When the comforts of civilization begin to dull our senses, we must never forget that in the beginning, there was war. And war. And more war. Long before there were empires, there were humans consumed with greed and the hunger for power. Resources, territories, information—these were the forms of sustenance upon which we preyed. Today, we call such habits vices. Oh, how arrogant we have become! Are we not still impelled by those primordial emotions? Is the advent of war so far-fetched? But alas, for you to truly understand, we must dive deeper into this land’s half-forgotten past.
There was a time when might was the only law that humankind knew. Fearsome clans roamed throughout the land, seeking amenable grounds within which they could take root and opposing forces against whom they could test their mettle. Given the irregularity of nature’s bounty, certain regions appealed more than others, and dominion over such coveted territories became the spark that ignited the earliest inter-clan wars. These fierce, internecine affairs tended to conclude only when one side had decimated their competition into oblivion, and many clans of story were rendered extinct during this period.
The victors of war, having claimed their territories, often made truces with surrounding locals, offering protection in exchange for access to the yields of agriculture. Over time, certain communities emerged as more dominant than others, either due to numbers or sheer talent, and their rapid expansion would force smaller, neighboring communities to either collapse into their fold or be devastated. When the dust settled, humankind found itself divided into the five major territories that we are familiar with today. And was the bloodshed over? With our lands obtained and our bellies filled, were we finally content?
06/01/2023 June is for Juggin
We made it y’all, another month of OTA, and fresh off the press we have another promotion ready. Leaving behind the opening bonus sadly, we welcome the jugggggg! June is for juggin AKA working hard, so we are making it a double rewards month for every mission completed! Yes we said it's double rewards, now you all can really get into the thick of those builds if you work hard enough. And who knows what you might uncover in the process. AND all jobs are free to enroll no quest EXCEPT ANBU(Black Ops) roles.
Yakusou Shuutoku (Herb Mastery) Rank: S [500 EXP - 460 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m) Type: Passive / Yakusoushi Hijutsu Handseals: - Chakra Consumption: - As the beginning of all herbalism, the user is taught to understand the basics of tracking and picking herbs, as well as using them in various situations. Through this training, they are able to produce some of the most beneficial and harmful elixirs known to the shinobi world. In effect, this technique opens up the entire herbalist tree to the user.
Note: The rank of the outcome elixir is determined by the rank of the herb used. Likewise, the rank the elixir is going to be will determine how many posts it takes for the herbalist to concoct it (for both herb to liquid and liquid to gas) as well as how many properties it can contain. 'D' rank takes 1 posts and can be given 1 property. 'C' rank takes 2 posts and can be given 3 properties. 'B' rank takes 4 posts and can be given 3 properties. 'A' rank takes 5 posts and can be given 4 properties. 'S' rank takes 10 posts and can be given 5 properties.
Properties are counted in slots, and each elixir the herbalist concocts will be different; this means you must keep track of what properties each one has in your bio. Additionally, each slot is taken up by a property, not by a property type. So if an herbalist stacks 4 Nagatsudzuki (Long Lasting) properties onto an 'S' rank elixir, they only have 1 slot open for another property.
Yakusou Henkan (Herb Conversion) Rank: S [500 EXP - 460 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid, Low upkeep This technique is what allows an herbalist to turn the herbs they found into a liquid elixir. After putting an herb into the mortar, they focus chakra into the pestal and begin to grind the herb. The chakra resonates with the herb's chemical bonds, turning it into a liquid over time.
Note: How long it takes for an herb to be converted into a liquid follows the rules of Yakusou Shuutoku (Herb Mastery). Only 1 herb can be converted at a time with this technique; 1 herb produces 1 ounce of liquid.
Sokudan (Fast Acting) Rank: S [500 EXP - 460 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid By focusing their chakra into a produced liquid elixir, either before capping the vial or while it is still in the mortar, the herbalist can increase its catalytic properties - namely, allowing it to act quickly. As one might expect, this can be very beneficial when using elixirs during a high-speed battle.
Note: Counts as a property. This technique must be performed on liquid elixirs (before they are turned into gas elixirs). Only 1 ounce can be given this property at a time, and it takes one turn to complete the process. This technique gives the elixir in question a 100% reduction in catalyst time, so instead of taking one turn for its effects to happen, it will happen instantly from the moment the elixir is ingested or inhaled.
Mushuuno (Odorless) Rank: S [500 EXP - 460 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid By focusing their chakra into a produced liquid elixir, either before capping the vial or while it is still in the mortar, the herbalist can change its properties to allow the elixir to be odorless.
Note: Counts as a property. This technique must be performed on liquid elixirs (before they are turned into gas elixirs). Only 1 ounce can be given this property at a time, and it takes one turn to complete the process.
NARA TECHNIQUES - 980 EXP spent
Kagemane Shuriken no Jutsu (Shadow Imitation Shuriken Technique) Rank: B [300 EXP - 260 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 3 Chakra Consumption: Mid per projectile Kage Mane Shuriken no Jutsu is a Ninjutsu technique developed by the Nara clan. Using kunai or trench knives, the user can imbue their shadow chakra to create "pins" to stick their opponent in place. These knives absorb the chakra nature of the user and give off the nature's effect. In this case, the knives take on the Nara clan's shadow binding properties. By implanting the shadow chakra enhanced blade into the shadow of their target, they will be frozen in place; just as if they were caught in one of the clan members extended shadow bindings.
Note: The duration of Kage Mane depends on the Ninja's rank. At Genin, the duration is 1 full turn. At Chuunin, the duration is 2 full turns. At Jounin, the duration is three full turns. Keep in mind that a full turn constitutes the end of the caster's next turn. Like the Yamanaka technique, once you’re caught, you’re caught. This technique can be overpowered by a drastic release of chakra, such as the Gates or a Bijuu. User must know Kagemane no Jutsu.
Kage-Kubishibari no Jutsu (Shadow-Neck Binding Technique) Rank: A [400 EXP - 360 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 3 (after shadow imitation has been successful) Chakra Consumption: Mid Kage Kubishibari no Jutsu is a Ninjutsu technique developed by the Nara clan. To perform the technique the clan member will first bind their target using the Kage Mane no Jutsu technique. Once the target can no longer move, they form the needed handseals to initiate this technique. The clan member uses their shadow to form a hand which will creep up their opponent’s body to their neck. Once the hand reaches the neck, it will constrict in such a manner so as to strangle the opponent. However, the clan member will need to be careful. If their target has a lot of chakra, they can turn back the shadow hand and prevent it from binding their neck.
Note: This technique can be overpowered by a drastic release of chakra, such as the Gates or a Bijuu. Likewise, this technique can be stand-offed by players with 2x the user’s chakra. User must know Kagemane no Jutsu. this technique has chocking strength similar to level 5 strength
Kage Surinukeru (Shadow Slip Through) Rank: A [400 EXP - 360 EXP due to Level 2 Intelligence stat] Range: Self (0m ~ 5m) Type: Supplementary Handseals: 5 Chakra Consumption: High Using this advanced jutsu a clansmen is able to merge with their own shadow in a single second at a High cost of chakra. Once completely submerged within their shadow the user is immune to all attacks until they reemerge again. They may 'eject' themselves at any point of the shadows range. The user has free control of their shadow and may stretch it to half the maximum range of their Kagemane no Jutsu. Should their shadow merge with the shadow of a larger object the user may 'eject' from any point on that object or its shadow. At a maximum duration of two (2) posts this technique has a cool down of half the duration it was used.
Note: All ejections are instantaneous. While merged with their shadow the user is unable to be bind others with it. User must know Kagemane no Jutsu.
RAITON TECHNIQUES - 620 EXP SPENT
Ichiren Inazuma (Chain Lightning) Rank: B [300 EXP - 260 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 12 Chakra Consumption: High An advanced version of ‘Shooting Thunder,' the Chain of Lightning allows the user to pass strong currents of lightning from victim to victim, up to three, within a thirty meter radius. The user outstretches their hands, so that the energy focusing within is displaced rapidly towards their target. Once they are hit, the victims are paralyzed and helpless, and the bolt then proceeds to jump and hit anyone else within range. Excellent when outnumbered, though one must use it with care, for it takes a great toll on the user’s chakra pool.
Note: This technique has a strength level comparable to level 3. and travels at level 3 speed.
Raiton Bunshin no Jutsu (Lightning Clone Technique) Rank: A [400 EXP - 360 EXP due to Level 2 Intelligence stat] Range: - Type: Supplementary Handseals: 3 Chakra Consumption: 3x High With this technique, the Raiton user is able to call upon aid from a perfect copy of themselves. Comprised purely of lightning, this clone retains the user's movement speed and strength. While easily capable of being used for offensive means, the Raiton Bunshin also makes for an equally solid defense due to its ability to harness Raiton-based techniques.
Note: As strong and durable as a normal Kage Bunshin while also able to move freely, cast Raiton jutsu up to b rank as well as paralyze upon contact and/or destruction. This clones have a max chakra pool of 3x high, and a defense level equal to 1. upon destruction they detonate cause level 2 damage to everything in a 10 meter radius.
BASIC BITCH NINJUTSU TECHNIQUES - 600 EXP SPENT
Shunshin no Jutsu (Body Flicker Technique) Rank: D [100 EXP - 60 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: - Chakra Consumption: Low Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to. However, while a high-speed movement, if used in broad daylight, one will still be quite visible and as such, easier to be defended against. In order to achieve maximum effect, the user must to combine it with a distraction.
Note: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
Fuubaku Houjin (Exploding Seal Method Formation) Rank: D [100 EXP - 60 EXP due to Level 2 Intelligence stat] Range: - Type: Supplementary Handseals: 1 Chakra Consumption: Low Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. With this, the user can choose when their explosives detonate, as opposed to being at the mercy of a countdown.
Note: This ability allows the user to detonate his or her explosive notes, as opposed to allowing them to be "timed" explosives. Without this technique, the user cannot automatically detonate their tags.
Kai (Release) Rank: D [100 EXP - 60 EXP due to Level 2 Intelligence stat] Range: - Type: Supplementary Handseals: 1 Chakra Consumption: Low Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Hitei Mushou (Flying Nail Mist Pierce) Rank: C [200 EXP - 160 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m) Type: Offensive Handseals: 3 Chakra Consumption: Mid Ninpou - Hitei Mushou is Ninjutsu technique universally known by shinobi across the globe. After forming the needed handseal, the user will emit a flying mist of small nails from their mouth, created entirely of the user's chakra. These small nails can travel towards their opponent at quite a distance, moving at impressive speeds and retain even more impressive accuracy!
Note: these nails have piercing power comparable to level 2 strength.
Kage Bunshin no Jutsu (Shadow Clone Technique) Rank: B [300 EXP - 260 EXP due to Level 2 Intelligence stat] Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 1 Chakra Consumption: Halves the user’s chakra Kage Bunshin is an advanced, forbidden Ninjutsu technique, which grants the user the ability to create a tangible clone. The normal Bunshin technique creates a copy of the ninja that lacks any substance. However, Kage Bunshin distributes the ninja's chakra evenly among the clones and creates a real copy with form and substance, to the point the clone can utilize any jutsu the original ninja knows, and spawns with any equipment the user has one them at the time of the summoning. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones. Note: This technique is only capable of being learned by Genin or above. Up to a maximum of five [5] clones can be created. Please note that the user’s chakra is divided evenly among however many clones they create. Upon being destroyed, whatever remaining chakra the clone has is given back to the user. Despite having an extended range (virtually limitless), these clones must be created within five meters of the user.