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.
Saya is a 16-year-old girl with an athletic physique. She stands at an average height (5'3") for her age and possesses a slender yet well-muscled build from rigorous physical conditioning. Her complexion is fair, which contrasts sharply with her hair. Saya's hair is predominantly jet black and cut in a choppy, fashion-forward style that reaches just below her chin. It's typically a little messy, with asymmetrical bangs that sweep to the side, often obscuring her left eye.
Saya's eyes are one of her most distinctive features. They are an intense, clear blue and seem to reflect her inner fire and resolve. Her facial expressions often exhibit determination and fierceness, consistent with her bold personality. However, she is also capable of softer expressions, particularly around her friends.
[attr="class","header2"]Personality
Saya is a vibrant and intuitive individual, illuminating Sunagakure with her radiant personality. With an infectious laugh and a knack for light-hearted pranks, she is adored by her peers. Despite this jovial exterior, Saya possesses a profound understanding of the human mind, a trait that becomes evident when she assumes her focused and strategic persona during missions. A natural peacemaker, she's adept at resolving conflicts, a skill attributed to her Yamanaka lineage.
[attr="class","header2"]History
Saya Yamanaka holds the unique distinction of being the first Yamanaka born in the stern deserts of Sunagakure, symbolizing a harmonious blend of two distinct cultures. Her parents were emissaries from Konoha, with a mission to strengthen relationships and share the Yamanaka Clan's unique mind-oriented techniques with Sunagakure.
As a child, Saya was a blossom in the desert, resilient and radiant amid the arid surroundings. Her childhood was painted with tales of Konoha's green landscapes and Suna's unwavering endurance, nourishing her vibrant imagination. Early exposure to the Yamanaka Clan's mind techniques from her parents sculpted her into a perceptive and empathetic individual.
Saya's promotion to Chunin at the age of 12 was a testament to her strategic prowess and creativity. Her performance in the Chunin exams was a captivating spectacle of mental manipulation and Sunagakure's fierce tactics, revealing a seamless fusion of her Yamanaka mind techniques and Suna's relentless combat style.
Saya Yamanaka's journey to becoming a medical-nin began shortly after her promotion to Chunin. She was initially drawn to the profession by her desire to prevent any more of her comrades from getting hurt. But as her training progressed, she found herself deeply engrossed in the art of healing, appreciating its complexity and the intricate balance of knowledge, control, and compassion required to excel in it. Her Yamanaka heritage also played a crucial role in her journey. The clan's mind-oriented techniques and her unique understanding of the human mind allowed her to take a more holistic approach to healing. She could connect with her patients on a mental level, often helping alleviate their pain or discomfort and aiding in their recovery.
Back in Sunagakure, Saya sought out the village's best medical-nin and began her rigorous internship as an Iryou-nin. Saya also continues to refine her mental manipulation abilities in order to become an invaluable asset to the village.
[attr="class","header2"]OOC
[break] Discord Name: AmaliaLovisa [break]Time Zone: Sweden [break]Face claim: Ryuko Matoi from Kill La Kill
Post by Yamanaka Saya on May 29, 2023 13:28:01 GMT -6
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[attr="class","header"]Stat Tracker
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Mastery Points
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Iryou-nin: Tier One - Intuitive chakra control[break] Dedicating their lives to the medical arts, the user has refined the method of chakra control. Because of this, the cost of all chakra related techniques have been reduced by a single tier (Highs become Mids, Mids become Lows, etc.)
Yamanaka: Tier One - Mind over Matter[break] The Yamanaka clan member no longer needs to close their eyes to perform any of their techniques, allowing them to better direct their techniques. Along with this, the training of their mind allows them to move marginally faster while outside of their bodies (roughly a Lvl 1.5 Speed).
Suiton: Tier One[break] Tier One - The Natural Experience: All Suiton users understand that the natural essence of their art comes from the substance they are using. They understand to be potent in battle that they need to drive their enemy into their advantage and their advantage is the water. The unity between Shinobi of this caliber, and their natural environment is quite clear as they are extremely calm and devout in their techniques because they know they are surrounded by their natural affinity much like a Doton-user is to earth. Because of this, when standing on (or are at the most 5m away) from a large natural source of water the Suiton users gains this calmness. All Suiton cost 50% with the lowest being 1x Low up to B rank as long as they are within range of this calming quality.
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Slots
#1
Yamanaka
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Iryou-nin
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Suiton
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[attr="class","header2"]Ninjutsu Prime
NINJUTSU
3
TAIJUTSU
1
CHAKRA
3
STAMNIA
1
SPEED
1
STRENGTH
1
DEFENSE
1
INTELLIGENCE
3
LVL OF HANDSEALS / 4(s)
2
MASTERY POINTS
3
SLOTS
6
STAT POINTS
3
last edited Jun 3, 2023 22:39:03 GMT -6 by Yamanaka Saya
Post by Yamanaka Saya on May 29, 2023 14:04:41 GMT -6
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YAMANAKA
WE WON'T BE FOUND
Senkenshakon (Soul Seer) Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+)[break] Type: Supplementary Handseals: 1 Chakra Consumption: 1x Mid Activation, 2x Low Upkeep
With their excellent mental-based techniques, the Yamanaka clan has become exceptionally sensitive to chakra emissions given off people every individual. Through these, they have learned to develop a cousin-technique of the Kagura Shingan. While not as powerful, this technique functions in the same manner of its kin; it allows the user to recognize and acknowledge the signatures of those around them, even if they’re invisible to the naked eye.
Note: The maximum distance the user may track a target’s chakra signature is twenty-five [25] meters from their body.
Shitenshin no Jutsu (Mind Body Switch Technique)[break] Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m)[break] Type: Supplementary Handseals: 3 Chakra Consumption:1x Mid
Shitenshin no Jutsu is a Ninjutsu utilized by the Yamanaka clan. After performing the necessary hand seals, the user will project their spirit into the body of their opponent. This can be used on both animals and humans. Unfortunately, the spirit travels in a straight line at slow speed , meaning if it is avoided, their body will be left lifeless for several minutes (1 turn). During this, the target still remains in their mind, but their mental processes are forced to the side.
Note: While it is theoretically possible to "mentally overpower" the intruder, there is no adequate measurement for such a quality. As a result, if caught in the jutsu, you're caught. The ability duration is 2 rounds. That is, to the end of the caster's turn two turns later. However, this technique can be broken with a sudden burst of chakra (Eight Gates & Tailed Beasts).
Shinranshin no Jutsu (Mind Derangement Technique) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m)[break] Type: Supplementary Handseals: 4 Chakra Consumption: 2x Mid, 1x Mid Upkeep Shinranshin no Jutsu is a Ninjutsu utilized by the Yamanaka clan. After performing the necessary hand seals, the user sends chakra into the nervous system of their victim, confusing their body to cause them to attack their ally. While they are aware of their actions, they cannot stop them from happening. The final seal must be held for this technique to remain active.
Note: The ability duration is two rounds. That is, to the end of the caster's turn two turns later. However, this technique can be broken with a sudden burst of chakra (Eight Gates & Tailed Beasts).
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last edited May 30, 2023 19:53:14 GMT -6 by Yamanaka Saya
Post by Yamanaka Saya on May 29, 2023 14:04:52 GMT -6
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Iryō Ninjutsu
WE WON'T BE FOUND
Shousen no Jutsu (Mystical Hand Technique) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid
Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands, creating a special chakra designed to speed up the body's natural healing process exponentially. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, blue hue.
Note: This technique is capable of healing a small or moderate amount quickly, such as a single injured appendage, (in the time of one post) after damage has been received. However, larger scales of damage require more extensive periods of time (for a maximum of three posts). The level of “damage” sustained should be judged to the best of your capabilities, and if needed, confirmed by a Moderator.
Horisageru no Karada (To Delve Into the Body) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: 15 Chakra Consumption: Mid A highly precise Medical ninjutsu, the user channels chakra into their hands and then places them both on the patient's solar plexus. The chakra pulses through the body in several waves, taking all important information about the condition of the body and relaying it to the user. In this way a Medical ninja is capable of instantly understanding what is wrong with the body, although not necessarily what is needed to fix the problem. Chakra no Mesu (Chakra Scalpel) Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: 3 Chakra Consumption: Mid to cast, Low to sustain Chakra no Mesu is a special Ninjutsu technique used by medical ninjas. After forming the needed handseals, the medic will focus chakra to their hands, creating a distinct, colored hue of chakra. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. Developed for surgery, it has since taken a unique aspect in battle.
Note: The damage inflicted by this technique is enough to severely injure internal organs and slice muscles for 50% reduction in functionality. Internal bleeding is somewhat steep near the more primary organs, and will result in the death of the victim in ten posts if no treated.
Chakra Ijou (Chakra Transfer) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: 5 Chakra Consumption: Low - Massive Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending or receiving chakra directly into or from the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, the amount of chakra per turn varies on the user’s will.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Mid
Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient transdermally. Targeting the liver and kidneys, the medic can filter the patient’s blood rapidly, filling the bubble with the dangerous toxins which can be discarded once the procedure is complete.
Naite no Jutsu (Dead Hands Technique) Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: - Chakra Consumption: 2x Mid; 2x High (optional)
Although most Medical Shinobi utilize this technique for combat, Naite no Jutsu may also be used to help the user combat things like cancerous growths by simply killing the cancerous cells. While active, the user is capable of causing massive cellular destruction of an area of one inch per second per rank of the technique. The chakra is represented by a faint glow around each of the user's hands, a perfect circle formed around the appendage, with the glow itself letting off a faint, black hue.
Note: This technique works in the opposite manner as Shousen no Jutsu. Immediately touching an area can result in “killing” the appendage and thusly making it unable to be used. However, charging this ability (for a maximum of three posts and offering 2x High) can provide the user will a one-hit kill, regardless of where they touch the victim.
Doku Kiri (Poison Mist Technique) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 5 Chakra Consumption: High
Ninpou: Doku Kiri is an advanced Medical Ninjutsu technique utilized by skilled medics. After the needed handseals, the medic inhales briefly before expelling a dense cloud of purple poisonous gas from their mouth at high speeds (in a 10x10 meter area in front of them). This poison serves as a very potent paralytic (capable of stunning a victim for two posts). This can serve as cover to escape and as an offensive technique against their opponent, or as a trap when luring opponents your way.
Note: The user is affected by this mist.
Sosei no Jutsu (Resuscitation Technique) Rank: B Range: Close (0m ~ 5m) Type: Supplementary Handseals: 10 Chakra Consumption: High
A tricky Medical Ninjutsu that has, nonetheless, saved many lives, Sosei no Jutsu works by channeling chakra directly to the heart of the patient, causing it to beat. This chakra disregards numbing effects, since the chakra causes the heart to beat against its' own will. Aside from that, when a person dies, their brain stays active from one to ten minutes before perishing. If the heart can be restarted, then the patient can be saved. With a two-person medical team, one Ninja may perform this technique while the other focuses upon treating the symptoms of death. If worked correctly, a patient who would otherwise be dead may be saved and, potentially, be brought back to life. If the brain has already ceased activity, then this technique will not work.
Note: This technique must be used within three posts of the user’s heart ceasing to beat.
Ranshinshou (Chaotic Mental Collison) Rank: B Range: Close (0m ~ 5m) Type: Offensive Handseals: 2 Chakra Consumption: High
Ranshinshou is an advanced Medical Ninjutsu technique that allows for the severe disruption of the medic's victims. Changing the chakra in their hand into an odd electric-like pulse, the medic successfully mimics and creates an electric field to disrupt their targets nervous system. Because the brain and body communicate using electrical impulses, the medic uses the field to disrupt their targets ability to move. What results in commands to move one body part being relayed to another, making it near impossible for them to move.
Note: This technique essentially renders the victim incapable of properly moving (you’re essentially just a flailing ball of limbs whenever you try to move) for a total of three posts.
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last edited Jun 3, 2023 22:21:40 GMT -6 by Yamanaka Saya
Post by Yamanaka Saya on May 29, 2023 14:06:09 GMT -6
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Academy Ninjutsu
WE WON'T BE FOUND
1. All E-ranked Academy techniques are free to all registered shinobi.
Kawarimi no Jutsu (Body Replacement Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: 0 Chakra Consumption: Low Kawarimi no Jutsu is an Academy Ninjutsu technique. When in danger the user will quickly substitute themself with another nearby object - generally a block of wood, but sometimes even another person - the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. Explosvie tags can be attached to the placement for an added surprise!
Note: Switch is near-instantaneous. The technique can only be used once per turn.
Henge no Jutsu (Transformation Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra Consumption: Low, Low (upkeep) Henge no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user takes on the form of another object, whether it be an animal, plant, or inanime object. This transformation is exactly like the genuine article, so it is impossible to tell the two apart without special methods.
Note: The user can transform themself into an object of average, small, or miniature size. This means that one cannot Henge into a bijuu, summon, or other gigantic object.
Bunshin no Jutsu (Clone Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra Consumption: Low (per clone) Bunshin no Jutsu is an Academy Ninjutsu technique. After performing a set of handseals, the user creates an intangible copy of themselves. This clone has no substance, so it is not able to attack, and thus can only be used to confuse the enemy. It is mainly used in combination with other ninjutsu. These clones can be easily distinguished by opponents with doujutsu, but even opponents with normals eyes can tell tell it apart from the original if they are observant, as the clone does not have a shadow and will not disrupt the area around themselves with their movement. As soon as this clone comes in contact with an opponent or gets attacked, it will disperse. Note: The clone's movement speed is equal to the user's. Bunshin cannot mold chakra to perform jutsu, nor can they physically harm an opponent.
Kakuremino no Jutsu (Cloak of Invisibility Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Low, Low (upkeep) Kakuremino no Jutsu is an Academy Ninjutsu technique that allows the user to take a cloak or a piece of cloth and infuse it with their chakra, allowing them to blend into the background. This creates an optical illusion where the user is basically invisible to the naked eye.
Note: No other techniques can be used while disguised.
Nawanuke no Jutsu (Rope Escape Technique) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Chakra Consumption: - Handseals: Low Nawanuke no Jutsu is an Academy Ninjutsu technique. Should the user be tied up by normal ropes, they can exert a small amount of chakra to free their bindings and effectively escape. Note: Ineffective against complex, electronic, or unique binds.
Kinobori no Waza (Act of Tree Climbing) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Low, Low (upkeep) Kinobori no Waza is an Academy Ninjtusu technique. By focusing a small amount of chakra to the bottom of their feet, the user can climb a tree (or other vertical wall) without utilizing their hands. This technique has a dual purpose, since it is the perfect way to increase skills with chakra control - if the stream of chakra is too weak, the user will loose their footing; if the stream is too strong, the user will be pushed away from the surface.
Suimen Hokou no Waza (Act of Water Surface Walking) Rank: E Range: Close (0m ~ 5m) Type: Supplementary Handseals: - Chakra Consumption: Low, Low (upkeep) Suimen Hokou no Waza is an Academy Ninjutsu technique, and is a variant of Kinobori no Waza. By emitting a constant stream of chakra from the bottom of their feet and using this repellent force, the user is able to walk across the water's surface. This technique is vastly more difficult than its counterpart because the amount of chakra that needs to be focused changes constantly, but it helps to build chakra control in the user. After much practice, it is even possible to 'skate' across the water's surface instead of just walking or running.
Note: The user must know Kinobori no Waza in order to use this technique.
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last edited May 29, 2023 18:11:58 GMT -6 by Yamanaka Saya
Post by Yamanaka Saya on May 29, 2023 18:24:35 GMT -6
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Suiton
WE WON'T BE FOUND
Suiun Suishi no Jutsu (Water Transport Dispatch Formation Technique) Rank: D Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 5 Chakra Consumption: 3x Low (per Column)
Suiun Suishi no Jutsu is a Ninjutsu utilizing the Water Element. The user will first perform a series of handseals, and then cause a large column of water to rise from a nearby water source. Due to the moderate volume of liquid controlled by this technique, it is the preferred method of fighting nearby fires.
Note: Each Column is roughly ten feet tall and four feet in width (all directions), it rises out the water near instant
Kokuun no Jutsu (Black Clouds Techniques) Rank: C Range: Close (0m ~ 5m) Type: Supplementary Handseals: 3 Chakra Consumption: 2x Mid
Kokuun no Jutsu is a Ninjutsu technique which utilizes the Water Element. After forming the necessary hand seals, a black mist will emit from the body and rise into the sky. Black clouds will then form, releasing a flammable rain of oil onto his\her targets.
Note: Water is not necessary beforehand to perform this jutsu. The "clouds" that form about are roughly twenty feet in all directions from the epicenter (caster) and can be increased by up to ten meters per expenditure of 1x Mid.
Mizu Bunshin no Jutsu (Water Clone Technique) Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Supplementary Handseals: 3 Chakra Consumption: 2x Mid (per clone base cost) (this is not returned in anyway, this is the cost to form it.)
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 cannot travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state.
Note: Each clone costs 2x Mid to create, and the amount of Chakra given to each Clone is dependent on how much the user wishes to spend Extra to give it. Each Clone starts with 2x Mid, and are limited to basic attacks/weaponry attacks (taijutsu/kenjutsu allowed and other weaponry styles) Suiton based Jutsu up to C rank. The clones are required to stay within 25 meters of the caster at all times otherwise they disperse. The clones have level 1 defense
Mizurappa (Water Trumpet) Rank: C Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 5 Chakra Consumption: 2x Mid
Mizurappa is a Ninjutsu technique utilizing the Water Element. After forming the necessary handseals, the user will expel a strong jet of water at their opponent. This jet is easily capable of swamping up to three targets, pinning them against any surface with its pressure.
Note: Water is not necessary beforehand to perform this technique, this technique moves at level 3 speed, with level 2 strength.
Mizu no Muchi (Whip of Water) Rank: C Range: Close (0m ~ 5m) Type: Offensive, Supplementary Handseals: 5 Chakra Consumption: 1x Mid (creation/activation) 2x Low Upkeep
Mizu no Muchi is a Ninjutsu technique that utilizes water to create a whip. The ninja can also send an electric current through the whip to electrocute their opponent. The whip will function in the normal fashion, such as allowing the ninja to whip the crap out of little kids.
Note: The user does not need to possess the Raiton element to generate the electric current. this wip has a durability similar to level 2 defense and can slash at on par with level 2 strength
Mizukiri no Yaiba (Sword of Draining) Rank: C Range: Close (0m ~ 5m) Type: Offensive. Handseals: 4. Chakra Consumption: 2x Mid (activation), 2x Low Upkeep
Mizukuri no Yaiba is a Ninjutsu technique that utilizes water to create a sword. The sword can be wielded in the normal fashion, allowing the ninja to cut and stab like a normal blade.
Note: This technique has durability similar to level 2 defense, and slash on to level 2 strength. Daibakuryuu no Jutsu (Great Exploding Current Technique) Rank: C Range: Close (0m ~ 5m) Type: Offensive Handseals: 4 Chakra Consumption: 3x Mid (Activation) 1x Mid Upkeep (per turn after initial)
Daibakuryuu no Jutsu is a Ninjutsu technique utilizing the Water Element. After doing the necessary handseals, a vortex of water will form, sucking anything on the surface above it down into the depths below.
Note: Daibakuryuu no Jutsu starts at it's full strength consuming things at level 2 speed and slowly loses it once the user releases their "control" over it, and after a total of four posts have passed it subsides. One the first post it is at full strength and capable of sucking in objects as large as a medium sized summon. Second post, it loses 25% of it's power and weakens. Third, it drops to 25% and on the final post it consumes itself.
Takitsubo no Jutsu (Waterfall Basin Technique) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Supplementary Handseals: 7 Chakra Consumption: 2x High
Takitsubo no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninja will first perform the necessary handseals to create a large volume of water using the water in the atmosphere, the water comes crashing down in front of the user like a tidal wave that spans a 10x10x10 size which when given any real sense of height, will come crashing down upon anything and everything around it like a tidal wave.
Note: Water is not necessary beforehand to perform this technique.
Hahonryuu (Destruction Torrent) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10) Type: Offensive, Defensive Handseals: 8 Chakra Consumption: 1x High (Activation), 2x Mid Upkeep
Hahonryuu is a Ninjutsu technique utilizing the Water Element. To use this technique, the user will form the necessary handseals and then generate a whirling vortex of water in his palm. This technique can then, when pointed toward a target, fan out in a large volume of water capable of slamming into multiple targets.
Note: Water is not necessary beforehand to perform this jutsu. Suijinheki (Water Encampment Wall) Rank: B Range: Close (0m ~ 5m) Type: Defense Handeals: 4 Chakra Consumption: 1x High
Suijinheki is a Ninjutsu technique utilizing the Water element. The ninja will first do a string of hand seals and then proceed to blow out a jet of highly pressurized water from their mouth, in order to act as a water barrier from an incoming attack.
Note: This technique has a durability comparable to level 5 defense.
Suikoudan no Jutsu (Water Shark Projectile Technique) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Offensive Handseals: 4 Chakra Consumption: 1x High, 2x High
Suikoudan no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninjas does a string of handseals which then causes a column of water to rise from the water and then strike their target with a bone-crushing force. The alternative version of this technique allows the user to form a large (three times the size of a standard shinobi) shark of water and chakra, which the user can “ride inside” and use as an offense and defense, and dramatically increases their swimming speed.
Note: Though this jutsu has extended range, it must be formed within five meters of the user. Using the alternative version costs x2 Highs worth of chakra. this technique can move at level 4 speed, and has strength comparable to level 2
Mizudeppou no Jutsu (Water Gun Technique) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 3 (if tier three mastery is not active; none if it is), and the user must form a gun-like figure with the hand. Chakra Consumption: 1x High
Mizudeppou no Jutsu is a Ninjutsu technique utilizing the Water Element. After forming the necessary handseals (depending on the situation), the user then forms a finger-gun and fires a droplet of water at the ended target with tremendous force. This can bullet can easily pierce through a human body.
Note: Water is not necessary beforehand to perform this jutsu. This technique can be performed by Water Clones without handseals, as their bodies are made entirely out of water. It's capable of moving at level 4 speed, and strength comparable to level 2.
Mizuame Nabara (Starch Syrup Capture Field) Rank: B. Range: Close (0m ~ 5m), Mid (5m ~ 10m) Type: Defensive, Supplementary Handseals: 10 Chakra Consumption: 3x Mid
Mizuame Nabara is a Ninjutsu technique utilizing the Water Element. After forming the needed handseals, the user will expel a sticky liquid from their gullet. This liquid can cover approximately 20 square meters. If the target runs on top of the liquid, their feet will become glued to its sticky surface. If the ninja focuses chakra to their feet before touching the surface, they can hover above and move over it without hindrance.
Note: Water is not necessary beforehand to perform this jutsu.
Suiryuudan no Jutsu (Water Dragon Projectile Technique) Rank: B Range: Close (0m ~ 5m), Mid (5m ~ 10m), Far (10m+) Type: Offensive Handseals: 10 Chakra Consumption: 1x High
Suiryuudan no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninja does a long string of handseals which then causes a column of water to rise and form into the shape of a large dragon measuring 15x15x15 meters. They can then direct this dragon to strike their target with devastating force.
Note: Though this jutsu has an extended range, it must be formed within five meters of the user. this dragon has a durability comparable to level 3, can move at speeds comparable to level 3, and strike with force comparable to level 3.
Suitenhoufutsu (Sky and Water Convergence) Rank: B Range: Close (0m ~ 5m) Type: Offensive, Supplementary Handseals: 8 Chakra Consumption: 1x High (Activation) 1x Mid Upkeep
Suitenhoufutsu is a Ninjutsu technique utilizing the Water Element. The ninja first does a string of hand seals, which causes water to rise from the ground and surround the target. This technique is considered the completed form of the Water Prison jutsu, being as how the user does not need to remain in contact with the sphere to keep it in tact.
Note: The user must know the Water Prison technique in order to use this jutsu. Furthermore, this technique can only be used on natural ground; it can’t, however, be used on rocky terrain (as it lacks the necessary ground water).
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last edited Jun 3, 2023 22:27:41 GMT -6 by Yamanaka Saya
Description: Commonly refereed to as a 'Samurai sword', the katana is characterized by its distinctive appearance: a curved, slender, single edged blade up to three feet in length, circular or squared guard, and long grip to accommodate two hands. As such, it has become renowned for its sharpness and cutting ability. Cost: 5,000 Ryo
Description: Deer Horn Knives, also known as crescent moon knives, are specialized bladed weapons consisting of two steel crescents crossing. This crossing produces four curved, claw-like points, one of which is extended as the "main" blade. The practitioner grips the wrapped middle of the lengthened crescent with the other acting as a hand guard. Relatively short weapons that are easily concealable in clothing.
Cost: 5,000 Ryo
Secondary Weapons (3) Senbon (Throwing Needles) Rank: D Type: Secondary / Ranged Special: 10 per Pack.
Description: Senbon were first used by doctors in acupuncture, but due to its reported widespread effectiveness, it was quickly adopted by ninja in order to hit points on the body that can induce paralysis, loss of consciousness, or even death.
Cost: 100 Ryo per Pack (25 packs - 2500 Ryo)
Shuriken (Ninja Star) Rank: D Type: Secondary / Ranged Special: 5 per Pack.
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories.
Cost: 100 Ryo per Pack (15 packs - 1500 Ryo)
Smoke Grenade Rank: C Type: Tool / Area of Effect Range: 0 - 10 meters Special: 3 per pack
Description: This combustible comes in the form of a long, skinny cylinder, no more than a few inches long. At the top lies a pin which, when pulled, activates the grenade's internal components. Within seconds, thick, dark smoke begins to spew from the cylinder, covering a wide area and leaving all those nearby blinded and gagging.
Cost: 500 per Pack (3 packs - 1500 Ryo)
Accessories (3) Iryo Sakuka (Organic Preservation) Rank: D Type: Medical Accessory
Special: Vials are designed to hold blood, and carry a one-time use needle which springs out of the bottom and lets it be filled; once the vial is filled, the flow automatically stops and the vial and the needle detach. Each vial can hold roughly 5% of a human body's entire current blood supply. Without this, blood belonging to a Player Character can only last the thread in which the victim died before it loses its effectiveness for transplanting purposes. Blood in a vial lasts a total of 25 consecutive IC posts, starting right after the part is secured in the vial, before it begins to decay and loses its integrity. Each vial takes up half half (1/2) an accessory slot.
Description: A metallic and glass vial approximately 5 inches long, it protects a crystalline test tube ideal for holding small body parts, such as eyes, ears, noses, fingers, etc. Once secured, the capsule auto-fills with a small preservation fluid, keeping whatever is within in mint condition until it is ready for its use. Used primarily to hold a specific amount of blood for certain medical procedures.
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last edited May 29, 2023 19:20:07 GMT -6 by Yamanaka Saya
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last edited May 29, 2023 19:20:45 GMT -6 by Yamanaka Saya