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Kurenai | Jutsu List
Kurenai- Posts : 119
Join date : 2018-10-29
Character File
Skills & Elements: KKG, Ninjutsu, Sensory -- Fire
Class: D
Ryo: -
- Post n°1
Kurenai | Jutsu List
Kurenai- Posts : 119
Join date : 2018-10-29
Character File
Skills & Elements: KKG, Ninjutsu, Sensory -- Fire
Class: D
Ryo: -
- Post n°2
Re: Kurenai | Jutsu List
Special Abilities
Wall Crawling - Bloodline Ability
In any of their forms, the Tsuchigumo retains the ability to crawl upon any solid surface free of cost. They must pay 1 chakra/post to manoeuvre on moving or liquid surfaces much like shinobi eventually learn to do.
Shapeshifting - Bloodline Ability
A Tsuchigumo learns soon enough how to turn their natural spider-form into an acceptable human form. This ability takes 5 chakra upon performing, but their form remains indefinitely thereafter. It is limited to one change/post.
Intuitive Focus - Unique Ability
Call it intuition or call it natural talent, it matters not. The more she thinks about it, the harder it becomes to understand how to bypass physical limitations, so Kurenai has taught herself to let go rather than to understand. When applying 'Intuitive Focus', Kurenai stills her mind and allows instinct instead of reason to guide her strikes. This causes a decrease in her active Intelligence (-1 tier) in favour of an increase in Strength (+1 tier).
One-Handed Seals - Unique Ability
A player may weave hand seals with only one hand. This results in a one tier loss of Coordination for that hand regarding hand seals.
Last edited by Kurenai on Thu Jan 23, 2020 2:08 pm; edited 3 times in total
Kurenai- Posts : 119
Join date : 2018-10-29
Character File
Skills & Elements: KKG, Ninjutsu, Sensory -- Fire
Class: D
Ryo: -
- Post n°3
Re: Kurenai | Jutsu List
Common Techniques
- Body Replacement Technique:
Name: Body Replacement Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 0
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: -
Description: This technique is done by animating an object temporarily to look and act like the user. This is more of an illusion, as it cannot attack nor does it think or have a mind of its own. When taking damage the object will react to it as the user would before being reduced to its regular form. To use this technique requires speed and deftness, as well as a general idea of when an attack is oncoming. This is used to fool inexperienced Shinobi into believing their attack has landed on their victim giving the user an opportunity to either escape or land a surprise attack. The animation only lasts a couple seconds as well as the illusion after being hit, so it must be timed precisely for maximum effectiveness.
Weaknesses: -
- Cloak of Invisibility:
Name: Cloak of Invisibility
Rank: E
Activation: 1
Range: Touch
Speed: -
Element: -
Skill: Ninjutsu
Classification: Open
Requirements: A piece of cloth large enough to cover their body
Parent Technique: -
Hand Seals: -
Description: The user can make use of a piece of cloth by applying their chakra to change its design to reflect their environment. A ninja can make use of it through any environment allowing them to create an effect ghillie suit when needed.
Weaknesses: Not incredibly effective against opponents with higher Perception.
- Clone Technique:
Name: Clone Technique
Rank: E
Activation Cost: 1
Upkeep Cost: -
Range: 0m-10m
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: Ram → Snake → Tiger
Description: A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones may not dissipate when they come into contact with something. These clones can be easily distinguished by people with dōjutsu. A person with normal eyes can also distinguish the clones from the original, since the clones do not have shadows and will not disrupt the area around themselves with their movement (i.e. won't kick up dust, crush grass, etc.). These clones are extremely simplistic and cannot talk nor move very far from the creator. Their utility is restricted to distractions and confusion. A maximum of 2 clones can be created from one casting of this technique.
Weaknesses: -
- Fusee:
Name: Fusee
Rank: E
Activation Cost: E
Upkeep Cost: 0
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: General
Requirements: -
Parent Technique: -
Hand Seals: -
Description: Created as a chakra control exercise. The user projects chakra from their hand to generate a small orb typically between the size of a marble and a golf ball. One formed the orb uses the energy stored inside of it to glow with a bright heatless light. This light is the users colour of choice and will last for up to an hour before burning out. This function is independent of the original caster.
As a source of illumination it's commonly used to indicate obstacles or advise caution on roadways at night as well as to perform hand signals.
Weaknesses: Having a bright light on you is a great way to give away your position.
- Transformation Technique:
Name: Transformation Technique
Rank: E
Activation: 1
Upkeep: 1
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: Dog → Boar → Ram
Description:
This technique is most often used to disguise the user as another person, but they can also turn into an animal, plant, or inanimate object. Users will gain the attributes and physical features of whatever they transform into, such as a weapon's sharpness or an animal's fangs. The quality of the item or appendages cannot exceed D/D.
Weaknesses: The user is limited to transforming into objects no smaller than 1/5 their size. The user cannot transform into items or creatures larger than themselves. This technique requires concentration. When the user suffers from exhaustion (below 30 CP) or receives a substantial blow the technique dispels automatically. A perceptive opponent may detect flaws, such as false smells or an intelligent opponent detecting inaccurate details. Despite taking on the properties of what they transform into the user can still receive damage as normal. This means transforming into a sword and clashing with another sword will result in the technique dispelling and the user getting injured. When taking on a creature's physical features this impacts your overall stat potential (aka no S-tier Strength birds flying through people.)
- Tree Climbing Practise:
Name: Tree Climbing Practice
Rank: E
Activation Cost: 0
Upkeep Cost: 0
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: -
Description: Tree Climbing Practice is a training method used to gain more skills with chakra control. This training involves focusing a fixed amount of chakra to the bottom of one's feet, and using that to climb a tree without using one's hands. If the stream of chakra is too weak, the user will lose their footing on the tree and fall off. If it is too strong, the user will be pushed away from the tree, causing the tree to break around the point of contact and the user will fall. The concept of this exercise is similar to magnetics and can be applied to other objects within close vicinity of the user's body, such as catching and throwing a kunai that comes within several inches of the user's foot by using chakra alone.
Weaknesses: Inexperienced shinobi may lose focus and cause their chakra to become unstable, which will release any hold their chakra has on a surface and may even forcibly eject them off of it. This technique is automatically known by all characters.
- Rope Escape Technique:
Name: Rope Escape Technique
Rank: E
Activation: 1
Range: Touch
Speed: -
Element: -
Skill: Ninjutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description: This technique serves as a means to free themselves from any binding they may find themselves, such as vine entanglement or being tied up by a rope. When the user is bound, they do what they can to escape, such as by finding a way to untie the knot or dislocating their joints in order to get free of the bindings.
Weaknesses: This technique can only work on passive bindings, such as inanimate and uncontrolled bindings.
- Water Surface Walking Practice:
Name: Water Surface Walking Practice
Rank: E
Activation Cost: 0
Upkeep Cost: 0
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: General
Requirements: -
Parent Technique: Tree Climbing Practice
Hand Seals: -
Description: This training method is used to gain better chakra control. To do this, the user has to be emitting a constant stream of chakra from the bottom of the their feet and using the repellent force to walk across the water's surface. This technique is more difficult to master than the Tree Climbing Practice, because the amount of chakra that needs to be emitted changes constantly.
It has also been shown that one can use their chakra to "skate" across the water surface, like an ice skater, instead of just walking or running. And the more one trains this technique the more they reach a state where they stand on water without even noticing it or basically even trying.
It doesn't have to just be at the feet. A user under water can focus chakra on their hands or any other body part that makes contact with the surface of the water. If they were submerged, they can climb atop the water as if they were climbing out of a pool.
Weaknesses: Even Genin can sometimes have trouble with this technique, due to the constantly shifting nature of water, and as such may misjudge the flow of their chakra and fall into the water. This technique is automatically known by all characters.
Last edited by Kurenai on Sun Feb 23, 2020 6:44 am; edited 3 times in total
Kurenai- Posts : 119
Join date : 2018-10-29
Character File
Skills & Elements: KKG, Ninjutsu, Sensory -- Fire
Class: D
Ryo: -
- Post n°4
Re: Kurenai | Jutsu List
KKG Techniques
- C rank - Art of Venomancy, Ensiferum:
Name: Art of Venomancy: Ensiferum
Rank: C
Activation Cost: C [5]
Upkeep Cost: -
Range: Touch/As projectile rules
Speed: -
Element: -
Skill: Ijutsu
Classification: Bloodline Exclusive [Tsuchigumo]
Requirements: -
Parent Technique: -
Handseals: Rat
Description: 'Ensiferum' is a venom created by the Tsuchigumo with but a single purpose: tissue destruction. It is fairly potent in its natural state which is more than capable of killing or grievously wounding most commoners of human society. While it was often used by early Tsuchigumo assassins, 'Ensiferum' fell out of common use as the clan evolved and counter-poisons were discovered.
Those who still rely on the venom know a variety of applications. After combining chakra with their poison glands, the Tsuchigumo can either spit it out as a projectile to strike a target from a distances, in which it follows standard projectile rules and inflicts C-rank power as damage. Or the poison could be applied upon a weapon or projectile to aggravate its damage potential; upon which it grants a penalty to constitution (- -) for three posts as their body needs to fight off this aggressive venom. This poison can be combined with the 'Poison Mist' technique.
Drawbacks: -
- B rank - Art of Venomancy, Black Mist Technique:
Name: Art of Venomancy, Black Mist Technique
Rank: B
Power: B
Activation Cost: Varies
Upkeep Cost: -
Range: Up to 25 meters (cone) or 5 meter radius around them.
Speed: -
Element: -
Skill: Tsuchigumo KKG
Classification: Clan Exclusive
Requirements: A known poison jutsu/recipe
Parent Technique: -
Handseals: Rat - Snake - Bird if in human form.
Description:
The Tsuchigumo (re)creates one of their known poison techniques/recipes within their glands and mold it with their chakra before releasing it as a thick, gaseous form. The poison fog can be spewed out before them in a flamethrower-like spray reaching 25 meters in distance, or may be released through their tenketsu all around them to affect a 5m radius field. The poisonous gas affects all living beings (other than the practitioner) and applies the effects of the selected poison on each individual coming in contact with it.
The cost of this technique equals the rank of the applied poison.
Drawbacks:
- Being gaseous in form, fuuton techniques have a +1 rank advantage when interacting with this technique.
- Tsuchigumo Hiden, Ghoulish Devoration:
Name: Tsuchigumo Hiden: Ghoulish Devoration
Rank: C
Power: C
Activation Cost: C [5]
Upkeep Cost: -
Range: Melee
Speed: -
Element: -
Skill: Ijutsu
Classification: Clan Exclusive [Tsuchigumo]
Requirements: -
Parent Technique: -
Hand Seals: -
Description: 'Ghoulish Devoration' leaves little to the imagination. It is a raw, rabid and mostly fiendish offensive technique in which the spider(s) attempts to bite a chunk out of their opponent with the help of chakra-enhanced teeth. This bite is inflicted with a boost to strength (+++), and may leave a festering wound due to the spider's poison if not treated properly.
Weaknesses: -
- Tsuchigumo Hiden, Silken Weave:
Name: Tsuchigumo Hiden: Silken Weave
Rank: B
Activation Cost: Varies
Upkeep Cost: -
Range: As projectiles
Speed: As projectiles
Element: None or any accessible
Skill: Ijutsu [Tsuchigumo]
Classification: Clan Exclusive [Tsuchigumo]
Requirements: -
Parent Technique: -
Handseals: Snake - Rat - Bird - Snake - Dragon when in human form.
Description: The Tsuchigumo, being spiders, have the ability to create webbing in a variety of ways - through their spinnerets or by molding it with chakra in their mouth. This webbing is naturally more resilient than that of the common spider and sticks to anything but the Tsuchigumo upon contact. Due to the chakra used in its creation, it does not abide by the natural rules inherent to webbing, instead boasting the strengths and weaknesses of the (elemental) chakra used during its production.- E-rank: 1 chakra activation, E-rank quality/hardness
- D-rank: 3 chakra activation, D-rank quality/hardness
- C-rank: 5 chakra activation, C-rank quality/hardness
- B-rank: 10 chakra activation, B-rank quality/hardness
- A-rank: 20 chakra activation, A-rank quality/hardness
One application is sufficient to cocoon a single humanoid target.
Drawbacks: This technique inflicts no damage.- E-rank: 1 chakra activation, E-rank quality/hardness
Last edited by Kurenai on Fri Feb 14, 2020 11:21 am; edited 6 times in total
Kurenai- Posts : 119
Join date : 2018-10-29
Character File
Skills & Elements: KKG, Ninjutsu, Sensory -- Fire
Class: D
Ryo: -
- Post n°5
Re: Kurenai | Jutsu List
Ninjutsu Techniques
None
Last edited by Kurenai on Sat Mar 07, 2020 5:53 pm; edited 2 times in total
Kurenai- Posts : 119
Join date : 2018-10-29
Character File
Skills & Elements: KKG, Ninjutsu, Sensory -- Fire
Class: D
Ryo: -
- Post n°6
Re: Kurenai | Jutsu List
Sensory Techniques
- Chakra Suppression:
Name: Chakra Suppression
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: -
Range: Self
Speed: -
Element: -
Skill: Sensory
Classification: Open
Requirements: -
Parent Technique: Sensing Technique
Hand Seals: -
Description: This technique allows the user to suppress their or their allies' chakra to the point that it becomes completely undetectable. This makes it impossible for sensor type shinobi to track them via chakra. This technique is very useful in the sense of allowing the user to infiltrate the enemy's ranks undetected.
Weaknesses: The use of this technique is restricted to only those with the sensory skill. Also since the user is suppressing their chakra they may not use techniques except for C Rank Taijutsu and below.
- Sensing Technique:
Name: Sensing Technique
Rank: A
Cost: 0.5/Post
Range: Varies by Natural Perception:- E-Tier: 5m
- D-Tier: 25m
- C-Tier: 50m
- B-Tier: 125m
- A-Tier: 250m
- S-Tier: 500m
Speed: Instant
Element: None
Classification: Sensory
Handseals: -- Base: None
- Focused: Touch
Requirements: Sensory Skill
Description: The Sensing Technique is the basic method of Sensory that is automatically granted once the Sensory Skill is unlocked. Perception determines the potency of the user's ability, extending the range as listed above. The classic use of sensory is almost a passive ability, requiring only that the cost be paid to maintain awareness. There is also a focused variation through which the user can double the range by making physical contact with an object via the hands or fingers. Whichever object is touched is the medium for range extension, meaning that beyond the original range value, only things making contact with the medium can be detected. This medium is almost always the ground.
The medium doesn't need to be the ground, and while using the ability inside a building will transmit one's sensing across all walls, floors, ceilings, and the ground upon which the building stands, there are other structures which may not be tied to the ground. Using this inside a blimp or other aircraft, for example, will extend the user's range over the aircraft, up to the maximum range, which may well cover the entire aircraft. Given that an aircraft isn't making contact with anything, the user's sensory range will be limited to that aircraft.
Drawbacks: Focusing the range forces one to remain in place. Anything not making contact with the medium cannot be sensed with the extended range; this won't help them if they're within the base range, however, as they can still be sensed as normal. The Sensing Technique is not a passive process and will require activation; if the cost is not being paid, the technique is not active. This technique is also required as a prerequisite for most Sensory-related techniques and abilities, excluding only a certain few.- E-Tier: 5m