Post by Yuudai Sashomi on Feb 27, 2007 19:34:41 GMT -5
Oboro Bunshin no Jutsu (Mist Clone Skill)
Skill: Ninjutsu
Rank: C Rank
A technique which creates clones with the properties of mist. Although the clones are unable to inflict damage on an opponent, any physical attacks attempted on them pass right through.
Hand Seals: Serpent, Tiger, Dragon, Monkey, Bird, Tiger.
Kirigakure no Jutsu (Hidden Mist Skill)
Skill: Ninjutsu
Rank: C Rank
A skill which creates a very dense fog that descreases the surrounding visibility to near zero. It produces an environment perfect for a silent assassin who follows an opponent through sound.
Mizu no Muchi (Whip of Water)
Skill: Ninjutsu
Rank: C Rank
A technique that utilizes water in order to create a whip out of it, acting like a normal whip doing anything a whip can do
Hand Seals: Serpent
Suiton - Kokuun no Jutsu (Black Clouds)
Skill: Ninjutsu
Rank: C Rank
Description: This is a water based technique. After forming the necessary hand seals, a black mist will emit from the user’s body and rise into the sky. Black clouds will form, releasing a flammable rain of oil onto the targets. The oil is easily flammable and can cause Katon techniques to backfire, hurting the Katon user with the technique instead. Affects Katon attacks used AFTER this technique is used and lasts for two turns or until a Katon technique is used that burns the oil.
Mizu Bunshin no Jutsu (Water Clone)
Skill: Ninjutsu
Rank: C Rank
Description: Mizu Bunshin no Jutsu is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited; however, it can not travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state.
Limit: must be near a water source.
Suiton – Suigadan (Water Fang Projectile)
Skill: Ninjutsu
Rank: C Rank
Description: Suigadan is a Ninjutsu technique utilizing the Water Element. The ninja does a string of hand seals to cause a nearby body of water to form a spinning drill.
Limit: must be near a water source.
Suiton – Suirou no Jutsu (Water Prison)
Skill: Ninjutsu
Rank: C Rank
Description: Suirou no Jutsu is a Ninjutsu technique that 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 ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bushin technique, the ninja can imprison their target but still allow for a clone to attack others nearby.
Limit: must be near a water source.
Suiton – Baku Suishouha (Water Collision Waves)
Skill: Ninjutsu
Rank: B Rank
Effect: An abundance of water is made available for Suiton attacks for rest of battle. Effect 2: 1/4 speed increase as long as tech is active (Must RP character riding waves as they control them).
Description: This is a Ninjutsu technique utilizing the Water Element. After forming the needed handseals, water is expelled from the gullet. This will then expand into a large volume of water that can be controlled and ridden like a wave.
Limits: Limit: must be near a water source.
Suiton · Suishouha (Water Release · Water Colliding Wave)
Skill: Ninjutsu
Rank: B Rank
A technique which creates a huge tidal wave that can crush an opponent.
Limit: must be near a water source.
Mizu No Tatsumaki (Tornado of Water)
Skill: Ninjutsu
Rank: B Rank
A technique where water is is made into a large spiraling vortex that spins around the ninja. This technique can ber used both offensively and defensively. Offensively to attack the opponent,and defensively to deflect attacks
Limit: must be near a water source.
Suiton – Goshokuzame (Shark Eater)
Skill: Ninjutsu
Rank: B Rank
Description: This is a Ninjutsu technique utilizing the Water Element. The user will form the needed hand seals and then place their hand on a surface of water. A shark of condensed water will emerge from each of the user’s fingers to attack the opponent.
Limits: Elemental Affinity. Must be near a water source.
Suiton – Suijinheki (Water Encampment Wall)
Skill: Ninjutsu
Rank: B Rank
Effect: Regardless of dodge stat, this can deflect any attack that is B Rank or under.
Description: Suijinheki is a Ninjutsu technique utilizing the Water Element. The ninja does a string of hand seals and the proceeds to blow out a jet of water from their mouth to act as a water barrier from incoming attack. This water can also be directed at an opponent with a simple movement of the user’s hands.
Limits: Elemental Affinity.
Suiton - Suiryuudan no Jutsu (Water Dragon Projectile)
Skill: Ninjutsu
Rank: B Rank
Description: Suiryuudan no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninja does a long string of hand seals which then causes a column of water in the form of a dragon to rise from the water and then strike their target.
Limits: Elemental Affinity and must be near a water source.
Suiton – Daibakufu no Jutsu (Grand Waterfall)
Skill: Ninjutsu
Rank: A Rank
Description: This is a Ninjutsu technique utilizing the Water Element. After doing the needed hand seals a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water the target will be fully enveloped by the water and at its mercy as is pulls them away.
Limits: Elemental Affinity. Must be near a water source.
Suiton · Goshukuzame No Jutsu (Water Release · Fire Sharks Eating Skill)
Skill: Ninjutsu
Rank: A Rank
A high level water skill where the user slams there hand upon the surface of the water in order to create five sharks made of condensed water, that can attack opponents in the water
Limits: Elemental Affinity. Must be near a water source.
Suiton Seibun Houfutsu (Water Cannon Replica)
Type: B Rank
NinJutsu
Water seaps out of the user's enemy and engolfs them with a round ball of water. Which causes them to drown slowly due to the fact that the opponent is stuck within the water. This Jutsu can not be destroyed from inside out, nor outside in unless you split out the particals of the water in one fell swoop of motion. Example: Chouji Slamming into the water by using his massive weight. The water is capable of floating in the air, and the User does not need to be in contact with the Ball at any time which is needed for the sister technique known as the Water Prison Technique.
Limits: Must know the Water Prison Technique, and Water must be in the area.
Suiton: Oxyhydro Conversion Technique
Rank: "B"
Skill: Ninjutsu
Effect: Converts oxygen and hydrogen in the air into water.
Special: Automatic when performing a water jutsu.
Drawback: It is easy to exceed your chakra level when creating large amounts of chakra- the amount of water needed will automatically be created when you cast a water jutsu when you are not aroud a water source. Therefore, if you cast a technique and you do not have enough chakra to cast both the technique and create the amount of water necessary,
Description: After spending a large amount of time utilizing water techniques, the Water Shinobi begins to understand the true composition of water. They use this to such an effect that they can create water out of nothing. This is automatic when casting a water jutsu and there is no water source.
Creates 15 gallons of water/ 1 point of chakra
Limit: Must have 350 training points into techniques that focus only on Suiton no Jutsu. Once you have obtained 350 training points in Suiton techniques, they gain this technique automatically.
Octopus whip jutsu
Rank:B
Skill:Ninjutsu
Effect:The user using the eight whips will be able to intercept enemy projectiles and return said projectiles. The user will also be able to incapacitate the target with the whips like spider man with his webs
Special:Ox, monkey, Dog
Drawback:This is unable to defend against jutsus and exploding weaponry.
Description:Summoning eight whips of water, the user will be able to defend against projectiles and able to fight back against an opponent who has good evasion skills
Limit:Must know the water whip jutsu.
Suichuu (Underwater)
Rank: D
Skill: Ninjutsu
Effect: Allows the user stay underwater for some time.
Nin points/time:
0-5 / 20 minutes
6-19 / 40 minutes
20-39 / 80 minutes
40-54 / 120 minutes
55-69 / 180 minutes
70+/ 240 minutes
Special: -
Drawback: After returning to surface the user must rest half of the time used underwater. As example, if the user has stayed under for 20 minutes, he’ll have to rest 10 minutes before the jutsu can be used again.
Description: Simple technique used by channeling chakra to mouth, lungs, ears and eyes. With chakra moved to mouth and lungs the user gathers air from the water and is able breath underwater, chakra guided to ears protects from the aching caused by pressure, lenses of chakra protecting eyes work like swim goggles.
Limit: Anyone can learn it, the techinque doesn’t even need a scroll, smart ninjas should be able to figure out the process on their own.
Ochiru Ame no Jutsu (Falling Rain Technique)
Rank: "D" through "S"
Skill: Ninjutsu
Effect:
"D"
Tara uses chakra to throw water either summoned through her Kuchiyose technique or water randomly lying around into the air and suspended there for a few turns, dependant on how much chakra Tara uses.
"C"
Tara uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra Tara uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself.
"B"
Tara uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra Tara uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended.
"A"
Tara uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra Tara uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, Tara no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. Very small amount of chakra is necessary for the continued rainfall.
"S"
Tara uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra Tara uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, Tara no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. At this stage, water will fall continously from the sky until Tara cancels the technique. Next to no chakra is needed to continue the rain.
Special:Dragon Horse Ram
Drawback: Nothing besides continous mana drain.
Limit: Anybody with advanced chakra control could learn this.
Kurai Mizu no Jutsu (Dark Water Technique)
Rank: "C" through "S"
Skill: Ninjutsu
Effect: Changes a healthy water source into something that could be deadly. For every second that the "dark water" maintains contact with a person, both chakra and life force is drained away from the person with the amount depending on the actual rank of the jutsu at the time. Nobody is safe from this Jutsu, however, Tara suffers much less from this technique than a normal person and is able to endure it for a much, much longer time. The only difference between Dark Water and regular water is that the Dark Water has a SLIGHTLY darker color- the water is still clear, and in most cases, people wouldn't even know that the water was different unless they very carefully compared it with other sources of water. The swallowing of water counts as contact- given enough time, the Dark Water swallowed will kill a person unless the water is digested quickly enough or a medical ninja extracts the water through the use of medical ninjutsu.
The Dark Water effect lasts on the water until
a) A person recieves a physical antidote (which would have to be created by a medical ninja)
b) A medical ninja uses medical ninjutsu to dispel the effect on the water
c) Tara cancels the effect of the technique, which would cost her a semi-significant amount of chakra.
Part C is implemented due to the fact that Tara recieves the effects of the Dark Water as well and after continous contact with the water, Tara might not have the ability to cancel the effect on the water. It's more of a double-edged sword to create more of a balance.
C- 5 chakra per turn is drained. Taijutsu, Ninjutsu, Genjutsu, and Chakra is drained by one point per turn. Tara is drained 3 chakra per turn and has one Taijutsu, Ninjutsu, Genjutsu, and Chakra drained by one point every three turns.
B- 10 chakra per turn is drained. Taijutsu, Ninjutsu, Genjutsu, and Chakra is drained by two points per turn. Tara is drained 6 chakra per turn and has one Taijutsu, Ninjutsu, Genjutsu, and Chakra drained every two turns.
A- 20 chakra per turn is drained. Taijutsu, Ninjutsu, Genjutsu, and Chakra is drained by three points per turn. Tara is drained 12 chakra per turn and has two Taijutsu, Ninjutsu, Genjutsu, and Chakra drained every two turns.
S- 40 chakra per turn is drained. Taijutsu, Ninjutsu, Genjutsu, and Chakra is drained by four points per turn. Tara is drained 24 chakra per turn and has two Taijutsu, Ninjutsu, Genjutsu, and Chakra drained every turn.
Special: Hand signs: Rat Dragon Ram Horse
Drawback: Tara loses things as well.
Limit: Anybody could learn, however, it would be difficult to master without the aid of Tara.
Suiton: Mahou Mizu Misairu Renda no Jutsu (Water Release: Magic Water Missile Barrage Technique)
Rank: "C"
Skill: Ninjutsu
Effect: Tara focuses her chakra into tiny bits of water, condensing them to form nearly-solid balls while still retaining their liquid properties. The balls levitate in the air, much like in the system invovled with her Ochiru Ame no Jutsu. The balls will then fly at the opponent, and depending on the amount of chakra used to throw them, the "Missiles" can easily dent thick metal armor or to knock down wooden doors on metal hinges. When a "missile" strikes an oponent, the chakra holding the water together will release into the atmosphere, causing the water to loose its ball-like shape and revert back into flowing water. Only 10 missiles can be created at a time, but when one is used, another can be instantly recreated for an additional cost in chakra.
Special: Dog, Dragon, Horse, in that order. In order to hold the balls in the air, the horse symbol must be maintained. With additional training in the technique, the shinobi can hold the water missiles without having to hold the horse symbol.
Limit: As follows:
Prerequisite technique: Ochiru Ame no Jutsu Rank "D"
Training with Tara or other Waterfall shinobis in order to hold the water into shape. Training with other water-based Hidden Villages to master this technique is possible as well. The only requisite is that they have to know Ochiru Ame.
Suiton: Itomizu no Jutsu (String Water Technique)
Rank: "C"
Skill: Ninjutsu
Effect: Allows the user to create a more focused version of the Ochiru Ame Technique. Instead of grabbing large amounts of the water, the user is capable of picking up and holding up several small strings of water within the air
Special: Dragon, Horse, Ram
Drawback: The more strings of water the user holds within the air, the more taxing and difficult it is to hold the strings within the air. If the amount of water strings created ever exceeds the amount the user is capable of holding, then all the water strings will fall and fail. When the user first learns this technique, they will be able to only hold up to twenty water strings. "C" rank training may be performed once the technique is learned to increase the number of strings the user may hold by five. After each successful training, the amount of points necessary to earn the next five strings increases by one. There is no limit to the amount of strings a user can learn to hold.
Description: Like the Ochiru Ame no Jutsu, this technique specifializes in having the ability to grab ahold of water, move it around, shape it, and hold it within the air for long periods of time. The Ochiru Ame technique, however, is only capable of grabbing large amounts of at once. More finesse and concentration is required to be able to hold up several small strands at once, let alone allow them to move about as the user finds necessary. In order to grab a water string, the user forms wide arcs with their arms, their palms extended, sending enough chakra into the water to lift out one individual string of chakra-laced water. Once the arc is completed with the hand, the string of water will levitate in the air about three feet from the original surface of the water. In order to be moved, the user must again make arcs with their hands, moving the chakra within the water to the location that the user wants it.
Limit:
Ochiru Ame no Jutsu, Rank C
Suiton: Itomizu Suijinheki (String Water Water Wall)
Rank: "B"
Skill: Ninjutsu
Effect: The user uses the Itomizu no Jutsu to move strings of water around the body as necessary, generally in tight-knight, criss-cross patterns, to prevent damaging techniques and weapons from reaching the user. Once in place, the waterwall will not fall until the user dispels it, due to the fact that it is created within the Itomizu technique. It is impossible to cover every place with this wall, due to the fact that it is made out of strings of water. However, it is possible to move the strings about rapidly to cause a much smaller chance of penetratration. (For those who have seen the fillers, think of Hinata's version of the Kaiten, the Ryonkushou [or however it's spelled].)
Special: Requires the ability to manipulate at least fourty water strings.
Drawback: It is impossible to make a wall that completly covers yourself. For that, you need Suijinheki. This technique is made to block several small attacks without having to use large amounts of chakra. It will be found very difficult to block more powerful techniques with this one.
Limit:
Itomizu no Jutsu
Suiton: Itomizu Zetsumei Jiten (String Water Death Spin)
Rank: "A"
Skill: Ninjutsu
Effect: After the user wraps themselves within the Itomizu Suijinheki, the user continues to swing their arms in the wide arcs, sending out more and more strings of water. Due to the advanced stage of this training, the user knows how to use their chakra to allow the water to continue in a spinning mission without the constant need to perform the arcs. While it is necessary to refresh the chakra within the water strings to keep the water spinning, the user is capable of moving massive amount of water strings about at a fast speed- fast enough to cut through cloth and flesh, and to deflect metal objects attempting to enter the domain of the spin. At maximum, the user is capable of extending these strings of water out in the spins for about twenty five meters.
Special: Requires the ability to manipulate at least ninety strings of water.
Drawback: Holding onto the amount of water threads necessary to perform this technique is a significant drain on chakra. Forcing them all to move the way that it does is draining too, such that it drains one chakra for every three strings every turn.
Limit:
Suiton: Itomizu Suijinheki
Hyouton - Tsubame Fubuki (Snow Storm Swallows)
Skill: Ninjutsu
Rank: D Rank
Description: The user will create ice swallows which can be launched at the opponent. As they fly through the air, these deadly birds can hone in on their target.
Hyouton - Hyourou no Jutsu (Ice Prison)
Skill: Ninjutsu
Rank: C Rank
Description: This is a Ninjutsu technique that reflects the ice element. After forming the needed handseals, the user will touch the ground, causing columns of ice to rise up at the foe. If caught, the ice will rise up around the target and imprison them. This can also be used as a defensive measure, raising the ice to form a shield against incoming attacks.
Hyouton – Haryuu Mouko (Destruction Fierce Tiger)
Skill: Ninjutsu
Rank: B Rank
Description: This is a Ninjutsu utilizing the Ice Element. After forming the needed hand seals, an ice tiger will rise from the surrounding ice to strike out against its target. Its cold nature can freeze any nearby water, and its large mass can cause a large amount of damage when it impacts.
Limits: Elemental Affinity.
Ice Sword
Skill: NinJutsu
Rank: B Rank
Description: Makes a sword by using ice along the palm of the hand.
Hyouton - Kokuryuu Boufuusetsu (Black Dragon Blizzard)
Skill: Ninjutsu
Rank: B Rank
Description: Kokuryuu Boufuusetsu is a Ninjutsu technique utilizing the Ice Element. After forming the needed handseals, the user will thrust their arm to send out a black ether-like dragon to strike the opponent. As it flies through the air it will begin to turn, when it hits the target it will use its motion to launch the opponent high into the air.
Hyouton - Rouga Nadare no Jutsu (Ice Release: Wolf Fang Avalanche Skill)
Skill: Ninjutsu
Rank: B Rank
A technique that creates an avalanche and sending it down towards the opponent, a pack of wolves rising out from the snow that can be controlled by the user
Hyouton – Itsukaku Hakuegei (White Whale)
Skill: Ninjutsu
Rank: A Rank
Description: This is a Ninjutsu technique utilizing the Ice Element. After forming the needed handseals, a gigantic horned white whale made of ice will rise from the surrounding snow to come thundering down on an opponent, crushing them and the surrounding area under its large mass.
Hyouton – Souryuu Boufuusetsu (Twin Dragon Blizzard)
Skill: Ninjutsu
Rank: A Rank
Description: Souryuu Boufuusetsu is a Ninjutsu technique utilizing the Ice Element. After forming the needed handseals, the user will thrust their arms to send out twin black ether-like dragons to strike the opponent. As they fly through the air they will begin to turn, creating a large dark tornado.
Skill: Ninjutsu
Rank: C Rank
A technique which creates clones with the properties of mist. Although the clones are unable to inflict damage on an opponent, any physical attacks attempted on them pass right through.
Hand Seals: Serpent, Tiger, Dragon, Monkey, Bird, Tiger.
Kirigakure no Jutsu (Hidden Mist Skill)
Skill: Ninjutsu
Rank: C Rank
A skill which creates a very dense fog that descreases the surrounding visibility to near zero. It produces an environment perfect for a silent assassin who follows an opponent through sound.
Mizu no Muchi (Whip of Water)
Skill: Ninjutsu
Rank: C Rank
A technique that utilizes water in order to create a whip out of it, acting like a normal whip doing anything a whip can do
Hand Seals: Serpent
Suiton - Kokuun no Jutsu (Black Clouds)
Skill: Ninjutsu
Rank: C Rank
Description: This is a water based technique. After forming the necessary hand seals, a black mist will emit from the user’s body and rise into the sky. Black clouds will form, releasing a flammable rain of oil onto the targets. The oil is easily flammable and can cause Katon techniques to backfire, hurting the Katon user with the technique instead. Affects Katon attacks used AFTER this technique is used and lasts for two turns or until a Katon technique is used that burns the oil.
Mizu Bunshin no Jutsu (Water Clone)
Skill: Ninjutsu
Rank: C Rank
Description: Mizu Bunshin no Jutsu is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited; however, it can not travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state.
Limit: must be near a water source.
Suiton – Suigadan (Water Fang Projectile)
Skill: Ninjutsu
Rank: C Rank
Description: Suigadan is a Ninjutsu technique utilizing the Water Element. The ninja does a string of hand seals to cause a nearby body of water to form a spinning drill.
Limit: must be near a water source.
Suiton – Suirou no Jutsu (Water Prison)
Skill: Ninjutsu
Rank: C Rank
Description: Suirou no Jutsu is a Ninjutsu technique that 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 ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bushin technique, the ninja can imprison their target but still allow for a clone to attack others nearby.
Limit: must be near a water source.
Suiton – Baku Suishouha (Water Collision Waves)
Skill: Ninjutsu
Rank: B Rank
Effect: An abundance of water is made available for Suiton attacks for rest of battle. Effect 2: 1/4 speed increase as long as tech is active (Must RP character riding waves as they control them).
Description: This is a Ninjutsu technique utilizing the Water Element. After forming the needed handseals, water is expelled from the gullet. This will then expand into a large volume of water that can be controlled and ridden like a wave.
Limits: Limit: must be near a water source.
Suiton · Suishouha (Water Release · Water Colliding Wave)
Skill: Ninjutsu
Rank: B Rank
A technique which creates a huge tidal wave that can crush an opponent.
Limit: must be near a water source.
Mizu No Tatsumaki (Tornado of Water)
Skill: Ninjutsu
Rank: B Rank
A technique where water is is made into a large spiraling vortex that spins around the ninja. This technique can ber used both offensively and defensively. Offensively to attack the opponent,and defensively to deflect attacks
Limit: must be near a water source.
Suiton – Goshokuzame (Shark Eater)
Skill: Ninjutsu
Rank: B Rank
Description: This is a Ninjutsu technique utilizing the Water Element. The user will form the needed hand seals and then place their hand on a surface of water. A shark of condensed water will emerge from each of the user’s fingers to attack the opponent.
Limits: Elemental Affinity. Must be near a water source.
Suiton – Suijinheki (Water Encampment Wall)
Skill: Ninjutsu
Rank: B Rank
Effect: Regardless of dodge stat, this can deflect any attack that is B Rank or under.
Description: Suijinheki is a Ninjutsu technique utilizing the Water Element. The ninja does a string of hand seals and the proceeds to blow out a jet of water from their mouth to act as a water barrier from incoming attack. This water can also be directed at an opponent with a simple movement of the user’s hands.
Limits: Elemental Affinity.
Suiton - Suiryuudan no Jutsu (Water Dragon Projectile)
Skill: Ninjutsu
Rank: B Rank
Description: Suiryuudan no Jutsu is a Ninjutsu technique utilizing the Water Element. The ninja does a long string of hand seals which then causes a column of water in the form of a dragon to rise from the water and then strike their target.
Limits: Elemental Affinity and must be near a water source.
Suiton – Daibakufu no Jutsu (Grand Waterfall)
Skill: Ninjutsu
Rank: A Rank
Description: This is a Ninjutsu technique utilizing the Water Element. After doing the needed hand seals a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water the target will be fully enveloped by the water and at its mercy as is pulls them away.
Limits: Elemental Affinity. Must be near a water source.
Suiton · Goshukuzame No Jutsu (Water Release · Fire Sharks Eating Skill)
Skill: Ninjutsu
Rank: A Rank
A high level water skill where the user slams there hand upon the surface of the water in order to create five sharks made of condensed water, that can attack opponents in the water
Limits: Elemental Affinity. Must be near a water source.
Suiton Seibun Houfutsu (Water Cannon Replica)
Type: B Rank
NinJutsu
Water seaps out of the user's enemy and engolfs them with a round ball of water. Which causes them to drown slowly due to the fact that the opponent is stuck within the water. This Jutsu can not be destroyed from inside out, nor outside in unless you split out the particals of the water in one fell swoop of motion. Example: Chouji Slamming into the water by using his massive weight. The water is capable of floating in the air, and the User does not need to be in contact with the Ball at any time which is needed for the sister technique known as the Water Prison Technique.
Limits: Must know the Water Prison Technique, and Water must be in the area.
Suiton: Oxyhydro Conversion Technique
Rank: "B"
Skill: Ninjutsu
Effect: Converts oxygen and hydrogen in the air into water.
Special: Automatic when performing a water jutsu.
Drawback: It is easy to exceed your chakra level when creating large amounts of chakra- the amount of water needed will automatically be created when you cast a water jutsu when you are not aroud a water source. Therefore, if you cast a technique and you do not have enough chakra to cast both the technique and create the amount of water necessary,
Description: After spending a large amount of time utilizing water techniques, the Water Shinobi begins to understand the true composition of water. They use this to such an effect that they can create water out of nothing. This is automatic when casting a water jutsu and there is no water source.
Creates 15 gallons of water/ 1 point of chakra
Limit: Must have 350 training points into techniques that focus only on Suiton no Jutsu. Once you have obtained 350 training points in Suiton techniques, they gain this technique automatically.
Octopus whip jutsu
Rank:B
Skill:Ninjutsu
Effect:The user using the eight whips will be able to intercept enemy projectiles and return said projectiles. The user will also be able to incapacitate the target with the whips like spider man with his webs
Special:Ox, monkey, Dog
Drawback:This is unable to defend against jutsus and exploding weaponry.
Description:Summoning eight whips of water, the user will be able to defend against projectiles and able to fight back against an opponent who has good evasion skills
Limit:Must know the water whip jutsu.
Suichuu (Underwater)
Rank: D
Skill: Ninjutsu
Effect: Allows the user stay underwater for some time.
Nin points/time:
0-5 / 20 minutes
6-19 / 40 minutes
20-39 / 80 minutes
40-54 / 120 minutes
55-69 / 180 minutes
70+/ 240 minutes
Special: -
Drawback: After returning to surface the user must rest half of the time used underwater. As example, if the user has stayed under for 20 minutes, he’ll have to rest 10 minutes before the jutsu can be used again.
Description: Simple technique used by channeling chakra to mouth, lungs, ears and eyes. With chakra moved to mouth and lungs the user gathers air from the water and is able breath underwater, chakra guided to ears protects from the aching caused by pressure, lenses of chakra protecting eyes work like swim goggles.
Limit: Anyone can learn it, the techinque doesn’t even need a scroll, smart ninjas should be able to figure out the process on their own.
Ochiru Ame no Jutsu (Falling Rain Technique)
Rank: "D" through "S"
Skill: Ninjutsu
Effect:
"D"
Tara uses chakra to throw water either summoned through her Kuchiyose technique or water randomly lying around into the air and suspended there for a few turns, dependant on how much chakra Tara uses.
"C"
Tara uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra Tara uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself.
"B"
Tara uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra Tara uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended.
"A"
Tara uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra Tara uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, Tara no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. Very small amount of chakra is necessary for the continued rainfall.
"S"
Tara uses chakra to throw water either summoned through her Kuchiyose techniques or water randomly lying around into the air and is suspended there for a few turns, dependant on how much chakra Tara uses. More water is able to be thrown into the air for less chakra and suspended into the air for less chakra. The use of the rat hand sign can cause the technique to repeat itself for less chakra. Repeated technique flies higher into the air and falls down slower once the water is unsuspended. At this point, Tara no longer needs to have a water source for this technique. Water will fall from the air and follow the same rules as the aforementioned levels of the technique. At this stage, water will fall continously from the sky until Tara cancels the technique. Next to no chakra is needed to continue the rain.
Special:Dragon Horse Ram
Drawback: Nothing besides continous mana drain.
Limit: Anybody with advanced chakra control could learn this.
Kurai Mizu no Jutsu (Dark Water Technique)
Rank: "C" through "S"
Skill: Ninjutsu
Effect: Changes a healthy water source into something that could be deadly. For every second that the "dark water" maintains contact with a person, both chakra and life force is drained away from the person with the amount depending on the actual rank of the jutsu at the time. Nobody is safe from this Jutsu, however, Tara suffers much less from this technique than a normal person and is able to endure it for a much, much longer time. The only difference between Dark Water and regular water is that the Dark Water has a SLIGHTLY darker color- the water is still clear, and in most cases, people wouldn't even know that the water was different unless they very carefully compared it with other sources of water. The swallowing of water counts as contact- given enough time, the Dark Water swallowed will kill a person unless the water is digested quickly enough or a medical ninja extracts the water through the use of medical ninjutsu.
The Dark Water effect lasts on the water until
a) A person recieves a physical antidote (which would have to be created by a medical ninja)
b) A medical ninja uses medical ninjutsu to dispel the effect on the water
c) Tara cancels the effect of the technique, which would cost her a semi-significant amount of chakra.
Part C is implemented due to the fact that Tara recieves the effects of the Dark Water as well and after continous contact with the water, Tara might not have the ability to cancel the effect on the water. It's more of a double-edged sword to create more of a balance.
C- 5 chakra per turn is drained. Taijutsu, Ninjutsu, Genjutsu, and Chakra is drained by one point per turn. Tara is drained 3 chakra per turn and has one Taijutsu, Ninjutsu, Genjutsu, and Chakra drained by one point every three turns.
B- 10 chakra per turn is drained. Taijutsu, Ninjutsu, Genjutsu, and Chakra is drained by two points per turn. Tara is drained 6 chakra per turn and has one Taijutsu, Ninjutsu, Genjutsu, and Chakra drained every two turns.
A- 20 chakra per turn is drained. Taijutsu, Ninjutsu, Genjutsu, and Chakra is drained by three points per turn. Tara is drained 12 chakra per turn and has two Taijutsu, Ninjutsu, Genjutsu, and Chakra drained every two turns.
S- 40 chakra per turn is drained. Taijutsu, Ninjutsu, Genjutsu, and Chakra is drained by four points per turn. Tara is drained 24 chakra per turn and has two Taijutsu, Ninjutsu, Genjutsu, and Chakra drained every turn.
Special: Hand signs: Rat Dragon Ram Horse
Drawback: Tara loses things as well.
Limit: Anybody could learn, however, it would be difficult to master without the aid of Tara.
Suiton: Mahou Mizu Misairu Renda no Jutsu (Water Release: Magic Water Missile Barrage Technique)
Rank: "C"
Skill: Ninjutsu
Effect: Tara focuses her chakra into tiny bits of water, condensing them to form nearly-solid balls while still retaining their liquid properties. The balls levitate in the air, much like in the system invovled with her Ochiru Ame no Jutsu. The balls will then fly at the opponent, and depending on the amount of chakra used to throw them, the "Missiles" can easily dent thick metal armor or to knock down wooden doors on metal hinges. When a "missile" strikes an oponent, the chakra holding the water together will release into the atmosphere, causing the water to loose its ball-like shape and revert back into flowing water. Only 10 missiles can be created at a time, but when one is used, another can be instantly recreated for an additional cost in chakra.
Special: Dog, Dragon, Horse, in that order. In order to hold the balls in the air, the horse symbol must be maintained. With additional training in the technique, the shinobi can hold the water missiles without having to hold the horse symbol.
Limit: As follows:
Prerequisite technique: Ochiru Ame no Jutsu Rank "D"
Training with Tara or other Waterfall shinobis in order to hold the water into shape. Training with other water-based Hidden Villages to master this technique is possible as well. The only requisite is that they have to know Ochiru Ame.
Suiton: Itomizu no Jutsu (String Water Technique)
Rank: "C"
Skill: Ninjutsu
Effect: Allows the user to create a more focused version of the Ochiru Ame Technique. Instead of grabbing large amounts of the water, the user is capable of picking up and holding up several small strings of water within the air
Special: Dragon, Horse, Ram
Drawback: The more strings of water the user holds within the air, the more taxing and difficult it is to hold the strings within the air. If the amount of water strings created ever exceeds the amount the user is capable of holding, then all the water strings will fall and fail. When the user first learns this technique, they will be able to only hold up to twenty water strings. "C" rank training may be performed once the technique is learned to increase the number of strings the user may hold by five. After each successful training, the amount of points necessary to earn the next five strings increases by one. There is no limit to the amount of strings a user can learn to hold.
Description: Like the Ochiru Ame no Jutsu, this technique specifializes in having the ability to grab ahold of water, move it around, shape it, and hold it within the air for long periods of time. The Ochiru Ame technique, however, is only capable of grabbing large amounts of at once. More finesse and concentration is required to be able to hold up several small strands at once, let alone allow them to move about as the user finds necessary. In order to grab a water string, the user forms wide arcs with their arms, their palms extended, sending enough chakra into the water to lift out one individual string of chakra-laced water. Once the arc is completed with the hand, the string of water will levitate in the air about three feet from the original surface of the water. In order to be moved, the user must again make arcs with their hands, moving the chakra within the water to the location that the user wants it.
Limit:
Ochiru Ame no Jutsu, Rank C
Suiton: Itomizu Suijinheki (String Water Water Wall)
Rank: "B"
Skill: Ninjutsu
Effect: The user uses the Itomizu no Jutsu to move strings of water around the body as necessary, generally in tight-knight, criss-cross patterns, to prevent damaging techniques and weapons from reaching the user. Once in place, the waterwall will not fall until the user dispels it, due to the fact that it is created within the Itomizu technique. It is impossible to cover every place with this wall, due to the fact that it is made out of strings of water. However, it is possible to move the strings about rapidly to cause a much smaller chance of penetratration. (For those who have seen the fillers, think of Hinata's version of the Kaiten, the Ryonkushou [or however it's spelled].)
Special: Requires the ability to manipulate at least fourty water strings.
Drawback: It is impossible to make a wall that completly covers yourself. For that, you need Suijinheki. This technique is made to block several small attacks without having to use large amounts of chakra. It will be found very difficult to block more powerful techniques with this one.
Limit:
Itomizu no Jutsu
Suiton: Itomizu Zetsumei Jiten (String Water Death Spin)
Rank: "A"
Skill: Ninjutsu
Effect: After the user wraps themselves within the Itomizu Suijinheki, the user continues to swing their arms in the wide arcs, sending out more and more strings of water. Due to the advanced stage of this training, the user knows how to use their chakra to allow the water to continue in a spinning mission without the constant need to perform the arcs. While it is necessary to refresh the chakra within the water strings to keep the water spinning, the user is capable of moving massive amount of water strings about at a fast speed- fast enough to cut through cloth and flesh, and to deflect metal objects attempting to enter the domain of the spin. At maximum, the user is capable of extending these strings of water out in the spins for about twenty five meters.
Special: Requires the ability to manipulate at least ninety strings of water.
Drawback: Holding onto the amount of water threads necessary to perform this technique is a significant drain on chakra. Forcing them all to move the way that it does is draining too, such that it drains one chakra for every three strings every turn.
Limit:
Suiton: Itomizu Suijinheki
Hyouton - Tsubame Fubuki (Snow Storm Swallows)
Skill: Ninjutsu
Rank: D Rank
Description: The user will create ice swallows which can be launched at the opponent. As they fly through the air, these deadly birds can hone in on their target.
Hyouton - Hyourou no Jutsu (Ice Prison)
Skill: Ninjutsu
Rank: C Rank
Description: This is a Ninjutsu technique that reflects the ice element. After forming the needed handseals, the user will touch the ground, causing columns of ice to rise up at the foe. If caught, the ice will rise up around the target and imprison them. This can also be used as a defensive measure, raising the ice to form a shield against incoming attacks.
Hyouton – Haryuu Mouko (Destruction Fierce Tiger)
Skill: Ninjutsu
Rank: B Rank
Description: This is a Ninjutsu utilizing the Ice Element. After forming the needed hand seals, an ice tiger will rise from the surrounding ice to strike out against its target. Its cold nature can freeze any nearby water, and its large mass can cause a large amount of damage when it impacts.
Limits: Elemental Affinity.
Ice Sword
Skill: NinJutsu
Rank: B Rank
Description: Makes a sword by using ice along the palm of the hand.
Hyouton - Kokuryuu Boufuusetsu (Black Dragon Blizzard)
Skill: Ninjutsu
Rank: B Rank
Description: Kokuryuu Boufuusetsu is a Ninjutsu technique utilizing the Ice Element. After forming the needed handseals, the user will thrust their arm to send out a black ether-like dragon to strike the opponent. As it flies through the air it will begin to turn, when it hits the target it will use its motion to launch the opponent high into the air.
Hyouton - Rouga Nadare no Jutsu (Ice Release: Wolf Fang Avalanche Skill)
Skill: Ninjutsu
Rank: B Rank
A technique that creates an avalanche and sending it down towards the opponent, a pack of wolves rising out from the snow that can be controlled by the user
Hyouton – Itsukaku Hakuegei (White Whale)
Skill: Ninjutsu
Rank: A Rank
Description: This is a Ninjutsu technique utilizing the Ice Element. After forming the needed handseals, a gigantic horned white whale made of ice will rise from the surrounding snow to come thundering down on an opponent, crushing them and the surrounding area under its large mass.
Hyouton – Souryuu Boufuusetsu (Twin Dragon Blizzard)
Skill: Ninjutsu
Rank: A Rank
Description: Souryuu Boufuusetsu is a Ninjutsu technique utilizing the Ice Element. After forming the needed handseals, the user will thrust their arms to send out twin black ether-like dragons to strike the opponent. As they fly through the air they will begin to turn, creating a large dark tornado.