The Suiton Jutsu list has undergone several changes, please be sure to update your jutsu in your bio, and to replace jutsu that have been removed with jutsu of equivalent rank.
The Katon and Elementless jutsu lists have undergone several changes, and we ask that everyone update the jutsu lists on their bios to the new versions.
CLAN:::Danao VILLAGE:::Hasu no Sato, Cha no Kuni (Lotus Village, Tea Country) RANK:::Chuunin OCCUPATION:::Tempest Lotus Temple Acolyte ELEMENTS:::Medical, Water & Lightning, Junka AFFINITIES:::Fire UNIQUE ABILITIES:::Junton/Purification Release (Kekkei Tota)
HAIR:::Aonu has long, thick raven black hair that she has a tendency of bleaching and dying a dark vibrant purple, she seems to enjoy adorning it with bright silver, teal or orange hair ornaments. SKIN:::She has warm, golden brown skin, marked with three strange birthmarks. The first is shaped like a small lotus flower on the back of her right shoulder. The second a trailing of tear-drop-like splotches that run down the left side of her face like tears from the corner of her eye to the top of her jawline by her ear which she usually hides with her hair, sweeping her bangs to the left side of her face and letting the locks of hair fall messily over her cheek. The third and final marking is rarely seen by others, placed on the inside of her thigh. It is a strangely vivid and ornate looking design depicting a series of lettering that looks vaguely like the notations on fuinjutsu scrolls. Encircling the design is is a barbed crescent that seems to gently cradle and protect the array of markings. EYES:::She has large, gold-colored, almond shaped eyes, big and observant, they seem to latch on to the target of her focus and remain there. They seem to be the most expressive part of her face, rarely able to tell a lie and with a gaze that latches on and holds tight to that of others. Observant and curious, her eyes seem to reflect moonlight and hold tight to moonlight, she's a strange girl with entrancing eyes.
Counting Bodies like Sheep to the Rhythm of the War Drums - A Perfect Circle:
CLANS OF THEBLACKLOTUS:THEDANAO
Flare - horizon:
CLAN TYPE:::Matrilineal, Medical & Junton Focuses JUTSU FOCUSES:::Ninjutsu, Taijutsu ELEMENTAL NATURES:::Medical Element + Junka/Purification Nature (Water, Lightning, Fire)
The Danao Clan is a small one, bathed in tradition and old money, the clan was once nomadic in nature. With a focus in the holy worship of the gods presiding over the air and sea and weather, they slowly became known for their pure nature and gentle, reliable medical skills. Generation after generation of the clan sought little more than to further their medical skills, adopting the combined practices of all who would teach them in the clan’s travels.
By the time of the 10th Danao clan matriarch, Danao, Satoukou, the clan had gathered a wealth of medical knowledge and as clan head, she chose to settle the clan for a time in order to develop the clan’s own techniques. Falling in love with the countryside and the port towns of the Land of Tea, Satoukou made the clan’s new home near a village just west of Dagarashi port, a small farming town whose main export included some of the teas and herbs that the clan used commonly in their medicines.
As the nearby towns learned of them, the clan used the gifts and payments to raise their homes and temple, building shrines to their own gods as well as local ones as more and more of the clan began to settle, bringing with them the clan priests and priestesses. Becoming well acquainted with the surrounding villages, Satoukou’s love for her new home grew and was soon joined by a budding love for a man named Hasukan, Rounu who would teach her clan defensive techniques in order to defend their new home. Together, the two would utterly change the clan into shadowed protectors of their island home. At the peak of their leadership, the two ultimately married and continued a thriving line of Danao clan Matriarchs who would begin to develop the clan’s abilities and descending them into the ninja world. It wasn’t until the twelveth generation that the secondary branch was formed.
With the fifteenth generation, the clan would be sub-divided into the Danao main-branch and the Hasukan secondary branch. While neither was considered lesser or greater than the other, the Danao matriarch remained the undisputed clan head. Every Danao or Hasukan child is born bearing the surnames of both their mother and their father, at their coming of age (18 years old), a ceremony is held in which they must choose one of the two names to keep in adulthood. If they choose their mother’s name, they join the main branch, if they choose their father’s they join the secondary branch. While each branch aims for the same end, both seek different ways of meeting that goal.
The Danao main-branch follows the clan’s original teachings, diving first into their medical element focus, they are not strong fighters, but powerful field medics. They forgo training their bodies, seldom seen in defensive lessons as they further their understanding of the body in order to first aid others and then themselves. It isn’t until after their graduation from the clan’s academy that a main-branch member even thinks to excel in the clan’s defensive combat style or learn any form of self-defense. Danao main-branch Jounin and S-Rank members though, are not always as week as they seem as the achievement of jounin rank in the clan commonly means that the clan member has furthered their ability in their bloodline abilities, and for a Danao, such usually means the ability to turn even the most powerful medical jutsu at their disposal into an unnerving tool in hostile combat. Danao clan members from both the main and secondary branches are thus required to take an oath upon achieving jounin to never take a life unless absolutely necessary and unavoidable.
The Hasukan family members are less passive in their starting point compared to their main-branch counterparts. Their teaching take on more of a militaristic guardian role as they tone their minds first then their healing minimally throughout their training. The secondary branch members leave their academy student status with a very basic medical knowledge, improving it after graduation when they find themselves more capable at defending themselves and others. Like the Danao main-branch though, the Hasukan eventually begin evening out their weaknesses in order to unlock their bloodline abilities, taking the same oath as a jounin to avoid needless killing.
[RESERVED: BIOGRAPHY]
A Modo Tuo - Elisa:
Last edited by DM Konan on Tue Feb 17, 2015 4:21 pm; edited 1 time in total
The Black Lotus, located just south of Dagarashi Port in Tea Country, is the small country’s own version of a hidden village. While not quite as prominent as the Hidden Villages around them, the Black Lotus was once known to offer protection around a small area in southern Tea Country. Made up of a small number of clans from the outlying villages, the Black Lotus is home to a small number of wanderers and outcasts that help the group’s goals in return for a place to call home. Among them are the five founding clans, a strange close group of families who founded Tea Country in an effort to better their home. Though they seem to accept anyone, they only ever train very few, how they choose those lucky few is a strange process and seems random at best, wild theories about the group growing and spreading like wild fire, both within it and without.
[Chosen of the Black Lotus] (150 Tokens)
A carefully kept secret, those chosen for the group’s higher training are only those capable of the Junka Release. Junka is a strange, nullifier sort of release, focusing on purification and the rejection of negative influences. As strange of a nature as it is, Junka develops early on and due to the strength of it, is difficult to reign in and control when its wielder is under stress or duress. As such, the Black Lotus is quick to gather up these capable few, many of which seem to originate from one of the five original clans who’d founded the group, and ensure that, even if they know nothing of what they’re capable of, they are taught the ways of restraint and patience necessary to control their abilities.
**SPECIAL NOTE:::The Black Lotus is an RP heavy group. Those who make characters of it or ICly join it in some way will have such be expected of them. You’re free to join ICly through RP with a Black Lotus member without taking the Junka Release as well. Not everyone in the Black Lotus is capable of Junka.
=== ~ ===
[Junton]
Junka is the combination of three purification elements, those who find themselves capable of it usually often finding themselves with an affinity toward the medical element as well. To develop and affinity for Junka, one must have the ability to use at least two of the three Junka elements (Fire, Water or Lightning). While common to find those with an affinity for it, the medical element is not a requirement for the purification nature. Gentle and never purposed toward destructive power, those with Junka tend to be more docile in nature and find that Junka itself is not well used in an offensive nature.
Junka Nature Chakra:
[UNIVERSAL]:::User gains Medical + 2 elements from the Purification Element Pool (Water, Lightning, Fire). Is able to use Purification Techniques. +5 to Learning Medical/Purification Jutsu. The player may choose to substitute the third purification element for the medical element instead but may not substitute the element for the medical element bonuses included in this power.
Quote :
"A Purification (純化, Junka) nature, yielding Purification Release (純遁, Junton) ninjutsu. This was a tough one. Fire, water, and electricity are all associated purity in one way or another. Fire and heat burn, melt and evaporate several substances, effectively separating them by physical characteristics, such as melting and evaporation temperatures. Some religions also consider burning something as a form of purification, riddance of impurities, or else burning something to purify an ambient. Similarly, water also has strong ties with the concept of purity. Potable water needs to be clean so it can be used to drink, and scientific research often makes use of water that has been extensively purified until the only thing dissolved in the water are its own ions. Water is also associated with purity and cleansing in religion. Lightning, also as holy in some religions and mythology, and electricity, which is also used in some purification processes, for example, in purifying ore to produce metal. I see Purification Release ninjutsu as techniques which can be used to discriminate between targets, for example, harming only certain individuals, or else targeting only specific materials, at user discretion." ~Omnibender's Elemental Recomposition Table
**SPECIAL NOTE:::All Black Lotus related clans are RP only pending DM approval/ruling
[Stand Behind Me]
Those of the Black Lotus’ chosen students are commonly more focused on protecting their assets than defeating their enemies. Steadfast and taught to be wise rather than powerful, they are taught to function under heavy stress and pain. Their bodies are strange things, while weak in some ways, their bodies not particularly strong, but with their growth and furthered learning In Junka, they become more steadfast and resistant, their bodies able to shrug off a portion of the world’s negative effects, increasing their health at the cost of a different affliction.
Stand Behind Me:
[UNIVERSAL]:::+1/10th Heal Skill onto Medical/Purification Jutsu Healing, May Defend for any ally as a Free Action [GENIN]:::3 DR VS HP/CP, -1 CP on Medical/Purification Jutsu (Min 1) [CHUUNIN]:::4 DR VS HP/CP, -2 CP on Medical/Purification Jutsu (Min 1) [JOUNIN]:::5 DR VS HP/CP, -3 CP on Medical/Purification Jutsu (Min 1)
**SPECIAL NOTE:::While Junton users have higher DR vs HP/CP dmg, ICly, their bodies also resist healing and take longer to recover. They seem frail upon first glance and the player’s RP should reflect that. Take some time to RP your character’s injuries and recovery processes as well as keep in mind that Junka is a hard nature to control. All characters should have weaknesses and flaws, think carefully when making yours.
[Guardian Wall]
Users of Junton are known for their flexibility in combat, while their offense can be lacking at times, it is at times, an understatement to say that their known for an aggressive defense. No matter the purpose of their technique, their pure focus on their ability to defend and protect others makes their defenses a dangerous thing to face.
Guardian Wall:
[UNIVERSAL]:::May use any Offensive Jutsu as a Defensive Technique (Even if it does not state so) if the Technique does Damage, the damage is halved. (Unless technique originally allowed to be used defensively or is a Medical Jutsu) Note: No healing jutsu may be used as a defensive.
Tsunade wrote:
First clause (第一項, Daiikkō) "No medic ninja shall ever stop medical treatment until the lives of their party members have come to an end." (「医療忍者は決して隊員の命尽きるまで治療を諦めてはならない」, "Iryō ninja wa kesshite taiin no inochi tsukeru made chiryō o akiramete wa naranai.")
Second clause (第二項, Dainikō) "No medic ninja shall ever stand on the front lines." (「医療忍者は決して最前線に立ってはならない」, "Iryō ninja wa kesshite saizensen ni tatte wa naranai.")
Third clause (第三項, Daisankō) "No medic ninja shall ever die until they are the last of their platoon." (「医療忍者は決して小隊の中で最後まで死んではならない」, "Iryō ninja wa kesshite shōtai no naka de saigo made shinde wa naranai.")
Fourth clause (第四項, Daiyonkō) "Only those medic ninja who have mastered the Strength of a Hundred Technique of the ninja art Creation Rebirth are permitted to discard the above-mentioned laws." (「忍法創造再生の百豪の術を極めし医療忍者のみ 上記の掟を破棄できる」, "Ninpō Sōzō Saisei no Byakugō no Jutsu o kiwameshi iryō ninja nomi, jōki no okite o haki dekiru.")
~Fifth Hokage, Tsunade
We are Clan Danao (75 Tokens)
With a long history in medical study, the Danao Clan has spent fifteen generations perfecting their understanding of medical techniques, branching away from the known study of medical ninjutsu and making their own style, Nikutai Kosei. Building upon that, they moved away from working as ninja and became something else. Focusing on their medical knowledge, they advanced mercilessly into the field, and with their re1naming, created it into their strongest defense, leading to the creation of the Nabiku, Nikutai Kosei and Sosa no Mai styles taught within their temple.
Clan Danao Style Junton:
UNIVERSAL ::: May heal self in combat with all combat allowed healing medical ninjutsu. User rolls heal before healing. If the 1d20 on the heal roll crits, healing base die is maximized out of combat. In combat, adds WIS Ninjutsu Bonus DMG to HP Heal Amount. GENIN ::: 20 Heal Crit Range; Automatically gains knowledge of all E Rank Medical Ninjutsu/Junton Element Jutsu CHUUNIN ::: 19-20 Heal Crit Range; Automatically gains knowledge of all E-D Rank Medical Ninjutsu/Junton Element Jutsu JOUNIN ::: 18-20 Heal Crit Range; Automatically gains knowledge of all E-C Rank Medical Ninjutsu/Junton Element Jutsu
Body Point Purity (75 Tokens)
Sealing a portion of the user's reserves into a single point on their body, in a way, this style of sealing lengthens the user's life, marking them as pure, their body rejecting outside influences as they use a combination of medical and junton ability to create a point of power on their body. Seeming to age slower than those around them, the point of purity on their body increases their strength during it's use impressively. Requiring a great amount of control to maintain, the ability has a heavy toll upon the user at the end of it's duration, commonly undoing the work of the jutsu until they can amass the chakra point once again, their life shortening and lengthening like a rubber band pulled taught then released repeatedly, eventually, too many uses may cause the user's death.
Body Point Purity:
UNIVERSAL ::: Purity point may be activated to return 1/10th of the user's current HP/CP pools (round up) respectively for a 5 round duration. At the end of the duration, the user receives 1/2 of the total healed back as DMG to both Pools. (E.G 82 CP, 61 HP at the time. User heals 8 CP and 6 HP for 5 rounds, at the end of the 5 rounds they take 20 CP and 15 HP DMG) Activating more than 1 time per IRL day results in permanent damage to their pools at 1/10th of the total returned. CP pool damage is permanent and cannot be fixed without a specific jutsu that would repair it. (IE: A jutsu stating that it repairs the user's chakra system.) GENIN ::: +0 CP regen/round outside activation becomes 1 CP regen/round during activation; 1 Purity Point storage CHUUNIN ::: +1 CP regen/round outside activation becomes 2 CP regen/round during activation; 2 Purity Point storage (3 round recharge between point activation) JOUNIN ::: +2 CP regen/round outside activation becomes 3 CP regen/round during activation; 3 Purity Point storage (2 round recharge between point activation)
Note: The CP and HP Regen gained by this ability still applies to the Active Regen Cap.
Special Note: (Weakness) Any and all DR applied on the character applies to both damage done by an enemy as well as healing done by an ally. DR does not apply to healing only if the other user has the Junton Kekkei Tota. IE: When someone without junton attempts to heal this character, the user's total DR to CP or HP respectively must be applied to the healing amount. If activated more than once, the duration of the consecutive activation is added to the end of the first and the total returned applies to the downsides listed under universal.
JUNTON: Nabiku no Mai, Boon of Feathers JUTSU TYPE: Nabiku Style Ninjutsu RANK: E CHAKRA COST: 2 RP DESCRIPTION: When channelling Junka, the Danao teach their students to combine the energies of water, fire and lightning within themselves, but due to the volatily of the nature, they cannot allow it to stay within their body for long, tossing the chakra out over their shoulders and from their backs, they create a pair of wing like formations on their back with which to channel their jutsu during battle. In doing so, they focus their chakra through these formations, able to control it outside their body as a stagnant external source. Preforming handseals, as normally would be done, they're able to focus the energy into specific tasks as with Boon of Feathers, plucking a single feather of chakra, they may attack or hold onto it. In attacking, their chakra takes a more volatile state, pushing through and purging without prejudice, the small fragment cutting into their enemy and taking a small chunk of them out of existence. Should they hold onto it, they may focus the chakra to aiding their next medical technique, allowing it to reject an ally's wounds. PvP EFFECT: 1d4+1 Purification Damage or +1d4 to next healing roll. SPECIAL NOTE: If used to heal, they must take their turn to pluck the feather, then cast the healing jutsu the next round. Pays full cost of both jutsu. TEACHING/LEARNING:
JUNTON: Calibration of Lung, Floating Mist of Down JUTSU TYPE: Nikutai Kosei Style Ninjutsu RANK: E CHAKRA COST: 2 CP (Self) 3 CP/ally (Ally) RP DESCRIPTION: Gathering chakra in their lungs, the user carefully combines the three junka elements and exhales them as a combined mist into the air, upon exiting, they become like feathers, dancing about the battle field, purging all impurity that the mist touches. The chakra let off by this technique gives the illusion that it smells oddly of lotus flowers, it's warm gentle glow being said to pierce even through lies and clear the mind. PvP EFFECT: +2 to breaking Genjutsu. +1 if used to aid allies (max 2) SPECIAL NOTE:
JUNTON: Nabiku no Mai, Blindness of Faith JUTSU TYPE: Nabiku Style Ninjutsu RANK: D CHAKRA COST: 3 RP DESCRIPTION: Throwing their chakra back over their shoulders and outward, the user kneels and turns their back on the fight, trusting their allies to protect them. The chakra they expend though, selectively effects their enemies, focusing on effecting their chakra points, making it difficult for them to use jutsu as the user's feathers slip into the body and wedge their purifying nature into the points, blocking them at least temporarily. PvP EFFECT: Free Action) (Users Turn Only) User rolls vs all enemies in combat. Those who fail, suffer -1 to ATK/DEF when using jutsu for that round. TEACHING/LEARNING: Gate System: D Rank
JUNTON: Nabiku no Mai, Eradication of Body JUTSU TYPE: Nabiku Style Ninjutsu RANK: D CHAKRA COST: 2 RP DESCRIPTION: Pulling upon junka's purging nature, the user moves the chakra in the wings on their back momentarily to their arms. Like winged gauntlets, they strike an opponent in melee range for a devastating blow. Purching without prejudice, this technique rips through flesh, bone and chakra, the fluttering energy cutting into the target without mercy or forgiveness. PvP EFFECT: Free Action) User gains WIS stat ninjutsu Bonus DMG according to their DEX mod to the next Taijutsu/Kenjutsu they use. SPECIAL NOTE: TEACHING/LEARNING: Gate System: D Rank
C RANKS
B & A RANKS
JUNTON: Calibration of Circulation, Way of 4 Rejections JUTSU TYPE: Nikutai Kosei Ninjutsu RANK: C CHAKRA COST: 5 RP DESCRIPTION: The user focuses their chakra to circulate through their body for a short period of time. Be it, the arms, the legs, the chest or the head. In doing so, they direct the chakra from that point in order to achieve a specific goal. PvP EFFECT: Lasts 1d4+1 rounds. This technique gives a bonus to a specific type of defense, chosen upon casting. May change body focus as a free action if the user pays 2 CP/switch. - Head: +1 DEF vs Genjutsu - Arms: May with block with WIS. Does not work vs jutsu above Rank C. - Legs: May use DEX vs undodgeable jutsu. - Torso: +1 DR/round SPECIAL NOTE: Takes turn to cast as normal. Does not stack with other jutsu (be they self cast or by an ally). Due to the IC strain this technique has on the body, there is a cooldown equal to the rounds it was active. TEACHING/LEARNING: Gate System: C Rank
JUNTON: Sacrificial Flutter, Dither of Hesitance JUTSU TYPE: Nabiku Style Ninjutsu RANK: C CHAKRA COST: 1/2 Cost of Incoming Jutsu RP DESCRIPTION: Gentle by purpose, yet explosive by nature, this technique is a small prelude of future Nabiku techniques. In an explosive burst, the user expells their chakra outward from their back, summoning an evanescent pair of wings upon their back made purely of junka energy. Directing the energy, the technique rejects ill intent and pushes it back, rejecting it's influence forcefully. The user accepts the next attack, using the force of their own explosion to soften the blow. PVP EFFECT: Upon successful defense, the attacker's damage is divided 50/50 between the user and the attacker. Does not pierce DR. SPECIAL NOTE: Requires Junton; Only works vs. Rank E-B Jutsu. Defensive Turn only. TEACHING/LEARNING: Gate System: C Rank
JUNTON: Nabiku no Mai, The Hummingbird's Rejection JUTSU TYPE: Nabiku Style Ninjutsu RANK: C CHAKRA COST: 2 CP Per Swipe (Max 4) RP DESCRIPTION: Manifesting their junka as a pair of wings at their back, the white energy seeming to flutter gently at their back with frightening speed. Sending out the resulting fragments of energy, the user strikes out at those in their reach, rejecting their proximity and pushing them back. Should they turn their strikes on an ally though, the chakra may be repurposed to reject injury, healing their wounds, but at a cost... PvP EFFECT: User may choose to "Swipe" their target or targets (Max 3 - Melee Range AoE). Each swipe is rolled with a separate ATK Roll and deals Rank Taijutsu DMG and the target(s) suffer -x to their next ATK roll depending on how many swipes their target(s) take. 1 Swipe) -1 to next ATK Roll 2 Swipes) -2 to next ATK Roll 3 Swipes) -3 to next ATK Roll 4 Swipes) -4 to next ATK Roll SPECIAL NOTE: The negative to jutsu use is applied only once per use, per target upon a successful strike and cannot stack with consecutive uses of this jutsu, but does stack with other bonuses following cap rules. All damage bonuses are added at the end of the attack per enemy struck, not per hit if used against 1 target with multiple attacks. If used on an ally, healing bonuses are also added at the end per ally effected. The user then takes the total damage amount healed to their own HP pool and the ally receives the -1. TEACHING/LEARNING: Gate System: C Rank
JUNTON: Calibration of Resistance, Essence of Purity JUTSU TYPE: Nikutai Kosei Style Ninjutsu RANK: B CHAKRA COST: 4 Per Ally RP DESCRIPTION: Channeling the junka nature, the user focuses their will towards rejecting all negative influences from the inside out. Pushing the essences off, the target becomes temporarily resistant to the effects of their enemy's hostile jutsu for a short period of time. PvP EFFECT: Removes all Negative effects from allies (Max 2) and makes them immune to them for 1d4+1 rounds. TEACHING/LEARNING: Gate System: B Rank
JUNTON: Calibration of Denial, Wall of Purity JUTSU TYPE: Nikutai Kosei Taijutsu RANK: B CHAKRA COST: 7 RP DESCRIPTION: Focusing on their body, the user fills their body with the junka nature and throws themselves in the way of violence, absorbing it all within themselves so another might surive. Unrelenting and stubborn, they seek to stand before the comming attack and redirect it, forcing themselves to move faster and with more force than the oncoming onslaught. PvP EFFECT: Block For Ally with +2 to the Roll. If Successful, Attacker still rolls DMG. Rolled DMG is then 1/2 and redirected towards the attacker. Attacker may still roll DEF against their original ATK Roll with -2 to the DC. SPECIAL NOTE: Rolled with DEX only. SPECIAL NOTE: Takes the user's next turn TEACHING/LEARNING: Gate System: B Rank
JUNTON: 25 Feather Recalibration, Cloud of Feathers JUTSU TYPE: Nikutai Kosei Style Ninjutsu RANK: A CHAKRA COST: 5 Per Ally RP DESCRIPTION: Gathering chakra in their lungs, the user carefully combines the three junka elements and exhales them as a combined cloud into the air, upon exiting, they become like feathers, dancing about the battle field, purging all impurity that the cloud touches. The chakra let off by this technique gives the illusion that it smells oddly of lotus flowers, it's warm gentle glow being said to sooth and numb the body to pain and damage as it grants mercy on the user's targets. PvP EFFECT: User heals allies for 2d4 HP and removes all negative effects from allies (Max 3) and makes them resistant to them for 1d6+1 rounds. TEACHING/LEARNING: Gate System: A Rank
S RANKS
JUNTON: 50 Feather Recalibration, Separation of Purity JUTSU TYPE: Ninjutsu (Hiden Kinjutsu) RANK: S CHAKRA COST: 25 RP DESCRIPTION: unka is a strange nature, made up of three elements: water, fire and lightning. Combined, the three elements are able to safely purify a target existence with prefect prejudice, the process usually painless and gentle, whereas separately, these three elements can be destructive and unforgiving in nature. It is in separating these three elements that the user is able to change the nature of junka and overwhelm an opponent's existence. This jutsu has four release focuses, of which any user has ever only been known to access two. - Storm Focus (Lightning and Water): Users with a passive affinity toward fire are known for their Storm Focus Junton, their natures more gentle than other junka users. Their water behaves as a torrential path for the purifying force of lightning, washing and zapping away targeted impurities. Like a storm, this release can snake across the sky or ground, making it hard for their opponent to avoid. - Boiling Focus (Water and Fire): Users with a passive affinity to lightning on the other hand, are capable of Boil Focused Junton, their natures hot and feirce in their release, evaporating away the impurity into a harmless cloud of mist. Engaging their opponent is with this focus is a bit more complex, requiring the user to encase the enemy in water, before releasing their fire nature underneath, allowing them to simmer for a time until the opponent's ability to harm evaporates away. - Explosive Focus (Fire and Lightning): Lacking the gentler nature of water, those with Explosion Focused Junton are extremely volitile, their junka exploding on contact with a chosen target as they burn and rip into an enemy until nothing is left. Known as the most painful and destructive focus, they explode and destroy without prejudice, clearing away all in their path. - Pure Focus (All Three Elements): As the last separated release, Pure Focused Junton is junka in it's most basic form, masters of this technique are able to draw out even their passive element, directing all three at an enemy for one massive, destructive attack. The use of this attack works in two steps and it's success lies in the manifestation of the Junka nature, the user bearing the energy on their back and shoulders like a burden. Peeling the nature apart, they take control of the separate elements, the chakra taking the form of either one or two elemental clones. At the second step, the user activates the jutsu harnessing each element's purifying nature to launch a side by side attack upon their enemy. PvP EFFECT: - Storm Focus: (Requires Lighting & Water Elemental Start) User takes 2d8 fire damage upon first round. Second round the attack roll is made dealing 6d8 lightning damage and causing -2 to ATK/DEF for 1d4+1 rounds to 1 person, or 4d8 lightning damage and -1 to ATK/DEF for 1d4+1 rounds to up to 3 targets. - Boiling Focus: (Requires Water & Fire Elemental Start) User takes 2d8 lightning damage upon first round. Second round, the attack roll is made dealing 6d8 fire damage to 1 target (or 4d8 fire damage to up to 3 targets and causing steam concealment for 1d4+1 rounds. (Steam Concealment Effect: All in combat roll listen or move silent before their attacks, the winners receiving a +2 to their next attack or defense roll.) - Explosive Focus: (Requires Fire & Lightning Elemental Start) User takes -2 to ATK/DEF beginning of next round for 1d4 rounds. Second round, the attack roll is made, dealing 3d8 fire damage and 3d8 lightning damage to one person or 2d8 fire damage and 2d8 lightning damage to up to 3 targets. - Pure Focus: (Requires Junton Legendary passive and Jounin Rank) User takes 2d8 dmg from each of the three elements (total 6d8 dmg) upon the first round and pays the CP cost a second time for two clones. Second round, the attack roll is made, dealing 2d8 dmg from each element to an enemy with 2d4 DoT damage for 1d4+1 rounds or 1d8 damage from each element to up to 3 targets, each person taking 1d4+1 DoT damage for 1d4+1 rounds. SPECIAL NOTE: A user can only ever access two focus effects, one being pure focus, the other being the user's 2 element focus chosen upon character creation. Takes 2 rounds to use (first round to summon the clone or clones, second to activate). 1 clone equals one of the 2 element focuses, 2 clones for Pure Focus. TEACHING/LEARNING: Gate System - S Rank
S+ RANKS
JUNTON: 100 Feather Recalibration, Storm of Pure Feathers JUTSU TYPE: Ninjutsu (Forbidden) RANK: S+ CHAKRA COST: 50% HP & 50% remaining CP RP DESCRIPTION: Junton in it's purest form, it follows both the Nabiku and Nikutai Kosei styles, opening all of the user's chakra points, they expend both life and energy in a final single purification. Picking their focus, they focus their chakra toward a single goal, directing the energy they gather outside their body toward that cause. Gathering their Junka, the user moves as if dancing at the center of battle, their movements embodying the three main elements of Junka. Collecting the energy, they force it outward from their body, gathering it around like a cloud them as it becomes like feathers around them, each feather bearing a seal unique to the user. While the technique does take a while to prepare, it's effects can be devastating as a master of the technique may target several purifying PvP EFFECT: User may not take their turn nor counter for the two rounds it takes to charge this technique. On the third round, they user their turn to release the jutsu as a true AoE over all those in combat. Rolling individually against each player (WIS vs WIS), all who fail to beat her have all positive duration effects removed. Those who beat her roll are removed of all negative duration effects. Those who tie, have nothing happen to them. SPECIAL NOTE: This includes all Passive / Abilities / Jutsu etc. Those effect may still use a buffing jutsu after this technique, but none of the Passive / Ability bonuses are re-applied till the end of the fight. SPECIAL NOTE: With DM and/or Player permission, may nullify RP/Permanent effects on a chosen target. Such as seals, poisons, curses, etc. TEACHING/LEARNING:
Last edited by Konan (FV) on Sat Feb 21, 2015 2:46 pm; edited 3 times in total
Charecters with a special affinity may dedicate themselves to the study of Medical Ninjutsu, and spend time training to support their squads with the following techniques.
Medical Ninjutsu must be purchased at character creation, and costs 25 tokens.
The following techniques are labeled (C) for recommended use in combat, or out of combat given the RP calls for it, (NC) for use OUT of combat always, or (C/NC) for use in either. The Med-nin may not use any Medical Ninjutsu on themselves during combat, unless otherwise stated in the technique. Using a Medical Ninjutsu outside of combat gains the WIS Ninjutsu bonus as Healing Bonuses.
Medical Ninjutsu:
E RANKS
D RANKS
Dress wound (C/NC) Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi. PVP Effect: Heals target for 1d4 HP, may be used in battle. Teaching/Learning: Gate System - E Rank
Examine Injury (C/NC) Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: A technique used by all Medical nin. The medic can quickly diagnose basic injuries, and formulate the best way to maximize their healing through intensive medical knowledge. PVP Effect: Adds 2+1/10th Heal Roll (Max 10) HP to next healing Technique. Special Note: Allows for the character to roll Heal to diagnose an injury in player/DM events. Teaching/Learning: Gate System - E Rank
Control Bleeding (C) Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding. PVP Effect: User may roll WIS Vs Original Attack Roll-2 to remove Damage over Time effects. Teaching/Learning: Gate System - D Rank
Remove Poison Technique (C/NC) Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Removes poison from a victim who has been hit with a lingering toxin. PVP Effect: Removes poison from the target, For every Rank above E the poison is this Jutsu costs 2 more CP then Usual. Teaching/Learning: Gate System - D Rank
Healing Jutsu Minor (C) Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: A basic medical ninjutsu that, by focusing a small burst of Medical infusion, heals cuts, scratches and bruises with ease. PVP Effect: 1d10 Damage healed to a target Teaching/Learning: Gate System - D Rank
C RANKS
B RANKS
Mystical Palm Technique (C/NC) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 3/Round RP Description: One of the most popular techniques within the Medical world, this technique makes use of the user's medical chakra by both allowing the cells to regenerate, but also manually patching up the more major injuries. PVP Effect: Requires at least two rounds of use, to a maximum of 4 rounds of use. Target is healed for 3d4+4 HP damage per round, but healing takes up the turn of both the user and the target. Special Note: If the target or the user is attacked, this technique is canceled. However, if an ally chooses to defend for them, the technique continues. Teaching/Learning: Gate System- C Rank
Angels Touch (C) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in battle the medical shinobi focus' their chakra and much like chakra burst expels a small portion of their healing chakra to allies. PvP Effect: 1d6+2 heal up to 2 targets, or 1d4+1 up to 3 targets Special Note: If healing three targets CP cost is raised to 8 instead of 5. Special Note 2: This technique cannot heal the user, only an ally. Teaching/Learning: Gate System- C Rank
Healing Jutsu Light (C) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat. The medic concentrates a large amount of chakra into their palm, and releases it into the subject's wound. This acts as a healing agent, and immediately relieves the target the specific injury. PVP Effect: Heals 3d4 to a target. Teaching/Learning: Gate System- C Rank
Precision Anatomy Strike (C) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Through intensive research on the effects of Chakra through the human body, the medical shinobi concentrates a small amount of infused Medical chakra into the user's hand, and taps it lightly against one of the opponent's large nerve clusters. This makes it extremely difficult to use the targeted muscle, especially in combat. This technique follows the same basic premise as the Mystical Palm Technique, however, is a more directly offensive form. PVP Effect: Dex/STR to hit, on Hit Opponent suffers -2 to Attack/Defense Rolls for 1d4+1 Rounds. Special Note: On crit, the duration is doubled. Teaching/Learning: Gate System- C Rank
Herbal Extract Mix (C/NC) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A mixture of secret herbal extracts. Depending on the mixture used can either heal a wound quicker or poison those unlucky to get caught. Usually stored in small vials for ease of use. PVP Effect: 2d8 HP damage healed, however, uses one Senbon per use. Teaching/Learning: Gate System- C Rank
Deeping Wound (C) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in combat, this allows the medical shinobi to use their chakra to further deepen an existing wound on a target. PvP Effect: Target must already be Injured. 1d6 Damage for 1d4 Rounds Teaching/Learning: Gate System- C Rank
Chakra Scalpel (C) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Chakra Scalpel is a special Ninjutsu technique used by medical shinobi. After forming the needed hand seals, the shinobi will focus chakra into their hands. 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 also 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. PVP Effect: Rank Damage + 2d4, bypassing all DR. If it hits the arm, it weakens target by -2 to STR. target can still cast jutsu, but it's hard for them. If it hits the leg, it weakens target by -2 to DEX. If it hits the wrists, it weakens target by -2 to WIS. Targets are right wrist, left wrist, right leg, left leg, right arm, left arm. May only hit each target once(if the right wrist is hit, must wait for the effect to wear off before hitting it again). Each lasts 1d4+2 rounds. Teaching/Learning: Gate System- B Rank
Chakra Focused Striking (C) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 + 1/Per Round RP Descritpion: Through intense training of their Chakra concentration and infusion, a medical shinobi can unlock the ability to focus a large amount of chakra into a single point, using this to increase their strength and combat potential substantially. PvP Effect: For 1d4+2 rounds, the user gains +1d4 damage + WIS Ninjutsu Damage bonus to all Taijutsu attacks, and +2 to all STR/DEX rolls. Special Note: No STR Damage bonuses are applied for the duration of this technique.
Emergency Body Revival (NC) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 10 RP Description: Learned by every advanced medic on the battlefield, this technique acts as an emergency procedure to jumpstart the target's heart (Much like a defibrillator), and resuscitate them back into a more stable state. PvP Effect: Used on any target whom is at below an HP of 0. The user makes a heal roll, DC equal to every point below 0 they are x2. (IE, a target at -14 has a DC of 42). Revived targets are brought up to 5 HP. Special Note: Cannot heal targets with an HP below -35
Bone Mending (C/NC) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using their chakra, the medical shinobi can stimulate the dense bone cells to regenerate by manipulating the minerals and protein properties, and in turn, allows the Medical Nin to fix fractured or broken bones PVP Effect: Heals target for 3d6 while mending target's broken bones. Teaching/Learning: Gate System- B Rank Special Note: Usable 2x per fight.
Shadow Wound Removal (C) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using their extreme control of chakra, a medical shinobi can speed up the cells of her/his body and begin healing directly before sustaining injuries. PVP Effect: Adds 1d4+4 DR to the next attack. This increases by 4 points of DR per rank past AG. (IE, +4 points at Chuunin, +8 points at Jouinin, +12 points at Kage+.) Teaching/Learning: Gate System- B Rank
Medical Surgery Mode (NC) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8/Per Round RP Description: By combining aspects of their previous training, the user is able to enter a complicated surgery mode, allowing them to make dire heals to the target. PvP Effect: The target is healed for 1d20 + 1/4th heal mod (Max 20) for each round this technique is preformed, to a maximum of 6 rounds. Special Note: To use this technique, the target must be at no higher than 25 HP remaining. Special Note 2: Dress Wound, Mystical Palm Technique, and Chakra Scalpel must all be learned in order to use this technique.
A RANKS
S RANKS
Cerebral shock (C) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: By touching the base of the brain stem, the medical shinobi is able to seemingly randomize which nerve signals go to which body parts, the result being that a thought to move a certain body part would end up moving another body part. PVP Effect: Target takes -2d4 to rolls for 1d6 rounds. Special Note: Uses DEX/STR to hit. Teaching/Learning: Gate System - A Rank
Body Regeneration Technique (C) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 10 + 2/round RP Description: By focusing a large amount of infused medical Chakra into the palm of their hand, the medical nin then disperses the Chakra into the target's body, allowing them to quickly regenerate the target's cells. PvP Effect: The target gains +6 HP Regen/round for 2d4 rounds, however any passive CP regen is removed for the duration of the tech. Special Note: May be used to self-heal.
Body Destruction Technique (C) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 10 + 2/round RP Description: Following the same premise as Body Regeneration Technique, Body Destruction is an inverted concept, where instead of using their infused Medical Chakra to incite cellular reproduction, the medic uses their infused Medical Chakra to break down cells and stop their production entirely. PvP Effect: Target takes 2d4 Damage per round, bypassing all DR, and looses all HP Regen for the duration. Lasts 1d4+1 rounds.
Balance Disruption (C) Jutsu Type: Ninjutsu Rank: A Cp Cost: 13 Description: Using their extensive knowledge of human anatomy and extreme chakra control a medical shinobi will quickly strike with a burst of chakra the balance center of the target located in the inner ear. This will cause balance and coordination issues to the target as their balance is greatly affected. PVP Effect: Target can't attack for 1d4+2 rounds, however they can still make defensive maneuvers at a -4 to rolls. Special Note: This jutsu requires a STR/DEX roll to hit. Teaching/Learning: Gate System- A Rank
Inner Heal (C/NC) Jutsu Type: Ninjutsu Rank: A Cp: 13 Description: With their immense knowledge of human anatomy the medical shinobi are able to focus their own chakra inwards and heal themselves when needed. This requires immense concentration on the part of the shinobi and require they focus solely on the jutsu. PvP Effect: Heals 2d8 to themselves for 1d4 rounds Special Note: May not use any other jutsu while performing this jutsu. If hit, the jutsu is broken. User may still Block/Dodge as usual. Requires: Gate System- A Rank
Adrenaline Rush (C) Jutsu Type: Ninjutsu Rank: A Cp Cost: 13 RP Description: By mixing together different herbal substances and infusing them with Medical Chakra, the user can create an emergency shot of Adrenaline, that rapidly increases heart rate, and allows the user or target to stay in the fight longer. However, due to this, they also suffer immense strain on their body, and later pay the price. PvP Effect: User/Target gains +3 to attack/defense, +4 DR, and 2 HP/CP regen for 1d6+1 rounds. After this, the user/target takes -1 to all rolls for 1 RL day. Special Note: The user/target cannot drop below -10 for the duration of the technique. Special Note 2: Uses one senbon on use, only usable 1x per fight.
Ultimate Heal (C/NC) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: This is the most powerful healing technique a medical shinobi posses and also the most difficult, as the margin of error is so slim. Use of this jutsu is strictly cautioned due to the fact if performed wrong could kill the target instead of healing them. PVP Effect: 6d10 Heal, must roll a 1d20. If 1 is rolled it deals 1/2 that in damage instead. Special Note: If target player falls below -20 from this juts, Perma is Possible. Special Note 2: Usable 1x per fight. Teaching/Learning: Gate System- S Rank
Heavens Touch (C) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: One of the most difficult jutsu for any medical shinobi as few have mastered this technique perfectly. A medical shinobi would concentrate their healing chakra and all at once release it to their allies healing those caught in its area of affect. PVP Effect: Heals a Maximum of 4 allies to 1/2 Users Heal Roll (Max 50) also deals 3d8 Damage to user due to chakra exhaustion. Special Note: Useable 1x per fight. Teaching/Learning: Gate System- S Rank
Chakra Transfer Technique (NC) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 25+ RP Effect: The user is able to transfer chakra into their target to help them regain their chakra. This technique drains the user of their chakra to do so. PvP Effect: User gives their target their own chakra to replenish their targets, the target only gets half of what the user puts in, eg user puts in 25+15=40 chakra, so the target gains 20 chakra back. In case of a uneven number, eg 25, the user rounds the number up. Teaching/Learning: Gate System- S Rank
Medical Regenererative Ritual (NC) Jutsu Type: Ninjutsu, Fuuinjutsu Rank: S Chakra Cost: 40 RP Effect: The Regenerative Ritual is one of, if not the most powerful and advanced medical ninjutsu to date. To start, the medical shinobi must write out a large Fuuin formula, that acts as life support, and keeps the target's heart pumping. Next, the user starts concentrate massive amounts of infused Medical Chakra, that will heal the target immensely in concentrated areas. The use of this technique is almost exclusive to the hospitals of each village. It can, however, be used in emergency situations by highly advanced medical shinobi. PvP Effect: User must roll a 1d20. On a roll of a 1, this technique fails. Then a heal roll must be made, DC equal to the target's total HP -20. When both checks are passed, the target is brought immediately to half health, however, will be incapacitated for 3 RL days. Special Note: This tech can be learned and preformed by Medical Nin of Chuunin Rank, without access to Fuuinjutsu. However, they may only use this at the IC hospital, with DM supervision. Special Note 2: May be used on a target in any negative range of health. Special Note 3: Examine Injury, Mystical Palm Technique, Emergency Body Revival, and Body Regeneration must all be learned before learning this technique.
Last edited by Konan (FV) on Sat Feb 21, 2015 2:48 pm; edited 5 times in total
Suiton: Water Gun Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user is able to fire a small jet of water from their mouth This jutsu requires no source of water PvP Effect: 1d4 Damage Special Note: Hijutsu offered to all water element academy students of every village.
Suiton: Spray Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: After basic hand seals the user sends a small shoot of water towards the target, which covers their face and gets into their ears PvP Effect: 1d4 Damage + -5 listen for 1 round Special Note: Hijutsu offered to all water element academy students of every village
D Rank
Suiton: Water Missile Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user drinks the equivalent of a cup of water, forms the projectiles in their mouth and fires a burst of water at the target PvP Effect: 1d10 Damage Special Note: Doesn't need water around Teaching/Learning: Gate System - D Rank
Suiton: Water Wall Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Pulling water from a source the user is able to place a thin membrane of liquid around their hands, moving with speed or strength they can strike against the opponent in a brilliant riposte the liquid travels slowly through the air and often leaves a thin wall like membrane in place PvP Effect: Rank Damage + 1d4 Special Note: Can be used to block, when used to block the technique does 1 damage Teaching/Learning: Gate System - D Rank
Suiton: Whip of Water Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 CP RP Description: Uses water to create a whip which is used in the standard fashion PvP Effect: Creates a Whip of Water for 1d4 Rounds. This Mace Does Small Weapon Rank DMG (No Penalties) Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon. Special Note: May be used to disarm somebody, but if this is done, the Whip is gone. Teaching/Learning: Gate System - D Rank
Rank C
Suiton: Water Ballista Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user forms a ball of water in the air before sending it at a target, however in the air it splits in three and slams into three targets PvP Effect: Deals 2d6 Damage to up to three targets Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Black Clouds Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user manifests the Water Element causing a black cloud to form and rain a flammable black oil substance on the user's targets PvP Effect: Up to 3 Targets suffer a -2 to Defensive Rolls for 1d4 rounds or until ignited, when ignited the damage of the Fire/Tag used to ignite it +2d8 is dealt. Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Tornado of Water Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Utilizes water to create a spinning water vortex around the ninja. The water acts both as a barrier and attack mechanism. The power of the vortex is enough to knock an opponent unconscious PvP Effect: 2d8 Damage, But if Blocked by Target they still suffer 2d4 Damage. Special Note: Can be used to block Taijutsu & deals 1d8 Damage to the Attacker On a Successful Defense. Teaching/Learning: Gate System - C Rank
Suiton: Water Prison Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The user must keep one hand touching to the prison to keep the target trapped PvP Effect: Holds a target for 1d6 rounds (Or until hit) Special Note: Unblockable, Target can escape if they beat a WIS roll against the user’s original WIS roll. Teaching/Learning: Gate System - C Rank
Suiton: Water Mace Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user creates a water mace made of pure chakra in their hands to use as a weapon PvP Effect: Creates a Mace of Water for 1d6 Rounds. This Mace Does Medium Weapon Rank DMG (No Penalties) Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon. Teaching/Learning: Gate System - C Rank
Suiton: Dense Rain Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs then sprays water into the air, the water then falls down onto the battlefield. The water is sticky and heavier than normal PvP Effect: -2 to dodge for 1d6 rounds up to 1d4 targets Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Slippery Surface Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs then sprays water onto the ground, the water doesn’t sink into the ground like usual but lays on top of the ground, making it harder to walk PvP Effect: -2 to taijutsu rolls for 1d4 rounds to all targets besides the user Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Rain Coat Jutsu Type: Ninjutsu Rank: C Chakra Cost: 3 RP Description: The user hand signs as his body is covered in a very thin layer of water PvP Effect: 4 DR against Katon Jutsu for 1d4 + 2 rounds Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Poison Needle Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs as a small portion of water turns purple. At the users command the purple water then turns into a needle that is launched at the opponent PvP Effect: 1d6 Damage for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Water Refraction Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Using nearby water, the user creates a shield of water imbued with chakra to protect the user from Ninjutsu PvP Effect: Rolled in Defense. User gains +2 on the wisdom roll vs. ninjutsu Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Great Exploding Current Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Utilizing the Water Element the user performs certain hand seals. After doing the needed hand seals a vortex of water will form, sucking anything on the surface above it down to the depths below. PvP Effect: Target takes 4d4+2 damage from the crushing current. Special Note: Must Be used on a Lake or River. Teaching/Learning: Gate System - C Rank
Rank B
Suiton: Mass Water Missiles Jutsu Jutsu Type: Ninjutsu Rank: B Chakra Cost: 10 RP Description: The User does the previous normal steps for Water missile but divides the projectile and intensifies the Chakra infused firing a barrage of Water missiles at a number of targets PvP Effect: 1d20 Damage to up to 4 targets Special Note: Must know Suiton: Water Missile Teaching/Learning: Gate System - B Rank
Suiton: Large Puddle Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user does the necessary signs, before they finally push a large amount of water from their skin which allows them to use water jutsu without a water source. PVP Effect: 2d6 rounds of water for A Rank and below water jutsu Special Note: Any Suiton user is able to use this water Teaching/Learning: Gate System - B Rank
Suiton: Water Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user makes a long list of hand seals, forming a dragon projectile made of water to crash down and strike the target PvP Effect: 5d4+1d10 Damage Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Suiton: Cannon Ball Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user hand signs then forms a huge ball of water. On the user’s command the huge ball can be shot at the target PvP Effect: 3d8 damage Special Note: Teaching/Learning: Gate System - B Rank
Suiton: Shark Projectile Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Ninjutsu technique utilizing the Water Element. The ninja does a string of hand seals which then causes a column of water to rise from the water and then strike their target PvP Effect: 2d10+2d4+2 damage Teaching/Learning: Gate System - B Rank
Suiton: Water Encampment Wall Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The ninja will first do a string of hand seals and then proceed to blow out a jet of water from their mouth to act as a water barrier from incoming attack. PVP Effect: Can be used to block with Wis, User gains +3 to defensive Roll Special Note: Teaching/Learning: Gate System - B Rank
Suiton: Mini Bunshin Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: After performing the necessary hand seals, Mini Bunshins of the user jump from the water and begin to pummel the target PvP Effect: 6d4 damage Special Note: Teaching/Learning: Gate System - B Rank Credit to Creator: Dotu from Naruto Chronicles
Rank A
Suiton: Grand Water Fall Technique Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Utilizes 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. PvP Effect: 2d10 + 2d8 + 1d4 Damage Special Note: Teaching/Learning: Gate System - A Rank
Suiton: Destruction Torrent Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: With the mix of their water elemental chakra, the user makes a swirling ball of water in one of their hands. PvP Effect: 1d20 + 1d8 + 3d4 Damage Special Note: Teaching/Learning: Gate System - A Rank
Suiton: Violent Water Wave Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Utilizes the Water Element. After forming the needed hand seals, the user will expel a strong jet of water at his opponent. PvP Effect: 3d10 Damage Special Note: Teaching/Learning: Gate System - A Rank
Rank S
Suiton: Bursting Water Collision Waves Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: The user expels a large amount of water from their gullet, the water will then expand into a large volume. PvP Effect: No Damage, but allows you to use Water Jutsu with no water around for 3d8 rounds, gaining a +1 to all Water Jutsu Rolls. Special Note: Doesn't Require a Water Source Teaching/Learning: Gate System - A Rank
Konan (FV)
Posts : 16 Join date : 2015-02-14
Subject: Re: [U/C] - Danao, Aonu Sat Feb 21, 2015 3:25 pm
#Bumpdate - Almost done with Coding... =w= Aaalmost up to date.