Name: Water Release: Water Bullet Technique Rank: C Cost: 5 Upkeep: 1 Range: 50 m. Speed: B Element: Water Skill: Ninjutsu Classification: N/A Requirement: N/A Parent Technique: N/A Handseals: Tiger > Ox > Tiger > Rat Description: The Water Release: Water Bullet Technique is a highly versatile Water Release technique which has many variations. After kneading chakra in their stomach, the user expels a large quantity of water in the form of a powerful torrent aimed towards their intended target. The user may also sustain the water flow for an upkeep.
D-rank
Spoiler:
Name: Body Flicker Technique Rank: D Power: C Activation Cost: 5 Upkeep Cost: - Range: 50m Speed: - Element: - Skill: Ninjutsu Classification: Open Requirements: - Parent Technique: - Hand Seals: Half Tiger Description: This technique enhances the user's movements by fortifying their step with chakra. This is essentially a burst of energy to make their body function at higher speeds. This technique boosts the user's movement speed by one tier up to 100 meters. If at any time they stop running they must require a reactivation. The hand seal may be held to constantly refresh the 100-meter limit providing a constant speed increase. [/size] Weaknesses: Just like a full sprint the user must remain in a straight line in order to benefit from the bonus. If the user were to change the direction they must reactivate the technique.[/size]
Name: Earth Release: Double Suicide Decapitation Technique Rank: D Power: D Activation Cost: 3 Upkeep Cost: - Range: 10 m. Speed: - Element: Earth Skill: Ninjutsu Classification: N/A Requirements: Preexisting Earth Parent Technique: N/A Hand Seals: - Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. The user can only move in a linear fashion and can only remain underground for one post before they lose the ability to tunnel and must resurface or reactivate. Weaknesses: The user must have some way of sensing the target above or know where their target is before submerging.
Name: Haze Clone Technique Rank: D Activation Cost: 3 Upkeep Cost: - Range: 0m-10m Speed: - Element: - Skill: Ninjutsu Classification: General Skill Requirements: - Parent Technique: Clone Technique Hand Seals: Dog → Tiger Description: At first glance it seems like a regular Clone Technique, but the haze clone uses a cunning trap to lure out the enemy. As the haze clones are not physically real, the attack will just pass through them. While attention is drawn to the clones, the real body attacks from the blind spot. During the illusion and resulting chaos, the enemy, who is caught up in the technique, can then be defeated. This technique allows for the creation of 10 clones total in a single casting. Like the parent technique however the clones are restricted in range and their ability to speak or act in any manner not consistent with a distraction. Weaknesses: -
E-rank
Spoiler:
Name: Body Replacement Technique Rank: E Activation Cost: 1 Upkeep Cost: - Range: - 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 of seconds as well as the illusion after being hit, so it must be timed precisely for maximum effectiveness. Weaknesses: -
Name: Tree Climbing Practice Rank: E Power: N/A Activation Cost: 0 Upkeep Cost: 0 Range: Self Speed: N/A Element: None Skill: None Classification: Open Requirements: None Parent Technique: None Hand Seals: None 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.
Name: Water Surface Walking Practice Rank: E Power: N/A Activation Cost: 0 Upkeep Cost: 0 Range: Self Speed: N/A Element: None Skill: None Classification: Open Requirements: None Parent Technique: Tree Climbing Practice Hand Seals: None 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 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 of 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.
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: -
Name: Fusee Rank: E Power: E Activation Cost: E Upkeep Cost: N/A Range: N/A Speed: N/A Element: N/A Skill: Ninjutsu Classification: Open Requirements: N/A Parent Technique: N/A Hand Seals: N/A 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 golfball. One formed the orb uses the energy stored inside of it to glow with a bright heatless light. This light is the users color 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.
Stats: Strength: D Constitution: D Stamina: D Speed: D Coordination: D Intelligence: D Perception: D
Unique Abilities: One-handed Seals: Pretty straightforward. 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.
Limit Break Points
Physical: --
Technique: --
Destiny: --
Renown: 000
Senju receive a natural two + bonus to either Constitution or Stamina, to be chosen by the player soon after registration