Nara Sithis
Jun 30, 2011 14:57:20 GMT -7
Post by Nara Sithis on Jun 30, 2011 14:57:20 GMT -7
Sithis:
Basic Information
Name: Nara Sithis
Bloodlimit: None
Height: 6'1 feet
Weight: 140 lbs
Age: 16
Gender: Male
Alignment: Chaotic Evil
Birth Country:Lightning
Village: Cloud
Rank: Genin B Class
Special:
Taijutsu
Ninjutsu
None Spec:
Clan
Genjutsu
Three Freebie:
Lightning
Water
Suiken - Drunken Fist
Releases:
Freebie: Lightning
Freebie: Water
Learned: Earth
Learned: Wood
Water Mastery(Obtained)
Earth Mastery(Obtained)
Wood Mastery(Obtained)
Lightning Mastery
Weapons:
Scythe
Primary Weapon:
Secondary Items:
Knife 2x
Kunai 2x
Bo-Shuriken x60
Grenade: Mine x1
Grenade: Smoke x4
Grenade: Incendiary x1
Grenade: Stun x1
Grenade: String x1
Grenade: Fragmentation x1
Weapons:
Survival Gear:
Non-Weapon Items: None yet
Character Depth
Personality:
Sithis dark side is a rather gruesome and angry one. He is a menace to the ninja world and cares only for himself, and world power taking over the world. He is young with age but possession great wisdom for the likes of himself.He is one sly and calm, evil human being. Yet he acts all innocent, in front of his enemies, then when his enemies. Stuck with confusion he attacks with a kill intent.His dark and ever, and will do what ever it takes for world domination, and restoring realms. In his own figurative imagination.
Sithis behavoir is rarely uncommon and unpredictable for some reason. And dispute his age, he shows wisdom instead of going head on in a fight he cannot win period. There's no point in going into a fight, losing, injuring, or ding, if you plan of taking over the world someday. His rather an uncommon fellow to be honest, his calm at times, and laid back, other times he tries to be genius.He also seems to have possession of of mult split personalities.
He can be sad at one point at the same time he can be lying and joking with the people recognizing it. He rarely seems to get angry, seeing as he cares for no one but him self and his life. If he would have fallen in love it would have been fake love in order to use the female as a tool for his power. In all in all, he seems to be more like Joker. And an unpredictable enemy to himself and others. He doesn't easily what he is capable at times misjudging his own behavoir.
Appearance:
www.pictureupload.de/originals/7196/070109160918_sonstige_ninja_male.jpg
The boy is tan looking, near white. But tarnish looking. For a eight year old kid he is quite toned something very and highly uncommon for a boy such of his age. His eyes a Bloodshot Red, due to mutative genetics. Undue the genetic has done nothing but help him, and has no uncommon side effect of late.(In the real world if people had red eyes, they under went a mutation and may find side effects.)
He has no facial hair of any kind, near his bottom, all the way to the top. He also, has a normal avenge kid size cute mouth, and lips. His hair, is long and down towards his legs, he has purple colored hair. And it covers his face, and down. Rather a Kin for such of a boy, don't you think.
He wears, Black pants, Boxes, Shirt, Belt, ninja shoes, a robe that covers his whole body hooded, no special properties on the robe is known. He has, and a Buttback that covers over the scythe. All and all. And lastly, he has a scythe on his lower back, that is longer then himself slightly by a bit.
(There's suppose to be a Scythe instead of the sword.)
Background:
Nara Sithis was born from the parents of a Nara family of course. They raised him and tended him for training. And shipping off towards The Ninja academy at Cloud Village, at the Age of four.There he show radically amount of great practice and interment, on this thing called"School." And tend to becoming the strongest and most powerful ninja in the world, and entire Written Book of Legends.
It was weird for a boy, such of age, to be happy and wanting to know everything to take over the world, yet other did not know of this nor will they know for now. As the world took it's tool, upon the Unitarian we call the Ninja world. Sithis, was now a Genin at the age of Seven. During that time, he had been training, and learned his Nara clan jutsu taught by his father, and learned two releases, unaware of he resumed basic training. At the same time, he had the ability to read, write, and understand things a normal knowledge sixteen year old genin would. Something that was rarely uncommon for such a boy of age, then again he did all this just so his goals will come in the future.
After promotion, he was not yet assigned to a Three man genin team, with a Jounin Sensei, not of yet. Of course. He trained, and Learned a few things and such. After while, he questioned the Cloud's Village's Judgement on there limited ranks of Jounin to himself. Nara Sithis awaits once he is stronger, prolonged friendships. By either manumitting them or cutting off there brains. It is quite a disappointment that none know of his nature, but can reconcile once they have seen it. Until then, this story will resume, as he progress through his evil sanitary insane way.
Age eight of age. And the mastermind of plots resumes hi journey. There will be a time when history repeats itself in multiply different cults, religious, myths, etc. But the world has never seen such a thing for human race disturbance, and rebirth of his evil nonacademic ways, of life and death, zombies, vampires, werewolves, demons, angels, rift openers, and Realms. He is one hundred percent certain that there is no other human living individual like himself. On the face of the ninja world making him unique and original at birth for his plots.
Jutsu:
Academy Jutsu:
Water Jutsu:
Lightning Jutsu:
Earth Jutsu:
Wood Jutsu:
Nara Clan:
Reason for Editing: Added rank, A D class under it
Basic Information
Name: Nara Sithis
Bloodlimit: None
Height: 6'1 feet
Weight: 140 lbs
Age: 16
Gender: Male
Alignment: Chaotic Evil
Birth Country:Lightning
Village: Cloud
Rank: Genin B Class
Special:
Taijutsu
Ninjutsu
None Spec:
Clan
Genjutsu
Three Freebie:
Lightning
Water
Suiken - Drunken Fist
Releases:
Freebie: Lightning
Freebie: Water
Learned: Earth
Learned: Wood
Water Mastery(Obtained)
Earth Mastery(Obtained)
Wood Mastery(Obtained)
Lightning Mastery
Weapons:
Scythe
Primary Weapon:
Scythe (Overview)
Rank: "C"
Type: Main, Slashing, Scythe
Effect: A Style of weaponry that was first used for gardening but then later turned into an art of weaponry.
Special: ---
Drawback: ---
Description: A scythe consists of a wooden shaft about 3 feet to 5 feet long called a snaith, snath, snathe or sned. The snaith may be straight, or with an "S" curve, but the more sophisticated versions are curved in three dimensions, allowing the mower to stand more upright. The snaith has either one or two short handles at right angles to it usually one near the upper end and always another roughly in the middle. A long, curved blade about 2 to 3 feet long is mounted at the lower end, perpendicular to the snaith. Scythes always have the blade projecting from the left side of the snaith when in use, with the edge towards the mower. In principle a left-handed scythe could be made, but it could not be used together with right-handed scythes in a team of mowers, as the left-handed mower would be mowing in the opposite direction.
Rank: "C"
Type: Main, Slashing, Scythe
Effect: A Style of weaponry that was first used for gardening but then later turned into an art of weaponry.
Special: ---
Drawback: ---
Description: A scythe consists of a wooden shaft about 3 feet to 5 feet long called a snaith, snath, snathe or sned. The snaith may be straight, or with an "S" curve, but the more sophisticated versions are curved in three dimensions, allowing the mower to stand more upright. The snaith has either one or two short handles at right angles to it usually one near the upper end and always another roughly in the middle. A long, curved blade about 2 to 3 feet long is mounted at the lower end, perpendicular to the snaith. Scythes always have the blade projecting from the left side of the snaith when in use, with the edge towards the mower. In principle a left-handed scythe could be made, but it could not be used together with right-handed scythes in a team of mowers, as the left-handed mower would be mowing in the opposite direction.
Secondary Items:
Knife 2x
Kunai 2x
Bo-Shuriken x60
Grenade: Mine x1
Grenade: Smoke x4
Grenade: Incendiary x1
Grenade: Stun x1
Grenade: String x1
Grenade: Fragmentation x1
Weapons:
Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Combative, Projectile/Melee, Knife
Effect: A digging tool, a bit like a trowel. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Also used as a knife.
Special: ---
Drawback: ---
Description: The kunai is conventionally wrought in ranges from 6 to 8 inches, with the average at 7 inches. The kunai was used by common folk as multi-purpose gardening tools and by workers of stone and masonry. The kunai is not a knife, but something more akin to a crowbar. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Normally only the tip would have been sharpened. The uses to which a kunai was put would have destroyed any heat-treated and sharpened tool like a knife. There could be multiple kinds of kunais such as handless ones, or even double sided kunais as long as they are within the same length.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Knife (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Combative, Projectile/Melee, Knife
Effect: A knife is any cutting edge or blade, handheld or otherwise, with or without a handle.
Special: ---
Drawback: ---
Description: The knife is conventionally wrought in ranges from 6 to 8 inches, with the average at 7 inches. Originally made of rock, flint, and obsidian; knives have evolved in construction as technology has with blades being made from bronze, copper, iron, steel, ceramics, and titanium. Many cultures have their unique version of the knife. Due to its role as humankind's first tool, certain cultures have attached spiritual and religious significance to the knife including the La Hu Si. There could be multiple kinds of knives such as throwing knives, curved knives, combat knives, or retractable knives.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Bo-Shuriken (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Combative, Projectile/Melee, Shuriken
Effect: Is a concealed weapon that is generally for throwing, and sometimes stabbing or slashing.
Special: ---
Drawback: ---
Description: Bo-shuriken was constructed from a wide variety of everyday items, and thus there are many shapes and sizes. Some derive their name from the materials they were fashioned from, such as kugi-gata (nail form), hari-gata (needle form) and tantō-gata (knife form); others are named after the object to which they appear similar, such as hoko-gata (spear form), matsuba-gata (pine-needle form) while others were simply named after the object that was thrown, such as kankyuto (piercing tool form), kunai-gata (utility tool form), or teppan (plate metal) and biao (pin). Other items were also thrown as in the fashion of bo-shuriken, such as kogai (ornamental hairpin), kogata (utility knife) and hashi (chopsticks), although these items were not associated with any particular school of shurikenjutsu, rather they were more likely just thrown at opportune moments by a skilled practitioner who was skilled in a particular method or school.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Grenade: Smoke
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Incendiary
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: Hand grenade designed to be filled with incendiary materials, or used primarily for incendiary purposes.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Incendiary grenades (or thermite grenades) produce intense heat by means of a chemical reaction. The body is practically the same as that of a smoke grenade. The grenade has a death distance with fire within 5 meters radius while having a severe burning/wounding distance of 15 meters radius within the point of origin. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Stun
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Sting
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: A non lethal grenade that is used to sting and subdue an opponent without causing major harm.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Sting grenades are based on the design of the fragmentation grenade. Instead of using a metal casing to produce shrapnel, they are made using two spheres of hard rubber. The space between the two spheres is then filled with many small, hard rubber balls. Upon detonation, the subject is incapacitated by the blunt force of the projectiles. This makes sting grenades ideal for containing small groups of rowdy prisoners, providing a shooting opportunity when a suspect is hiding behind cover, or in allowing SWAT teams to clear small rooms. The sting grenade has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Mine
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: An explosive device used as a land mine that explodes and harming whoever steps on it.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Picture A typical land mine includes the following components: firing mechanism or other device (including anti-handling devices), detonator or igniter (sets off the booster charge), booster charge (may be attached to the fuse, or the igniter, or be part of the main charge), main charge (in a container, usually forms the body of the mine), casing (contains all of the above parts). A land mine can be triggered by a number of things including pressure, movement, sound, magnetism and vibration. Anti-personnel mines commonly use the pressure of a person's foot as a trigger, but tripwires are also frequently employed. Most modern anti-vehicle mines use a magnetic trigger to enable it to detonate even if the tires or tracks did not touch it. Advanced mines are able to sense the difference between friendly and enemy types of vehicles by way of a built-in signature catalog. This will theoretically enable friendly forces to use the mined area while denying the enemy access. Mines have a killing diameter of 2 meters.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Fragmentation
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: A grenade with a heavy metal casing that shatters, on exploding, into fragments that travel at high speed and with great force.
Special: ---
Drawback: May harm the user if not thrown right.
Description: The fragmentation grenade (commonly known as a frag) is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. Flechettes, notched wire, ball bearings or the case itself provide the fragments. When the word grenade is used without specification, and context does not suggest otherwise, it is generally assumed to refer to a fragmentation grenade. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. Fragmentation grenades have a killing radius of 5 meters with a wounding radius of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Rank: "C" Rank
Type: Secondary, 2 per Slot, Combative, Projectile/Melee, Knife
Effect: A digging tool, a bit like a trowel. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Also used as a knife.
Special: ---
Drawback: ---
Description: The kunai is conventionally wrought in ranges from 6 to 8 inches, with the average at 7 inches. The kunai was used by common folk as multi-purpose gardening tools and by workers of stone and masonry. The kunai is not a knife, but something more akin to a crowbar. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Normally only the tip would have been sharpened. The uses to which a kunai was put would have destroyed any heat-treated and sharpened tool like a knife. There could be multiple kinds of kunais such as handless ones, or even double sided kunais as long as they are within the same length.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Knife (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Combative, Projectile/Melee, Knife
Effect: A knife is any cutting edge or blade, handheld or otherwise, with or without a handle.
Special: ---
Drawback: ---
Description: The knife is conventionally wrought in ranges from 6 to 8 inches, with the average at 7 inches. Originally made of rock, flint, and obsidian; knives have evolved in construction as technology has with blades being made from bronze, copper, iron, steel, ceramics, and titanium. Many cultures have their unique version of the knife. Due to its role as humankind's first tool, certain cultures have attached spiritual and religious significance to the knife including the La Hu Si. There could be multiple kinds of knives such as throwing knives, curved knives, combat knives, or retractable knives.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Bo-Shuriken (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Combative, Projectile/Melee, Shuriken
Effect: Is a concealed weapon that is generally for throwing, and sometimes stabbing or slashing.
Special: ---
Drawback: ---
Description: Bo-shuriken was constructed from a wide variety of everyday items, and thus there are many shapes and sizes. Some derive their name from the materials they were fashioned from, such as kugi-gata (nail form), hari-gata (needle form) and tantō-gata (knife form); others are named after the object to which they appear similar, such as hoko-gata (spear form), matsuba-gata (pine-needle form) while others were simply named after the object that was thrown, such as kankyuto (piercing tool form), kunai-gata (utility tool form), or teppan (plate metal) and biao (pin). Other items were also thrown as in the fashion of bo-shuriken, such as kogai (ornamental hairpin), kogata (utility knife) and hashi (chopsticks), although these items were not associated with any particular school of shurikenjutsu, rather they were more likely just thrown at opportune moments by a skilled practitioner who was skilled in a particular method or school.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Grenade: Smoke
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Incendiary
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: Hand grenade designed to be filled with incendiary materials, or used primarily for incendiary purposes.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Incendiary grenades (or thermite grenades) produce intense heat by means of a chemical reaction. The body is practically the same as that of a smoke grenade. The grenade has a death distance with fire within 5 meters radius while having a severe burning/wounding distance of 15 meters radius within the point of origin. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Stun
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Sting
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: A non lethal grenade that is used to sting and subdue an opponent without causing major harm.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Sting grenades are based on the design of the fragmentation grenade. Instead of using a metal casing to produce shrapnel, they are made using two spheres of hard rubber. The space between the two spheres is then filled with many small, hard rubber balls. Upon detonation, the subject is incapacitated by the blunt force of the projectiles. This makes sting grenades ideal for containing small groups of rowdy prisoners, providing a shooting opportunity when a suspect is hiding behind cover, or in allowing SWAT teams to clear small rooms. The sting grenade has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Mine
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: An explosive device used as a land mine that explodes and harming whoever steps on it.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Picture A typical land mine includes the following components: firing mechanism or other device (including anti-handling devices), detonator or igniter (sets off the booster charge), booster charge (may be attached to the fuse, or the igniter, or be part of the main charge), main charge (in a container, usually forms the body of the mine), casing (contains all of the above parts). A land mine can be triggered by a number of things including pressure, movement, sound, magnetism and vibration. Anti-personnel mines commonly use the pressure of a person's foot as a trigger, but tripwires are also frequently employed. Most modern anti-vehicle mines use a magnetic trigger to enable it to detonate even if the tires or tracks did not touch it. Advanced mines are able to sense the difference between friendly and enemy types of vehicles by way of a built-in signature catalog. This will theoretically enable friendly forces to use the mined area while denying the enemy access. Mines have a killing diameter of 2 meters.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Fragmentation
Rank: "C"
Type: Secondary, 1 per Slot, Combative, Explosive, Grenade
Effect: A grenade with a heavy metal casing that shatters, on exploding, into fragments that travel at high speed and with great force.
Special: ---
Drawback: May harm the user if not thrown right.
Description: The fragmentation grenade (commonly known as a frag) is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. Flechettes, notched wire, ball bearings or the case itself provide the fragments. When the word grenade is used without specification, and context does not suggest otherwise, it is generally assumed to refer to a fragmentation grenade. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. Fragmentation grenades have a killing radius of 5 meters with a wounding radius of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Survival Gear:
6 inch Length Flashlight (Overview) x 1.
Rank: "B"
Type: Secondary, 4 per Slot, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Picture A flashlight is a hand-held portable electric-powered light source. Usually the light source is a small incandescent light bulb or light-emitting diode (LED). Typical flashlight designs consist of a light source mounted in a reflector, a lens to protect the light source and reflector, a battery or other power source, and a switch. In addition to the general-purpose hand-held flashlight, many forms have been adapted for special uses. These flashlights are 6 inch length with a 1.25 inch diameter.
Limit: These types of items may be capable of being bought inside any Gadget Shop.
Cost: 6,000 Ryo per Slot, or 1,500 Ryo Each.
Multi-Tool (Overview) x 1.
Rank: "A"
Type: Secondary, 4 per Slot, Gadget, Survival, Tool
Effect: A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card.
Special: ---
Drawback: ---
Description: Picture A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card. Folding Multi-tools are the most common of all types of Multi-Tools. The second most common types are Pocket Knives (Swiss Army Knives). Multi-Tools are known to have needle-nose pliers, crimper, regular pliers, wire stripper, hard wire/wire cutters, large screw driver, small bit driver, scissors, serrated knife/cutting hook, saw, clip point knife, wood/metal & diamond-coated file, bottle/can opener, and a large bit driver
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 2,000 Ryo Each
Doka (Fire Pots) x 4 [1 slot].
Rank: “C”
Type: Secondary, Accessory, Heater, 4 per Slot
Effect: A small pot used keep a person warm, or parts of the body warm when needed.
Special: ---
Drawback: Runs out after twelve hours.
Description: A small ceramic pot that is the size of two inches in a sphere. Inside the Sphere is a specialized liquid that activates when heated. The liquid when heated slightly then begins to heat up the ceramic pot emitting warmth. The warmth lasts for twelve hours, but its not hotter then what a human can take. A user is able to keep it within their clothing in order to keep themselves warm. The Doka is used in order to keep their hands warm, their body parts warm. When applying a small piece of chakra to the pot it can be used to light up a fire as well.
Limit: Capable of being bought at any Accessory Shop
Cost: 1,000 per Slot.
Chest Rig Type 1 (Overview) x 1.
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (15 for Items of Scroll Length), Chest Rig
Effect: A chest rig is a rig that holds multiple weapons along the torso area with straps that wrap up and around the chest.
Special: ---
Drawback: ---
Description: Picture, Holds 7 utility pouches that have a length of 8 inches and same length of small scrolls and are 2 slots each pouch. Another pouch is located along the back that is 1 slot. Has straps that connects across the chest to the back to hold in place.
Limit: These types of items may be capable of being bought inside any Tailor Shop.
Cost: 5,500 Ryo
Compass Baseplate (Overview) x 1.
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: Picture The Baseplate Compass is one of the most common and affordable types of compass. The liquid-filled compass mounts on a rectangular base made of clear plastic. The Baseplate Compass often includes a magnifying lens for map reading, luminous components for low-light conditions and different scales for worldwide use. The Baseplate Compass is good for plotting purposes, but the lack of advanced sighting features makes it difficult to sight on a distant object. The Baseplate Compass is 2 inches by 2 inches and 0.50 inches thick. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each.
Rank: "B"
Type: Secondary, 4 per Slot, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Picture A flashlight is a hand-held portable electric-powered light source. Usually the light source is a small incandescent light bulb or light-emitting diode (LED). Typical flashlight designs consist of a light source mounted in a reflector, a lens to protect the light source and reflector, a battery or other power source, and a switch. In addition to the general-purpose hand-held flashlight, many forms have been adapted for special uses. These flashlights are 6 inch length with a 1.25 inch diameter.
Limit: These types of items may be capable of being bought inside any Gadget Shop.
Cost: 6,000 Ryo per Slot, or 1,500 Ryo Each.
Multi-Tool (Overview) x 1.
Rank: "A"
Type: Secondary, 4 per Slot, Gadget, Survival, Tool
Effect: A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card.
Special: ---
Drawback: ---
Description: Picture A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card. Folding Multi-tools are the most common of all types of Multi-Tools. The second most common types are Pocket Knives (Swiss Army Knives). Multi-Tools are known to have needle-nose pliers, crimper, regular pliers, wire stripper, hard wire/wire cutters, large screw driver, small bit driver, scissors, serrated knife/cutting hook, saw, clip point knife, wood/metal & diamond-coated file, bottle/can opener, and a large bit driver
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 2,000 Ryo Each
Doka (Fire Pots) x 4 [1 slot].
Rank: “C”
Type: Secondary, Accessory, Heater, 4 per Slot
Effect: A small pot used keep a person warm, or parts of the body warm when needed.
Special: ---
Drawback: Runs out after twelve hours.
Description: A small ceramic pot that is the size of two inches in a sphere. Inside the Sphere is a specialized liquid that activates when heated. The liquid when heated slightly then begins to heat up the ceramic pot emitting warmth. The warmth lasts for twelve hours, but its not hotter then what a human can take. A user is able to keep it within their clothing in order to keep themselves warm. The Doka is used in order to keep their hands warm, their body parts warm. When applying a small piece of chakra to the pot it can be used to light up a fire as well.
Limit: Capable of being bought at any Accessory Shop
Cost: 1,000 per Slot.
Chest Rig Type 1 (Overview) x 1.
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (15 for Items of Scroll Length), Chest Rig
Effect: A chest rig is a rig that holds multiple weapons along the torso area with straps that wrap up and around the chest.
Special: ---
Drawback: ---
Description: Picture, Holds 7 utility pouches that have a length of 8 inches and same length of small scrolls and are 2 slots each pouch. Another pouch is located along the back that is 1 slot. Has straps that connects across the chest to the back to hold in place.
Limit: These types of items may be capable of being bought inside any Tailor Shop.
Cost: 5,500 Ryo
Compass Baseplate (Overview) x 1.
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: Picture The Baseplate Compass is one of the most common and affordable types of compass. The liquid-filled compass mounts on a rectangular base made of clear plastic. The Baseplate Compass often includes a magnifying lens for map reading, luminous components for low-light conditions and different scales for worldwide use. The Baseplate Compass is good for plotting purposes, but the lack of advanced sighting features makes it difficult to sight on a distant object. The Baseplate Compass is 2 inches by 2 inches and 0.50 inches thick. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each.
Non-Weapon Items: None yet
Character Depth
Personality:
Sithis dark side is a rather gruesome and angry one. He is a menace to the ninja world and cares only for himself, and world power taking over the world. He is young with age but possession great wisdom for the likes of himself.He is one sly and calm, evil human being. Yet he acts all innocent, in front of his enemies, then when his enemies. Stuck with confusion he attacks with a kill intent.His dark and ever, and will do what ever it takes for world domination, and restoring realms. In his own figurative imagination.
Sithis behavoir is rarely uncommon and unpredictable for some reason. And dispute his age, he shows wisdom instead of going head on in a fight he cannot win period. There's no point in going into a fight, losing, injuring, or ding, if you plan of taking over the world someday. His rather an uncommon fellow to be honest, his calm at times, and laid back, other times he tries to be genius.He also seems to have possession of of mult split personalities.
He can be sad at one point at the same time he can be lying and joking with the people recognizing it. He rarely seems to get angry, seeing as he cares for no one but him self and his life. If he would have fallen in love it would have been fake love in order to use the female as a tool for his power. In all in all, he seems to be more like Joker. And an unpredictable enemy to himself and others. He doesn't easily what he is capable at times misjudging his own behavoir.
Appearance:
www.pictureupload.de/originals/7196/070109160918_sonstige_ninja_male.jpg
The boy is tan looking, near white. But tarnish looking. For a eight year old kid he is quite toned something very and highly uncommon for a boy such of his age. His eyes a Bloodshot Red, due to mutative genetics. Undue the genetic has done nothing but help him, and has no uncommon side effect of late.(In the real world if people had red eyes, they under went a mutation and may find side effects.)
He has no facial hair of any kind, near his bottom, all the way to the top. He also, has a normal avenge kid size cute mouth, and lips. His hair, is long and down towards his legs, he has purple colored hair. And it covers his face, and down. Rather a Kin for such of a boy, don't you think.
He wears, Black pants, Boxes, Shirt, Belt, ninja shoes, a robe that covers his whole body hooded, no special properties on the robe is known. He has, and a Buttback that covers over the scythe. All and all. And lastly, he has a scythe on his lower back, that is longer then himself slightly by a bit.
(There's suppose to be a Scythe instead of the sword.)
Background:
Nara Sithis was born from the parents of a Nara family of course. They raised him and tended him for training. And shipping off towards The Ninja academy at Cloud Village, at the Age of four.There he show radically amount of great practice and interment, on this thing called"School." And tend to becoming the strongest and most powerful ninja in the world, and entire Written Book of Legends.
It was weird for a boy, such of age, to be happy and wanting to know everything to take over the world, yet other did not know of this nor will they know for now. As the world took it's tool, upon the Unitarian we call the Ninja world. Sithis, was now a Genin at the age of Seven. During that time, he had been training, and learned his Nara clan jutsu taught by his father, and learned two releases, unaware of he resumed basic training. At the same time, he had the ability to read, write, and understand things a normal knowledge sixteen year old genin would. Something that was rarely uncommon for such a boy of age, then again he did all this just so his goals will come in the future.
After promotion, he was not yet assigned to a Three man genin team, with a Jounin Sensei, not of yet. Of course. He trained, and Learned a few things and such. After while, he questioned the Cloud's Village's Judgement on there limited ranks of Jounin to himself. Nara Sithis awaits once he is stronger, prolonged friendships. By either manumitting them or cutting off there brains. It is quite a disappointment that none know of his nature, but can reconcile once they have seen it. Until then, this story will resume, as he progress through his evil sanitary insane way.
Age eight of age. And the mastermind of plots resumes hi journey. There will be a time when history repeats itself in multiply different cults, religious, myths, etc. But the world has never seen such a thing for human race disturbance, and rebirth of his evil nonacademic ways, of life and death, zombies, vampires, werewolves, demons, angels, rift openers, and Realms. He is one hundred percent certain that there is no other human living individual like himself. On the face of the ninja world making him unique and original at birth for his plots.
Jutsu:
Academy Jutsu:
Sennen Goroshi (One Thousand Years of Pain)
Rank: "D"
Skill: TaiJutsu
Effect: A very simple technique with an over dramatic name, One Thousand Years of death is little more than inserting ones index fingers into an others rectum, causing constipation and embarrassment.
Special: ---
Drawback: ---
Description: A very simple technique with an over dramatic name, One Thousand Years of death is little more than inserting ones index fingers into an others rectum, causing constipation and embarrassment. The user is capable to figure out the true purpose of the jutsu: it is used in conjunction with a pointed object (usually a kunai) to attack the blind spot of an opponent. When combined with explosive tags, it can even kill an opponent. The technique is similar to a childish prank known as a kancho.
Limit: Universal Technique known for any character whether the person is Ninja or not.
"Sugoi Uetto Yubi no jutsu" (The Great Art of the wet finger in ear)
Rank: E-rank
Skill: Taijutsu, offensive
Effect: A devastating attack if use on unsuspecting enemies!
Special: The user must gathers chakra and saliva from their mouth and places it on their index finger.
Drawback: P.O people and may turn friends into enemies. May completely backfire on you....
Description: The use gathers a very a small amount of chakra and saliva from there mouth and places it on there finger. The user then proceeds to hold there finger close to their enemies ear and inserts. The user then continues and finishes off by twisting and turning there finger while it is in there opponents ear. Chakra left on the swab of spit allows the saliva to last longer and feel much more disgusting in the opponents ears. May be used with both hands, doubling the devastation against opponent. Feeling remains roughly 1 post for each finger used
Limit: Universal Academy technique (Everyone has these techniques)
Bunshin no Jutsu (Clone Skill)
Rank: "E"
Skill: GenJutsu
Effect: This technique creates intangible clones of the user. The clones are simply illusions and will dissipate when they come into contact with something.
Special: Tiger, Boar, Ox, Dog or Ram, Snake, Tiger.
Drawback: The illusions can be seen through Chakra seeing techniques. A person with normal eyes can also distinguish the clones from the original, since the clones will not disrupt the area around themselves with their movement (won't kick up dust, crush grass, etc.).
Description: Bunshin no Jutsu creates a clone of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Like Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these clones will simply disappear if come into contact, but unlike Kage Bunshin, they are substanceless, and thus cannot do any damage. These Clones may be moved around freely and easily to the user's wish.
Limit: Universal Academy technique, must have a perception.
Oiroke no Jutsu (Sexy Skill)
Rank: E-rank
Skill: NinJutsu
Effect: A Henge technique in which the user turns into the opposite sex.
Special: "Same as Henge"
Drawback: ---
Description: The jutsu appears to turn the user into a beautiful, person of the opposite sex, with clouds of smoke floating around the figure. The jutsu is extremely efficient when it comes to distracting an opponent, primarily male, and also works well for exposing perverts.
Limit: Must know Henge no Jutsu (Transformation Skill), Automaticly gained when the user knows Henge no Jutsu (Transformation Skill).
"Chakra Antiseptic"
Rank: E-ranked
Skill: Ninjutsu, supplementary
Effect: Chakra kills very minor germs
Special: (All handseals) X 2
Drawback: Never used during battle (Too slow in preparation), No healing what so ever (See more below)
Bacteria, poisons, that are above E-rank (Such as one that can be produced by a clan or person) cannot be stopped
Description: A rather simple Academy technique taught to all students on a universal level as first aid treatment. This technique allows the user to kill very weak bacteria and pathogens which enter into small cuts and slashes. Originated from the fact that children often hurt themselves while playing; receiving small cuts and bruises while doing so. This technique was also created as a method for students to practice the many handseals over and over again.
Once the user performs a the long string of seals, there finger tips glow with blue chakra, which allows them to disinfect wounds. No healing is gained from the cleaning of the users wounds or the wounds of others, except for natural healing. Boo boo's can't be larger then 1 inches long and 1/4 of an inch deep. At that point, a medic and medic jutsus are needed. Stings mildly as well.
The user places their fingers on the small cuts and the chakra will begin to destroy the weak germs
Limit: Universal Academy technique (Everyone has these techniques)
"Chakra Water purify"
Rank: D-ranked
Skill: Ninjutsu, supplementary
Effect: Chakra removes harmful pathogens from water
Special: (All handseals) X4
Drawback: Never used during battle (to slow in preparation) (See more below)
Description: Very similar to Chakra antiseptic. After performing a long string of handseals, the user cups a small amount of water between there hands (Roughly 8fl.oz) and flows there chakra through it. The user baths the water in there chakra for about 6 seconds and kills small and harmful bacteria and pathogens in water. Water being such an essential source of life, its necessary for everyone to know this technique (taught usually during academy survival classes). The user can only purify the water in which they cup and cannot clean highly toxic/poisoned water. The water purified is usually water retrieved from nearby lakes, rivers of even puddles. The user can purify bottles of water if they wish, placing there hands on a filled bottle of water and letting the chakra do the task for them once more. This technique only kills minor bacteria, it does not stop poisons or other type of toxins.
Limit: Universal Academy technique (Everyone knows this technique)
Henge no Jutsu (Transformation Skill)
Rank: E Rank
Skill: NinJutsu
Effect: Allows the user to transform into an animal or human of size or few feet larger.
Special: Dog, Boar, Reverse Ram
Drawback: You can never gain the attributes of what you turn into. You are only capable of transforming into a human or animal that is of size, or few inches smaller. If hit once the user immediately reverts back to their original state.
Description: When using the seals of the Dog, Boar, and Reverse Ram the user quickly transforms into any human or animal that is of size or a few inches smaller, or even a few feet larger. The user at this stage is only capable of holding the form for four turns at a time.
Limit: ---
Kawarimi no Jutsu (Body Switch Skill)
Rank: "E"
Skill: Ninjutsu
Effect: The Replacement technique. A technique where one quickly replaces their body with an animal or an object by making it seem like they were attacked, this usually distracts and confuses an enemy and create a chance to attack.
Special: ---
Drawback: A user may only switch with an object of similar size from the nearby area. A user must perform the jutsu ahead of time, and not within the same round they are attacking in. The Background must be explained correctly in order to perform. The user may not switch with an object on them, only something around them. The technique only works within a distance of five meters from the user. Objects changed may only be of at the most two feet in different fo size. A user may not perform this technique, and perform other techniques after because it gives out the position of the user. This technique does not work on area effect techniques that exceed the user's capabilities of performing Kawarimi no Jutsu (Body Switch Skill)
Description: The Kawarimi no Jutsu, allows a ninja to dodge attacks, whether they are weapons such as kunai, ninjutsu, taijutsu, or any other attack type. Coupled with other jutsu, it can be very effective in confusing your opponent, and catching them off-guard. The only downside, is it often takes a strategic mind to effectively utilize it, not that it can't be useful in the hands of an inexperienced ninja.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Nawanuke no Jutsu (Rope Untying Skill)
Rank: "E"
Skill: NinJutsu/TaiJutsu
Effect: The Untying technique allows a user to get out of simple, and exotic knots quite easily that consist of rope tying.
Special: "Handseals"
Drawback: This does not work against fully restrained type of creations such as shackles, as well as exotic pillars and benches.
Description: This is a technique taught to all Ninjas. Whenever a user is tied up in a simple, or exotic knot made by rope the user is easily capable of getting out of the technique.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Jibaku Fuda: Kassei, 自爆札・活 (Exploding Tag: Activate)
Rank: "E" Rank
Skill: NinJutsu
Effect: A technique used to detonate Exploding Tags and items that resemble the tag.
Special: "One Hand Seal - Ram"
Drawback: User may perform this technique once per tag unless user utilizes more chakra. For every tag the user wishes to detonate the user must hold onto the ram handseal for an extra handseal movement. If user wishes to detonate 30 tags the user must hold onto the seal for 30 handseal movements.
Description: Utilizing chakra, the user is able to activate the explosion mechanism of a distant explosive tags. User focuses the chakra to a nearby tag and detonates it. User must put a piece of chakra into their tag first before detonating. User is unable to detonate tags that is not theirs.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Genjutsu Kaishou (Genjutsu Cancellation)
Rank: "D", "C", "B", "A", "S"
Skill: Ninjutsu/Supplimentary
Effect: The user disrupts the chakra flow within his/her own body to escape a Genjutsu.
Special: Horse - Dragon - Dog - Boar - Monkey - Hare - Tiger
Drawback: The technique has predetermined failure rates for each skill level. The technique can only be used twice per battle.
Description: Genjutsu Kaishou is a Ninjutsu technique that allows the user to negate the effects of an enemy's Genjutsu in order to escape. Once the handseals have been formed, the user would create a disrupting flow of chakra in the brain in order to interrupt the Genjutsu and break it. However, the technique does not always work. If the technique fails, the user cannot perform the technique again until the Genjutsu wears off or is aborted by the Genjutsu user.
D-Rank: At this level the user is capable of cancelling out E-Rank Genjutsu and has a failure rate of 80 percent. A dice roll of 81-100 is required for a successful technique.
C-Rank: At this level the user is capable of cancelling out D-Rank and lower Genjutsu and has a failure rate of 75 percent. A dice roll of 76-100 is required for a successful technique.
B-Rank: At this level the user is capable of cancelling out C-Rank and lower Genjutsu and has a failure rate of 70 percent. A dice roll of 71-100 is required for a successful technique.
A-Rank: At this level the user is capable of cancelling out B-Rank and lower Genjutsu and has a failure rate of 65 percent. A dice roll of 66-100 is required for a successful technique.
S-Rank: At this level the user is capable of cancelling out A-Rank and lower Genjutsu and has a failure rate of 60 percent. A dice roll of 61-100 is required for a successful technique.
Limit: Universal Ninjutsu, Does not take away the universal NinJutsu training points. Must know a Genjutsu is in operation
Bunshin no Jutsu (Clone Skill)
Rank: "E"
Skill: GenJutsu
Effect: This technique creates intangible clones of the user. The clones are simply illusions and will dissipate when they come into contact with something.
Special: Tiger, Boar, Ox, Dog or Ram, Snake, Tiger.
Drawback: The illusions can be seen through Chakra seeing techniques. A person with normal eyes can also distinguish the clones from the original, since the clones will not disrupt the area around themselves with their movement (won't kick up dust, crush grass, etc.).
Description: Bunshin no Jutsu creates a clone of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Like Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these clones will simply disappear if come into contact, but unlike Kage Bunshin, they are substanceless, and thus cannot do any damage. These Clones may be moved around freely and easily to the user's wish.
Limit: Universal Academy technique, must have a perception.
Kakuremino no Jutsu (Magic Cloak of Invisibility Skill)
Rank: "E"
Skill: GenJutsu
Effect: This jutsu is where one uses a cloak or piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Special: ---
Drawback: A Child like technique with no true purpose unless the user is quite cunning. The user must have everything covered or else they will be seen.
Description: The user simply takes a cloak and places it around them as they then blend with the background.
Limit: Universal Academy technique, must have a perception. Must have a simple piece of Cloak.
Rank: "D"
Skill: TaiJutsu
Effect: A very simple technique with an over dramatic name, One Thousand Years of death is little more than inserting ones index fingers into an others rectum, causing constipation and embarrassment.
Special: ---
Drawback: ---
Description: A very simple technique with an over dramatic name, One Thousand Years of death is little more than inserting ones index fingers into an others rectum, causing constipation and embarrassment. The user is capable to figure out the true purpose of the jutsu: it is used in conjunction with a pointed object (usually a kunai) to attack the blind spot of an opponent. When combined with explosive tags, it can even kill an opponent. The technique is similar to a childish prank known as a kancho.
Limit: Universal Technique known for any character whether the person is Ninja or not.
"Sugoi Uetto Yubi no jutsu" (The Great Art of the wet finger in ear)
Rank: E-rank
Skill: Taijutsu, offensive
Effect: A devastating attack if use on unsuspecting enemies!
Special: The user must gathers chakra and saliva from their mouth and places it on their index finger.
Drawback: P.O people and may turn friends into enemies. May completely backfire on you....
Description: The use gathers a very a small amount of chakra and saliva from there mouth and places it on there finger. The user then proceeds to hold there finger close to their enemies ear and inserts. The user then continues and finishes off by twisting and turning there finger while it is in there opponents ear. Chakra left on the swab of spit allows the saliva to last longer and feel much more disgusting in the opponents ears. May be used with both hands, doubling the devastation against opponent. Feeling remains roughly 1 post for each finger used
Limit: Universal Academy technique (Everyone has these techniques)
Bunshin no Jutsu (Clone Skill)
Rank: "E"
Skill: GenJutsu
Effect: This technique creates intangible clones of the user. The clones are simply illusions and will dissipate when they come into contact with something.
Special: Tiger, Boar, Ox, Dog or Ram, Snake, Tiger.
Drawback: The illusions can be seen through Chakra seeing techniques. A person with normal eyes can also distinguish the clones from the original, since the clones will not disrupt the area around themselves with their movement (won't kick up dust, crush grass, etc.).
Description: Bunshin no Jutsu creates a clone of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Like Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these clones will simply disappear if come into contact, but unlike Kage Bunshin, they are substanceless, and thus cannot do any damage. These Clones may be moved around freely and easily to the user's wish.
Limit: Universal Academy technique, must have a perception.
Oiroke no Jutsu (Sexy Skill)
Rank: E-rank
Skill: NinJutsu
Effect: A Henge technique in which the user turns into the opposite sex.
Special: "Same as Henge"
Drawback: ---
Description: The jutsu appears to turn the user into a beautiful, person of the opposite sex, with clouds of smoke floating around the figure. The jutsu is extremely efficient when it comes to distracting an opponent, primarily male, and also works well for exposing perverts.
Limit: Must know Henge no Jutsu (Transformation Skill), Automaticly gained when the user knows Henge no Jutsu (Transformation Skill).
"Chakra Antiseptic"
Rank: E-ranked
Skill: Ninjutsu, supplementary
Effect: Chakra kills very minor germs
Special: (All handseals) X 2
Drawback: Never used during battle (Too slow in preparation), No healing what so ever (See more below)
Bacteria, poisons, that are above E-rank (Such as one that can be produced by a clan or person) cannot be stopped
Description: A rather simple Academy technique taught to all students on a universal level as first aid treatment. This technique allows the user to kill very weak bacteria and pathogens which enter into small cuts and slashes. Originated from the fact that children often hurt themselves while playing; receiving small cuts and bruises while doing so. This technique was also created as a method for students to practice the many handseals over and over again.
Once the user performs a the long string of seals, there finger tips glow with blue chakra, which allows them to disinfect wounds. No healing is gained from the cleaning of the users wounds or the wounds of others, except for natural healing. Boo boo's can't be larger then 1 inches long and 1/4 of an inch deep. At that point, a medic and medic jutsus are needed. Stings mildly as well.
The user places their fingers on the small cuts and the chakra will begin to destroy the weak germs
Limit: Universal Academy technique (Everyone has these techniques)
"Chakra Water purify"
Rank: D-ranked
Skill: Ninjutsu, supplementary
Effect: Chakra removes harmful pathogens from water
Special: (All handseals) X4
Drawback: Never used during battle (to slow in preparation) (See more below)
Description: Very similar to Chakra antiseptic. After performing a long string of handseals, the user cups a small amount of water between there hands (Roughly 8fl.oz) and flows there chakra through it. The user baths the water in there chakra for about 6 seconds and kills small and harmful bacteria and pathogens in water. Water being such an essential source of life, its necessary for everyone to know this technique (taught usually during academy survival classes). The user can only purify the water in which they cup and cannot clean highly toxic/poisoned water. The water purified is usually water retrieved from nearby lakes, rivers of even puddles. The user can purify bottles of water if they wish, placing there hands on a filled bottle of water and letting the chakra do the task for them once more. This technique only kills minor bacteria, it does not stop poisons or other type of toxins.
Limit: Universal Academy technique (Everyone knows this technique)
Henge no Jutsu (Transformation Skill)
Rank: E Rank
Skill: NinJutsu
Effect: Allows the user to transform into an animal or human of size or few feet larger.
Special: Dog, Boar, Reverse Ram
Drawback: You can never gain the attributes of what you turn into. You are only capable of transforming into a human or animal that is of size, or few inches smaller. If hit once the user immediately reverts back to their original state.
Description: When using the seals of the Dog, Boar, and Reverse Ram the user quickly transforms into any human or animal that is of size or a few inches smaller, or even a few feet larger. The user at this stage is only capable of holding the form for four turns at a time.
Limit: ---
Kawarimi no Jutsu (Body Switch Skill)
Rank: "E"
Skill: Ninjutsu
Effect: The Replacement technique. A technique where one quickly replaces their body with an animal or an object by making it seem like they were attacked, this usually distracts and confuses an enemy and create a chance to attack.
Special: ---
Drawback: A user may only switch with an object of similar size from the nearby area. A user must perform the jutsu ahead of time, and not within the same round they are attacking in. The Background must be explained correctly in order to perform. The user may not switch with an object on them, only something around them. The technique only works within a distance of five meters from the user. Objects changed may only be of at the most two feet in different fo size. A user may not perform this technique, and perform other techniques after because it gives out the position of the user. This technique does not work on area effect techniques that exceed the user's capabilities of performing Kawarimi no Jutsu (Body Switch Skill)
Description: The Kawarimi no Jutsu, allows a ninja to dodge attacks, whether they are weapons such as kunai, ninjutsu, taijutsu, or any other attack type. Coupled with other jutsu, it can be very effective in confusing your opponent, and catching them off-guard. The only downside, is it often takes a strategic mind to effectively utilize it, not that it can't be useful in the hands of an inexperienced ninja.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Nawanuke no Jutsu (Rope Untying Skill)
Rank: "E"
Skill: NinJutsu/TaiJutsu
Effect: The Untying technique allows a user to get out of simple, and exotic knots quite easily that consist of rope tying.
Special: "Handseals"
Drawback: This does not work against fully restrained type of creations such as shackles, as well as exotic pillars and benches.
Description: This is a technique taught to all Ninjas. Whenever a user is tied up in a simple, or exotic knot made by rope the user is easily capable of getting out of the technique.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Jibaku Fuda: Kassei, 自爆札・活 (Exploding Tag: Activate)
Rank: "E" Rank
Skill: NinJutsu
Effect: A technique used to detonate Exploding Tags and items that resemble the tag.
Special: "One Hand Seal - Ram"
Drawback: User may perform this technique once per tag unless user utilizes more chakra. For every tag the user wishes to detonate the user must hold onto the ram handseal for an extra handseal movement. If user wishes to detonate 30 tags the user must hold onto the seal for 30 handseal movements.
Description: Utilizing chakra, the user is able to activate the explosion mechanism of a distant explosive tags. User focuses the chakra to a nearby tag and detonates it. User must put a piece of chakra into their tag first before detonating. User is unable to detonate tags that is not theirs.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Genjutsu Kaishou (Genjutsu Cancellation)
Rank: "D", "C", "B", "A", "S"
Skill: Ninjutsu/Supplimentary
Effect: The user disrupts the chakra flow within his/her own body to escape a Genjutsu.
Special: Horse - Dragon - Dog - Boar - Monkey - Hare - Tiger
Drawback: The technique has predetermined failure rates for each skill level. The technique can only be used twice per battle.
Description: Genjutsu Kaishou is a Ninjutsu technique that allows the user to negate the effects of an enemy's Genjutsu in order to escape. Once the handseals have been formed, the user would create a disrupting flow of chakra in the brain in order to interrupt the Genjutsu and break it. However, the technique does not always work. If the technique fails, the user cannot perform the technique again until the Genjutsu wears off or is aborted by the Genjutsu user.
D-Rank: At this level the user is capable of cancelling out E-Rank Genjutsu and has a failure rate of 80 percent. A dice roll of 81-100 is required for a successful technique.
C-Rank: At this level the user is capable of cancelling out D-Rank and lower Genjutsu and has a failure rate of 75 percent. A dice roll of 76-100 is required for a successful technique.
B-Rank: At this level the user is capable of cancelling out C-Rank and lower Genjutsu and has a failure rate of 70 percent. A dice roll of 71-100 is required for a successful technique.
A-Rank: At this level the user is capable of cancelling out B-Rank and lower Genjutsu and has a failure rate of 65 percent. A dice roll of 66-100 is required for a successful technique.
S-Rank: At this level the user is capable of cancelling out A-Rank and lower Genjutsu and has a failure rate of 60 percent. A dice roll of 61-100 is required for a successful technique.
Limit: Universal Ninjutsu, Does not take away the universal NinJutsu training points. Must know a Genjutsu is in operation
Bunshin no Jutsu (Clone Skill)
Rank: "E"
Skill: GenJutsu
Effect: This technique creates intangible clones of the user. The clones are simply illusions and will dissipate when they come into contact with something.
Special: Tiger, Boar, Ox, Dog or Ram, Snake, Tiger.
Drawback: The illusions can be seen through Chakra seeing techniques. A person with normal eyes can also distinguish the clones from the original, since the clones will not disrupt the area around themselves with their movement (won't kick up dust, crush grass, etc.).
Description: Bunshin no Jutsu creates a clone of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Like Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these clones will simply disappear if come into contact, but unlike Kage Bunshin, they are substanceless, and thus cannot do any damage. These Clones may be moved around freely and easily to the user's wish.
Limit: Universal Academy technique, must have a perception.
Kakuremino no Jutsu (Magic Cloak of Invisibility Skill)
Rank: "E"
Skill: GenJutsu
Effect: This jutsu is where one uses a cloak or piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Special: ---
Drawback: A Child like technique with no true purpose unless the user is quite cunning. The user must have everything covered or else they will be seen.
Description: The user simply takes a cloak and places it around them as they then blend with the background.
Limit: Universal Academy technique, must have a perception. Must have a simple piece of Cloak.
Water Jutsu:
Suichuu (Underwater)
Rank: D
Skill: Ninjutsu
Effect: Allows the user stay underwater for some time.
Difficulty Class
D Rank Difficulty Class - 20 minutes
C Rank Difficulty Class - 40 minutes
B Rank Difficulty Class - 80 minutes
A Rank Difficulty Class - 120 minutes
S Rank Difficulty Class - 180 minutes
Special: "Handseals"
Drawback: After returning to surface the user must rest half of the time used underwater. As example, if the user has stayed under for 20 minutes, he’ll have to rest 10 minutes before the jutsu can be used again.
Description: Simple technique used by channeling chakra to mouth, lungs, ears and eyes. With chakra moved to mouth and lungs the user gathers air from the water and is able breath underwater, chakra guided to ears protects from the aching caused by pressure, lenses of chakra protecting eyes work like swim goggles.
Limit: Anyone can learn it, the techinque doesn’t even need a scroll, smart ninjas should be able to figure out the process on their own.
Ochiru Ame no Jutsu (Falling Rain Technique)
Rank: "D","C", "B", "A", "S"
Skill: Ninjutsu
Effect: User creates rainfall
Special: "Handseals"
Drawback: Nothing besides continous mana drain.
Description:
"D" - User uses chakra to throw water either summoned through her Kuchiyose technique or water randomly lying around into the air and suspended there for a few turns, dependant on how much chakra User uses.
"C" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself.
"B" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended.
"A" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, User no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. Very small amount of chakra is necessary for the continued rainfall.
"S" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, User no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. At this stage, water will fall continously from the sky until User cancels the technique. Next to no chakra is needed to continue the rain.
Limit: Water Release
Deido Nohara no Jutsu (Mud Field)
Rank: D
Skill:Ninjutsu
Effect:Causes the area(10m x 10m) around the user, given that it is some sort of sand, dust, dirt, or weak stone, to become mud.
Special: "Handseals"
Drawback: It doesn’t work in certain environments, such as tile and metallic floors.
Description:After the hand signs are performed, the user slams his/her hands into the ground. If the environment allows it, the area around the user will become a thick and heavy mud. No chakra is required to maintain the state of the area.
Limit: Earth Release, Water Release
Rank: D
Skill: Ninjutsu
Effect: Allows the user stay underwater for some time.
Difficulty Class
D Rank Difficulty Class - 20 minutes
C Rank Difficulty Class - 40 minutes
B Rank Difficulty Class - 80 minutes
A Rank Difficulty Class - 120 minutes
S Rank Difficulty Class - 180 minutes
Special: "Handseals"
Drawback: After returning to surface the user must rest half of the time used underwater. As example, if the user has stayed under for 20 minutes, he’ll have to rest 10 minutes before the jutsu can be used again.
Description: Simple technique used by channeling chakra to mouth, lungs, ears and eyes. With chakra moved to mouth and lungs the user gathers air from the water and is able breath underwater, chakra guided to ears protects from the aching caused by pressure, lenses of chakra protecting eyes work like swim goggles.
Limit: Anyone can learn it, the techinque doesn’t even need a scroll, smart ninjas should be able to figure out the process on their own.
Ochiru Ame no Jutsu (Falling Rain Technique)
Rank: "D","C", "B", "A", "S"
Skill: Ninjutsu
Effect: User creates rainfall
Special: "Handseals"
Drawback: Nothing besides continous mana drain.
Description:
"D" - User uses chakra to throw water either summoned through her Kuchiyose technique or water randomly lying around into the air and suspended there for a few turns, dependant on how much chakra User uses.
"C" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself.
"B" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended.
"A" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, User no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. Very small amount of chakra is necessary for the continued rainfall.
"S" - User uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra User uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, User no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. At this stage, water will fall continously from the sky until User cancels the technique. Next to no chakra is needed to continue the rain.
Limit: Water Release
Deido Nohara no Jutsu (Mud Field)
Rank: D
Skill:Ninjutsu
Effect:Causes the area(10m x 10m) around the user, given that it is some sort of sand, dust, dirt, or weak stone, to become mud.
Special: "Handseals"
Drawback: It doesn’t work in certain environments, such as tile and metallic floors.
Description:After the hand signs are performed, the user slams his/her hands into the ground. If the environment allows it, the area around the user will become a thick and heavy mud. No chakra is required to maintain the state of the area.
Limit: Earth Release, Water Release
Lightning Jutsu:
Setsuna Hibana(Instant Spark)
Rank: E
Skill: Ninjutsu
Effect: Creates a spark instantaneously at said target location
Special: Ox
Drawback: --
Description: The user focuses chakra at a certain point on the target and creates a small amount of friction in the air, sparking the area. This can be done almost instantaneously, but causes almost zero damage due to the small nature of the spark. It cannot cause paralysis or blindness, nor any other sort of damage. Usually a prank children use on each other like a game of tag, but with sparks for a small kick.
Limit: Lightning Release
Raiton - Raikyuu (Lightning Ball)
Rank: "D"Rank
Skill: NinJutsu
Effect: Creates a ball of lightning used to where the technique is capable of being hurled towards the person.
Special: "Hand Seals"
Drawback: The user is unable to move while using this technique.
Description: The user does an amount of handseals as they quickly concentrate on the chakra along the palm of their hands. The technique is used to where they create a small ball of lightning to where the user is capable of hurling it towards the opponent. This technique is weak however and is only capable of paralyzing an opponent for approximately one round no matter how strong the opponent may be.
Limit: Lightning Release
Raiton: Hirameki no Jutsu (Lightning Flash)
Rank: D
Skill: Ninjutsu
Effect: Causes a blinding flash that can disorientate enemies (up to 10m)
Special: Rat
Drawback: ---
Description:The user holds the rat handseal and closes their eyes, gathering chakra into them. The user then opens them suddenly, and emits an extremely bright flash from their eyes that can temporarily blind and/or disorientate enemies. The blinding effect usually lasts one turn.
Limit: Lightning Release
Raiton • Raikou Yama No Jutsu [Lightning Release • Lightning Bullet]
Rank: D-Ranked
Skill: Ninjutsu
Effect: The users fingertips begin to glow a light blue as they fire off lightning bolts from the fingertips.
Special: Tiger, Serpent, Dragon
Drawback: After being used multiple times they begin to numb the user’s finger making it very difficult to use weapon’s such as Bows, Swords, or even Kunai. Can be trained multiple times to increase the amount of times that it is capable of using without making finger’s numb
Description: Once the user has performed the required handseals the user will outstretch his hands and his fingers. Chakra will be rapidly gathered their and suddenly each finger will begin to emit electricity. The user will then move their hands back and fling them forward releasing the Lightning Bullets at the opponent. The Bullet’s look like small marble-sized balls of lightning with is giving off a constant discharge. The balls travel as fast as a person can throw a kunai or shuriken.
Limit: Lightning Release
Rank: E
Skill: Ninjutsu
Effect: Creates a spark instantaneously at said target location
Special: Ox
Drawback: --
Description: The user focuses chakra at a certain point on the target and creates a small amount of friction in the air, sparking the area. This can be done almost instantaneously, but causes almost zero damage due to the small nature of the spark. It cannot cause paralysis or blindness, nor any other sort of damage. Usually a prank children use on each other like a game of tag, but with sparks for a small kick.
Limit: Lightning Release
Raiton - Raikyuu (Lightning Ball)
Rank: "D"Rank
Skill: NinJutsu
Effect: Creates a ball of lightning used to where the technique is capable of being hurled towards the person.
Special: "Hand Seals"
Drawback: The user is unable to move while using this technique.
Description: The user does an amount of handseals as they quickly concentrate on the chakra along the palm of their hands. The technique is used to where they create a small ball of lightning to where the user is capable of hurling it towards the opponent. This technique is weak however and is only capable of paralyzing an opponent for approximately one round no matter how strong the opponent may be.
Limit: Lightning Release
Raiton: Hirameki no Jutsu (Lightning Flash)
Rank: D
Skill: Ninjutsu
Effect: Causes a blinding flash that can disorientate enemies (up to 10m)
Special: Rat
Drawback: ---
Description:The user holds the rat handseal and closes their eyes, gathering chakra into them. The user then opens them suddenly, and emits an extremely bright flash from their eyes that can temporarily blind and/or disorientate enemies. The blinding effect usually lasts one turn.
Limit: Lightning Release
Raiton • Raikou Yama No Jutsu [Lightning Release • Lightning Bullet]
Rank: D-Ranked
Skill: Ninjutsu
Effect: The users fingertips begin to glow a light blue as they fire off lightning bolts from the fingertips.
Special: Tiger, Serpent, Dragon
Drawback: After being used multiple times they begin to numb the user’s finger making it very difficult to use weapon’s such as Bows, Swords, or even Kunai. Can be trained multiple times to increase the amount of times that it is capable of using without making finger’s numb
Description: Once the user has performed the required handseals the user will outstretch his hands and his fingers. Chakra will be rapidly gathered their and suddenly each finger will begin to emit electricity. The user will then move their hands back and fling them forward releasing the Lightning Bullets at the opponent. The Bullet’s look like small marble-sized balls of lightning with is giving off a constant discharge. The balls travel as fast as a person can throw a kunai or shuriken.
Limit: Lightning Release
Earth Jutsu:
Doton Soushi no Jutsu (Rock Creation Technique)
Rank: "D" "C" "B" "A" "S"
Skill: NinJutsu
Effect: A technique where the user takes the time to formulate, or create Rock in order to use other types of techniques for great usages.
Special: "Handseals"
Drawback: Must be learned more and more in order to be capable of performing better, and capable of producing more Rock like formations for other types of techniques. Cannot be used on Sand
Description: What occurs is that the user takes the time to push down into the ground their own chakra. As the user does this the user takes the earth like materials found within the ground which is the components of soil as they begin to formulate and harden them all around in order to create harden rock like materials. The user may slam their hands against the ground in order to use this technique or just by pushing their chakra down to the ground. A user can gain the capability of grabbing onto the very ground and molding a piece of earth into a hardened like rock. The more the user learns and the higher the Difficulty class the user becomes the more they are capable of mastering this type of technique. When first learned the user is only capable of formulating rock into the size of their hand. When the user learns the "C" Rank, version this type increases to five meters in radius. Each time learned after that, the distance increases by ten feet giving a total distance of thirty-five meters in a radius distance. For each Difficulty class the User is the larger number this distance becomes. Each Difficulty class after C The distance increases by Ten meters. This means that if a user becomes S Rank in Difficulty Class and learns the S Rank Version of this technique the user is capable of formulating Rock within a Seventy-Five meters Radius.
Limit: Needs the Earth Release
Rank: "D" "C" "B" "A" "S"
Skill: NinJutsu
Effect: A technique where the user takes the time to formulate, or create Rock in order to use other types of techniques for great usages.
Special: "Handseals"
Drawback: Must be learned more and more in order to be capable of performing better, and capable of producing more Rock like formations for other types of techniques. Cannot be used on Sand
Description: What occurs is that the user takes the time to push down into the ground their own chakra. As the user does this the user takes the earth like materials found within the ground which is the components of soil as they begin to formulate and harden them all around in order to create harden rock like materials. The user may slam their hands against the ground in order to use this technique or just by pushing their chakra down to the ground. A user can gain the capability of grabbing onto the very ground and molding a piece of earth into a hardened like rock. The more the user learns and the higher the Difficulty class the user becomes the more they are capable of mastering this type of technique. When first learned the user is only capable of formulating rock into the size of their hand. When the user learns the "C" Rank, version this type increases to five meters in radius. Each time learned after that, the distance increases by ten feet giving a total distance of thirty-five meters in a radius distance. For each Difficulty class the User is the larger number this distance becomes. Each Difficulty class after C The distance increases by Ten meters. This means that if a user becomes S Rank in Difficulty Class and learns the S Rank Version of this technique the user is capable of formulating Rock within a Seventy-Five meters Radius.
Limit: Needs the Earth Release
Wood Jutsu:
Moku Kawarimi no Jutsu (Wood Replacement Skill)
Rank: "D" Rank
Skill: NinJutsu
Effect: A technique that switches a user with a wood technique created by a user of the Wood Release
Special: ---
Drawback: ---
Description: By using the Kawarimi no Jutsu the user is capable of using any wood technique that is in the user's disposal in the short distance and is capable of instantly switching the user with the wood technique away from harm's way.
Limit: Must have the Wood Release
Mokuton: Toge Shuriken No Jutsu (Splinter Shuriken Technique)
Rank: D
Skill: Ninjutsu
Effect: The user makes shuriken out of splinters.
Special: Handseals “Horse” “Snake” “Ram” “Boar”
Drawback: None
Description: This jutsu is used after a piece of wood is shattered, or if the user’s Mokuton Jutsu is shattered. The user will use their chakra to pick up the splinters and then hurtle them at the enemy much like shuriken.
Limit: Mokuton Jutsu
Mokuton: Kodate No Mokuzai No Jutsu (Buckler of Wood Technique)
Rank: D, C
Skill: Supplementary Ninjutsu
Effect: The user makes a small buckler type shield that is connected to the user’s forearms.
Special: Handseals “Ram” “Snake” “Ram”
Drawback: None
Description: The user will perform the handseals and create a small circular buckler-type shield that will be attached to the user’s forearm. This shield is normal wood so it can break if it is hit with sufficient force. The “C” Rank jutsu is when the user creates two shields, one on each arm.
Limit: Mokuton Jutsu
Mokuton: Ooeda Souken No Jutsu (Large Branch Creation Technique)
Rank: D
Skill: Ninjutsu
Effect: The user will create a large branch to use as a club or weapon.
Special: Handseals “Snake” “Monkey” “Ram”
Drawback: None
Description: The user does the handseals and then puts out his arm. The user gathers chakra in his arms and a large branch grows from the user’s hand. When the branch is created the user can grasp it and swing it around like a large club. It can break like any normal piece of wood.
Limit: Mokuton Jutsu
Rank: "D" Rank
Skill: NinJutsu
Effect: A technique that switches a user with a wood technique created by a user of the Wood Release
Special: ---
Drawback: ---
Description: By using the Kawarimi no Jutsu the user is capable of using any wood technique that is in the user's disposal in the short distance and is capable of instantly switching the user with the wood technique away from harm's way.
Limit: Must have the Wood Release
Mokuton: Toge Shuriken No Jutsu (Splinter Shuriken Technique)
Rank: D
Skill: Ninjutsu
Effect: The user makes shuriken out of splinters.
Special: Handseals “Horse” “Snake” “Ram” “Boar”
Drawback: None
Description: This jutsu is used after a piece of wood is shattered, or if the user’s Mokuton Jutsu is shattered. The user will use their chakra to pick up the splinters and then hurtle them at the enemy much like shuriken.
Limit: Mokuton Jutsu
Mokuton: Kodate No Mokuzai No Jutsu (Buckler of Wood Technique)
Rank: D, C
Skill: Supplementary Ninjutsu
Effect: The user makes a small buckler type shield that is connected to the user’s forearms.
Special: Handseals “Ram” “Snake” “Ram”
Drawback: None
Description: The user will perform the handseals and create a small circular buckler-type shield that will be attached to the user’s forearm. This shield is normal wood so it can break if it is hit with sufficient force. The “C” Rank jutsu is when the user creates two shields, one on each arm.
Limit: Mokuton Jutsu
Mokuton: Ooeda Souken No Jutsu (Large Branch Creation Technique)
Rank: D
Skill: Ninjutsu
Effect: The user will create a large branch to use as a club or weapon.
Special: Handseals “Snake” “Monkey” “Ram”
Drawback: None
Description: The user does the handseals and then puts out his arm. The user gathers chakra in his arms and a large branch grows from the user’s hand. When the branch is created the user can grasp it and swing it around like a large club. It can break like any normal piece of wood.
Limit: Mokuton Jutsu
Nara Clan:
Kagemane no Jutsu (Shadow Imitation Technique) x1
Rank: "C"
Skill: NinJutsu
Effect: The Kagemane no Jutsu (Shadow Imitation Technique) allows the user to extend their shadow on any surface, including water, and as far as they know and as long as there is sufficient area.
Special: "Holds Rat Seal" Technique performs after length of normal handseals.
Drawback: Tiring to use repeatedly. The ability is subject to some form of diminishing return and decreases in potency after repeated use. If the user is low on chakra, the performance rate of the technique also deteriorates. Insufficient lightning will make the technique less effective. A particularly strong opponent can also resist the shadow's forced imitation. May only change directions within the span of 60 degrees. When retracting the technique it may only retract by retracing where it has gone.
Description: Once the user's shadow comes in contact with the target's shadow, the two merge and the target is forced to imitate the user's movements. The user and the target could both throw a kunai. It is recommended to keep all weapons in areas where they normally don't keep them.
First Learned user uses technique up to 10 meters. Each time learned gains an extra 10 meters.
After 50 meters user must train an extra 10 TP per tech - TP Does not go down by Class Level.
After 100 meters user must train an extra 10 TP per tech - TP Does not go down by Class Level.
After 150 meters user must train an extra 10 TP per tech - TP Does not go down by Class Level.
Cap of this technique is 200 meters.
Technique may travel 10 meters per second plus 5 meters per Class Level.
Every 20 meters user is able to split the shadow by 1 giving a maximum of 10 splits.
Each split shares the max amount of distance user is able to perform this technique.
Every time used in a single mission that is in the time-span of 1 I.C. day will reduce max distance by 5 meters.
User may hold an opponent for 4 rounds plus 1 round per 50 meters.
Every Class level the opponent is higher than user the time limit reduces by 1 round.
If user is a Master of the Clan the amount of rounds increases by 1 round.
When user's Chakra reduces by 1/4 their max distance reduces by 1/4. Same mathematics occurs the more chakra is used. (Use Honor System).
May only use other Nara Techniques in conjunction with this technique.
Limit: Must be part of the Nara Clan.
Rank: "C"
Skill: NinJutsu
Effect: The Kagemane no Jutsu (Shadow Imitation Technique) allows the user to extend their shadow on any surface, including water, and as far as they know and as long as there is sufficient area.
Special: "Holds Rat Seal" Technique performs after length of normal handseals.
Drawback: Tiring to use repeatedly. The ability is subject to some form of diminishing return and decreases in potency after repeated use. If the user is low on chakra, the performance rate of the technique also deteriorates. Insufficient lightning will make the technique less effective. A particularly strong opponent can also resist the shadow's forced imitation. May only change directions within the span of 60 degrees. When retracting the technique it may only retract by retracing where it has gone.
Description: Once the user's shadow comes in contact with the target's shadow, the two merge and the target is forced to imitate the user's movements. The user and the target could both throw a kunai. It is recommended to keep all weapons in areas where they normally don't keep them.
First Learned user uses technique up to 10 meters. Each time learned gains an extra 10 meters.
After 50 meters user must train an extra 10 TP per tech - TP Does not go down by Class Level.
After 100 meters user must train an extra 10 TP per tech - TP Does not go down by Class Level.
After 150 meters user must train an extra 10 TP per tech - TP Does not go down by Class Level.
Cap of this technique is 200 meters.
Technique may travel 10 meters per second plus 5 meters per Class Level.
Every 20 meters user is able to split the shadow by 1 giving a maximum of 10 splits.
Each split shares the max amount of distance user is able to perform this technique.
Every time used in a single mission that is in the time-span of 1 I.C. day will reduce max distance by 5 meters.
User may hold an opponent for 4 rounds plus 1 round per 50 meters.
Every Class level the opponent is higher than user the time limit reduces by 1 round.
If user is a Master of the Clan the amount of rounds increases by 1 round.
When user's Chakra reduces by 1/4 their max distance reduces by 1/4. Same mathematics occurs the more chakra is used. (Use Honor System).
May only use other Nara Techniques in conjunction with this technique.
Limit: Must be part of the Nara Clan.
Reason for Editing: Added rank, A D class under it