Name: Flare Warp Jutsu
Type: Fire
Usage: Manipulation of space-time, with some Fire chakra mixed in.
Description: A mere few months ago, Venser was the most fearsome spacial mage in the Multiverse. There was nearly no limit to the feats he could perform; fueled by his Planeswalker Spark, his energy was limitless. With the loss of his spark in the creation of Koth, however, Venser found his immense power almost completely wiped out.
After being kidnapped, he pooled his remaining strength and teleported himself the immense distance to Ninja Town; there, with the last of his Spark exhausted, he collapsed. He likely would have died had it not been for Shini Chikai, leader of Yamigakure and warrior of the light. Under her care, Venser learned the methods of binding the strange substance known as Chakra to his will; with it, he has created a style of Jitsu that mimics his original spacial prowess.
With Flare Warp, Venser can flicker himself and others out of existence, as well as teleport himself short distances; this makes him a highly unpredictable and unorthodox foe to face. Of course, it’s not perfect, as Venser’s Fire chakra nature influences the spells naturally. Venser, however, has adapted the magic to work around this change, making it an almost entirely new style.
Abilities:
Spacial Analysis: Venser’s incredibly intuitive mind, as well as his natural mastery of space, allows him to analyze his enemy’s attacks to a very high degree. He can perfectly guess the element and rank of a spell while still in the casting stage, and also estimate said spell’s range to within 5 meters.
Chakra Flow: The users "magic" is considered non-magical, and uses Chakra, or energy as an MP cost.
Ninja Spirit: By concentrating on the feet, the user is able to channel Chakra to walk on water or walk up anything. The user cannot use C-Rank or below spells in this state,
Jutsus:
Type: Fire
Usage: Manipulation of space-time, with some Fire chakra mixed in.
Description: A mere few months ago, Venser was the most fearsome spacial mage in the Multiverse. There was nearly no limit to the feats he could perform; fueled by his Planeswalker Spark, his energy was limitless. With the loss of his spark in the creation of Koth, however, Venser found his immense power almost completely wiped out.
After being kidnapped, he pooled his remaining strength and teleported himself the immense distance to Ninja Town; there, with the last of his Spark exhausted, he collapsed. He likely would have died had it not been for Shini Chikai, leader of Yamigakure and warrior of the light. Under her care, Venser learned the methods of binding the strange substance known as Chakra to his will; with it, he has created a style of Jitsu that mimics his original spacial prowess.
With Flare Warp, Venser can flicker himself and others out of existence, as well as teleport himself short distances; this makes him a highly unpredictable and unorthodox foe to face. Of course, it’s not perfect, as Venser’s Fire chakra nature influences the spells naturally. Venser, however, has adapted the magic to work around this change, making it an almost entirely new style.
Abilities:
Spacial Analysis: Venser’s incredibly intuitive mind, as well as his natural mastery of space, allows him to analyze his enemy’s attacks to a very high degree. He can perfectly guess the element and rank of a spell while still in the casting stage, and also estimate said spell’s range to within 5 meters.
Chakra Flow: The users "magic" is considered non-magical, and uses Chakra, or energy as an MP cost.
Ninja Spirit: By concentrating on the feet, the user is able to channel Chakra to walk on water or walk up anything. The user cannot use C-Rank or below spells in this state,
Jutsus:
- Ninjutsu:
- Name: Body Flicker Technique
Rank: D
Element: N/A
Type: Ninjutsu
Charge: Ram (Handsign)
Description: The Body Flicker Technique is a high-speed movement technique, allowing a ninja to move short to long distances at an almost untraceable speed. To an observer, it appears as if the user has teleported. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by using chakra to temporarily vitalize the body and move at extreme speeds. The amount of chakra required depends on the overall distance and elevation between the user and the intended destination. MP cost is halved if under 10 meters away. Max range is 20 Meters
Strengths:
- Able to get out of tight situations
- Able to create distance between caster and target
Weaknesses:
- Cannot attack while using it
- The new location may be more dangerous than before
- Does no damage
Duration: Instant
Cooldown: 3 Posts___________________Name: Substitution Jutsu
Rank: D
Element: N/A
Type: Ninjutsu
Charge: Tiger → Boar → Ox → Dog → Snake
Description:With this technique, users replace their own body with some other object, generally with a block of wood, the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. Explosive tags can be attached to the replacement for an added surprise. It's a basic ninjutsu even taught at the Academy, but it's a useful art that can be applied in variety of situations.
Strengths:
- Able to dodge an attack
- User sustains no damage
Weaknesses:
- The object used must be nearby in someway.
- Deals no damage
- Explosive tags must be applied separately
Duration: Instant
Cooldown: 5 Posts, can only be used twice per thread
___________________
Name: Clone Technique
Rank: D
Element: N/A
Type: Ninjutsu
Charge: Ram → Snake → Tiger
Description: A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones may not dissipate when they come into contact with something. These clones can be easily distinguished by persons with dōjutsu. A person with normal eyes can also distinguish the clones from the original, since the clones do not have shadows and will not disrupt the area around themselves with their movement (i.e. won't kick up dust, crush grass, etc.).
Strengths:
- Easy way to distract enemy
- Able to evade maneuvers
Weaknesses:
- They don't deal damage
- They can't hold anything
- The user can only create a max of 15 Clones
- They "poof" on contact
Duration: 3 Posts
Cooldown: 5 Posts
- Taijutsu:
- Name: One Thousand Years of Death
Rank: D
Element: N/A
Type: Taijutsu
Charge: Tiger (Handsign)
Description: A very simple technique with an overly dramatic name, One Thousand Years of Death is little more than inserting one's index and middle fingers (similar to the Tiger hand seal) into the opponent's bottom, causing constipation, pain and/or embarrassment. It has no effect on unconscious targets. While seemingly useless, the technique can be quite useful if used properly. Users of this technique are able to throw targets a great distance by propelling them with chakra. Another point behind the technique is to target the opponent's blind spot, and when one substitutes their fingers for a kunai with an explosive tag, it can be a lethal technique.
Strengths:
- Able to propel target over 10 meters
- Easy to use with other jutsu
Weaknesses:
- The act itself does not deal damage, but rather "pain".
- Must make contact with user
- Ineffective if target is unconscious
- User is required to say the name of the jutsu for dramatic effect
Duration: Instant
Cooldown: 3 Posts