- Inferno Fist:
- Name: Inferno Fist
Rank: D
Element: Fire
Type: Ninjutsu
Charge: Dragon → Tiger → Hand clap
Description: The user collects Fire-element chakra in their hands while performing the hand signals. When they clap their hands together, the chakra ignites, allowing the user to attack opponents with flame-boosted fists for 2 posts. Each strike while the user’s fists are aflame will deal D-Rank damage.
Strengths:
- The flames only burn things the user wants them to burn
- The Jutsu gets more powerful the more hits the user lands, making it scale somewhat with the user’s combat prowess
Weaknesses:
- Only the hands can be ignited; no other items or body parts can be boosted with this technique
- Melee Range, so it is useless if the user cannot close the gap
- Water abilities of the same or higher rank can douse the flames
Duration: 2 Posts
Cooldown: 3 Posts
- Suspension Bomb:
- Name: Suspension Bomb
Rank: D
Element: Fire
Type: Ninjutsu
Charge: Ox →Boar →Monkey → Tiger to create bomb, Snake to warp/detonate it
Description: The user creates a Fire-type bomb with the first set of hand signs that floats around him/her and provides light for two posts. Within that time, the user can catch the bomb between his hands with the Snake hand sign to warp it to any location within a 10m radius of him/her and detonate it, dealing D-Rank Fire damage to everybody in a 4m radius of the bomb. If the user does not perform the second part, the bomb will fade away in two posts without exploding.
Strengths:
- The bomb follows Venser around as he moves after he creates it, making it a useful light source and making it easier to activate the second part
- Since the detonation is instantaneous once it is warped, many opponents can be caught off guard by it
Weaknesses:
- The bomb fades away harmlessly if it isn’t manually detonated, so if one can keep the user off guard, he will not be able to activate it and thus cannot make it deal damage
- Similarly to the first weakness, the mana cost is fully used when the bomb is first created, making it a waste of mana if the user is unable to detonate it
- The bomb is immediately diffused if it comes into contact with water of any kind; it will still float around, but it cannot be detonated.
Duration: 2 Posts
Cooldown: 4 Posts
- Flickershift:
- Name: Flickershift
Rank: D
Element: Physical
Type: Taijutsu
Charge: N/A
Description: By arranging the Chakra of his/her body in certain ways, the user can perform perfect parries and dodges. At the highest level, it seems as if the user shifts out of reality itself and back to dodge a blow. After dodging, if the user is within striking range of the opponent, they respond with a vicious blow that takes advantage of the backswing of the opponent’s move, dealing D-Rank damage.
Strengths:
- Since the response attack takes advantage of the recoil of the opponent’s move, it is nearly impossible to block or dodge by people of the same/lower rank as the user
- Can dodge any single strike, as long as there is prior warning
Weaknesses:
- The return attack will not activate if the user is not within melee range of the opponent after finishing the dodge.
- It takes preparation to arrange the Chakra in the precise ways needed for a particular dodge, so it cannot be used against surprise attacks or attacks with no warning.
- This move is entirely reactive; it cannot be used without the opponent attacking first.
- This move can dodge only a single strike, so multi-hit moves will still manage the vast majority of their damage.
Duration: Instant
Cooldown: 4 Posts
http://www.unknownlandsrp.com/t536-venser-s-jutsus-flare-warp
Last edited by Chaostothemax on Sat Dec 27, 2014 1:28 pm; edited 2 times in total