terrain such as earth, rock or other organic creations, and producing a chunk of it for the use of combat. Highest rank known establishes the size of the chunk of earth produced, the distance it can be tossed and the speed it can travel midair; also, it's strength, and thus, its defensive capabilities. Depth of chunk is 1/5th overall chunk diamter.
D: 5 meter chunk diameter & range / 1 meter per second
C: 10 m / 2 mps
B: 15 m / 3 mps
A: 20 m / 4 mps
S: 25 m / 5 mps
Description: Utilizing their chakra-imbued strength, the Souin practitioner bends down, thrusting their hands into the ground. They grip at the earth and pull, ripping the ground from its confines. This force extends ahead, like an upwards tidal wave, causing anyone standing on the area to be sent flying into the air. Can also be used defensively, if the earth is pulled up to block most attacks. Offensively, this technique is limited, as it cannot lift opponents into the air very forcefully--most of the chakra-imbued strength is utilized to rip the earth out, and not to hurdle enemies into the air. In general, it is used as a disruption more than anything; most shinobi will be able to land safely even after being flung by the earth.
Domain: Souin. Chakura no Iko.
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U N I V E R S A L G E N J U T S U[/color]
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