Minoru Hyuuga [finished].
Apr 29, 2018 9:41:58 GMT -7
Post by Minoru Hyuuga on Apr 29, 2018 9:41:58 GMT -7
Replacements and changes:
Replaced my old suiton jutsus:
With the new suiton jutsus:
Replaced these jutsus:
With these jutsus:
Replaced the old toughness jutsus with new toughness jutsus.
Replaced my old suiton jutsus:
Suiton no jutsu (Water release skill). Freebie 2.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of water. This means that any ninjutsu or specialized taijutsu that deals the water release will need this in order to be performed correctly.
Limit: ---
Suiton: Oxyhydro conversion technique.
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: Converts oxygen and hydrogen in the air into water.
Special: Automatic when performing a water jutsu.
Drawback: It is easy to exceed your chakra level when creating large amounts of chakra- the amount of water needed will automatically be created when you cast a water jutsu when you are not around a water source. Therefore, if you cast a technique and you do not have enough chakra to cast both the technique and create the amount of water necessary, user is incapable of making the technique work.
Description: After spending a large amount of time utilizing water techniques, the water shinobi begins to understand the true composition of water. They use this to such an effect that they can create water out of nothing. This is automatic when casting a water jutsu and there is no water source. Be honorable when creating techniques. A small bottle of water does not have enough substance to create a clone.
Limit: Must have 500 training points into techniques that focus only on suiton no jutsu. Once you have obtained 500 training points in suiton techniques, they gain this technique automatically.
Suichuu (Underwater).
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: Allows the user stay underwater for some time.
Difficulty Class: “D” Rank Difficulty Class - 20 minutes.
Special: ----
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.
Suiton: Chiisaimizubakahatsu (Tiny water explosion).
Rank: “D” Rank.
Type: Ninjutsu.
Effect: Creates a small wave of water that rushes towards an opponent.
Special: “Handseals”.
Drawback: N/A.
Description: The user performs the handseals described in special. There, they release chakra into the water and send a small tidal wave (about five feet tall) towards the opponent. The water moves at a speed of about ten miles per hour, so a direct hit from the water can be painful, but not life-threatening.
Limit: Water release.
Suiton: Shougekiha no jutsu (Water release: Art of the shock wave).
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: The user creates a situation where a wave can be created, but the user controls exactly when the wave will appear.
Special: “Handseals”.
Drawback: After three posts, the chakra fades away and the technique is wasted.
Description: The user performs handseals and gathers chakra, the user releases chakra into a body of water, once that is done the user has three posts to command a wave to hit the target before the chakra fades away. This wave can come from any direction and any place from within fifteen meters of the user at “D” Rank. At “D” Rank the wave is eight feet high.
Limit: Water release.
Mizu bunshin no jutsu (Water clone). Can make six clones.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: ---
Special: “Handseals”
Drawback: ---
Description: Mizu bunshin no jutsu is a ninjutsu technique that utilizes water to create a bunshin clone. Unlike a normal bunshin, the mizu bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited; however, it can not travel very far from the original body. If the mizu bunshin is injured, the clone will usually revert back into its natural water state. When first learned the user is capable of having or capable of creating up to five clones. Each time learned the user learns this technique the number of clones is capable of increasing by one. The maximum amount of clones is ten for the difficulty class of “D” Rank. For each difficulty rank increase the number increases by five of maximum but learning is still one per learned.
Kirigakure no jutsu (Hidden mist skill).
Rank: “C” Rank
Skill: Ninjutsu
Effect: A skill where a user uses the water around them to create a massive mist to fill around the user.
Special: “Handseals”.
Drawback: ---
Description: A skill which creates a very dense fog that decreases the surrounding visibility to near zero. It produces an environment perfect for a silent assassin who follows an opponent through sound. This mist can not be blown away by any type of wind jutsu.
Limit: Water release.
Suiton: Mahou mizu misairu renda no jutsu (Water release: Magic water missile barrage technique).
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: ---
Special: “Handseals”.
Description: User focuses their chakra into tiny bits of water, condensing them to form nearly-solid balls while still retaining their liquid properties. The balls levitate in the air, much like in the system involved with Ochiru ame no jutsu. The balls will then fly at the opponent, and depending on the amount of chakra used to throw them, the “missiles” can easily dent thick metal armor or to knock down wooden doors on metal hinges. When a “missile” strikes an opponent, the chakra holding the water together will release into the atmosphere, causing the water to loose its ball-like shape and revert back into flowing water. Only 10 missiles can be created at a time, but when one is used, another can be instantly recreated for an additional cost in chakra.
Limit: Must have water release.
Suiton: Mizu kunai no jutsu (Water kunai).
Rank: “C” Rank.
Type: Ninjutsu.
Effect: Creates kunai, shuriken or senbon out of water.
Special: “Handseals”.
Description: The user creates kunai, shuriken, or senbon out of water. The user can create a total of five kunai, fifteen shuriken, or twenty five senbon at once with the jutsu. After striking a solid object, they lose their shape about three seconds later.
Limit: Water release.
Suiton: Mahou mizu misairu bakuhatsu (Water release: Magic water missile explosion).
Rank: “B” Rank.
Skill: Ninjutsu, offensive.
Effect: An advanced form of the Mahou mizu misairu renda, this technique creates more ‘magic water missiles’ and causes them to release a powerful concussive force upon impact.
Special: “Handseals”.
Drawback: Only twenty five missiles are created at once. Can be dodged.
Description: An advancement of the suiton technique, “magic water missile barrage”, this ability allows the user the ability to create fifteen additional balls, highly condensed and saturated with the user’s chakra. Once created, these balls utilize the power of ochiru ame no jutsu to stay within the air. The user is capable of directing these balls with his or her hands.
These balls, then, when launched, are shot forward at speeds that reach about three meters per second. This makes them difficult to dodge, especially if the user attacks with a lot of them. Upon impact, the ‘missiles’ will release their stored chakra, creating a powerful spraying force that is capable of ripping through steel in the area of the ‘explosion’, which is about one inch in diameter.
Limit: Must know mahou mizu misairu renda.
Suikoudan no jutsu - Water shark projectile technique.
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: Creates a shark of condensed water that leaps from its water source and quickly rushes to its target where it explodes on contact.
Special: “Handseals”.
Drawback: Requires a water source.
Description: After forming handseals, the user forms a shark from water near them which will leap from the body of water. The projectile will quickly lock onto its target and fly towards it, exploding on contact with enough force to severely damage an unarmored opponent. The shark will move as fast as a taijutsu master of the same rank as the user.
Limit: Water release.
Suiton – Suijinheki (Water encampment wall).
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: Creates a wall of water in order to act as a barrier for the users.
Special: “Handseals”.
Drawback: ---
Description: Suijinheki is a ninjutsu technique utilizing the water element. The ninja does a string of hand seals and the proceeds to blow out a jet of water from their mouth to act as a water barrier from incoming attack. This water can also be directed at an opponent with a simple movement of the user’s hands. This is the type of technique where it is capable of blocking different types of techniques. If the technique is not the opposite of water it is capable of deflecting or blocking against techniques that are within the ranks of “B” or lower.
Limit: Water release.
Suiton: Bakurestu mizu ito (Exploding water thread).
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: If any, water thrown, instantly turns to a senbon-like form then on contact explodes.
Special: “Handseals”.
Drawback: If touched by yourself you will be exploded on.
Description: Once activated water that is falling, thrown, or created by the user in some way is instantly turned into a condensed senbon needle. Chakra compressed within the senbon pushes the water outward explosively when touched. If the senbon is touched in any way, it will explode on its contact. The damage from explosion is mild, but if used in great quantity, then the damage to the target is more severe.
Limit: Water release, some source of water.
Suiton: Daibakufu no jutsu (Grand waterfall).
Rank: “A” Rank.
Skill: Ninjutsu.
Effect: ---
Special: “Handseals”.
Drawback: ---
Description: This is a ninjutsu technique utilizing the water element. After doing the needed hand seals, a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water, the target will be fully enveloped by the water and at its mercy as is pulls them away.
Limit: Water release.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of water. This means that any ninjutsu or specialized taijutsu that deals the water release will need this in order to be performed correctly.
Limit: ---
Suiton: Oxyhydro conversion technique.
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: Converts oxygen and hydrogen in the air into water.
Special: Automatic when performing a water jutsu.
Drawback: It is easy to exceed your chakra level when creating large amounts of chakra- the amount of water needed will automatically be created when you cast a water jutsu when you are not around a water source. Therefore, if you cast a technique and you do not have enough chakra to cast both the technique and create the amount of water necessary, user is incapable of making the technique work.
Description: After spending a large amount of time utilizing water techniques, the water shinobi begins to understand the true composition of water. They use this to such an effect that they can create water out of nothing. This is automatic when casting a water jutsu and there is no water source. Be honorable when creating techniques. A small bottle of water does not have enough substance to create a clone.
Limit: Must have 500 training points into techniques that focus only on suiton no jutsu. Once you have obtained 500 training points in suiton techniques, they gain this technique automatically.
Suichuu (Underwater).
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: Allows the user stay underwater for some time.
Difficulty Class: “D” Rank Difficulty Class - 20 minutes.
Special: ----
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.
Suiton: Chiisaimizubakahatsu (Tiny water explosion).
Rank: “D” Rank.
Type: Ninjutsu.
Effect: Creates a small wave of water that rushes towards an opponent.
Special: “Handseals”.
Drawback: N/A.
Description: The user performs the handseals described in special. There, they release chakra into the water and send a small tidal wave (about five feet tall) towards the opponent. The water moves at a speed of about ten miles per hour, so a direct hit from the water can be painful, but not life-threatening.
Limit: Water release.
Suiton: Shougekiha no jutsu (Water release: Art of the shock wave).
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: The user creates a situation where a wave can be created, but the user controls exactly when the wave will appear.
Special: “Handseals”.
Drawback: After three posts, the chakra fades away and the technique is wasted.
Description: The user performs handseals and gathers chakra, the user releases chakra into a body of water, once that is done the user has three posts to command a wave to hit the target before the chakra fades away. This wave can come from any direction and any place from within fifteen meters of the user at “D” Rank. At “D” Rank the wave is eight feet high.
Limit: Water release.
Mizu bunshin no jutsu (Water clone). Can make six clones.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: ---
Special: “Handseals”
Drawback: ---
Description: Mizu bunshin no jutsu is a ninjutsu technique that utilizes water to create a bunshin clone. Unlike a normal bunshin, the mizu bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited; however, it can not travel very far from the original body. If the mizu bunshin is injured, the clone will usually revert back into its natural water state. When first learned the user is capable of having or capable of creating up to five clones. Each time learned the user learns this technique the number of clones is capable of increasing by one. The maximum amount of clones is ten for the difficulty class of “D” Rank. For each difficulty rank increase the number increases by five of maximum but learning is still one per learned.
Kirigakure no jutsu (Hidden mist skill).
Rank: “C” Rank
Skill: Ninjutsu
Effect: A skill where a user uses the water around them to create a massive mist to fill around the user.
Special: “Handseals”.
Drawback: ---
Description: A skill which creates a very dense fog that decreases the surrounding visibility to near zero. It produces an environment perfect for a silent assassin who follows an opponent through sound. This mist can not be blown away by any type of wind jutsu.
Limit: Water release.
Suiton: Mahou mizu misairu renda no jutsu (Water release: Magic water missile barrage technique).
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: ---
Special: “Handseals”.
Description: User focuses their chakra into tiny bits of water, condensing them to form nearly-solid balls while still retaining their liquid properties. The balls levitate in the air, much like in the system involved with Ochiru ame no jutsu. The balls will then fly at the opponent, and depending on the amount of chakra used to throw them, the “missiles” can easily dent thick metal armor or to knock down wooden doors on metal hinges. When a “missile” strikes an opponent, the chakra holding the water together will release into the atmosphere, causing the water to loose its ball-like shape and revert back into flowing water. Only 10 missiles can be created at a time, but when one is used, another can be instantly recreated for an additional cost in chakra.
Limit: Must have water release.
Suiton: Mizu kunai no jutsu (Water kunai).
Rank: “C” Rank.
Type: Ninjutsu.
Effect: Creates kunai, shuriken or senbon out of water.
Special: “Handseals”.
Description: The user creates kunai, shuriken, or senbon out of water. The user can create a total of five kunai, fifteen shuriken, or twenty five senbon at once with the jutsu. After striking a solid object, they lose their shape about three seconds later.
Limit: Water release.
Suiton: Mahou mizu misairu bakuhatsu (Water release: Magic water missile explosion).
Rank: “B” Rank.
Skill: Ninjutsu, offensive.
Effect: An advanced form of the Mahou mizu misairu renda, this technique creates more ‘magic water missiles’ and causes them to release a powerful concussive force upon impact.
Special: “Handseals”.
Drawback: Only twenty five missiles are created at once. Can be dodged.
Description: An advancement of the suiton technique, “magic water missile barrage”, this ability allows the user the ability to create fifteen additional balls, highly condensed and saturated with the user’s chakra. Once created, these balls utilize the power of ochiru ame no jutsu to stay within the air. The user is capable of directing these balls with his or her hands.
These balls, then, when launched, are shot forward at speeds that reach about three meters per second. This makes them difficult to dodge, especially if the user attacks with a lot of them. Upon impact, the ‘missiles’ will release their stored chakra, creating a powerful spraying force that is capable of ripping through steel in the area of the ‘explosion’, which is about one inch in diameter.
Limit: Must know mahou mizu misairu renda.
Suikoudan no jutsu - Water shark projectile technique.
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: Creates a shark of condensed water that leaps from its water source and quickly rushes to its target where it explodes on contact.
Special: “Handseals”.
Drawback: Requires a water source.
Description: After forming handseals, the user forms a shark from water near them which will leap from the body of water. The projectile will quickly lock onto its target and fly towards it, exploding on contact with enough force to severely damage an unarmored opponent. The shark will move as fast as a taijutsu master of the same rank as the user.
Limit: Water release.
Suiton – Suijinheki (Water encampment wall).
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: Creates a wall of water in order to act as a barrier for the users.
Special: “Handseals”.
Drawback: ---
Description: Suijinheki is a ninjutsu technique utilizing the water element. The ninja does a string of hand seals and the proceeds to blow out a jet of water from their mouth to act as a water barrier from incoming attack. This water can also be directed at an opponent with a simple movement of the user’s hands. This is the type of technique where it is capable of blocking different types of techniques. If the technique is not the opposite of water it is capable of deflecting or blocking against techniques that are within the ranks of “B” or lower.
Limit: Water release.
Suiton: Bakurestu mizu ito (Exploding water thread).
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: If any, water thrown, instantly turns to a senbon-like form then on contact explodes.
Special: “Handseals”.
Drawback: If touched by yourself you will be exploded on.
Description: Once activated water that is falling, thrown, or created by the user in some way is instantly turned into a condensed senbon needle. Chakra compressed within the senbon pushes the water outward explosively when touched. If the senbon is touched in any way, it will explode on its contact. The damage from explosion is mild, but if used in great quantity, then the damage to the target is more severe.
Limit: Water release, some source of water.
Suiton: Daibakufu no jutsu (Grand waterfall).
Rank: “A” Rank.
Skill: Ninjutsu.
Effect: ---
Special: “Handseals”.
Drawback: ---
Description: This is a ninjutsu technique utilizing the water element. After doing the needed hand seals, a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water, the target will be fully enveloped by the water and at its mercy as is pulls them away.
Limit: Water release.
With the new suiton jutsus:
Water release skill. Freebie 2.
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: A prerequisite technique that allows the user to perform water release techniques.
Special: Handseals.
Drawback: ---
Description: This technique does not count against the user's release training points. Water is one of the basic elemental nature transformation techniques allowing the user to manipulate pre-existing water by turning their chakra into water. It takes much more ability to create the water outside the body than to manipulate what is already available or expel it from their mouths. One needs water creation technique from jutsu enhancement techniques for that. Water release techniques can not only change shape but state as well. Moreover, the water becomes more solid in the process as well, and certain techniques can even allow the user to increase the water's density or viscosity, making it a suitable element to capture the targets. Offensive water techniques seem to inflict harm from the sudden force that they exert, which would cause massive internal damage to a human. Any save difficulty mentioned in a technique, whether fortitude or will is based off of 10 + 2 per class level + impeccable will. Some ice release techniques need pre-existing ice, snow, or water nearby in order to be used. Techniques that require a small source of water nearby is measured between 1.5 to 6 cubic meters. Medium is measured between 6 to 30 cubic meters. Large is measured between 30 cubic meters to 350 cubic meters. Huge is measured between 350 cubic meters to 1,500 cubic meters. Colossal is measured by anything more than 1,500 cubic meters.
Limit: Must learn for water release ninjutsu.
Temperature manipulation.
Rank: “A” Rank.
Skill: Supplementary.
Effect: When the user performs a water release technique they may alter the temperature for that technique to deal either fire damage, or cold damage.
Special: ---
Drawback: ---
Description: Automatically learned when user masters water release (has 500 training points). User may alter the temperature of the technique when performing. User can increase the heat of water to boiling point levels allowing the water to deal fire damage. On the other hand the user may increase the coldness of water to near freezing temperatures allowing the Water to deal cold damage. User may only apply this technique at time of performing and may not alter the temperature of the technique unless they have a separate technique that does so. Water release technique converts 1 armour point per 6 armour points of damage into fire damage if the user increases the temperature. Water release technique converts 1 armour point per 6 armour points of damage into cold damage if the user decreases the temperature.
Limit: Must know water release. Must have mastered water release.
Aspect of the dolphin. Duration: 250 minutes.
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: User imbues themselves with the hydrodynamics of a dolphin.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is personal. Duration of this technique is 50 minutes per class level. User imbues themselves with the hydrodynamics of a dolphin. User can use all movements while underwater. User gains a + 40 to swim good. This jutsu grants no ability to breathe water, but doubles the duration the user can hold their breath.
Limit: Must know water release.
Create water. Range: 37 meters.
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: User can create a small source of water.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 7 meters + 6 meters per class level. Duration of this technique is instantaneous. Effect is user can create a small source of water. At “A” class, the user can create a medium source of water nearby. This jutsu generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area 3 times as large— possibly creating a downpour or filling many small receptacles.
Limit: Must know water release. Must know water creation technique.
Water bullets. Range: 105 meters. Damage: 45 armour points.
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: User releases water bullets dealing piercing damage.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per class level. Target is up to two creatures or objects. Neither of them may be more than 10 meters apart. Duration of this technique is instantaneous. This technique requires a small source of water nearby. User releases water bullets to strike the enemies within range. The attack deals 9 armour points of piercing damage per class level.
Limit: Must know water release.
Shed the rain. Duration: 25 minutes.
Rank: “D” Rank.
Skill: NinJutsu
Effect: User can stay dry while getting hit with water or going into water.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is touch. Target is 1 creature or object touched up to medium size. Duration of this technique is 5 minutes per class level. Rain and similar liquids bead and roll off the user like water off a duck's back. In addition to the user's skin, this protection extends to anything the user is wearing or carrying. As a result, for example, the user can walk outside during a downpour and remain dry. This effect also gives the user a bonus against splash attacks. Any damage from such attacks is reduced by 1 per 6 armour points of damage. This jutsu does not affect gooey liquids or those significantly thicker than water, such as grease. This jutsu does not affect items that are already wet.
Limit: Must know water release.
Medical: Water mosquito.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: User creates small mosquitoes out of water that can be used to nullify poison.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is touch. Target of this technique is 1 creature. Duration of this technique is 1 instantaneous. This technique requires a small source of water nearby. User creates water mosquitoes that can be used to nullify poison in a target's body. The water mosquitoes attach to the user's body and act by “draining” the poison from target's body. The target gains an immediate additional save with a + 4.
Limit: Must know water release.
Water replication. Duration: 25 rounds. Armour points: 10. Can make 7 clones.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: User creates a clone of water to control.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is personal. Duration of this technique is 5 rounds per class level. This technique requires a small source of water nearby. Using this technique, the user is able to create a replica of themselves with water. This version looks and carries equipment similar to the user except it being made of water. The user may create 2 clones + 1 per class level. While the replications are not capable of sentient thought, they share a bond of sort that allows the user to communicate orders to their clones; the bond is only one way, though, and the clones cannot send orders, thoughts or images to the user. As such, the clones follow the user's instructions to the letter. A water replication is its own person and if caught in a genjutsu, only the replica will be affected, and not the user and/or the whole group of clone. The clones have 2 armour points per class level of the user, saves equal to that of the user -2. It may not have more than 2 movements per round. It does not benefit from any temporary bonuses the user may currently have. A water replication has a bludgeoning resistance 15 and takes 1/2 as much fire damage. A water replication may not stray further than 1 mile from the user, although it if is not within 30 meters of the source it was created from, it suffers a -5 penalty skill checks. It cannot use any techniques at all, and carries the very same equipment as the user except chakra-dependent items such as exploding tags. Poison and mastercraft bonuses are not carried over to the clone's equipment. Lastly, it cannot normally perform any activities requiring particular attention, such as sensing chakra, setting off an exploding tag or carrying a serious conversation. Once the clone reaches 0 armour points, strays too far from another clone or the user or the duration expires, it disappears in a puff of smoke. While the user can freely replace any clones lost by using this technique more than once, the user cannot control a number greater of clone than the specified maximum. The user can also choose to dissipate a single clone (or more) of their choice rather than the whole group. The user also cannot control any other sort of clone while using this technique.
Limit: Must know water release.
Hiding in water. Duration: 25 minutes.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: A technique that allows the user to fuse with water, even in water as shallow as a puddle.
Special: “Handseals”
Drawback: ---
Description: Range of this technique is touch. Target is the user and 1 small pond of water. Duration of this technique is 5 minutes per class level. This technique requires a small source of water nearby. A technique that allows the user to fuse with water, even in water as shallow as a puddle. The user still takes damage as normal if they are hit. Target gains a + 100 to stealth while hiding in the water. This bonus is reduced to + 50 if they move in water. If the user leaves the water, the jutsu ends.
Limit: Must know water release.
Explosive bubble. Range: 37 meters. Number of bubbles: 25. Knockback: 10 meters.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: User releases bubbles to the targets to deal damage, blind them, and cover them with smoke.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 7 meters + 6 meters per class level. Target is 1 or more creatures, no two of which can be more than 10 meters away. Duration of this technique is instantaneous. This technique requires a small source of water nearby. User can blow 5 bubbles per class level with a diameter of 1 foot. After the user blows dozens of bubbles, they make their way towards opponents. Upon popping, they create bright yellow and white flashes along with variously strong explosions that knock back the enemy and everything nearby. With a failed fortitude save, each target is knocked back to prone 2 meters per class level, and is blinded for 1 round. Each bubble deals 12 armour points of bludgeoning damage. The explosions also produce a 3 meter sphere of smoke, which can be used to obstruct the opponent's vision.
Limit: Must know water release.
Dustless bewildering cover. Duration: 25 minutes.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: Technique utilizes water vapor to bend the light around the user essentially making themselves invisible.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is personal. Duration of this technique is 5 minutes per class level. This technique requires a small source of water nearby. This technique allows the user to completely erase their presence, causing them to have neither a physical form nor detectable chakra while the technique is active. As such, they cannot be detected through traditional means such as chakra detection or through heightened senses. If the user is carrying gear, that vanishes too. Items dropped or put down by the invisible creature become visible. Items picked up disappear if tucked into the clothing or pouches worn by the user. Of course, the subject is not chakra silenced. Certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a + 200 bonus on its stealth checks. This bonus is reduced to + 100 if the user is moving. The Jutsu ends if the user attacks any creature. For purposes of this Jutsu, an attack includes any jutsu targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the user's perceptions. Actions directed at unattended objects do not break the jutsu. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon creatures and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. jutsus such as "bless" that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Targets who interact with the user can use a will save to see the target.
Limit: Must know water release.
Iron rain. Range: 105 meters.
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: User alters falling rain to deal pelting piercing damage.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per class level. Area of effect is 25 meter high and 12 meter radius cylinder. Duration of this technique is instantaneous. This technique requires a large source of water nearby. This technique can only be used if the area of effect is rainy. It effectively turns falling raindrops to iron pellets for an instant, causing extreme damage to any creature or structure that finds itself within the technique's area. Any creature and structure that finds itself in the area of effect suffer 60 armour points of piercing damage. If a structure's width is completely immersed in the area of effect, it takes double damage.
Limit: Must know water release.
Bubble dome. Armour points for dome: 300.
Rank: “B” Rank
Skill: Ninjutsu.
Effect: User creates a dome made out of a giant bubble to protect themselves from oncoming attacks.
Special: “Handseals”.
Drawback: ---
Description: Area of effect of this technique is 6 meter radius centered on the user. Duration of this technique is until discharged. This technique requires a medium source of water nearby. User creates a protective dome of bubble with a 6 meter radius burst centered on the user. The dome will protect the user with a 5 hardness and 60 armour points per class level. Upon activation, the dome is invulnerable for 1 second per class level (maximum 3 seconds). Incoming damage that is absorbed during the invulnerability period is converted into armour points and added to the dome's health. Multiple bubble domes may be performed, however a maximum of 4 separate bubble domes can be performed at any given time. Performing bubble dome after reaching the maximum will remove the oldest dome. Performing bubble dome while inside an existing bubble dome will remove the older dome and combine the total remaining armour points value of both domes for the newer one. The invulnerability is reactivated for each performing. User may destroy the bubble dome.
Limit: Must know water release.
Wall of water. Radius: 105 meters. Bludgeoning damage: 37 armour points.
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: User creates a wall or ring of water to deal damage and stop targets.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per class level. Effect is a sheet of water up to 30 meters long per class level or a ring of water with a radius of up to 7 meters radius per class level. Either form is 15 meters high. This technique requires a huge source of water nearby. User creates an opaque, upright wall of water that blocks vision. Creatures trying to pass through the wall take 12 armour points bludgeoning damage + 5 armour points per class level. Additionally, they are pushed back 2 meters. The wall deals double damage to creatures with the fire subtype. If the user evokes the wall so that it appears where creatures are, each takes damage as if trying to pass through the wall. If any 2 meter length of wall takes 60 armour points or more of chakra fire damage in a round, that length evaporates.
Limit: Must know water release.
Razor rain. Range: 105 meters. Piercing damage: 120 armour points.
Rank: “A” Rank.
Skill: Ninjutsu.
Effect: User releases rain with intense speed capable of dealing high amounts of damage.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per class level. Area of effect is 7 meters radius per class level. Duration of this technique is instantaneous. This technique requires a large source of water nearby. By performing this jutsu, drops of water begin to fall from the sky with such speed as to cause damage to anyone inside the area of effect. The razor rain inflicts 24 armour points of piercing damage per class level and does double damage to creatures with the fire subtype.
Limit: Must know water release.
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: A prerequisite technique that allows the user to perform water release techniques.
Special: Handseals.
Drawback: ---
Description: This technique does not count against the user's release training points. Water is one of the basic elemental nature transformation techniques allowing the user to manipulate pre-existing water by turning their chakra into water. It takes much more ability to create the water outside the body than to manipulate what is already available or expel it from their mouths. One needs water creation technique from jutsu enhancement techniques for that. Water release techniques can not only change shape but state as well. Moreover, the water becomes more solid in the process as well, and certain techniques can even allow the user to increase the water's density or viscosity, making it a suitable element to capture the targets. Offensive water techniques seem to inflict harm from the sudden force that they exert, which would cause massive internal damage to a human. Any save difficulty mentioned in a technique, whether fortitude or will is based off of 10 + 2 per class level + impeccable will. Some ice release techniques need pre-existing ice, snow, or water nearby in order to be used. Techniques that require a small source of water nearby is measured between 1.5 to 6 cubic meters. Medium is measured between 6 to 30 cubic meters. Large is measured between 30 cubic meters to 350 cubic meters. Huge is measured between 350 cubic meters to 1,500 cubic meters. Colossal is measured by anything more than 1,500 cubic meters.
Limit: Must learn for water release ninjutsu.
Temperature manipulation.
Rank: “A” Rank.
Skill: Supplementary.
Effect: When the user performs a water release technique they may alter the temperature for that technique to deal either fire damage, or cold damage.
Special: ---
Drawback: ---
Description: Automatically learned when user masters water release (has 500 training points). User may alter the temperature of the technique when performing. User can increase the heat of water to boiling point levels allowing the water to deal fire damage. On the other hand the user may increase the coldness of water to near freezing temperatures allowing the Water to deal cold damage. User may only apply this technique at time of performing and may not alter the temperature of the technique unless they have a separate technique that does so. Water release technique converts 1 armour point per 6 armour points of damage into fire damage if the user increases the temperature. Water release technique converts 1 armour point per 6 armour points of damage into cold damage if the user decreases the temperature.
Limit: Must know water release. Must have mastered water release.
Aspect of the dolphin. Duration: 250 minutes.
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: User imbues themselves with the hydrodynamics of a dolphin.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is personal. Duration of this technique is 50 minutes per class level. User imbues themselves with the hydrodynamics of a dolphin. User can use all movements while underwater. User gains a + 40 to swim good. This jutsu grants no ability to breathe water, but doubles the duration the user can hold their breath.
Limit: Must know water release.
Create water. Range: 37 meters.
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: User can create a small source of water.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 7 meters + 6 meters per class level. Duration of this technique is instantaneous. Effect is user can create a small source of water. At “A” class, the user can create a medium source of water nearby. This jutsu generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area 3 times as large— possibly creating a downpour or filling many small receptacles.
Limit: Must know water release. Must know water creation technique.
Water bullets. Range: 105 meters. Damage: 45 armour points.
Rank: “D” Rank.
Skill: Ninjutsu.
Effect: User releases water bullets dealing piercing damage.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per class level. Target is up to two creatures or objects. Neither of them may be more than 10 meters apart. Duration of this technique is instantaneous. This technique requires a small source of water nearby. User releases water bullets to strike the enemies within range. The attack deals 9 armour points of piercing damage per class level.
Limit: Must know water release.
Shed the rain. Duration: 25 minutes.
Rank: “D” Rank.
Skill: NinJutsu
Effect: User can stay dry while getting hit with water or going into water.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is touch. Target is 1 creature or object touched up to medium size. Duration of this technique is 5 minutes per class level. Rain and similar liquids bead and roll off the user like water off a duck's back. In addition to the user's skin, this protection extends to anything the user is wearing or carrying. As a result, for example, the user can walk outside during a downpour and remain dry. This effect also gives the user a bonus against splash attacks. Any damage from such attacks is reduced by 1 per 6 armour points of damage. This jutsu does not affect gooey liquids or those significantly thicker than water, such as grease. This jutsu does not affect items that are already wet.
Limit: Must know water release.
Medical: Water mosquito.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: User creates small mosquitoes out of water that can be used to nullify poison.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is touch. Target of this technique is 1 creature. Duration of this technique is 1 instantaneous. This technique requires a small source of water nearby. User creates water mosquitoes that can be used to nullify poison in a target's body. The water mosquitoes attach to the user's body and act by “draining” the poison from target's body. The target gains an immediate additional save with a + 4.
Limit: Must know water release.
Water replication. Duration: 25 rounds. Armour points: 10. Can make 7 clones.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: User creates a clone of water to control.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is personal. Duration of this technique is 5 rounds per class level. This technique requires a small source of water nearby. Using this technique, the user is able to create a replica of themselves with water. This version looks and carries equipment similar to the user except it being made of water. The user may create 2 clones + 1 per class level. While the replications are not capable of sentient thought, they share a bond of sort that allows the user to communicate orders to their clones; the bond is only one way, though, and the clones cannot send orders, thoughts or images to the user. As such, the clones follow the user's instructions to the letter. A water replication is its own person and if caught in a genjutsu, only the replica will be affected, and not the user and/or the whole group of clone. The clones have 2 armour points per class level of the user, saves equal to that of the user -2. It may not have more than 2 movements per round. It does not benefit from any temporary bonuses the user may currently have. A water replication has a bludgeoning resistance 15 and takes 1/2 as much fire damage. A water replication may not stray further than 1 mile from the user, although it if is not within 30 meters of the source it was created from, it suffers a -5 penalty skill checks. It cannot use any techniques at all, and carries the very same equipment as the user except chakra-dependent items such as exploding tags. Poison and mastercraft bonuses are not carried over to the clone's equipment. Lastly, it cannot normally perform any activities requiring particular attention, such as sensing chakra, setting off an exploding tag or carrying a serious conversation. Once the clone reaches 0 armour points, strays too far from another clone or the user or the duration expires, it disappears in a puff of smoke. While the user can freely replace any clones lost by using this technique more than once, the user cannot control a number greater of clone than the specified maximum. The user can also choose to dissipate a single clone (or more) of their choice rather than the whole group. The user also cannot control any other sort of clone while using this technique.
Limit: Must know water release.
Hiding in water. Duration: 25 minutes.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: A technique that allows the user to fuse with water, even in water as shallow as a puddle.
Special: “Handseals”
Drawback: ---
Description: Range of this technique is touch. Target is the user and 1 small pond of water. Duration of this technique is 5 minutes per class level. This technique requires a small source of water nearby. A technique that allows the user to fuse with water, even in water as shallow as a puddle. The user still takes damage as normal if they are hit. Target gains a + 100 to stealth while hiding in the water. This bonus is reduced to + 50 if they move in water. If the user leaves the water, the jutsu ends.
Limit: Must know water release.
Explosive bubble. Range: 37 meters. Number of bubbles: 25. Knockback: 10 meters.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: User releases bubbles to the targets to deal damage, blind them, and cover them with smoke.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 7 meters + 6 meters per class level. Target is 1 or more creatures, no two of which can be more than 10 meters away. Duration of this technique is instantaneous. This technique requires a small source of water nearby. User can blow 5 bubbles per class level with a diameter of 1 foot. After the user blows dozens of bubbles, they make their way towards opponents. Upon popping, they create bright yellow and white flashes along with variously strong explosions that knock back the enemy and everything nearby. With a failed fortitude save, each target is knocked back to prone 2 meters per class level, and is blinded for 1 round. Each bubble deals 12 armour points of bludgeoning damage. The explosions also produce a 3 meter sphere of smoke, which can be used to obstruct the opponent's vision.
Limit: Must know water release.
Dustless bewildering cover. Duration: 25 minutes.
Rank: “C” Rank.
Skill: Ninjutsu.
Effect: Technique utilizes water vapor to bend the light around the user essentially making themselves invisible.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is personal. Duration of this technique is 5 minutes per class level. This technique requires a small source of water nearby. This technique allows the user to completely erase their presence, causing them to have neither a physical form nor detectable chakra while the technique is active. As such, they cannot be detected through traditional means such as chakra detection or through heightened senses. If the user is carrying gear, that vanishes too. Items dropped or put down by the invisible creature become visible. Items picked up disappear if tucked into the clothing or pouches worn by the user. Of course, the subject is not chakra silenced. Certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a + 200 bonus on its stealth checks. This bonus is reduced to + 100 if the user is moving. The Jutsu ends if the user attacks any creature. For purposes of this Jutsu, an attack includes any jutsu targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the user's perceptions. Actions directed at unattended objects do not break the jutsu. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon creatures and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. jutsus such as "bless" that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Targets who interact with the user can use a will save to see the target.
Limit: Must know water release.
Iron rain. Range: 105 meters.
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: User alters falling rain to deal pelting piercing damage.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per class level. Area of effect is 25 meter high and 12 meter radius cylinder. Duration of this technique is instantaneous. This technique requires a large source of water nearby. This technique can only be used if the area of effect is rainy. It effectively turns falling raindrops to iron pellets for an instant, causing extreme damage to any creature or structure that finds itself within the technique's area. Any creature and structure that finds itself in the area of effect suffer 60 armour points of piercing damage. If a structure's width is completely immersed in the area of effect, it takes double damage.
Limit: Must know water release.
Bubble dome. Armour points for dome: 300.
Rank: “B” Rank
Skill: Ninjutsu.
Effect: User creates a dome made out of a giant bubble to protect themselves from oncoming attacks.
Special: “Handseals”.
Drawback: ---
Description: Area of effect of this technique is 6 meter radius centered on the user. Duration of this technique is until discharged. This technique requires a medium source of water nearby. User creates a protective dome of bubble with a 6 meter radius burst centered on the user. The dome will protect the user with a 5 hardness and 60 armour points per class level. Upon activation, the dome is invulnerable for 1 second per class level (maximum 3 seconds). Incoming damage that is absorbed during the invulnerability period is converted into armour points and added to the dome's health. Multiple bubble domes may be performed, however a maximum of 4 separate bubble domes can be performed at any given time. Performing bubble dome after reaching the maximum will remove the oldest dome. Performing bubble dome while inside an existing bubble dome will remove the older dome and combine the total remaining armour points value of both domes for the newer one. The invulnerability is reactivated for each performing. User may destroy the bubble dome.
Limit: Must know water release.
Wall of water. Radius: 105 meters. Bludgeoning damage: 37 armour points.
Rank: “B” Rank.
Skill: Ninjutsu.
Effect: User creates a wall or ring of water to deal damage and stop targets.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per class level. Effect is a sheet of water up to 30 meters long per class level or a ring of water with a radius of up to 7 meters radius per class level. Either form is 15 meters high. This technique requires a huge source of water nearby. User creates an opaque, upright wall of water that blocks vision. Creatures trying to pass through the wall take 12 armour points bludgeoning damage + 5 armour points per class level. Additionally, they are pushed back 2 meters. The wall deals double damage to creatures with the fire subtype. If the user evokes the wall so that it appears where creatures are, each takes damage as if trying to pass through the wall. If any 2 meter length of wall takes 60 armour points or more of chakra fire damage in a round, that length evaporates.
Limit: Must know water release.
Razor rain. Range: 105 meters. Piercing damage: 120 armour points.
Rank: “A” Rank.
Skill: Ninjutsu.
Effect: User releases rain with intense speed capable of dealing high amounts of damage.
Special: “Handseals”.
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per class level. Area of effect is 7 meters radius per class level. Duration of this technique is instantaneous. This technique requires a large source of water nearby. By performing this jutsu, drops of water begin to fall from the sky with such speed as to cause damage to anyone inside the area of effect. The razor rain inflicts 24 armour points of piercing damage per class level and does double damage to creatures with the fire subtype.
Limit: Must know water release.
Replaced these jutsus:
Kokoromanako (Mind's eye).
Rank: “D”, “C”, “B”, “A” Rank.
Skill: Taijutsu.
Effect: By fighting on and on, a user becomes more proficient when an attack may come by. This happens usually when the user becomes unable to see the attack. However by being in combat for so much they can feel when an attack is coming making them less able to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the “C” rank version, they must be “C” class. If they wish to learn the “B” rank version, they must be “B” class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the user is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a “D” class user that knows this technique cannot use this against an opponent that is “C” class or higher.
Limit: Must learn from a master of buredono kenseijin - blade of the sword saint.
Sekondo nen (Second sense) [10 + 20].
Rank: “D”, “C” Rank.
Skill: Taijutsu.
Effect: The brawler depending on the rank of the technique the user is capable of reacting through subconscious mind against attacks against the user in different manners such as being flanked, and from behind. This technique makes the brawler incapable of being surprise attacked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the “C” Rank version they must be “C” Class, if they wish to learn the “B” Rank version they must be “B” Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the brawler is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. If an opponent comes to a brawler at a bar, and attacks with a sword, or a club, the brawler gains the urge to dodge to the left, or to the right, where they are capable of reacting before the action is completed. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a “D” Class user that knows this technique can not use this against an opponent that is “C” Class or higher.
Limit: Must be a brawler.
Raiton: Ribon tegotae no jutsu (Lightning release - Ribbon effect skill).
Rank: “B” Ranked.
Skill: Ninjutsu.
Effect: A skill that is normally used during the midst of a rain storm. The user will send forth a lightning bolt from their hands, that will be channeled through falling rain drops. When hitting the rain drops, the lightning will separate and scatter, turning into many smaller lightning bolts. Which all are concentrated towards the opponent, to shock them from multiple directions.
Special: Handseals.
Drawback: N/A.
Description: A jutsu which is used during rainstorms. The user will perform the handseals and then will lift one hand and collect chakra to that hand. It will begin to emit electricity and once the hand is ready the user will push their hand forward releasing the bolt of lightning which will travel forward until it his a rain drop once it does the lightning bolt will scatter into 5 separate bolts and once each bolt hits another rain drop it will once again split into 5. This cycle will continue until the lightning hits the opponent. Though with the chakra that was inserted into the lighting it can be used to target the opponent.
Limit: Lighting release.
Rank: “D”, “C”, “B”, “A” Rank.
Skill: Taijutsu.
Effect: By fighting on and on, a user becomes more proficient when an attack may come by. This happens usually when the user becomes unable to see the attack. However by being in combat for so much they can feel when an attack is coming making them less able to be flanked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the “C” rank version, they must be “C” class. If they wish to learn the “B” rank version, they must be “B” class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the user is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a “D” class user that knows this technique cannot use this against an opponent that is “C” class or higher.
Limit: Must learn from a master of buredono kenseijin - blade of the sword saint.
Sekondo nen (Second sense) [10 + 20].
Rank: “D”, “C” Rank.
Skill: Taijutsu.
Effect: The brawler depending on the rank of the technique the user is capable of reacting through subconscious mind against attacks against the user in different manners such as being flanked, and from behind. This technique makes the brawler incapable of being surprise attacked.
Special: ---
Drawback: The user may only learn this technique by the class that they are. This means that in order to learn the “C” Rank version they must be “C” Class, if they wish to learn the “B” Rank version they must be “B” Class.
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the brawler is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. If an opponent comes to a brawler at a bar, and attacks with a sword, or a club, the brawler gains the urge to dodge to the left, or to the right, where they are capable of reacting before the action is completed. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's class is equal or lower to that of the rank of the technique they know. This means that a “D” Class user that knows this technique can not use this against an opponent that is “C” Class or higher.
Limit: Must be a brawler.
Raiton: Ribon tegotae no jutsu (Lightning release - Ribbon effect skill).
Rank: “B” Ranked.
Skill: Ninjutsu.
Effect: A skill that is normally used during the midst of a rain storm. The user will send forth a lightning bolt from their hands, that will be channeled through falling rain drops. When hitting the rain drops, the lightning will separate and scatter, turning into many smaller lightning bolts. Which all are concentrated towards the opponent, to shock them from multiple directions.
Special: Handseals.
Drawback: N/A.
Description: A jutsu which is used during rainstorms. The user will perform the handseals and then will lift one hand and collect chakra to that hand. It will begin to emit electricity and once the hand is ready the user will push their hand forward releasing the bolt of lightning which will travel forward until it his a rain drop once it does the lightning bolt will scatter into 5 separate bolts and once each bolt hits another rain drop it will once again split into 5. This cycle will continue until the lightning hits the opponent. Though with the chakra that was inserted into the lighting it can be used to target the opponent.
Limit: Lighting release.
With these jutsus:
Uncanny dodge [Minoru].
Rank: “B”
Skill: Supplementary
Effect: The user is no longer be flat-footed.
Special: ---
Drawback: ---
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any Defensive benefits if the attacker is invisible. The user still loses their Defensive benefits if they are immobilized. A user with this ability can still lose their Defensive Abilities if an opponent successfully uses a feint attack. If the user already knows Uncanny Dodge from a different source, they may automatically learn Improved Uncanny Dodge.
Limit: Must Learn from a Master of Burēdono Kenseijin.
Uncanny Dodge [Toshio and Shimoko].
Rank: “B”
Skill: Supplementary
Effect: The user is no longer be flat-footed.
Special: –-
Drawback: –-
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any Defensive benefits if the attacker is invisible. The user still loses their Defensive benefits if they are immobilized. A user with this ability can still lose their Defensive Abilities if an opponent successfully uses a feint attack. If the user already knows Uncanny Dodge from a different source, they may automatically learn Improved Uncanny Dodge.
Limit: Must be a Brawler
Sacrificed one tetsu tekken plus chouba to even out the TP.
Improved uncanny dodge [Minoru].
Rank: “A” Rank.
Skill: Supplementary.
Effect: The user can no longer be flanked.
Special: ---
Drawback: ---
Description: This defense denies an opponent the ability to sneak attack the character by flanking them, unless the opponent has at least 4 more class points than the target does. class points is the invisible number found in between class levels.
* 5,500 to infinite training points: There is 1 class point every 800 training points.
* Total for Minoru [7170 TP]: 9 class points.
Example: User has improved uncanny dodge with 535 training points. An opponent with 900 training points can still perform sneak attacks while flanking the user.
Example: User has improved uncanny dodge with 1,660 training points. An opponent with 2,100 training points cannot perform sneak attacks while flanking the user.
Limit: Must learn from a master of burēdono kenseijin. Must know uncanny dodge.
Raiton – Tokeidai boueisen no jutsu (Thunder style – Clock tower defense technique). Can form four lances.
Rank: “A” rank.
Skill: Ninjutsu
Effect: Allows the user to create lances of pure lightning, spanning three meters long, to be formatted around the user in the form of the twelve hours on a clock. From there, these lances shoot out in all directions at high speeds, able to penetrate all barriers “A” rank or lower and even go through multiple bodies. They can also explode at any given time and emit blinding light to those within close proximity, no more than five meters, all within a fifty meter radius for traveling. When first learned, the user can only form four lances. Each “B” ranked training the person does adds a single lance, until all twelve are attained.
Special: Handseals.
Drawback: Unless tag detonation handseal is held, lances blow up at the end of their flight. Lances cannot be controlled once launched. Once out of the fifty yard range, the lances explode. Does not discriminate against friend or foe. Lances can only travel horizontally, in a two dimensional fashion.
Description: As its name implies, the Tokeidai allows the user to use lightning to create powerful lances that position and attack like the hours on a clock. The user proceeds to form the necessary handseals, and when all is charged, whatever amount of lances possibly created now came to life around the caster. After confirming their target, they let the lances go, hopefully striking whatever it is that had surrounded the user, and thus prompted the emergence of such desperate measures in the first place.
Limit: Must have raiton.
Rank: “B”
Skill: Supplementary
Effect: The user is no longer be flat-footed.
Special: ---
Drawback: ---
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any Defensive benefits if the attacker is invisible. The user still loses their Defensive benefits if they are immobilized. A user with this ability can still lose their Defensive Abilities if an opponent successfully uses a feint attack. If the user already knows Uncanny Dodge from a different source, they may automatically learn Improved Uncanny Dodge.
Limit: Must Learn from a Master of Burēdono Kenseijin.
Uncanny Dodge [Toshio and Shimoko].
Rank: “B”
Skill: Supplementary
Effect: The user is no longer be flat-footed.
Special: –-
Drawback: –-
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any Defensive benefits if the attacker is invisible. The user still loses their Defensive benefits if they are immobilized. A user with this ability can still lose their Defensive Abilities if an opponent successfully uses a feint attack. If the user already knows Uncanny Dodge from a different source, they may automatically learn Improved Uncanny Dodge.
Limit: Must be a Brawler
Sacrificed one tetsu tekken plus chouba to even out the TP.
Improved uncanny dodge [Minoru].
Rank: “A” Rank.
Skill: Supplementary.
Effect: The user can no longer be flanked.
Special: ---
Drawback: ---
Description: This defense denies an opponent the ability to sneak attack the character by flanking them, unless the opponent has at least 4 more class points than the target does. class points is the invisible number found in between class levels.
* 5,500 to infinite training points: There is 1 class point every 800 training points.
* Total for Minoru [7170 TP]: 9 class points.
Example: User has improved uncanny dodge with 535 training points. An opponent with 900 training points can still perform sneak attacks while flanking the user.
Example: User has improved uncanny dodge with 1,660 training points. An opponent with 2,100 training points cannot perform sneak attacks while flanking the user.
Limit: Must learn from a master of burēdono kenseijin. Must know uncanny dodge.
Raiton – Tokeidai boueisen no jutsu (Thunder style – Clock tower defense technique). Can form four lances.
Rank: “A” rank.
Skill: Ninjutsu
Effect: Allows the user to create lances of pure lightning, spanning three meters long, to be formatted around the user in the form of the twelve hours on a clock. From there, these lances shoot out in all directions at high speeds, able to penetrate all barriers “A” rank or lower and even go through multiple bodies. They can also explode at any given time and emit blinding light to those within close proximity, no more than five meters, all within a fifty meter radius for traveling. When first learned, the user can only form four lances. Each “B” ranked training the person does adds a single lance, until all twelve are attained.
Special: Handseals.
Drawback: Unless tag detonation handseal is held, lances blow up at the end of their flight. Lances cannot be controlled once launched. Once out of the fifty yard range, the lances explode. Does not discriminate against friend or foe. Lances can only travel horizontally, in a two dimensional fashion.
Description: As its name implies, the Tokeidai allows the user to use lightning to create powerful lances that position and attack like the hours on a clock. The user proceeds to form the necessary handseals, and when all is charged, whatever amount of lances possibly created now came to life around the caster. After confirming their target, they let the lances go, hopefully striking whatever it is that had surrounded the user, and thus prompted the emergence of such desperate measures in the first place.
Limit: Must have raiton.
Replaced the old toughness jutsus with new toughness jutsus.
Old jutsus:
Toughness. Extra armour points: 4 x 5 + 3 = 23.
Rank: “C” Rank.
Skill: Supplementary.
Effect: User has enhanced physical stamina.
Special: ---
Drawback: ---
Description: User gains + 3 armour points. Every class level the user gains an additional + 4 armour points.
Limit: Must learn from universal miscellaneous.
Epic toughness.
Rank: “C” Rank [always 20 training points].
Skill: Supplementary.
Effect: User is preternaturally tough.
Special: ---
Drawback: ---
Description: User gains + 30 armour points.
Limit: Must learn improved toughness.
Improved toughness. Extra armour points: 5 x 5 = 25.
Rank: “C” Rank.
Skill: Supplementary.
Effect: User has exceptional physical stamina.
Special: ---
Drawback: ---
Description: Gain + 5 armour per class level.
Limit: Must learn toughness.
Replacements:
Toughness
Rank: "C" (Always 30 Training Points)
Skill: Supplementary
Effect: User has enhanced physical stamina.
Special: ---
Drawback: ---
Description: User gains +6 Armour Points. For every Class Point the user has beyond 3, the user gains an additional +1 Armour Point. At 10th Class Points, the user gains a +1 bonus on Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Improved Toughness
Rank: "C"
Skill: Supplementary
Effect: User has exceptional physical stamina.
Special: ---
Drawback: ---
Description: User gains +1 Armour Point for each Class Point they are.
Limit: Must learn Toughness.
Epic Toughness
Rank: "C" (Always 20 Training Points)
Skill: Supplementary
Effect: User is preternaturally tough.
Special: ---
Drawback: ---
Description: User gains +30 Armour Points.
Limit: Must learn Improved Toughness.
Gained + 10 TP.
Toughness. Extra armour points: 4 x 5 + 3 = 23.
Rank: “C” Rank.
Skill: Supplementary.
Effect: User has enhanced physical stamina.
Special: ---
Drawback: ---
Description: User gains + 3 armour points. Every class level the user gains an additional + 4 armour points.
Limit: Must learn from universal miscellaneous.
Epic toughness.
Rank: “C” Rank [always 20 training points].
Skill: Supplementary.
Effect: User is preternaturally tough.
Special: ---
Drawback: ---
Description: User gains + 30 armour points.
Limit: Must learn improved toughness.
Improved toughness. Extra armour points: 5 x 5 = 25.
Rank: “C” Rank.
Skill: Supplementary.
Effect: User has exceptional physical stamina.
Special: ---
Drawback: ---
Description: Gain + 5 armour per class level.
Limit: Must learn toughness.
Replacements:
Toughness
Rank: "C" (Always 30 Training Points)
Skill: Supplementary
Effect: User has enhanced physical stamina.
Special: ---
Drawback: ---
Description: User gains +6 Armour Points. For every Class Point the user has beyond 3, the user gains an additional +1 Armour Point. At 10th Class Points, the user gains a +1 bonus on Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Improved Toughness
Rank: "C"
Skill: Supplementary
Effect: User has exceptional physical stamina.
Special: ---
Drawback: ---
Description: User gains +1 Armour Point for each Class Point they are.
Limit: Must learn Toughness.
Epic Toughness
Rank: "C" (Always 20 Training Points)
Skill: Supplementary
Effect: User is preternaturally tough.
Special: ---
Drawback: ---
Description: User gains +30 Armour Points.
Limit: Must learn Improved Toughness.
Gained + 10 TP.