Table of Contents
The Ice Queen's Techniques
Sayuri- Village : Kirigakure
Posts : 979
Join date : 2020-06-24
Age : 24
Location : The Bloody Mist
Character File
Skills & Elements: Hyoton, Fuuton, Suiton, Ninjutsu, Iryojutsu, Fuuinjutsu, Kanchijutsu
Class: S
Ryo: I take payment in blood
- Post n°1
The Ice Queen's Techniques
Sayuri- Village : Kirigakure
Posts : 979
Join date : 2020-06-24
Age : 24
Location : The Bloody Mist
Character File
Skills & Elements: Hyoton, Fuuton, Suiton, Ninjutsu, Iryojutsu, Fuuinjutsu, Kanchijutsu
Class: S
Ryo: I take payment in blood
- Post n°2
Re: The Ice Queen's Techniques
Known E-Rank Techniques
- The Cold Never Bothered Me Anyway ~ Secret Custom
- Body Replacement Technique ~ Open Canon
- Cloak of Invisibility ~ Open Canon
- Clone Technique ~ Open Canon
- Rope Escape Technique ~ Open Canon
- Transformation Technique ~ Open Canon
- Unsealing Technique ~ Open Canon
- E-Rank:
Name: The Cold Never Bothered Me Anyway
Rank: E
Cost: 1
Range: Touch
Speed: N/A
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: N/A
Hand Seals: --
Description: Drawing upon her connection to the elements, Sayuri is able to draw moisture from the air and super cool it. This allows the tiny ice crystals to be formed and manipulated into connecting sheets like fabric. With a wave of her hand Sayuri can create any type of clothing she can imagine, that once the jutsu completes behaves as normal clothing; moving in the wind, bending with elbows and knees etc. This technique may be cast to create a new outfit, or to alter an existing one. Visually this appears as though clothing ‘magically’ appears, sparkling into existence or out of it.
Drawbacks: Although this is made of Yuki Ice, the crystals must be manipulated in such a way that its molecular makeup results in it being unsuitable to be used as any type of armor. This technique may also be used to create clothing for others, although it is still Hyoton and may be uncomfortable or adversely affect them.
Name: Body Replacement Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Boar → Ox → Dog
Description: When utilizing this technique the user applies the transformation technique to an inanimate object in reach— in most cases being a log— to look like the user. This makes the object serve as a dummy to the aggressor. When struck the object will revert back to its original form after two seconds time has passed giving the user the opportunity to strike their stalled opponent, or flee.
The Body Replacement Technique allows the object to perform simple actions and can even react to damage received to make a more convincing illusion, however it cannot move from their location.
Weaknesses: This technique serves as a means to lure in suspicious foe or stall an aggressor. Given its simplicity the technique cannot move or speak limiting its effectiveness as more cunning opponents will often not fall for the bait.
Name: Cloak of Invisibility
Rank: E
Activation Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: A piece of cloth large enough to cover their body
Parent Technique: N/A
Hand Seals: N/A
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.
Name: Clone Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram → Snake → Tiger
Description: For this technique, the user creates up to four afterimages of themselves to move alongside them. Unlike most other clone techniques, these afterimages have no substance and thus are incapable of damaging opponents. Because of this, it is only useful for confusing enemies while other attacks are prepared. When performing this technique the user assumes any position among the group.
Weaknesses: Opponents can identify clones from their original through careful observation, as clones won't cast shadows, crush grass, kick up dust, etc.
Name: Rope Escape Technique
Rank: E
Activation Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
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.
Name: Transformation Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
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.)
Name: Unsealing Technique
Rank: E
Activation Cost: 1
Range: Contact
Speed: -
Element: N/A
Skill: General Skill
Classification: Open/Academy Technique
Requirements: -
Parent Technique: -
Hand Seals: N/A
Description: A general skill anybody can learn in which, by applying a minuscule amount of chakra, will unseal the contents sealed within a scroll or tag.
Weaknesses: Without having the Fuuinjutsu skill the user may not know the contents of a seal resulting in a potential trap.
Sayuri- Village : Kirigakure
Posts : 979
Join date : 2020-06-24
Age : 24
Location : The Bloody Mist
Character File
Skills & Elements: Hyoton, Fuuton, Suiton, Ninjutsu, Iryojutsu, Fuuinjutsu, Kanchijutsu
Class: S
Ryo: I take payment in blood
- Post n°3
Re: The Ice Queen's Techniques
Known D-Rank Techniques
- Preservation
- Wind Release: Passing Typhoon
- Wind Release: Verdant Mountain Gale
- Soft Body Manipulation
- Soft Body Manipulation: Surprise Whip
- Soft Body Manipulation: Writhing Agony Fangs
- Ijutsu - Reverse Chakra Palm
- Ijutsu - Chakra Palm
- Pressure Strike
- Healing Hands
- Enclosing Technique
- Ice Age
- Chakra Suppression
- Silent Killing
- Hiding in Mist Technique
- D-Rank:
Name: Preservation
Rank: D
Cost: 3
Range: 10 meters
Speed: N/A
Element: Hyoton
Skill: Ninjutsu
Classification: Group Exclusive (Yuki, Ice Release)
Requirement: Ice Release
Parent Technique: N/A
Hand Seals: Dog
Description: Using the power inherent within the Yuki bloodline the user can transfer existing ice particles into an object causing things to freeze at a faster rate. This can be done semi-remotely if there is an unbroken connection between a surface that the user touches and the target object and the object is within 10 meters of the user. This is not an offensive jutsu and cannot be used on living persons or creatures. It may be used on flora and corpses however as it’s intended use is to slow decay. This puts the OOC one week time limit on viable organs in stasis until the body/organ is thawed, at which point the time limit will resume where it left off.
Drawbacks: N/A
Name: Wind Release: Passing Typhoon
Rank: D
Activation Cost: 3
Range: 0 - 100 m.
Speed: C+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user creates a gust of wind in a radius around them that blows away all weather conditions. It is powerful enough to dispel even the Hiding in Mist Technique and can even be used to deflect small projectiles.
Weaknesses: The lack of concentration and speed makes this a poor offensive technique.
Name: Wind Release: Verdant Mountain Gale
Rank: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0 - 40 m/
Speed: C
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake
Description: By using wind-based chakra, the user can infuse their bladed weapons with it from a distance and manipulate them.
Weaknesses: Doesn't add any power to the weapon, only allows for manipulation of it. Holding the hand seal leaves the user more vulnerable than before.
Name: Soft Body Manipulation
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: 1
Range: self
Speed: -
Element:-
Skill: Ijutsu/taijutsu
Classification: Open
Requirements: Ijutsu or Taijutsu
Parent Technique: -
Hand Seals: -
Description:
the user's physical flexibility allows them to activate her cells to such a degree that their body becomes mallable and able to extend certain parts beyond the human limits. This technique allows the user to extend their limbs, neck, etc to a max of 3 meters, with additional 3 meters possible with each rank of Constitution above rank D, maxing at 15 meters with S rank constitution.
The speed at which Soft Body Manipulation can stretch limbs is based on the user's base Coordination rank.
Weaknesses: Can't use this technique when stamina is below 10
Name: Soft Body manipulation - Surprise Whip
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 3m
Speed: -
Element: -
Skill: Open
Classification:
Requirements:Ijutsu or taijutsu
Parent Technique: Soft Body Manipulation
Hand Seals: -
Description:
The user's arms extend to a length of at most 3 meters and are flung towards an opponent like an actual whip. When using this technique, the user's Speed raises with one rank, but their strength is lowered by one rank as well, allowing for fast and precise strikes, yet with much less power than a regular punch or kick would provide.
Soft Body Manipulation: Suprise Whip's speed is based on the user's base Coordination rank.
Weaknesses: Can't use this technique when stamina is below 10
Name: Soft Body Modification: Writhing Agony Fangs
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: -
Speed: -
Element:-
Skill: Ijutsu
Classification: Secret
Requirements: C rank Intelligence
Parent Technique: Soft Body Manipulation
Hand Seals: -
Description:
After coating their canines in a fine layer of medical chakra, the user bites down on a targets flesh, only penetrating enough to cause someone to bleed profusely, but not through bone. The bitten area will be infected with the medical chakra. This festers into an injury that scabs over instantly, This scab, however, retains the medical chakra, which keeps recausing the wound to bleed, causing discomfort as it automatically destroys and heals itself. Someone bitten by this technique suffers a - to their coordination as the pain distracts them, which lasts for 3 posts before the target either gets used to it, or the pain fades.
-Each of the bites' debuff to coordination stacks as long as they are active. (ex. Player A gets bitten in post one and again in post 2, the debuff will be -- until either of the bites' duration ends.) with a max of -1 tier Coordination after stacking.
-The range of this technique is based on the range limits of the parent technique: Soft Body Modification.
-The speed of this technique is based on the user's base Coordination rank.
Weaknesses: Can't be used when stamina is 10 or lower
Name:Ijutsu-Reverse Chakra Palm
Rank:D
Power:D
Activation Cost:3
Upkeep Cost:1
Range:self
Speed: -
Element: -
Skill: Ijutsu
Classification: Personal
Requirements: Intelligence C rank
Parent Technique: Ijutsu- Chakra Palm
Hand Seals: -
Description:
Just like with the Chakra Palm technique, the user coats their hands in chakra, but this time forgoes to enhance said chakra into medical chakra and rather allows it to remain in its raw form. While this technique is being used, the user can land more precise and more damaging blows, raising their strength by one +. Should the user strike any limb twice within the span of three posts, it will result in a numb feeling in the affected limb for two posts. Should the user strike the same spot again within those two posts of numbness, the affected limb becomes paralyzed for one post.
Weaknesses: Due to the large amount of focus this technique takes, when the user is hit by anything (ex. weapon, punch, etc. However, not random leaves or rain), the technique is forcefully stopped.
Name: Ijutsu - Chakra Palm
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: -
Element: -
Skill: Ijutsu
Classification: Personal
Requirements: Intelligence C rank
Parent Technique: -
Hand Seals: -
Description:
The user concentrates medical chakra into their palms and with it will be able to fairly easy remove any first degree ailment (first degree burns, first degree frostbite, etc) on a surface no larger than a limb, while this technique does not heal scrapes, bruises or other wounds not linked to actual ailments, it does apply a certain numbing effect to relieve the pain. This technique needs at least one post to heal someone.
Weaknesses: An overall well-balanced and solid technique, this has no apparent weakness.
Name: Pressure Strike
Rank: D
Power: D
Activation Cost:3
Upkeep Cost:-
Range:self
Speed:-
Element:-
Skill: Ijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: Dog-Ox-Rat
Description:
After using the necessary handseals, the user of this technique can strike themselves with both thumbs on any part of their body to enhance a certain aspect of it.
-Striking the shoulders grants + in strength
-Striking the torso grants + in constitution
-Striking the legs grants + in speed.
The effect lasts for 3 posts and this technique can be used a total of three times at once (meaning it can at most raise a single stat by one tier or the + are distributed) or in one thread, of course with the accumulated activation cost of up to three uses.
Weaknesses: Though this is a rather solid technique, should the user be hit by someone with greater strength upon the affected area, the effects of the jutsu will instantly be dispelled.
Name: Healing Hands
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 2
Range: Self/touch
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Ijutsu, Open
Requirements: Ijutsu
Parent Technique:
Hand Seals: Heaven-snake-dog
Description:
After making the necessary handseals, the user's hands will glow with bright green medically induced chakra, which upon touch with any sort of wound will slowly start reactivating cells, reduce swelling and stop wounds from bleeding. As this is but a mere patch up technique, it can only be used on small cuts, shallow bruises and first degree burns.
Weaknesses: Can only heal shallow cuts, minor bruises and first degree burns and other generally minor injuries.
Name: Enclosing Technique
Rank: D
Activation Cost: 3
Upkeep Cost: N/A
Range: 0m-5m
Speed: -
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Fuuinjutsu medium
Parent Technique: N/A
Hand Seals: Ram
Description: Using this technique small objects and even living non-sentient things can be stored within scrolls, and can be released when the scroll is opened or meets a specific condition. It is possible to seal ninjutsu into a scroll. Techniques sealed via the enclosing technique may also be primed to activate on a certain condition. Ninjutsu up to C-rank can be sealed.
Weaknesses: If a Fuuinjutsu user identifies a seal created by this technique they will know the contents erasing any potential trap that may be set up.
Name: Ice Age
Rank: D
Power: D
Cost: 3
Upkeep: --
Range: Touch
Speed: --
Element: Hyoton
Skill: Ninjutsu, Fuuinjutsu
Classification: Group Exclusive - Yuki
Requirement: Yuki Ice Creation, Access to Hyoton
Parent Technique: --
Hand Seals: Dog → Hand placed against Ice
Description: A fuuinjutsu technique specifically designed to create permanence in Yuki Ice creations. By molding their chakra and infusing it into a Yuki Ice structure the user is able to reinforce ice creations to withstand the test of time, be created into other items by crafters or to repair any ice structures that have been damaged.
Drawbacks: This technique, as with most Yuki techniques, does not function in extremely hot and arid regions such as the entirety of the Land of Wind, though this can be worked around should the environment be altered beforehand. This also does not make the reinforced structure immune to damage. The repair feature is limited in scope by the user’s knowledge of the original before it was damaged. Meaning that intricate or artistic creations will not necessarily be repaired to their original likeness even when repaired. As this is still Yuki Ice it has all the same advantages, limitations and drawbacks of Yuki Ice (one rank higher against Katon and Scorch, one rank lower against Doton, Koton and Lava) This technique cannot be used to make permanent weapons or armor out of Yuki Ice, it is intended for structures only.
Name: Chakra Suppression
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Sensory
Classification: Open
Requirements: None
Parent Technique: Sensing Technique
Hand Seals: N/A
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 generally, since the user is suppressing their chakra they may not use techniques except for C Rank Taijutsu and below. However, specific custom techniques may be registered to allow the user access to certain individual jutsu that can be used while Chakra Suppression remains active.
Name: Silent Killing
Rank: D
Activation Cost: -
Upkeep Cost: 1
Range: 30 m.
Speed: -
Element: -
Skill: -
Classification: Kirigakure Village Exclusive
Requirements: -
Parent Technique: -
Hand Seals: -
Description: This technique allows the user to move silently without producing any sound as well as increase their attentiveness to their surroundings allowing the user to track foe by diminutive measures, such as breathing (unlocked at B-tier Perception.) This allows the user to soundlessly approach their victim through smoke or mist without any warning before delivering a final blow.
Weaknesses: This technique allows the user to track their sound alone. Noise obstructions loud enough make the user unable to focus on pinpointing the enemy's location. Although the user moves silently they are still vulnerable to Doujutsu, sensory, and other means of tracking. The user's speed is capped at one tier below their base Speed when using this technique.
Name: Hiding in Mist Technique
Rank: D
Cost: 3
Range: 125 m.
Speed: C (only applicable when expelled)
Element: Water
Skill: Ninjutsu
Classification: Kirigakure Village Exclusive
Requirement: N/A
Parent Technique: N/A
Handseals: Seal of Confrontation
Description: The user conjures a thick, white mist which reduces visibility to absolute zero. This can be achieved by using a water source such as a lake, reservoir, or being in a damp environment. If no sources are present the user can still produce a mist by expelling it from their mouth.
Drawbacks: Just like real life fog the mist can only exist in conditions where it can survive. Very hot, arid climates force the mist to evaporate (clearing up over two rotations.) In addition the mist can be cleared by strong winds or sudden bursts.
Last edited by Sayuri on Fri Jun 18, 2021 3:57 pm; edited 3 times in total
Sayuri- Village : Kirigakure
Posts : 979
Join date : 2020-06-24
Age : 24
Location : The Bloody Mist
Character File
Skills & Elements: Hyoton, Fuuton, Suiton, Ninjutsu, Iryojutsu, Fuuinjutsu, Kanchijutsu
Class: S
Ryo: I take payment in blood
- Post n°4
Re: The Ice Queen's Techniques
Known C-Rank Techniques
- Ice Talons
- Focused Amplification
- Water Release: Wild Bubble Wave
- Hiding in Water Technique
- Water Clone Technique
- Certain Kill Ice Spears
- Ice Forged Guardians
- Wind Release: Slash
- Wind Release: Drilling Air Bullet
- Wind Release: Divine Wind
- Wind Release: Gale Palm
- Wind Release: Great Breakthrough
- Wind Release: Rotating Shuriken
- Water Release: Water Whip
- Water Release: Waterfall Basin Technique
- Water Release: Starch Syrup Capturing Field
- Water Release: Water Bullet Technique
- Water Release: Gunshot
- Chakra Scalpel
- Five-Seal Barrier
- Explosive Tag Seal
- Five-Seal Barrier Pass Technique
- Ice Sword Technique
- Ice Release: Ice-Breaking Sledgehammer
- Water Prison Technique
- C-Rank:
Name: Ice Talons
Rank: C
Cost: 5
Upkeep: 3
Range: Self
Speed: N/A
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: N/A
Hand Seals: --
Description: Channeling Hyoton chakra into her hands, Sayuri causes ice to form along her nails and extend beyond them into wicked and sharp talons. She may choose one or both hands and any number of fingers on either. As these are made from Yuki Ice they have a hardness of A+ and may be used to clash against most weaponry without breaking.
Drawbacks: If they are to break off suddenly without the jutsu being dismissed they will cause minor damage to any fingers they were attached to.
Name: Focused Amplification
Rank: C
Activation Cost: 5
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: Ninjutsu Skill
Parent Technique: N/A
Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
Description: The user can utilize this technique to make a technique more powerful than it ordinarily would be. This is represented by the power of the technique increasing by one rank. All aspects of the technique are empowered equally, including speed and range. The range of the technique is increased by 50% and the Speed by +1 advantage.
Weaknesses: Can only be used with Ninjutsu, and techniques that boost or debuff stats can't have this technique applied to them. The user may only have one element applicable for this technique, or all non-elemental ninjutsu if they lack an element (this element is claimed upon learning the technique and cannot be changed.) This technique only applies to technique up to B-rank.
Name: Water Release: Wild Bubble Wave
Rank: C
Cost: 5
Range: 50 m.
Speed: C
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Hand Seals: Tiger
Description: The user expels a bubbly, foam-like substance from their mouth which generously covers the surface it comes in contact with, lubricating it in the process. This make traveling over said surface almost impossible without losing traction.
Drawbacks: N/A
Name: Hiding in Water Technique
Rank: C
Cost: 5
Upkeep: 1
Range: Self
Speed: Two Tiers below user Speed
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user becomes one with their element, merging their body with a water source. They can freely move around undetected and materialize themselves silently when it is time to strike becoming extremely effective when ambushing unsuspecting foe.
Drawbacks: Despite being undetectable from the average eye, certain doujutsu and chakra sensing technique can pick up the user's signature. In addition, the user can also be damaged even when merged.
Name: Water Clone Technique
Rank: C
Cost: -
Range: 25 m.
Speed: -
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Hand Seals: Tiger
Description: By using water as a medium, the user can create one or more clones of themselves. While the clones can perform techniques, they only possess one-tenth of the user's chakra and cannot go too far from the original. The clones can also be used as medium to perform other Water Release techniques, as demonstrated by Kisame when he reverted their arms into water to perform the Water Prison Technique. When these clones are struck with a sufficient amount of force they will revert to their water form. The clones can be created anywhere within a 25 m. range of the user, unlike the Shadow Clone technique which requires clones to be created next to the user (such ranged spawning would require the clone to be spawned from a pre-existing source of water)
Drawbacks: When casting this technique the user's stamina must be above 30% in order to maintain control over his/her clones. In addition, the user must maintain general concentration to maintain their clone's presence. If at any time the user is inflicted with heavy damage in contrast with their Constitution all clones will be dispersed. The user must be within 25 m. of their clone.
Name: Certain Kill Ice Spears
Rank: C
Power: B
Cost: 13
Range: 15 meters
Element: Hyōton
Skill: Ninjutsu
Speed: A
Classification: Yuki Exclusive
Hand Seals: N/A
Requirements: Ice Release
Description: The user unleashes giant spikes made of ice, capable of piercing through a cottage with ease. The spikes are usually manifested the first time as a defensive response by the body, though this is not always the case. Spikes of various sizes are created, some being a little more than a few meters in diameter while others are smaller and more suited to impaling living things. The technique costs slightly more to allow for its higher than normal speed for its rank despite its simplicity in execution.
Drawbacks: Short range, and anybody within that range will likely sustain injury. This includes allies, making it a situational technique at best.
Name: Ice Forged Guardians
Rank: C
Power: C
Cost: -
Range: 25 m.
Speed: -
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri, Ice Release
Parent Technique: N/A
Hand Seals: Dog
Description: Using Ice or Snow as a medium, Sayuri can create one or more clones of herself. These are not perfect clones as they are borne from the deeper and darker emotions that Sayuri usually represses. Since they are created from fear and anger they are twisted and grotesque versions of her, with spikes coming off of their large and crystalline forms. These clones cannot perform techniques and are limited to melee attacks, as such they do not possess any of the user’s chakra for their own use. The clones cost 5 cp per post to maintain, with a maximum of 5 clones available at any one time. When they are struck with a sufficient amount of they will shatter and become piles of snow and ice. The clones can be created anywhere within a 25 meter range of the user assuming there is snow or ice to draw from, otherwise they must be created next to Sayuri. The clones can move up to 25 meters away from Sayuri, if they roam farther than that they will revert to piles of ice and snow.
Drawbacks: Sayuri cannot cast this technique if she has less than 30 cp available, the minimum required to create 5 clones and maintain consciousness for a single post. It is required that Sayuri maintain her concentration on the clones, meaning that if she takes heavy damage in contrast with her Constitution all the clones will be dispersed. The user must stay within 25 meters of the clones or they will disperse.
Name: Wind Release: Slash
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user waves his hand and creates multiple blades of wind, which combine to form a single, large blade of air. The technique was powerful enough to stop a Susanoo's movements, but is not able to break through its defense.
Weaknesses: N/A
Name: Wind Release: Drilling Air Bullet
Rank: C
Activation Cost: 5
Range: 0 - 100 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: To use this technique the user will first take a deep breath, and then exhale to shoot a highly compressed air ball from its mouth. This bullet can be as large as the amount of air the user can store in their lungs.
Weaknesses: N/A
Name: Wind Release: Divine Wind
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 60 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram
Description: The user releases a gust of wind which forms four small tornadoes. These tornadoes are capable of flinging away all projectiles and people who make direct contact with them. The wind cuts like most wind-nature techniques and may be combined with fire release techniques to create flaming hurricanes.
Weaknesses: N/A
Name: Wind Release: Gale Palm
Rank: C
Activation Cost: 5
Range: 0 - 40 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Ram → Boar → Bird → Hands clapped together
Description: A Wind Release technique where the user either increases their velocity, or by the user clasping their hands together, wind is compressed and transformed into a powerful gale, which has enough force to knock over a person. When used in conjuncture with shuriken or kunai, the tools become more lethal as their speed is increased.
When used to increase the user's Speed they move at B-tier Speed if they are not already at or above B-tier Speed. If the user is at or above B-tier Speed they simply gain +1 tier to their Speed.
Weaknesses:
Name: Wind Release: Great Breakthrough
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 150 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Ox → Dog → Rabbit → Snake
Description: The user creates a powerful, concentrated gust of wind that can easily tear trees up from their roots and hallow out the ground in its wake.
Weaknesses: N/A
Name: Wind Release: Rotating Shuriken
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 10 m.
Speed: B
Element: Wind
Skill: Ninjutus
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: By infusing wind-nature chakra into shuriken, the user can make them spin, as well as control them in the air. The user can control the shuriken as long as they're within ten meters of the user. If the shuriken are projected outside of the range then they will follow standard projectile rules, losing speed every ten meters until it reaches E-tier Speed.
Weaknesses: N/A
Name: Water Release: Water Whip
Rank: C
Cost: 5
Upkeep: 3
Range: 10 m.
Speed: -
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Hand Seals: Rat > Dog > Ox
Description: The user creates a whip made of water that can wrap around the opponent. The user can also channel lightning chakra to shock anyone wrapped in it. It can also be used like an ordinary whip to cause physical damage to an opponent.
Drawbacks: Opponents may also discharge lightning release through your whip damaging you as the user.
Name: Water Release: Waterfall Basin Technique
Rank: C
Cost: 5
Upkeep: 1
Range: -
Speed: -
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Hand Seals: Boar > Dog > Ram
Description: The technique is done by creating water through the earth and manipulating the current to form a waterfall. The scale of the waterfall is determined by the user and must be sustained by the user's chakra. The user must be within 50 meters of the waterfall to continue to feel it chakra. This technique requires very little focus allowing the user to perform other tasks without having to focus on feeding this one chakra.
Drawbacks: Must be created over soil. Concrete and other sealed surfaces will not allow the technique to function.
Name: Water Release: Starch Syrup Capturing Field
Rank: C
Cost: 5
Upkeep: 3
Range: 30 m.
Speed: C
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Hand Seals: Ram > Tiger
Description: The user spews an incredibly viscous water from their mouth which travels over and coats any surface. Coming in contact with the water binds the target trapping their movements from the point of contact. In addition, the user can manipulate the water with their chakra to catch opponents unaware. When manipulating the water it moves at E-tier Speeds.
Drawbacks: The water-syrup can be cut from the target in order to break free. Also, utilizing the Water Walking Technique can bypass the technique's effects.
Name: Water Release: Water Bullet Technique
Rank: C
Cost: 5
Upkeep: 3
Range: 50 m.
Speed: B
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Hand Seals: 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.
This technique can also be used collaboratively to increase its range and effect.
Drawbacks: N/A
Name: Water Release: Gunshot
Rank: C
Cost: 5
Range: 80 m.
Speed: B
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Hand Seals: Tiger
Description: After kneading and converting their chakra into water, the user will shoot one or more condensed blasts of water at the target. The size is dependent on how much water the user can store in their body. The technique can gain an additional + to its Speed when used aerially.
Drawbacks: N/A
Name: Chakra Scalpel
Rank: C/B
Power: C/B
Activation Cost: --
Upkeep Cost: 3/5
Range: 0-3m
Speed: ---
Element: ---
Skill: Ijutsu
Classification: ---
Requirements: C Intelligence. B Coordination for the B-Rank Version
Parent Technique: ---
Hand Seals: Tiger → Horse → Rabbit → Rat → Dog
Description: This medical technique forms one's chakra into a small, sharp blade. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can make cuts inside the body without actually creating an open wound, limiting the risks of an infection.
The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. In heated combat, even the greatest medical-nin won't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, rendering the target immobile. When cutting tendons and muscle tissues, the user's scalpels lower their target's Strength or Coordination by one minus, for two posts.
Upon acquiring the B-Rank version, the user's precision cuts to tendons and muscle tissue is even more deadly. While a single cut landed with the technique still only applies one minus to either of the aforementioned stats, this effect can be stacked up to three times by hitting the same spot three times, thus giving the user the capacity to lower one of the stats by one tier. This effect lasts four posts.
Weaknesses: N/A
Name: Five-Seal Barrier
Rank: C
Activation Cost: 10
Upkeep Cost: N/A
Range: 0mi-2mi
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Five Fuuinjutsu tags
Parent Technique: N/A
Hand Seals: N/A
Description: This technique creates a barrier around a place by placing four "forbidden" (禁, kin) tags in different locations surrounding the place to be protected, a fifth tag on the location to be protected. The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, the material's destruction is "forbidden". Using any kind of physical attack to try and destroy something in the barrier is folly, as it will only lead to injury. To cancel this, it is necessary to search for the four tags and tear them off simultaneously. Even if the tags are removed, there is a final obstacle. The user can add a trap that will create perfect copies of those who have removed the seal, preventing them from returning immediately. Those who have removed the seal must spend two posts fighting their copies before defeating them.
Weaknesses: N/A
Name: Explosive Tag Seal
Rank: C
Activation Cost: 5 [Paid if making the Fuuin on its own]
Range: 0 - 20 m.
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Blank Sealing Paper
Parent Technique: N/A
Hand Seals: Snake
Description: The Explosive Tag Seal is a well-known Fuuinjutsu most commonly used to produce explosive tags commonly stored in the marketplace. This technique works by sealing the user's chakra and compressing it (5 CP). When the chakra is released it reacts violently with the environment resulting in a small, but potent blast radius of five meters. There are two ways the explosive can be activated, both costing no chakra:
1.) Igniting the tag with chakra or heat. This results in a slow burn and a four second delay allowing the user to benefit from the delay by throwing them greater distances, how far dependent on the user's method.
2.) Detonating the tag remotely using chakra. To do this, the user must make direct contact with the explosive tag to apply their chakra to the tag. This allows them to detonate the explosive tag remotely with the Snake hand seal. The range on this method is only twenty meters from the user.
Weaknesses: Lit explosive tags can be deactivated by applying chakra to the tag before the seal is burned and the explosion is released.
Name: Five-Seal Barrier Pass Technique
Rank: C-Rank
Power: C-Rank
Activation Cost: 5
Upkeep Cost: N/A
Range: Contact
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Hand Seals: N/A
Description: In order to enter the boundary created by the Five-Seal Barrier without dispelling the technique, one has to use the Five-Seal Barrier Pass Technique. The user probes their chakra out into the barrier, and essentially requests permission to enter. Whoever created the Five-Seal Barrier may then decide whether to allow them entry or not.
Weaknesses: N/A
Name: Ice Sword Technique
Rank: C
Power: C
Cost: 5
Range: 0-40 meters
Speed: C
Skill: Ninjutsu
Element: Hyōton
Classification: Yuki Exclusive
Hand Seals: N/A
Requirements: Ice Release
Description: The user condenses the moisture in the atmosphere into swords of ice that can then be used for close-range combat or shot at a target. The swords can be formed and fired up to forty meters away from the user.
Drawbacks: Each sword costs a C rank amount of stamina.
Name: Ice Release: Ice-Breaking Sledgehammer
Rank: C
Power: C
Cost: 5
Skill: Ninjutsu
Upkeep: 1
Range: User
Element: Hyōton
Classification: Yuki Exclusive
Hand Seals: N/A
Requirements: Ice Release
Description: The user surrounds their fists with ice, increasing their striking power or, alternatively, allowing them to use their fists to block stronger attacks than they would be able to otherwise. The ice has the same durability as all other ice techniques and provide a boost of one tier to the user's Strength.
Drawbacks: Can't weave seals with ice on your hands, or wield a weapon effectively.
Name: Water Prison Technique
Rank: C
Power: B
Activation Cost: 5
Upkeep Cost: 3
Range: Contact | 0 - 5 m.
Speed: A
Element: Water
Skill: Ninjutsu
Classification: Kirigakure Village Exclusive
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Ram → Horse → Hare → Ram → Horse → Hare
Description: The first version of this technique allows the user to spew water directly from their mouth and have it quickly form a sphere around their target trapping it within the confines of the prison. This version does not require pre existing water, however, must require the user to maintain contact with the water prison at all times.
The second version of this technique allows the user to create water prisons without the need for direct contact, requiring a source of preexisting water. The user channels their chakra through the body of water, in most cases through their feet, to create the water prison and maintain it over the victim. The user must maintain contact with the body of water that is used to create the prison in order to sustain it.
In both cases the water constantly pulls inwards towards the core protecting it from outer threats, meaning those caught partially in the technique will be drawn inside. The pressure prevents any movement meaning those trapped are doomed to drown or be detained. Despite its name the user may also cast it upon themselves as a form of defense. It is said to be as strong as steel.
Weaknesses: The user must maintain contact with the sphere otherwise it loses structure.
Last edited by Sayuri on Fri Jun 18, 2021 3:58 pm; edited 1 time in total
Sayuri- Village : Kirigakure
Posts : 979
Join date : 2020-06-24
Age : 24
Location : The Bloody Mist
Character File
Skills & Elements: Hyoton, Fuuton, Suiton, Ninjutsu, Iryojutsu, Fuuinjutsu, Kanchijutsu
Class: S
Ryo: I take payment in blood
- Post n°5
Re: The Ice Queen's Techniques
Known B-Rank Techniques
- White Walker
- Flash Freeze
- Brain Freeze
- Frost Bite
- Ice Prison Technique
- Ice Release: Black Dragon Blizzard
- Ice Release: Ice Rock Dome of Magnificent Nothingness
- Ice Release: One Horned White Whale
- Ice Release: Swallow Snow Storm
- Ice Release: Tearing Dragon Fierce Tiger
- Mystical Palm Technique
- Barrier: Canopy Method Formation
- Barrier Method Formation
- Lightning Flash Blade Creation
- Chakra Draining Seal
- Wind Release: Spiraling Wind Ball
- Wind Release: Vacuum Blade
- Wind Release: Vacuum Sphere
- Wind Release: Pressure Damage
- Wind Release: Great Task of the Dragon
- Wind Release: Air Bullets
- Nadeshiko-Style Hardliner Gale Fist
- Nadeshiko-Style Hardliner Revolving Cut
- Gunbai Fanned Wind
- Sickle Weasel Technique
- Dust Wind Technique
- Wind Release: Beast Tearing Palm
- Wind Release: Divine Mountain Wind
- Water Release: Marine Battle Formation Technique
- Thousand Flying Water Needles of Death
- Water Release: Exploding Water Colliding Wave
- Water Release: Water Dragon Bullet Technique
- Water Release: Water Fang Bullet
- Water Release: Water Formation Wall
- B-Rank:
Name: White Walker
Rank: B
Cost: C - S
Upkeep: 10 (as long as travelling)
Range: C | 0 - 20 m. B | 0 - 50 m. A | 0 - 100 m. S | 0 - 300 m.
Speed: A
Element: Hyoton
Skill: Ninjutsu
Classification: Yuki Exclusive
Requirement: Ice Release
Parent Technique: --
Hand Seals: Dog → Boar → Hare → Dragon → Ox → Hand placed on Ice
Description: This technique has varying chakra costs depending on the distance the user wishes to travel. After forming six hand seals the last of which is placing their hand against a solid piece of ice, the user may infuse themselves with Hyoton chakra and may pass through any Hyoton they have created at -1 tier less than their current speed. Should the ice that they are travelling through be shattered the user may exit through any connected piece of ice.
Drawbacks: This technique only allows the user to pass through their own Hyoton creations. So if more than one Hyoton user has created structures (either temporary or permanent) the Ice created by others will need to be navigated through or around in traditional ways. While travelling the user's body is infused with Hyoton chakra making them subject to all of the elemental drawbacks etc. of Hyoton.
Name: Flash Freeze
Rank: B
Power: B
Cost: 10
Upkeep: 5 per post
Range: 40 meters
Speed: 30 m/s
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: N/A
Hand Seals: Ram -> Hare -> Ox -> Dog -> Hare -> Dog
Description: Drawing from the moisture in the air around her, Sayuri is able to freeze a single target in a matter of seconds. Hyoton chakra will emanate from her and seem to dart outwards in a direction of her choosing along the ground until it lands on her intended target. She may target anything up to the size of an adult human, as it is also possible to freeze living things in this manner, provided she has a clear line of sight to what she is trying to freeze. Larger objects may be attempted though they won’t suffer the effects of permanent damage. Any person or creature affected by this jutsu will remain frozen in this manner as long as Sayuri maintains focus and the victim remains within 20 meters of her. Being affected by Flash Freeze for longer than 4 posts can cause permanent damage to objects and people.
Drawbacks: This jutsu is directional and requires line of sight. Its direction may only be changed once per post, though it may be stopped at any time by Sayuri.
Name: Brain Freeze
Rank: B
Cost: 10
Upkeep: 5
Range: Touch
Speed: B
Element: Hyoton
Skill: Ninjutsu, Iryojutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: N/A
Hand Seals: Ram -> Hare -> Ox -> Dog -> Hare -> Dog
Description: By placing her hand on an open and currently bleeding wound, Sayuri is able to channel her Hyoton chakra through her victim’s bloodstream. This is a slow and very painful process for the target as the blood will crystallize throughout the victim’s circulatory system. This causes intense pain and eventually numbness and cellular death near the affected areas. After continuous contact for 3 posts the ice will reach the victim’s brain causing an aneurysm as the vein walls burst from the pressure.
Drawbacks: This jutsu places Sayuri in potential danger as continuous contact is required and if contact is broken the jutsu immediately ends. Meaning that she is most likely unable to defend herself while channeling her chakra, leaving her vulnerable. The number of posts that determine how long before the jutsu is considered ‘complete’ is dependent on the victim’s Constitution. If the victim’s Constitution is B-Rank it will take the stated 3 posts, and will add 1 additional post for each Rank above B, while removing 1 post for each Rank below.
Name: Frost Bite
Rank: B
Cost: 10
Upkeep: 5
Range: Self
Speed: N/A
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: Ice Talons
Hand Seals: --
Description: Channeling Hyoton chakra into her mouth, Sayuri causes ice to form along her front teeth and extend beyond them into wicked and sharp talons. She may choose upper or or lower jaw and any number of teeth on either. As these are made from Yuki Ice they have a hardness of A+ and may be used to clash against most weaponry without breaking.
Drawbacks: If they are to break off suddenly without the jutsu being dismissed they will cause minor damage to any teeth they were attached to.
Name: Ice Prison Technique
Rank: B
Power: B
Cost: 10
Skill: Ninjutsu
Range: 25 meters
Element: Hyōton
Speed: B
Classification: Yuki Exclusive
Hand Seals: N/A
Requirements: Ice Release
Description: The user is able to create a pillar of ice around a target or themselves that is about two meters in diameter. Only one may be created per usage. This is a solid pillar of ice. This allows them to capture a target or defend themselves from attacks, though they cannot move if they choose this second option. However, the speed at which the pillar is formed means that it is a useful tool for a quick defense.
Drawbacks: The user has to break the prison for the target or them to move.
Name: Ice Release: Black Dragon Blizzard
Rank: B
Power: B
Cost: 10
Range: 50 meters
Speed: 95 m/ps
Skill: Ninjutsu
Element: Hyōton
Classification: Yuki Exclusive
Hand Seals: Bird → Snake → Monkey → Horse → Dog
Requirements: Ice Release
Description: An Ice Release technique formed from already existing ice. After forming the needed hand seal the user will thrust their arm to send out a black ether-like dragon to strike their 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. The dragon is black in color, too, for some reason.
Drawbacks: Requires existing ice to utilize.
Name: Ice Release: Ice Rock Dome of Magnificent Nothingness
Rank: B
Power: B
Cost: 10
Skill: Ninjutsu
Range: 1 meter radius
Element: Hyōton
Classification: Yuki Exclusive
Hand Seals: N/A
Requirements: Ice Release, user must stay still to utilize
Description: The user quickly freezes the surrounding air and creates an ice dome around themselves and/or allies to act as a defence. It is strong enough to withstand the assault of many explosive tags at once, remaining almost undamaged.
Drawbacks: N/A
Name: Ice Release: One Horned White Whale
Rank: B
Power: B
Cost: 10
Range: Whale is 100 meters long and 12 meters wide
Speed: C-
Skill: Ninjutsu
Element: Hyōton
Classification: Yuki Exclusive
Hand Seals: Ram → Bird → Monkey → Horse → Snake → Dog
Requirements: Ice Release
Description: This technique allows the user to create a humongous whale with a long narwhal horn out of preexisting ice to attack their opponent. The user needs a source of ice in order to use this technique. The large bulk of this technique is capable of creating great destruction upon landing.
Drawbacks: Due to it's size and lack of speed, this technique is used more as a distraction, or to block an opponent's movements rather than attack.
Name: Ice Release: Swallow Snow Storm
Rank: B
Cost: 10
Range: 200 meters
Speed: B
Skill: Ninjutsu
Element: Hyōton
Classification: Yuki Exclusive
Hand Seals: Tiger
Requirements: Ice Release
Description: This technique creates a cluster of ice needles in the shape of miniature swallows out of preexisting ice, about thirty, which the user then launches at the opponent. These needles can change direction in midair and will maim the opponent with their sharp wings.
Drawbacks: Unlike many Ice Release techniques, this technique may be melted by a katon technique of equal rank due to the small masses of ice used.
Name: Ice Release: Tearing Dragon Fierce Tiger
Rank: B
Power: B
Cost: 10
Range: 40 meters
Speed: A-
Skill: Ninjutsu
Element: Hyōton
Classification: Yuki Exclusive
Hand Seals: Tiger-> Dragon-> Boar-> Dog
Requirements: Ice Release
Description: The user manipulates pre-existing ice and forms it into a giant tiger to launch at their opponent. It is cold enough to freeze and destroy any Water Release technique B rank and lower that it comes into contact with.
Drawbacks: N/A
Name: Mystical Palm Technique
Rank: B
Power: A
Activation Cost: 10
Upkeep Cost: 5
Range: Touch
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: N/A
Parent Technique: -
Hand Seals: Ox → Tiger
Description: The Mystical Palm Technique is a Medical Ninjutsu which allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries.
In most cases it will take three posts to fully heal a single fatal wound. This number can be alleviated by having more Ijutsu users using this technique present, each Ijutsu user taking a post off.
Weaknesses: When healing a wound the effects take place immediately, slowing bleeding and producing new cells. Failure to complete the full healing process will have the wound open up again. The amount of time how this happens is dependent on how long you treated the wound (Healing for two posts and leaving will take two posts for the wound to open again.)
Name: Barrier: Canopy Method Formation
Rank: B-Rank
Power: B-Rank
Activation Cost: 10
Upkeep Cost: 5
Range: 10 Meters
Speed: N/A
Element: N/A
Skill: Barrier Ninjutsu/Sensory
Classification: Open
Requirements: N/A
Hand Seals: N/A
Description: This technique allows the user to create a spherical detection barrier with the user at the centre. At the user's command, the detection barrier can expand, grasping everything in the surroundings. The users can also detect anything that moves inside the barrier space with their own "sense". As the users move, the barrier will follow them.
Weaknesses: N/A
Name: Barrier Method Formation
Rank: B-Rank
Power: A-Rank
Activation Cost: 10
Upkeep Cost: N/A
Range: 10 Meters
Speed: N/A
Element: N/A
Skill: Barrier Ninjutsu
Classification: Open
Requirements: Four Explosive Tags
Hand Seals: N/A
Description: An array of four explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will detonate when the intruder reaches the center, killing the imprisoned target. The force of the explosive tags are contained entirely within the interior of the barrier, amplifying their killing ability.
Weaknesses: N/A
Name: Lightning Flash Blade Creation
Rank: B
Activation Cost: 3 (Sealing) 1 (Unsealing)
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Fuuinjutsu Medium
Parent Technique: Unsealing Technique
Hand Seals: N/A
Description: This is a special "ninja tool summon" that allows the user to seal ninja tools like swords or kunai into a scroll or their clothes beforehand, allowing them to be called upon when needed. The ninja tools can be summoned in an instant just by touching the sealing "marks" which can be drawn anywhere. The greatest advantage of this technique is that the time between taking out a ninja tool, taking the right stance and actually throwing it is greatly reduced. Also when a weapon such as a fūma shuriken is summoned, the time needed to throw it can be further shortened by having prepared the weapon in its fully extended form beforehand. Furthermore, because the summoned ninja tools can remain hidden until right before they are used there are an exceptional number of possible tactics. One hundred ninja tools can be stored within each sealing mark, which can make the efficiency of this technique last longer. Five tools can be summons per unseal.
Weaknesses: Just like with any Fuuinjutsu, if the medium in which your seal is placed on is destroyed, everything stored within the seal is lost permanently.
Name: Chakra Draining Seal
Rank: B
Activation Cost: 10
Upkeep Cost: N/A
Range: Contact
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: A fūinjutsu designed to drain chakra. By placing the target on top of the seal, the chakra drained is transferred to the user. The seal drains 5 per turn.
Weaknesses: If the target is removed from the seal then the technique ends and must be re-activated.
Name: Wind Release: Spiraling Wind Ball
Rank: B
Activation Cost: 10
Upkeep Cost: 10 per 2 balls afterwards
Range: 0 - 100 m.
Speed: A+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock. They can be launched in rapid succession.
Weaknesses: N/A
Name: Wind Release: Vacuum Blade
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0 - 1 m.
Speed: -
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user exhales wind-infused chakra onto a weapon in order to increase its sharpness, range and lethality. For example, the user can infuse a kunai to resemble a makeshift scimitar or infuse shuriken to increase their range and cutting power. In the case of the kunai, wind-nature chakra, which envelopes the weapon, has a distinctive light green coloring. When applied to any weapon it increases the range of it by one meter. When applying it to projectiles the projectile may travel up to twenty meters from the user before it starts to lose velocity.
Weaknesses: N/A
Name: Wind Release: Vacuum Sphere
Rank: B
Activation Cost: 10
Range: 0 - 30 m.
Speed: A
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rat → Rabbit → Dog
Description: The user takes a deep breath and then exhales several small blasts of wind chakra in such a manner that they are dispersed over an expansive range, enough to make it difficult to avoid them entirely without taking any damage. Due to the properties of this technique, the expelled blasts are capable of piercing into and potentially through an opponent's flesh when they collide with it. The user can exhale a maximum of seven bullets per usage.
Weaknesses: N/A
Name: Wind Release: Pressure Damage
Rank: B
Activation Cost: 10
Range: 100 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram
Description: A powerful wind technique where a tornado-like mass is compressed until it has a very high density and is then released. The wind pressure is raised to its highest limit, and once the technique hits the target, the resulting blast sweeps everyone off their feet. When the user casts this technique it grows into a 100 m. diameter vortex.
Weaknesses: N/A
Name: Wind Release: Great Task of the Dragon
Rank: B
Power: B
Activation Cost: 10
Range: 0 - 50 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: Gunbai/Giant Tessen
Parent Technique: N/A
Hand Seals: N/A
Description: This technique can be set up as a feint as it has a delayed activation. The technique alters weather conditions temporarily and attacks from the sky rather than from the person. The technique leaves several cuts in the target, much like the Sickle Weasel Technique.
Weaknesses: Due to the delayed activation and method of approach this technique can be avoided by those wary of their surroundings.
Name: Wind Release: Air Bullets
Rank: B
Power: B
Activation Cost: 10
Range: 0 - 50 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Bird
Description: The user creates a massive volley of air bullets which he then fires at the enemy in a consecutive shot. A total of thirty bullets can be created and fire per technique usage.
Weaknesses: N/A
Name: Nadeshiko-Style Hardliner Gale Fist
Rank: B
Activation Cost: 10
Range: -
Speed: -
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: By covering one's own hand with wind-nature chakra, the user attacks the enemy with it. The force of the strike is great enough to produce a powerful shock wave that can cause noticeable fissures without direct contact.
Weaknesses: N/A
Name: Nadeshiko-Style Hardliner Revolving Cut
Rank: B
Power: B
Activation Cost: 10
Range: -
Speed: -
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user covers one leg with wind chakra and delivers a powerful falling kick to his/her opponent. This kick was powerful enough to slice through a mechanical puppet.
Weaknesses: N/A
Name: Gunbai Fanned Wind
Rank: B
Power: B
Activation Cost: 10
Range: 0 - 60 m.
Speed: B++
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: Gunbai/Giant Tessen
Parent Technique: N/A
Hand Seals: -
Description: The user waves their gunbai as a fan to create powerful gusts of wind, strong enough to blow away several enemies in one swing.
Weaknesses: N/A
Name: Sickle Weasel Technique
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0 - 50 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Dragon → Bird
Description: By freely manipulating a gale created using this technique the user assaults the target in attempts to draw them within the air pocket. The person enveloped by this gale is assaulted by countless invisible blades carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and will even make the opponent unable to stay on their feet. The user can control this gale of wind by -1 tier of their Coordination. Upon trapping an opponent the technique ends at the end of the post.
Weaknesses: The user must use both hands when the technique is in use, robbing them from their options.
Name: Dust Wind Technique
Rank: B
Power: C
Activation Cost: 10
Range: 0 - 60 m.
Speed: C++
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: This technique creates a stiff upwards wind which picks up loose sand and covers the surrounding area. The dirt it picks up is imbued with chakra to latch onto most surfaces and "give" when tread upon. This makes it difficult for others to get a good footing. The initial gust can also temporarily blind opponents by lodging sand in their eyes.
Weaknesses: N/A
Name: Wind Release: Beast Tearing Palm
Rank: B
Power: B
Activation Cost: 10
Range: 0 - 100 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: A powerful technique of wind nature chakra that can cut and slash through any material. The blades can be controlled to their full potential being equal to the user's Coordination, however will die out at the end of the user's post. The technique seems to hold up well to impacts being able to slice through multiple bodies without losing momentum.
Weaknesses: N/A
Name: Wind Release: Divine Mountain Wind
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0 - 100 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Snake → Ram
Description: This technique creates a vortex of wind to blast at a target. The wind has the ability to leave multiple cuts in the target upon impact, and can even be controlled from the user's hands at -1 tier Coordination.
Weaknesses: When controlling this technique the user's hands remain occupied.
Name: Water Release: Marine Battle Formation Technique
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 35 m.
Speed: User's Coordination
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: Preexisting Water
Parent Technique: N/A
Hand Seals:Boar → Dog → Horse → Tiger
Description: After making the necessary hand signs the user can direct a large spiraling stream of water into any direction they desire, letting it crash upon or against opponents from any desired angle or direction.
Weaknesses: N/A
Name: Thousand Flying Water Needles of Death
Rank: B
Cost: 10
Range: 10 m.
Speed: B
Element: Water
Skill: Ninjutsu
Requirements: N/A
Classification: N/A
Parent Technique: N/A
Handseals: Tiger
Description: By using a nearby water source or forming them out of the air using moisture, the user forms one-thousand needles made of water. Their density and structure are enhanced using chakra giving them a deeper penetration, being able to pierce five-millimeter thick steel (assumed C-grade quality.) The user creates a narrow escape route for themselves from which after they exit the user can safely trigger the technique, mutilating whatever is left within.
Drawbacks: This is considered a close quarters technique, thus the need to lure the opponent within that range is necessary while managing to create hand seals.
Name: Water Release: Exploding Water Colliding Wave
Rank: B
Cost: 10
Range: 250 m.
Speed: B
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirement: N/A
Parent Technique: N/A
Handseals: Snake
Description: The user spits out a great volume of water from their mouth, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks.
Drawbacks: N/A
Name: Water Release: Water Dragon Bullet Technique
Rank: B
Cost: 10
Upkeep: 5
Range: 0 - 100 m.
Speed: One tier below the user's Coordination
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Water
Parent Technique: N/A
Handseals: Monkey > Bird > Yang Water > Rat > Boar > Bird
Description: The user shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might dealing great physical damage. The user can freely manipulate the dragon around the body of water and even travel upon it as long as it stays within 100 m. of its control.
Drawbacks: Requires a large body of water to be used such as a small lake, ocean, or reservoir. An attack or technique large enough to sever the body will effectively end the technique.
Name: Water Release: Water Fang Bullet
Rank: B
Cost: 10
Range: 20 m.
Speed: B
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Water
Parent Technique: N/A
Handseals: Tiger
Description: This is a technique that deals physical damage to the enemy with a liquid mass brought forth from underwater. Its power to kill and maim is augmented by adding a spinning motion to the compactly pressured water acting almost like a steel drill. During fights on water the user can take advantage of its characteristic ability to attack from anywhere in a 360 degrees radius. The user can create three per usage.
Drawbacks: Must require a body of water in order to use this technique.
Name: Water Release: Water Formation Wall
Rank: B
Cost: 10
Upkeep: 5
Range: 15 m.
Speed: B
Element: Water
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Handseals: Tiger > Snake > Rat > Snake > Tiger
Description: This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. It may also be used with an already pre existing source.
Drawbacks: N/A
Last edited by Sayuri on Thu Jun 17, 2021 12:20 am; edited 1 time in total
Sayuri- Village : Kirigakure
Posts : 979
Join date : 2020-06-24
Age : 24
Location : The Bloody Mist
Character File
Skills & Elements: Hyoton, Fuuton, Suiton, Ninjutsu, Iryojutsu, Fuuinjutsu, Kanchijutsu
Class: S
Ryo: I take payment in blood
- Post n°6
Re: The Ice Queen's Techniques
Known A-Rank Techniques
- Deep Freeze
- Ice Release: Earthen Consecutive Chains of Ice
- Ice Release: Twin Dragon Blizzard
- Ice Release: Wolf Fang Avalanche Technique
- Ice Wall
- Ice Forged Sentinels
- Shatter
- Eternal Servitude
- Sensing Technique
- Water Release: Rising Water Slicer
- Water Release: Water-Heavens Convergence
- Winter’s Kiss
- A-Rank:
- Name: Deep Freeze
Rank: A
Power: Varies
Cost: Varies
Range: Varies
Element: Hyōton
Skill: Ninjutsu
Classification: Yuki Exclusive
Handseals: Dragon-> Ox -> Boar-> Monkey
Requirements: Ice Release
Description: This technique is how the Yuki convert water into Ice. After weaving the required seals, the user is able to turn any water within range into ice. If they're touching a body of water, they may turn the entire body of water into ice providing they pay the appropriate cost. This may be used to turn even water droplets and vapor into ice for their use. As with all Ice Release techniques, this technique chills the environment around them. Opposing Suiton techniques may only be frozen if they involve water vapour or droplets, or they create a relatively still body of water such as Water Prison or Exploding Colliding Wave. Things like Water Beast and Water Whip can't be frozen, as the length of contact the user would have with them would not suffice to freeze the jutsu. The amount of chakra needed to freeze an opponent's technique is equal to the amount they paid to create the technique.
5 points: May turn a small body of water into ice, such as a small lake, with 200-500 cubic meters of water in it. This requires the entire post to accomplish. Turns water droplets or vapor for fifty meters around them into ice particles which may be used for their techniques B rank or lower.
10 points: Can now turn huge ponds and similar bodies of water into ice, equal to roughly 1,000 cubic meters of water maximum. Water droplets and vapor in the 100 meters around them are converted into ice for their usage of A rank techniques or lower.
15 points: May now turn small lakes into ice up to 4,000 cubic meters of water that takes two posts to complete, with an area equal to 200 meters around them getting all water droplets and water vapor frozen for their usage. S rank techniques may now be utilized at this level.
25 points: Intent on ruining the natural balance of the area they're in, this amount of chakra allows lakes and other such bodies of water up to 10,000 cubic meters in volume to be frozen for the user's usage. This takes three posts to fully accomplish. Water droplets and vapor within 400 meters is frozen for their usage, and the central 10 meters around the user is cold enough that those within not able to utilize Ice Release receive a minus to Coordination as the air numbs their extremities. Takes two posts to freeze water in the air. Debuff has a one point upkeep.
35 points: This level of usage is meant purely for fun, or for utter destruction of an environment. Lakes of colossal size, up to 15,000 cubic meters of water, are now able to be frozen by the user. This takes four posts to complete, but is devastating to the wildlife and livelihood of any nearby communities. Water droplets and vapor for their thread is frozen for their usage and any clouds in the sky begin to ice over which prevents further precipitation, with the central twenty meters around the user being so cold that all but the user suffer a minus to Coordination. It takes two posts to freeze all the water in the air. Debuff requires a one point upkeep.
Drawbacks: Effects everybody within the thread, allies and enemies alike, in some fashion. Whether this is due to being within the range of the cold debuff or by having all potential sources of water in an area frozen, everybody is going to be impacted somehow and probably not in a good way. The droplets and vapor all falls to the ground when frozen, meaning an opponent could potentially utilize it as shrapnel before the user gets off a second jutsu. The higher levels of usage could easily cause devastation to an environment by robbing the only source the local wildlife has for fresh water for months or even years as the thick ice slowly melts. As such, great care must be taken in order to not royally fuck up the world on accident. Unlike most Ice Release techniques, a sufficient amount of heat can melt this ice as the chakra is more widely dispersed (B rank katon). The debuff in the latter stages is only active for one post after the target leaves the area of affliction, as they warm back up enough to retain basic levels of motor skills.
Name: Ice Release: Earthen Consecutive Chains of Ice
Rank: A
Power: A
Cost: 15
Upkeep: 5
Range: Contact
Element: Hyōton
Skill: Ninjutsu
Classification: Yuki Exclusive
Handseals: N/A
Requirements: Ice Release
Description: The user causes ice particles to form on a target. If used on a living creature, the target will freeze to death unless they are able to mould chakra. By coating themselves with chakra and dedicating all their energy to keeping themselves warm, they can avoid death; if they use their chakra to perform a technique, they will start to rapidly freeze again. Its usefulness in neutralizing shinobi is on par with Fire Release: Heavenly Prison. In order to prevent freezing, the target must pay an upkeep of 3 points of chakra every post to avoid the negative effects of this jutsu.
The amount of posts one may put off warming themselves depends on the target's constitution. Once the target falls below E tier Constitution, they will die. The target must warm for an equal period of time as they spent fighting without warming, regardless on if they have received any actual debuffs, in order for their maximum number of posts to reset:- E tier: One post before Constitution falls one tier. One tier penalty to Strength, Speed, and Coordination
- D tier: One post before it falls to E. One tier penalty to Speed and Coordination, -- to Strength
- C tier: Two posts before it falls to D. -- to Strength, Speed, and Coordination
- B tier: Two posts before it falls to C. -- to Speed and Coordination, - to Strength.
- A tier: Three posts before it falls to B. - to Strength, Speed, and Coordination.
- S tier: Three posts before it falls to A. - to Speed and Coordination.
- X tier Constitution is entirely unaffected.
Drawbacks: This technique can become extremely stamina consuming to maintain if the target does not have low amounts of Constitution, assuring that the user will always use more stamina chilling their foe than their opponent will spend fighting the effects. Coating their flesh with an A rank or higher chakra armor or cloak would prevent the effects of this technique, with the only notable exception being Steel Release due to the way this technique is used. Metal is easily made cold, after all. The target can melt the ice on their skin by releasing a burst of katon element chakra of C rank. This has the (un)fortunate effect of burning their clothing off, too.
Name: Ice Release: Twin Dragon Blizzard
Rank: A
Power: A
Cost: 15
Upkeep: 5
Range: 60 meters for tornadoes.
Speed: A
Skill: Ninjutsu
Element: Hyōton
Classification: Yuki Exclusive
Handseals: Snake → Rat → Dragon → Monkey → Tiger → Dog
Requirements: Ice Release
Parent Technique: Black Dragon Blizzard
Description: An advanced version of Ice Release: Black Dragon Blizzard in which the user releases two dragons of black snow that merge into a massive tornado. As one can imagine, this flurry of wind and ice would be very unpleasant to get caught in. This technique manipulates existing ice instead of creating ice. The funnel is two and a half meters in diameter.
Drawbacks: N/A
Name: Ice Release: Wolf Fang Avalanche Technique
Rank: A
Power: A
Cost: 15
Range: length of the mountainside
Speed: A+
Skill: Ninjutsu
Element: Hyōton
Classification: Yuki Exclusive
Handseals: Rat → Hare → Dog
Requirements: Ice Release
Description: This technique allows the user to cause an avalanche when near a mountain and transform the falling snow into a pack of wolves to attack the opponent. This technique has a weakness to lightning-based techniques, as seen when the wolves completely dissolve when attacked by Kakashi Hatake's Lightning Cutter, giving it a unique disadvantage compared to other techniques of the Yuki clan.
Drawbacks: Requires a nearby mountain, Raiton counts as one rank higher against this technique.
Name: Ice Wall
Rank: A
Power: Varies
Cost: Varies
Upkeep: 10
Range: C | 0 - 50 m. B | 0 - 100 m. A | 0 - 200 m. S | 0 - 500 m.
Speed: S
Element: Hyoton
Skill: Ninjutsu
Classification: Group Exclusive - Yuki
Requirement: Yuki Clan
Parent Technique: --
Hand Seals: Dog → Boar → Hand directed towards wall
Description: After performing the required hand seals and channeling Hyoton chakra into her hand, Sayuri extends her arm, symbolically guiding the creation of a wall of ice. The amount of chakra spent on the technique determines the walls length and the power, as well as the number of posts to complete the technique as follows;
C: 10 chakra - 1 post
B: 15 chakra - 2 posts
A: 25 chakra - 3 posts
S: 35 chakra - 4 posts
As long as the Ice Wall exists the temperature around it lowers considerably, causing additional discomfort to anyone adversely affected by cold and within 10 meters of the wall. Regardless of the length of the wall, the height and width are set at a maximum of 100m tall and 10m thick. The length, height and depth can be less than what is paid for, but never more. This does not require an empty space, the wall will form in and around anything in its path encasing obstacles, including people within it.
Drawbacks: This technique, as with most Yuki techniques, does not function in extremely hot and arid regions such as the entirety of the Land of Wind, though this can be worked around should the environment be altered beforehand. As this is still Yuki Ice it has all the same advantages, limitations and drawbacks of Yuki Ice (one rank higher against Katon and Scorch, one rank lower against Doton and Lava. Though due to the drastic temperature change, this is not weak to steel and imposes a one minus penalty to Coordination when a Steel user turns their skin into Steel as long as they are within 10 meters of the wall.)
Name: Ice Forged Sentinels
Rank: A
Power: A
Cost: -
Upkeep: -
Range: 50m.
Speed: -
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: Ice Forged Guardians
Hand Seals: --
Description: Using Ice or Snow as a medium, Sayuri can create one or more clones of herself. These are not perfect clones as they are borne from the deeper and darker emotions that Sayuri usually represses. Since they are created from fear and anger they are twisted and grotesque versions of her, with spikes coming off of their large and crystalline forms. These clones cannot perform techniques, however unlike their weaker counterparts may perform ranged and melee attacks. Each clone has 2 spikes that may be used for ranged purposes. The spikes on their arms may be launched using the projectile rules for thrown items with their Strength and Coordination being the same power of the technique when used. Because they cannot use techniques they do not possess any of Sayuri’s chakra for their own use. The clones cost 10 cp per post to maintain, with a maximum of 5 clones available at any one time. When they are struck with a sufficient amount of damage they will shatter and become piles of snow and ice. The clones can be created anywhere within a 50 meter range of the user assuming there is snow or ice to draw from, otherwise they must be created next to Sayuri. The clones can move up to 50 meters away from Sayuri, if they roam farther than that they will revert to piles of ice and snow.
Drawbacks: Sayuri cannot cast this technique if she has less than 55 cp available, the minimum required to create 5 clones and maintain consciousness for a single post. It is required that Sayuri maintain her concentration on the clones, meaning that if she takes heavy damage in contrast with her Constitution all the clones will be dispersed. The user must stay within 50 meters of the clones or they will disperse.
Name: Shatter
Rank: A
Power: A
Cost: 20
Range: Touch (10 meter radius) or 0 - 100 m. (10 meter radius)
Speed: A
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri or learn directly from Sayuri, Ice Release
Parent Technique: --
Handseals: Dog → Dragon → Hand placed on Ice (touch) or Dog → Boar → Hare → Ox (remote)
Description: This technique has two distinct applications. The first intended for damage and the second for utility, though both with the same end effect. By channeling Hyoton chakra into the palm of her hand Sayuri may place her palm against any ice and further infuse that ice with additional Hyoton. This results in the crystals rapidly expanding causing them to shatter at her touch and cause damage to anyone caught within the radius of effect, except for herself, equal to the power of the jutsu being shattered. This creates a blast of ice shards that fan outwards in a 180 degree field in front of Sayuri. Alternatively she may direct Hyoton chakra at any target up to 100 meters away, causing it to shatter in a 10 meter radius and causing incidental damage to anyone caught within that radius, except for herself, of -2 tiers less than the power of the technique being shattered. The remote usage of Shatter is preceded by tiny cracks in the ice just before Shatter goes off.
Drawbacks: If attempting to shatter another Hyoton users Ice, the power of this technique must exceed the power of the technique being targeted. This technique makes no differentiation between ally or foe and is just as potentially harmful to both. Damage of the blast cannot exceed the power of the technique ‘Shatter’.
Name: Eternal Servitude
Rank: A
Activation Cost: 20
Upkeep Cost: 10
Range: Touch
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirement: -
Parent Technique: Contract Seal
Hand Seals: N/A
Description: A reverse concept of the Contract Seal, this technique allows for the binding of creations and summons that have been created by the user or by those they interact with. When the user implements this fuuinjutsu on a summoned creature, created construct or clone that target becomes bound to the user of the seal. This binding does not give the user innate knowledge of all that the target is capable of, and so without the cooperation of the original summoner, using the target’s more advanced abilities is impossible.
As a secondary use of this technique, the user may seal the target to make it ‘permanent’ and under the user’s control. This use of the technique costs an additional 30 CP (for a total activation of 50 CP) and it is required that the process be repeated every two months.
Drawbacks: This requires that the user touch the target, which is a dangerous prospect in combat. The secondary use of the technique requires the cooperation of the initial summoner and is not a means to create unwilling duplicates of summons or clones.
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 Ninjutsu
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.
The Sensing Technique allows the user to perceive any of the following about any target within range: total and current chakra level, elements, exact location, and whether or not they have a kkg. However, they can only know if the target has a KKG if the user has encountered that KKG's chakra in the past. The technique is also able to detect whether any of the targets are under the influence of Genjutsu, as well as if the user himself is under the influence of Genjutsu.
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. This cannot be used to ascertain stacked Genjutsu, only whichever Genjutsu the target/user is suffering from at that particular moment.
Name: Water Release: Rising Water Slicer
Rank: A
Power: A
Activation Cost: 20
Range: 0 - 200 m.
Speed: S+
Element: Water
Skill: Ninjutsu
Classification: Kirigakure Village Exclusive
Requirements: N/A
Parent Technique: N/A
Handseals: Tiger - Ox - Snake - Tiger
Description: The user manipulates groundwater or preexisting into a linear wave of water traveling at high speeds. The wave stands only a few meters tall and cannot be changed direction. However, unlike standard Water technique, this technique is not weak to the Earth element and instead interacts against Earth technique as it would normally.
Weaknesses: Despite its speed this technique is impossible to change direction making it easy to avoid to those who are wary.
Name: Water Release: Water-Heavens Convergence
Rank: A
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0m-70m.
Speed: One tier below the user's base Coordination
Element: Water
Skill: Ninjutsu
Classification: Kirigakure Village Exclusive
Requirements: Preexisting Water
Parent Technique: N/A
Hand Seals: Tiger, Dog, Monkey, Snake, Boar, Tiger
Description: This technique enables the user to control water and moisture around oneself much like Gaara controls his sand. It can be used to block most incoming attacks, bind or drown opponents, and shape the water into various attacks, allowing the user in conjunction with the Summoning Technique to allow water-based summonings to fight in areas that it normally need water to move around by either trapping the target in the same water or maneuvering the water to allow the summon to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas, but useless in rocky areas.
Weaknesses: Just as the technique states it must require a source of water in order to be used. Rocky areas, or dry environments with very little moisture will make this technique unusable. Because freeform manipulation is only attached to the user's base Coordination, techniques, unique abilities, or items that increase the user's coordination do not affect one's freeform manipulation speed. Techniques, unique abilities, or items that wish to boost one's freeform manipulation capabilities must specify that they are doing so and are thus evaluated on that basis. If the user seeks to draw moisture from the air, they must do so from their immediate person (5m maximum), thus any volume of water created in this method will first generate from the user before it can be freeform manipulated outward. The user can freeform manipulate 1 cubic meter of the liquid for every tier of stamina that they have (only the user's base stamina is counted for this).
Name: Winter’s Kiss
Rank: A
Power: A
Cost: 20
Upkeep: 10
Range: Self
Speed: N/A
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: Frost Bite
Hand Seals: --
Description: Channeling Hyoton chakra into her mouth, Sayuri causes ice to form along her front teeth and extend beyond them into wicked and sharp fangs. She may choose upper and/or lower jaw and any number of teeth on either. As these are made from Yuki Ice they have a hardness of A+ and may be used to clash against most weaponry without breaking.
Drawbacks: If they are to break off suddenly without the jutsu being dismissed they will cause minor damage to any teeth they were attached to. - E tier: One post before Constitution falls one tier. One tier penalty to Strength, Speed, and Coordination
Last edited by Sayuri on Tue Sep 07, 2021 2:20 pm; edited 1 time in total
Sayuri- Village : Kirigakure
Posts : 979
Join date : 2020-06-24
Age : 24
Location : The Bloody Mist
Character File
Skills & Elements: Hyoton, Fuuton, Suiton, Ninjutsu, Iryojutsu, Fuuinjutsu, Kanchijutsu
Class: S
Ryo: I take payment in blood
- Post n°7
Re: The Ice Queen's Techniques
Known S-Rank Techniques
- Water Release: Great Waterfall Technique
- Ice Forged Behemoths
- Demonic Mirroring Ice Crystals
- Turkish Delight
- Mark of the Ice Queen
- Wind Release: Vacuum Serial Waves
- S-Rank:
- Name: Water Release: Great Waterfall Technique
Rank: S
Power: S
Activation Cost: 20 (v.1) | 30 (v.2)
Range: 2 km. (v.1) | 200 m. (v.2)
Speed: S
Element: Water
Skill: Ninjutsu
Classification: Secret (Kirigakure Exclusive)
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Ox → Monkey → Rabbit
Description: The first version of this technique extends water over a large scale, surges and rises up to 40 meters in diameter. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This version of the technique requires a large reservoir of water, such as a lake.
The second version of this technique is a projectile requiring more chakra from the user to create. The user spews out a stream of water which expands into a 10 meter diameter torrent rushing towards its target with a high pressure payload dealing substantial impact damage.
Both versions of this technique are S-rank power.
Weaknesses: The first version of this technique requires a massive supply of preexisting water.
Name: Ice Forged Behemoths
Rank: S
Power: S
Cost: -
Upkeep: The clones cost 10 cp per post per clone to maintain, with a maximum of 5 clones available at any one time.
Range: 100m.
Speed: -
Element: Hyoton
Skill: Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: Ice Forged Sentinels
Hand Seals: --
Description: Using Ice or Snow as a medium, Sayuri can create one or more clones of herself. These are not perfect clones as they are borne from the deeper and darker emotions that Sayuri usually represses. Since they are created from fear and anger they are twisted and grotesque versions of her, with spikes coming off of their large and crystalline forms. These clones cannot perform techniques, however unlike their weaker counterparts may perform ranged and melee attacks. Unlike their predecessors, the Behemoths are unnaturally large, standing at 10 meters tall and moving at B-Tier Speed, as well as exuding a chilling aura. The Behemoth’s aura is derived from Sayuri’s connection to Hyoton and anyone standing too close will suffer the effects of the bitter cold. Anyone within 5 meters of the clone suffers a one minus penalty to their Coordination for each tier difference between the power of the technique and the target's Constitution. Each clone has 4 spikes that may be used for ranged purposes. The spikes on their arms may be launched using the projectile rules for thrown items with their Strength and Coordination being the same power of the technique when used. They do not possess any of Sayuri’s chakra for their own use, and cannot use techniques. When they are struck with a sufficient amount of damage they will shatter and become piles of snow and ice. The clones can be created anywhere within a 100 meter range of the user assuming there is snow or ice to draw from, otherwise they must be created next to Sayuri. The clones can move up to 100 meters away from Sayuri, if they roam farther than that they will revert to piles of ice and snow. At any point, Sayuri can convert any of the Behemoths into another Hyoton based technique - doing this disperses the clone used.
Drawbacks: Sayuri cannot cast this technique if she has less than 55 cp available, the minimum required to create 5 clones and maintain consciousness for a single post. It is required that Sayuri maintain her concentration on the clones, meaning that if she takes heavy damage in contrast with her Constitution all the clones will be dispersed. The user must stay within 100 meters of the clones or they will disperse. The chilling aura is not effective against those with the Hyoton KKG, and is less effective in the Land of Wind causing only a one minus penalty to Coordination for every two tiers difference between the power of the technique and the target’s Constitution.
Name: Demonic Mirroring Ice Crystals
Rank: S
Power: S
Cost: 25
Upkeep: 10
Range: 6 meters in diameter with the target at the center, 30 meters for secondary usage
Skill: Ninjutsu
Element: Hyōton
Classification: Yuki Restricted
Hand Seals: Unique Seal- Essentially the Tiger Seal but with the index fingers crossed under the middle fingers.
Requirements: Ice Release, B class minimum
Description: This ninjutsu creates twenty-one mirrors of ice around their target that form very quickly, making escape difficult. Twelve form in a circle around the target on the ground. Eight more hover above these, angled in towards the center of the half-sphere with the final mirror resting at the top of the half-sphere. The user is able to enter these mirrors and once they do their reflection is cast in every single one of the mirrors at the same time. They can move between any of the mirrors by hopping back and forth between them at high speeds at any range, making them very difficult to see or to even respond to their attacks. These mirrors are highly resistant to damage due to Ice's natural durability and if the mirror the user is in is shattered with them inside of it they are able to move to a different mirror despite this.
The user receives a boost to Speed of one tier and one plus for moving between the mirrors, making exceptionally quick shinobi capable of unleashing a horrible barrage of weapons upon their victims without retaliation. Without any way to see or sense chakra to detect which reflection is actually the user such as sensing or Sharingan, the target receives a penalty of one tier to their Perception while inside of this technique. This technique carries the trademark ability of the Yuki in that its usage makes the surrounding area extremely cold very quickly.
The user may opt to create individual mirrors if they wish in order to gain a better vantage point or to take out an airborne target by jumping from one mirror to the next. Each individual mirror has the same capabilities as the ones used in the primary ability but costs 3 stamina to produce when the original technique created each one for a little more than 1 stamina point each. This range of power and versatility is difficult to utilize for inexperienced shinobi, leading the clan leader to decree that anybody who wishes to learn the technique must be of jonin level to ensure its proper usage.
Drawbacks: The technique is difficult to maintain, requiring constant focus. If the user is definitively struck, the technique will break and end. Any damage the user takes after performing the jutsu will not be reflected in the reflections on the mirrors, as they are copies of the user how they were when they initially created the technique. This is one way to differentiate which one is the real one and not a reflection for planning purposes. After two posts of usage, the Speed buff is lowered by one plus as the user tires from using this jutsu.
Name: Turkish Delight
Rank: S
Power: S
Cost: 30/20/10/5/3
Upkeep: 20/10/5/3/1
Range: Touch
Speed: N/A
Element: Hyoton
Skill: Iryojutsu, Ninjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri, Hyoton KKG
Parent Technique: Mystical Palm Technique
Hand Seals: Ox -> Tiger -> Dog
Description: By using her own blood, Sayuri is able to create a small candy like cube of Hyoton that when infused with chakra provides healing to anyone that consumes it. This macabre technique uses the laws of equivalent exchange, trading damage done to Sayuri for healing done to another. The cost of this technique varies depending on the amount of healing Sayuri wishes to provide.- S-Rank = 30 CP, S-Rank damage, 20 Upkeep
- A-Rank = 20 CP, A-Rank damage, 10 Upkeep
- B-Rank = 10 CP, B-Rank damage, 5 Upkeep
- C-Rank = 5 CP, C-Rank damage, 3 Upkeep
- D-Rank = 3 CP, D-Rank damage, 1 Upkeep
This technique provides healing within a single post and may be repeated as many times as desired, though with the obvious detriment of its cost.
Drawbacks: This technique is one that is not for the faint of heart. The user of the technique must sacrifice the equivalent of the damage being healed in their own blood; meaning that if they wish to heal an S-Rank amount of damage, they must also take a S-Rank amount of damage and use their own blood for the technique, which is potentially lethal. The technique makes a single cube of Turkish Delight, which can be consumed within the round it is created so as to avoid paying the upkeep cost - if it is not consumed within the round then it is either wasted or the upkeep must be paid. The user of the technique cannot benefit from the healing this technique provides, it is only intended to heal another person.
Name: Mark of the Ice Queen
Rank: S
Power: S
Cost: 30
Upkeep: 20
Range: Self
Speed: N/A
Element: Hyoton
Skill: Ninjutsu, Fuuinjutsu
Classification: Secret
Requirement: Be Sayuri, or learn directly from Sayuri
Parent Technique: Winter’s Kiss
Hand Seals: --
Description: Channeling Hyoton chakra into her mouth, Sayuri causes ice to form along her front teeth and extend beyond them into wicked and sharp fangs. She may choose upper and/or lower jaw and any number of teeth on either. This technique, unlike its parent techniques, uses the fundamental chakra manipulation provided by Fuuinjutsu to further enhance the fangs. Normally Yuki Ice has a hardness of A+, however this technique increases the fangs Quality/Hardness by a single tier to S+. In the same manner as the previous techniques these fangs may be used to clash against most weaponry without breaking.
Drawbacks: If they are to break off suddenly without the jutsu being dismissed they will cause minor damage to any teeth they were attached to.
Name: Wind Release: Vacuum Serial Waves
Rank: S
Activation Cost: 30
Range: 0 - 250 m.
Speed: S+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: Wind Release: Vacuum Wave
Hand Seals: Rat → Snake → Horse → Snake → Dog
Description: The user takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions. Its power can be dramatically increased when utilized in conjunction with extreme suction, such as that generated by the Baku. This jutsu is efficient enough to even cut through Susanoo's defense.
Weaknesses: N/A - S-Rank = 30 CP, S-Rank damage, 20 Upkeep
_________________
- The Ice Queen:
- Character Name: Sayuri Yuki
Spendable Experience: 3245
Total Experience: 7095
Renown: 3250
Ryo: 585,000
Stats:- Strength: D
- Constitution: S
- Stamina: S+
- Speed: D
- Coordination: C
- Intelligence: C
- Perception: B
Elements & Skills:- Ninjutsu (Affinity Hyoton)
- Iryojutsu
- Fuuinjutsu
- Kanchijutsu
- Fuuton
- Suiton
- Hyoton
- Gear:
- Mazikeen
- Sword of Kusanagi
- Mazikeen
Technique List: The Ice Queen’s Techniques - Strength: D