Maya Mizukage
Posts : 80 Join date : 2013-08-31 Age : 30
| Subject: Mika-chan Wed Sep 04, 2013 9:02 pm | |
| - Basic:
Kawarimi no Jutsu Type: Ninjutsu Sub-Type: Basic Rank: E A substitution jutsu which involves switching the ninja's body for another object of the same weight, usually a piece of wood. This can create an opening to attack the enemy or to escape. This can only be used when there is an escape way for the ninja (not traped in a prison, nor unable to move). Can only be used three times in a battle.
Name: Henge no Jutsu [Transformation Technique] Type: Ninjutsu Sub-type: Basic Rank: E Orientation: Supplementary Cost: Effects: The Henge technique is an ability utilized by a ninja to alter their body to a limited degree, molding their chakra into the shape of another and giving it the appearance of said person. Finally, they alter their voice in order to fit their character. The transformation is far from perfect however, a disguise that keen eyes and ears can see through. Mannerisms, speaking patterns, and knowledge of the one copied are not necessarily known to the user of this technique. While this jutsu does imitate physical appearances, it does not grant any unique qualities. Bloodlines, mutations, and other body alterations are not granted upon the Henge user- They only appear to be. This jutsu is easily disrupted when struck.
Name: Bunshin no Jutsu [Replication Technique] Type: Genjutsu Sub-type: Sight Rank: E Orientation: Cost: Effects: A basic Genjutsu on which the user creates up to 5 copies of himself. This clones aren't real and are mainly used as a diversion. The clones can be destroyed like Kage Bunshin but they cannot hit a target. Because there are mere visual projections, they are not and do not effect their environment.
Name: Waza no Jutsu [Walking Technique] Type: Ninjutsu Sub-type: Chakra Rank: E Orientation: Supplementary Cost: Effects: This technique is a must for any Shinobi. Difficult for some genins, Waza consists of basic manipulation of chakra through the fit. This is done through two ways. First, they may concentrate chakra to their soles to because adhesive, allowing them to walk on normally impossible surfaces, such as walls or a tree. Second, the user may force their chakra downward to act as a method of balance which grants them the ability to walk on water. Both take a constant concentration of chakra, and thus must be maintained each turn of usage for one chakra. This does not require hand seals.
Name: Chakra Shūgō [Chakra Manifestation] Type: Ninjutsu Sub-type: Chakra Rank: E Orientation: Supplementary Cost: N/A Effects: The ability to draw from their reservoir of stamina in order to generate more chakra to use. This technique allows a ninja to take their body's energy in order to cast more jutsus during a battle. 10% of the Shinobi's Max chakra is replenished (Rounded down from .5). However, each time this is done it exhausts the body, due to the nature of forcing it go beyond it's safe limits. Each time further strains a user. This may be cast three times during a battle, with any further attempts causing a person to collapse. When performing Chakra Shugo, you may not have performed any jutsus this turn, nor may use any while doing this. Techniques in use may be maintained if they are of a supplementary or defensive nature. The chakra granted by this ability is added on your next turn. For purposes of percent, you use your Rank base. (Do not apply modifiers such as Chakra Capacity!)
Name: Genjutsu Kai [Illusion Technique Release] Type: Ninjutsu Sub-type: Chakra Rank: C Orientation: Defensive Cost: Equal the cost of the genjutsu. If it is B-rank, it costs 3 more to break, 5 if A, and 7 if S-rank. Effects: This basic technique allows the user to stop their flow of chakra and reactivate it in a burst of energy, essentially restarting their body in order to rid themselves of harmful chakra influences, most notably that of genjutsu. This technique may break genjutsus consisting of one sub-type.
Name: Genjutsu Hakai [Illusion Technique High Release] Type: Ninjutsu Sub-type: Chakra Rank: B Orientation: Defensive Cost: Effects: Equal the cost of the genjutsu. If it is A-rank, it costs 3 more to break, and 5 more chakra to break if S-rank. Effects: This advance technique allows the user to stop their flow of chakra and reactivate it in a burst of energy, essentially restarting their body in order to rid themselves of harmful chakra influences, most notably that of genjutsu. This technique may break genjutsus consisting of two or less sub-types. Requires Genjutsu Kai.
Name: Tadai Nentō [Heavy Mind] Type: Ninjutsu Sub-type: Chakra Rank: A Orientation: Defensive Cost: Equal the cost of the genjutsu. If it is S-rank, this costs 3 more to break. Effects: This master technique allows the user to stop their flow of chakra and reactivate it in a burst of energy, essentially restarting their body in order to rid themselves of harmful chakra influences, most notably that of genjutsu. This technique may break genjutsus consists of three or less sub-types. Requires Genjutsu Hakai.
Name: Shunshin no Jutsu [Body Flicker Technique] Type: Ninjutsu Sub-type: Basic Technique Rank: D Orientation: Supplementary Cost: Effects: This jutsu is a high-speed movement technique, allowing a ninja to move short distances at an almost untraceable speed. It is accomplished by using chakra to temporarily boost the user's reflexes. To an observer, it appears as if the user has teleported. A puff of smoke is occasionally used to disguise the user's movements; however, other methods can be taken from the environment used to disguise the movement such as a swarm of leaves. This jutsu can only be used by Chūnin rank ninja and above. Effects with Agility and Speed Skill:
Level I: May be used to move once in two posts, without chance of attacking/using jutsu right after. Level II: May be used to escape once a post without chance of attacking/using jutsu right after. Level III: May be used to move as often as the user wants with chance of attacking once. Master Level: May be used as often as the user wants with possibility of combo attack and jutsu use after.
- KSP:
Genjutsu Knowledge
Level III: Allows the ninja to use Genjutsu up to A rank of two sub-types. Gets Genjutsu Resistance Level II effects.
Ninjutsu Knowledge
Master Level: Allows the ninja to use basic ninjutsu, and three ninjutsu elements. The third element will only allow the ninja to use ninjutsu of lower rank then himself.
Taijutsu
Level III: Allows the user to have two Taijutsu styles. The second one will only allow to use jutsus of lower rank then himself. The user gains a level one combat trait for free.
- ASP:
Agility and Speed
Master Level: Gives a huge boost on speed and agility. Every thing that requires speed or agility to do, is done with great facility by the ninja.
Genjutsu Resistance (Free)
Level II: Allows the ninja to realize if he got trapped in a Genjutsu of one rank higher. Also, allows the use of Genjutsu Hakai. Genjutsu of one sub-type require one less chakra to break.
Strength and Power
Level III: Allows the ninja to use strength related jutsus (Jutsus will have the requirement) Chakra Capacity
Level III: Allows the shinobi to sustain a Large amount of Chakra, 30% more. Sannin/Kage ninjas will have a reduction of five CP over the total CP (applying skill bonus).
Weapon Specialist
Level II: Shinobi are now more potent in their weapon usage, allowing them to carry and wield two light weapons and fight with Medium Weapons.
- Ice Release :
Satsu Suishou [Deadly Needles] Type: Bloodline/Ninjutsu Sub-Type: Hyouton Orientation: Supplementary Rank: D The user can create ice made senbons which can be used for attacks. This creates up to three senbons in each hand. These Senbons are fragile, but can pierce through skin with ease.
Koori no Soukou - Ichi [Armored by Ice - Stage One] Type: Bloodline/Ninjutsu Sub Type: Hyoton Orientation: Defensive Rank: D Effects: Creates an armor ice, which occupies the space between the bottom of the fingers to the elbow and from the bottom of the toes to the knee. The armor covers all the sides of the zone of the body. The Ice is resistant to damage and unusually light, letting the user have free liberty of moves. This jutsu is very famous outside the clan. This Jutsu protects the tenketsus due to it's thickness. This is the maximum stage Genins can reach. Requires Chakra per turn to maintain.
Aisu-Ken [Ice Style] Type: Bloodline/Ninjutsu Sub Type: Hyoton Orientation: Offensive Rank: C Effects: The user will generate Ice-based chakra in his palm and impact the ground with it, forming ice which will rise in the shape of spikes to impale an enemy or deflect incoming attacks.
Koori no Soukou - Ni [Armored by Ice - Stage Two] Type: Bloodline/Ninjutsu Sub Type: Hyoton Orientation: Defensive Rank: C Effects: Similar to it's predecessor, but at this stage, the armor covers all the body, except the head. The icy armor is as light-weight at it's forerunner, but more durable, the armor being able resist jutsus of D or or lower. This is the maximum level that High Genins can reach. As before, this Jutsu protects the tenketsus due to it's thickness. Requires Chakra Per turn to maintain. Requires Stage One.
Sensatsu Suishou [A Thousand Deadly Needles] Type: Bloodline/Ninjutsu Sub-Type: Hyouton Orientation: Offensive Rank: B Sensatsu Suishou is a Ninjutsu technique which uses nearby water to form ice senbon. The user first kicks water into the air with his foot, and as it rises it freeze to form a Thousand needles. With the hand Seal still in place, the user can release the needles when needed to have them come raining down on his target.
Koori no Soukou - San [Armored by Ice - Stage Three] Type: Bloodline/Ninjutsu Subtype: Hyoton Orientation: Defensive Rank: B Effects: Similar to Stage Two, but this stage shields the user's head with a skull-like helm of and allows the user to generate a blade of ice by shaping the ice armor on the arm into an icicle-like weapon. This is the maximum that chuunins can reach. The armor resist against Jutsus of C-rank and lower, as well as completely sealing the user from gaseous attacks. This does not suffocate the user, due to the armor being made up of Wind and Water based chakra, which the user can breath in. As before, Tenketsus are protected. Only jounins can have this lvl. Requires Stage two. Requires chakra per turn to maintain.
Koori no Ryuu [Dragon of Ice] Type: Bloodline/Ninjutsu Sub Type: Hyoton Orientation: Offensive Rank: A Effects: The last stage of Koori No Soukou. This form allows the user to generate at will a shield of ice which the user may wield, allowing them to further protect themselves. The user also generates wings, allowing them flight due to Ice being made up of Wind chakra, granting them the power of levitation. The Armor will resist all B-rank and lower Jutsus, and retains all the abilities of the previous armors. This Form is usable only by ANBU and Higher Ninjas. Unlike previous forms this armor does not require chakra to maintain, and allows the user to repair a section of the armor for one chakra, and the entire armor for five.
Makyou Hyoushou [Demonic Crystal Mirrors] Type: Ninjutsu Sub-Type: Hyouton Orientation: Supplementary Rank: A Makyou Hyoushou is a Ninjutsu technique unique to the Hyouton bloodline. After forming the necessary hand seals, nearby water forms long flat mirrors 360 degrees around the target. The user himself then places himself inside one of the mirrors. Once inside the mirror, the user can then using the mirror reflections to confuse his target. Utilizing the reflections, the user can then almost instantaneously move from one mirror to the other. Due to the speed, his target will appear to be moving in slow motion. Because of this, the user can then unleash numerous needles into his opponent with little difficulty. Requires at least Lv.3 Speed to use.
- Wind Release :
Name: Futon: Kazeken [Wind Blade] Type: Ninjutsu Sub Type: Futon Rank: D Orientation: Supplementary Cost: Effects: A basic wind technique that it utilized with a weapon, typically a blade. The user will apply their chakra to weapon, surrounding with a layer of their chakra. They will then begin to "Sharpen" the chakra, utilizing their wind affinity to create a tearing effect with whatever contacts the chakra. This will improve the cutting ability of the weapon, making attacks more deadly.
Name: Futon: Buki Tsubasa [Weapon Wings] Type: Ninjutsu Sub-type: Futon Rank: D Orientation: Supplementary, Offensive Cost: Effects: This technique is similar to Kazeken in the manner it used, the Shinobi transferring their chakra into a weapon. In this case the user will, rather then improving power, will increase the speed of thrown projectiles. When thrown, the transferred chakra will release it itself from the end of the weapon in the form of a gale, boosting the speed of the weapon's flight. This makes it harder for enemies to react to the weapon, and is useful for hitting quick targets.
Name:Futon: Ea-hazumi [[b/]Air Bound] Type: Ninjutsu Sub-type: Futon Rank: D Orientation: Supplementary Cost: Effects: A jutsu that is similar to the manner shinobi walk on water and trees, but far more dramatic in the manner it functions. The user will gather a large quantity of chakra beneath their foot as they raise it. Upon gathering sufficient energy, the user will stomp downward, compressing the air that they've gather until, like a spring, it explodes, flinging the ninja forward. This is useful for charging the enemy, quickly crossing the battlefield, and dodging attacks.
Name: Futon: Reppushou [Gale Wind Palm] Type: Ninjutsu Sub-type: Futon Rank: C Orientation: Offensive Cost: Effects: A wind technique that is similar to Hakke Kuusho, Reppusho allows the user to gather air into the palm of their, condensing the gases until they are released upon thrusting the user's hand forward, releasing a small but powerful wave capable of flinging foes away.
Name: Futon: Kamaitachi [Cutting Whirlwind] Type: Ninjutsu Sub-type: Futon Rank: C Orientation: Offensive Cost: Effects: A jutsu utilized with a Fan, this technique allows the user to better control the winds, focusing it into a powerful cyclone to envelop foes. Any opponents caught by these winds will be mercilessly be cut by the furious and sharp winds. Because of the twisting nature, it is difficult to escape this technique once caught, drawing everything nearby in.
Name:Futon: Daitoppa [Great Breakthrough] Type: Ninjutsu Sub-type: Futon Rank: C Orientation: Offensive, Supplementary Cost: Effects: A jutsu that, similarly to Katon, utilizes breathing to function. The user will gather air into their mouth, imbuing it with their chakra before blowing it forward. This will cause a fierce and powerful blast of air to shoot forward, easily lifting an enemy off their feet. This technique is also utilized to boost the potency of fire attacks, speeding it forward and feeding the flames.
Name: Futon: Mugen Sajin Daitoppa [[b/]Infinite Dust Great Breakthrough[b]] Type: Ninjutsu Sub-type: Futon Rank: B Orientation: Offensive Cost: Effects: A superior form of Daitoppa, this technique greatly increases the amount of force provided by the blast. This technique uses a greater amount of wind, the user drawing a large quanity of air into their lugs before releasing it in a great air blast, a deadly missile of air pressure. The force is such that it can even blast with stone and keep on going.
Name: Futon: Kazekiri [Wind Cutter] Type: Ninjutsu Sub-type: Futon Rank: B Orientation: Offensive Cost: Effects: This technique draws wind into a single thin entity when used, causing the air to be drawn into a "Blade" capable of keen cuts through most surfaces. This makes the just serving better then other wind jutsus against defenses due to it's slicing trait.
Futon: Dai Kamaitachi [Great Cutting Whirlwind] Type: Ninjutsu Sub-type: Futon Rank: B Orientation: Offensive Cost: Effects: Essentially this technique is a rather bigger version of the normal Kamaitachi, creating rather then merely a wave of spiralling wind, a typhoon of wind blades which slice through everything in it's path. Because of the massive area this attack strikes in, it is near impossible to completely escape it's range- It is being in the center of this attack, however, that is particularly dangerous.
- Genjutsu :
Name: Magen: Kokoni Arazu no Jutsu [Demonic Illusion: False Surroundings] Type: Genjutsu Sub-type: Sight Rank: E Orientation: Supplementary Cost: Effects: A simple Genjutsu used to hide an object by altering the appearance of the image. If the target comes in contact with the hidden object the genjutsu is broken.
Name: Henseiki [Voice Mimic] Type: Genjutsu Sub-type: Hear Rank: E Orientation: Supplementary Cost: Effects: An academy level illusion in which causes the target to perceive the user’s voice as someone else's. The user must have heard the voice they wish to imitate.
Name: Kori Shinchuu no Jutsu [Sly Mind Affect Technique] Type: Genjutsu Sub-type: Sight Rank: E Orientation: Supplementary Cost: Effects: A tricky illusion which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically when they are unable to reach their desired target by traveling along the same path over and over.
Name: Magen: Narakumi no Jutsu [Demonic Illusion: Vision of Hell] Type: Genjutsu Sub-type: Sight Rank: D Orientation: Supplementary Cost: Effects: An illusion that makes the target see a shocking scene, such as a dying friend or anything else the user sees fit, making the target lower their defenses.
Name: Kanashibari no Jutsu [Paralysis Technique] Type: Genjutsu Sub-type: Feel Rank: D Orientation: Supplementary Cost: Effects: An illusion in which causes the target to feel like their entire body has become paralyzed. Because the body thinks it cannot move it actually restricts the body of movement. The user must cast this genjutsu in front of their target and within a close range or else the genjutsu won’t take full effect. The user must hold a seal in order to keep this technique going meaning no other technique can be used while this one is in effect. This can only be used once per battle for once the target’s mind has realized it’s only an illusion it cannot be tricked again.
Name: Suro-boisu no Jutsu [Voice Throwing Technique] Type: Genjutsu Sub-type: Hear Rank: D Orientation: Supplementary Cost: Effects: This is an illusion in which targets the ears. It makes it so they can disguise the location in which their voice is coming from, convincing the target’s mind that they are hearing it from another place. Useful for staying hidden or confusing an enemy.
Name: Fusenmei Genzō [Vision Blur] Type: Genjutsu Sub-type: Sight Rank: D Orientation: Supplementary Cost: Effects: Fusenmei Genzō convinces the mind that their vision is blurring for a moment, disorienting them and causing an opening for attack.
Name: Iya Eda Kataki no Jutsu [Melting Body Technique] Type: Genjutsu Sub-type: Sight + Feel Rank: D Orientation: Supplementary Cost: Effects: The target sees and feels his limbs slowly melting off his body, making them think they cannot use them anymore.
Name: Shiranai Ojike no Jutsu [Unknown Fear] Type: Genjutsu Sub-type: Feel Rank: D Orientation: Supplementary Cost: Effects: An illusion created through eye contact in which the user is able to instill fear in their enemy, making them see how they will lose the fight. The target will begin doubting their skills and feeling as if all hope is lost because their opponent is in everyway superior. Name: Sakujō Kibō no Jutsu [Illusionary Plants] Type: Genjutsu Sub-type: Feel + Sight Rank: D Orientation: Supplementary Cost: Effects: This Genjutsu causes the target to see small flowers and weeds sprout up with great speed and capture them with their vines, squeezing them so tight that it feels as if they cannot get away.
Name: Dōbutsu Bunshin no Jutsu[Animal Clone Technique] Type: Genjutsu Sub-type: Sight Rank: D Orientation: Supplementary Cost: Effects: An alteration of the Bunshin technique. The user is able to create an illusionary clone of an animal companion or a summon, although the clone disperses into smoke once hit with some kind of physical force like with the original Bunshin technique.
Name: Kasumi Jūsha no Jutsu [Mist Servant Technique] Type: Genjutsu Sub-type: Sight Rank: C Orientation: Supplementary Cost: Effects: Essentially a more advance version of the Bunshin technique, this technique produces twenty images of a person. Unlike the normal Bushin, these clones will reform if damaged as if made of a gooey substance. These clones however cannot cause any physical damage, they are still illusions.
Name: Hibiki no Jutsu [Phantom Voice Technique] Type: Genjutsu Sub-type: Hear Rank: C Orientation: Supplementary Cost: Effects: A ghostly voice begins to emerge in the targets mind, saying whatever the user pleases. The voice gets so loud that the target cannot hear anything but the voice.
Name: Kagai Bunshin no Jutsu [Mirror Clone Technique ] Type: Genjutsu Sub-type: Sight + Feel Rank: C Orientation: Supplementary Cost: Effects: An alteration of the Bunshin technique, creating a Bunshin of the enemy that appears to actually be able to fight. In reality the target fighting nothing but in the target’s mind he really is fighting a copy of himself and the copy will not go away until he figures out how to destroy it, or dispels the genjutsu. This is good for exhausting their target and possibly making their target expose their weaknesses in order to destroy the copy.
Name: Botsuraku Gozō no Jutsu [Diminishing Air Technique] Type: Genjutsu Sub-type: Feel Rank: C Orientation: Supplementary Cost: Effects: An illusion in which makes the target believe that the air supply around them is slowly diminishing them, making them feel as if they were really in a situation that they cannot breath. Because the mind is convinced there is no air the target’s mind restricts them from breathing. This instills fear in the target and if isn’t dispelled eventually can cause the target to faint.
Name: Magen: Jigoku Gōka no Jutsu [Demonic Illusion: Descending Hell] Type: Genjutsu Sub-type: Sight Rank: C Orientation: Supplementary Cost: Effects: This illusion depicts a giant fireball which slowly falls downward, about to collide with the earth. Used as a “Scare” tactic, making enemies flee or try to avoid the fireball.
Name: Hinote Engan no Jutsu [Hell’s Fire Technique] Type: Genjutsu Sub-type: Feel + Sight Rank: C Orientation: Supplementary Cost: Effects: An illusion which creates intense flames that surround the target. The illusion puts in the targets mind that they are actually being burned and that they can actually feel the pain but in reality no harm has come to them.
Name: Higai Mōsō no Jutsu [Paranoia Technique] Type: Genjutsu Sub-type: Feel Rank: B Orientation: Supplementary Cost: Effects: An illusion which makes people become skeptical to their teammates for they think they are going to betray them. This causes them to fight amongst each other making them easy targets. This can target up to four people at once.
Name: Mateki: Mugen Onsa [Demonic Flute: Illusion Tune Chains] Type: Genjutsu Sub-type: Feel + Sight Rank: B Orientation: Supplementary Cost: Effects: When music for this illusion is played on a flute, the opponent's mind enters a barren wasteland. While in this illusion the ninja feels retrained by chains which bind the user as their skin and muscle begins to melt off their bones. Because they feel restrained in the illusion, they are retrained in real life as well.
Name: Kaben Kieru [Petal Assault] Type: Genjutsu Sub-type: Feel + Sight Rank: B Orientation: Supplementary Cost: Effects: An illusion which causes the user to disperse into a flurry of flower petals. These petals will then swarm around the target, trapping them in a thick layer of petals and immobilizing them. This allows the user to strike at the helpless target with ease.
Name: Jūyōsei Kone no Jutsu [english] Type: Genjutsu Sub-type: Feel Rank: B Orientation: Supplementary Cost: Effects: An illusion in which convinces the target’s mind that they are getting heavier and heavier, as if gravity is increasing only on them. They become slower, weaker, and are forced to use more charka for taijutsu techniques. [+1 Chakra to Taijutsu Techniques.
Name: Mokumoku Ki Satsu No Jutsu [Silent Tree Killing Technique] Type: Genjutsu Sub-type: Feel + Sight Rank: B Orientation: Supplementary Cost: Effects: An illusion in which a giant tree instantly sprouts from the ground and entangles the target within its branches, leaving them open for an attack.
Name: Katsubō no Tsumi [Pain Lust] Type: Genjutsu Sub-type: Feel Rank: A Orientation: Supplementary Cost: Effects: A physiological Genjutsu on which the enemy is dominated by a natural or sexual need or even a high pain. The enemy will do whatever it takes to satisfy its need, even if it means leaving the fight or seriously injuring themselves.
Name: Nentōgyō [Phantom Hold] Type: Genjutsu Sub-type: Feel Rank: A Orientation: Supplementary Cost: Effects: This genjutsu is utilized by an eerie melody played on a musical instrument. It targets the brain, causing an enemy to lose all train of thought, essentially freezing them in place. Shinobi who are aware of the genjutsu are able to think but their body is unable to respond. Does not prevent releases.
Name: Senbō no Tsumi [Jealousy Control] Type: Genjutsu Sub-type: Feel Rank: A Orientation: Supplementary Cost: Effects: A physiological Genjutsu in which the target becomes jealous of the user, and tries to imitate the user’s jutsus. Obviously, this is impossible which makes the target do useless stuff, making him open for attack.
Name: Nehan Shōja no Jutsu [Temple of Nirvana] Type: Genjutsu Sub-type: Feel + Sight Rank: A Orientation: Supplementary Cost: Effects: An illusion which makes white feathers fall from the sky that lull all those that are near to sleep.
Name: Kokuangyō no Jutsu [Verse of Black Darkness] Type: Genjutsu Sub-type: Sight Rank: A Orientation: Supplementary Cost: Effects: An illusion which envelops its victims within a void of darkness, making them blind to anything except themselves.
- Water Release:
Name: Kirigakure no Jutsu [Hidden Mist Technique] Type: Ninjutsu Sub-type: Suiton Rank: D Orientation: Supplementary Cost: Effects: A ninjutsu that disperses the user's chakra through the air to manipulate the water particles and alter their composition to produce a mist of varying thickness. Veiling an enemy's sight, this technique can be taken advantage of if used right, those who specialize in assassination and combat not based on sight best suited for battle in mist.
Name: Suiton: Tsuba-Kasui [Saliva Stream] Type: Ninjutsu Sub-type: Suiton Rank: D Orientation: Offensive Cost: Effects: A water technique which enhances the saliva within a Shinobi's mouth, adding chakra to it to harden the individual droplets, and then using the chakra to launch them from their mouth at high speeds. Essentially, the user will be able to launch a spit bullet from their mouth at an opponent.
Name: Suiton: Sansokyou [Oxygen Supply] Type: Ninjutsu Sub-type: Suiton Rank: D Orientation: Supplementary Cost: Effects: An unusual jutsu that functions while a ninja is underwater. The ninja will alter their mouth to process any water that enters, splitting the H20 into hydrogen, which is pushed away by the chakra, and oxygen which is then breathed in. This allows a ninja with water affinity to breath underwater. This technique may be used for extended durations of time, as long as the user pays the maintaining cost.
Name: Mizu Bunshin no Jutsu [Water Clone Technique] Type: Ninjutsu Sub-type: Suiton Rank: C Orientation: Supplementary Cost: Effects: A jutsu that produces a copy of one's self by drawing water and shaping it into their own form. The user's chakra causes the body to solidify and take on the appearance of the creator, as well as any items they have. These clones are easily disrupted, any great impacts causing their structure to break down. They are, however, able to use jutsus, and may be manipulated from a distance. The jutsu's cost is it's base +2 chakra for each additional clone made after the first.
Name: Mizuame Nabara [Starch Syrup Capture Field] Type: Ninjutsu Sub-type: Suiton Rank: C Orientation: Supplementary Cost: Effects: A water jutsu that carries special characteristics that cause the molecules to be adhesive. The user will release a stream of water from their mouth to create a pool of liquid, and whomever touches the water will be unable to move normally, any part of their body that makes contact with it becomes stuck to the surface of the water. Ninjas are able to escape this effect by using the water-walking technique, which cancels the jutsu's own chakra effect, but only if used before touching the liquid.
Name: Suirou no Jutsu [Water Prison Technique] Type: Ninjutsu Sub-type: Suiton Rank: C Orientation: Offensive Cost: Effects: Trapping enemies within an orb of water, the Water Prision Technique is a useful move which when performed correctly can take an opponent out of the battlefield. An enemy will first move close to an enemy before summoning water which will surround an opponent, a sphere of liquid surrounding them before solidifying. This hardened ball will trap a foe within and prevent them from escaping. Because of it's small confines and lack of air within, breaking free is a difficult venture, with only more dramatic methods capable of working. The Suirou jutsu requires the user to maintain contact with the sphere of water, or it will break apart and free the user within.
Name: Baku Suishouha [Bursting Water Collision Waves] Type: Ninjutsu Sub-type: Suiton Rank: B Orientation: Supplementary Cost: Effects: A great suiton technique that floods the surrounding area with water which is released from the user's body by converting their chakra into it. This flood will create a miniature ocean, giving a ninja with water affinity a distinct advantage over his foes with an endless supply of water to use. Because of the water's nature, being produced from their own body, the user of this technique requires no chakra to water walk atop it. This jutsu does not require a maintaining cost.
Name: Suijinheki [Water Encampment Wall] Type: Ninjutsu Sub-type: Suiton Rank: B Orientation: Defensive Cost: Effects: A defensive technique that creates a cyclone of spiraling water around the user, deflecting attack. This vicious torrent of water turns blows aside, the rotation not blocking as much as pushing away enemies' attacks and flinging them away. A particularly powerful wall, Suijinheki can only be broken by powerful piercing attacks that are not easily swayed, as opposed to more loose techniques.
Name: Suiryuudan no Jutsu [Water Dragon Projectile Technique] Type: Ninjutsu Sub-type: Suiton Rank: B Orientation: Offensive Cost: Effects: A projectile attack, Water Dragon calls forth a serpent of liquid and throws it upon an opponent, the fierce water being launched at an opponent at high speeds. This move can break trees and even stone, a missile that upon hitting it's target will explode in a watery blast. The move requires a large amount of handseals due to it's "Hunter" like nature that allows the user to re-direct the dragon in cases in which the opponent may be able to dodge it. All ninjas below B-rank will require two turns to perform the jutsu.
Name: Daibakufu no Jutsu [Grand Waterfall Technique] Type: Ninjutsu Sub-type: Suiton Rank: A Orientation: Offensive Cost: Effects: A suiton technique that is particularly drastic, using a large amount of water and causing it to swirl beneath an opponent, forming a vortex. This whirlpool will begin to draw everything, foe and ally alike into it's grasp before at last erupting in a great thrashing wave, taking anything caught within it's grasp and throwing them across the battleground without any mercy. Difficult to escape and exhausting to survive if caught by it.
Name: Suishouha - [Water Collision Destruction] Type: Ninjutsu Sub-type: Suiton Rank: A Orientation: Offensive, Defensive Cost: Effects: Suishouha is a move that allows one mastery over the water, that controls every inch of H20 surrounding the user, be it in liquid or gas form, and forms it into a series of grand waves. This lashing barrage of merciless waves will continue to pound down on an opponent, the user able to redraw any liquid used by the technique and form it again into an attack. Because of this, this technique can be used indefinitely as long as the Shinobi has chakra to spare. The more water present, the greater the strength of the jutsu. This technique requires two additional chakra per turn to maintain.
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