Name: Shinju (Ten-Tails)
Type: Varies
Usage: Conjuration & Manipulation
Description: Long before the founding of the hidden villages, during an era of endless wars between mankind, the Shinju, a tree revered as a deity, bore a Chakra Fruit once every thousand years. Although it was forbidden to consume the Shinju's fruit, it was eaten by Princess Kaguya, who used the power it granted her to end the wars plaguing the lands. Some time after this, Kaguya gave birth to two sons who became the first humans born with chakra. Angered at the power gained by her children, Kaguya fused with the Shinju into an entity that would be christened by many as the "Ten-Tails", which ravaged the world attempting to reclaim its lost chakra.
However, this is not how Kaseki gained this beast. Kaseki gained the power of the Ten-Tails by a fued between him and Kodai, his future self. In their battle, Kaseki swore to not end his life, because it would free the demons he sealed in himself. Kodai had killed the Jinjuriki from the future and taken their power. Kaseki had sealed Kodai in his own self to contain the beasts. Releasing the creatures would cause a paradox in his own world, causing Kodai to never exist. (Despite the fact that Kaseki carries Kodai's soul next to his own.)
Abilities:
Kodai: Due to the interesting nature, and event by which Kaseki collected the power of the ten tails, rather than speaking with Shinju, Kaseki speaks with Kodai. This is different than the other Jinjuriki, due to the sheer fact the Ten-Tails is a combined form of the lesser nine. This makes Kaseki's Beast Mode a fit of rage done by Kodai.
Rinnegan: The user is able to posses the dead like puppets. The puppets can be given free will and a mind of their own, but essentially belong to Kaseki.
Byakugan: The primary ability of the Byakugan gives the user a near 360º field of vision, except for one blind spot at the back of the neck above the first thoracic vertebra. Upon activation of the dōjutsu, the wielder is granted an automatic 100 meter field of vision around themselves. Constantly using the Byakugan over a very long period of time causes severe eye strain, becoming unable to properly perceive targets at all. This condition, however, is not permanent.
Mojingan: Kaseki is able to store information of those he battles to recreate the spells they have used against him. The MP cost is just the same.
Paths of Kaseki: Kaseki is able to control bodies based on metals that react to his magic. He is able to posses 6 bodies at a maximum. Each body is an extension of himself and can control based on the Path chosen. No two bodies may share the same path. Kaseki gains the skills of each path, given he does not possess a body with that skill.
- Outer Path: This gives the user control over life and death, the cost of MP is equal to half of the HP recovered on the deceased target, starting at a base cost of 20,000MP (By paying a combination of HP and MP, half of the total will be dealt as damage)
- Deva Path: Which allows one to manipulate both attractive and repulsive forces
- Asura Path: Which grants the user mechanized limbs, weaponry and armor.
- Human Path: Which gives the ability to remove a soul and so, read a person's mind.
- Animal Path: Which lets the user summon a wide variety of creatures.
- Preta Path: Which can absorb all forms of chakra, including most ninjutsu.
- Naraka Path: Through which one can summon and control the King of Hell, or Death himself.
Jutsu:
Type: Varies
Usage: Conjuration & Manipulation
Description: Long before the founding of the hidden villages, during an era of endless wars between mankind, the Shinju, a tree revered as a deity, bore a Chakra Fruit once every thousand years. Although it was forbidden to consume the Shinju's fruit, it was eaten by Princess Kaguya, who used the power it granted her to end the wars plaguing the lands. Some time after this, Kaguya gave birth to two sons who became the first humans born with chakra. Angered at the power gained by her children, Kaguya fused with the Shinju into an entity that would be christened by many as the "Ten-Tails", which ravaged the world attempting to reclaim its lost chakra.
However, this is not how Kaseki gained this beast. Kaseki gained the power of the Ten-Tails by a fued between him and Kodai, his future self. In their battle, Kaseki swore to not end his life, because it would free the demons he sealed in himself. Kodai had killed the Jinjuriki from the future and taken their power. Kaseki had sealed Kodai in his own self to contain the beasts. Releasing the creatures would cause a paradox in his own world, causing Kodai to never exist. (Despite the fact that Kaseki carries Kodai's soul next to his own.)
Abilities:
Kodai: Due to the interesting nature, and event by which Kaseki collected the power of the ten tails, rather than speaking with Shinju, Kaseki speaks with Kodai. This is different than the other Jinjuriki, due to the sheer fact the Ten-Tails is a combined form of the lesser nine. This makes Kaseki's Beast Mode a fit of rage done by Kodai.
Rinnegan: The user is able to posses the dead like puppets. The puppets can be given free will and a mind of their own, but essentially belong to Kaseki.
Byakugan: The primary ability of the Byakugan gives the user a near 360º field of vision, except for one blind spot at the back of the neck above the first thoracic vertebra. Upon activation of the dōjutsu, the wielder is granted an automatic 100 meter field of vision around themselves. Constantly using the Byakugan over a very long period of time causes severe eye strain, becoming unable to properly perceive targets at all. This condition, however, is not permanent.
Mojingan: Kaseki is able to store information of those he battles to recreate the spells they have used against him. The MP cost is just the same.
Paths of Kaseki: Kaseki is able to control bodies based on metals that react to his magic. He is able to posses 6 bodies at a maximum. Each body is an extension of himself and can control based on the Path chosen. No two bodies may share the same path. Kaseki gains the skills of each path, given he does not possess a body with that skill.
- Outer Path: This gives the user control over life and death, the cost of MP is equal to half of the HP recovered on the deceased target, starting at a base cost of 20,000MP (By paying a combination of HP and MP, half of the total will be dealt as damage)
- Deva Path: Which allows one to manipulate both attractive and repulsive forces
- Asura Path: Which grants the user mechanized limbs, weaponry and armor.
- Human Path: Which gives the ability to remove a soul and so, read a person's mind.
- Animal Path: Which lets the user summon a wide variety of creatures.
- Preta Path: Which can absorb all forms of chakra, including most ninjutsu.
- Naraka Path: Through which one can summon and control the King of Hell, or Death himself.
Jutsu:
- Ninjutsu (Non-Elemental):
- 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___________________Name: Transformation Technique
Rank: D
Element: N/A
Type: Ninjutsu
Charge: Dog → Boar → Ram
Description:Given all the missions ninja are assigned to - battle, intelligence gathering, diversions - this is a priceless ninjutsu. It is typically used to change into people other than oneself, but one also has the ability to change into animals, plants, and even inanimate objects like weapons. This gives this technique an abundance of uses. The transformation of a skilled shinobi will be exactly like the genuine article, so it will be impossible to tell the two apart. On the other hand, a transformation performed by an inexperienced person will have obvious discrepancies. It will be impossible to deceive anyone with it. This is one of the most basic ninjutsu, as such most shinobi know how to perform it. The transformation technique is considered to be among the more difficult E-ranked techniques, since it requires constant emission of chakra while mentally maintaining the form. On top of that, the user would be, most likely, interacting with the environment. This puts mental strain on an inexperienced ninja. Thus the best way to determine if it is indeed a transformation is to cause this strain upon the user; though this is of course not always successful.
Strengths:
- Able to blend into environment
- Impossible to detect
Weaknesses:
- Costs an additional D-Rank spell cost to last another 2 posts
- Cannot attack in this state
- If this jitsu last over 10 posts, the user, unless B-Class or above, will be dazed upon the end of this jitsu.
Duration: 2 Posts
Cooldown: 5 Posts (Unless the Upkeep cost is paid)___________________Name: Chakra Suppression Technique
Rank: C
Element: None
Type: Ninjutsu
Charge: None
Description: This passive ability allows the user to suppress their chakra to the point that it is completely undetectable.
Strengths:
- Undetectable
- Allows them to appear invisible
Weaknesses:
- Using any sensing technique, or any jutsu will cancel this jutsu
- Any sensor that is above in class can find them
- Doesn't deal damage
Duration: Upkeep (D-Rank Cost after first post)
Cooldown: 3 Posts (From time Jutsu is interrupted, or complete)___________________Name: Sensing Transmission
Rank: C
Element: None
Type: Ninjutsu
Charge: None
Description: By making physical contact with another individual, the user is able to transmit what they are currently sensing directly into the other person's mind.
Strengths:
- Able to communicate silently
- With Mind Body Transmission, the user can communicate with multiple individuals
Weaknesses:
- Deals no damage
- Requires contact
- Cannot use other Jutsu in this state
Duration: Instant
Cooldown: 3 Posts___________________Name: Stone Needles
Rank: B
Element: None
Type: Ninjutsu
Charge: Snake→Tiger→Horse →Tiger
Description: This technique makes use of the users chakra as a paralyzing agent. The user throws kunai with strings attached at the opponent. Once the enemy is hit, chakra is run through the string to paralyze the opponent, which will serve to either incapacitate the enemy or allow the user to attack. However, against those who can absorb chakra, this technique could backfire as the target may simply steal chakra from the user, while exhibiting immunity to the paralysis.
Strengths:
- Can paralyze target
- Able to "Enchant" up to 3 objects
Weaknesses:
- Fails against chakra stealers
- A medium must be used (Throwing knives, arrows..)
- Only paralyzes the hit limb for 2 posts
Duration: Instant
Cooldown: 5 Posts___________________Name: Shadow Clone
Rank: B
Element: None
Type: Ninjutsu
Charge: Clone seal
Description: Similar to the basic clone technique, this technique creates copies of the user. However, these clones are corporeal instead of illusions. The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. The clones are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force. The clones can also disperse on their own or be dispelled by the user of the technique. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, or Rinnegan. Shadow clones also seem to be able to think for themselves and feel the original's pain to some extent.
Strengths:
- Summons 2 clones
- Can summon as many clones as the user's Chakra allows
- When clones are destroyed, the user will retain knowledge that the clone obtained.
Weaknesses:
- Each clones costs B-Rank to summon
- Each clone has an upkeep of C-Rank per post
- Each clone only deals C-Rank damage
- Clones have some free will
- Clones can get destroyed if user's health is under 50%
Duration: Instant
Cooldown: 10 Posts___________________Name: Needle Jizo
Rank: B
Element: None
Type: Ninjutsu
Charge: Tiger → Horse → Boar → Ram → Rat → Snake
Description: This is a technique where the user encases themselves in a countless number of sharp needles, but in truth, the spikes are the user's hair. Chakra grants the strands of hair the hardness and shape of needles, endowed with a capacity to injure and kill on par with that of metallic weapons. In addition, if activated in response to an opponent's attack, it can also be used as a counter. The hair is made hard enough that it can withstand blows from certain types of weapons such as arrows.
Strengths:
- Instant cast time
- Effective against unarmored opponents
Weaknesses:
- Range of 5 inches
- Useless if the user has no hair
- Fails against heavily armored opponents
Duration: Instant
Cooldown: 5 Posts___________________Name: Wild Lion's Mane Technique
Rank: B
Element: None
Type: Ninjutsu
Charge: Snake
Description: This technique uses chakra to temporarily enhance the head's metabolism and manipulate the hair that grows longer as a result of it. There is also chakra flowing through the lengthened hair, making its hardness comparable to that of steel wire. By thickly bundling the hair, its strength is further increased, also increasing its destructive power. Its name may come from the fact that, as seen just before striking Pain, it takes the shape of what resembles a lion's mouth
Strengths:
- Highly defensive (Halves all damage using hair as a shield)
- Can be used as a weapon to smash things
Weaknesses:
- Has no piercing power
- Weak to Fire, Lighting, and Water based attacks
- Leaves the user open if they swing their head to smash things.
Duration: 4 Posts
Cooldown: 8 Posts___________________Name: Transparent Escape Technique
Rank: A
Element: None
Type: Ninjutsu
Charge: Boar
Description: The technique renders the user invisible during combat, allowing the user to either make stealthy strikes on their opponent or escape from the opponent's visual sight. The user is rendered visible when they begin to attack, however.
Strengths:
- Makes the user invisible
- Instant cast time
Weaknesses:
- Requires an upkeep of A-Rank cost
- Can't attack when invisible
- Does not mask Chakra
Duration: Instant
Cooldown: 10 Posts___________________Name: Rasengan
Rank: A
Element: None
Type: Ninjutsu
Charge: None
Description: A technique developed by Minato Namikaze, the Rasengan is the pinnacle of ninjutsu's "shape manipulation". It was originally developed to be fused with an elemental affinity, so that a powerful and very versatile technique could be employed in combat. This technique requires fine chakra control, for the user focuses a large amount of chakra into the center of his palm while simultaneously spinning the chakra, giving it the Rasengan's rotational effect. The Rasengan grinds to whatever it comes into contact with, inflicting a severe spiral-shaped wound to enemies and sending them flying back a dozen meters, drilling a crater on the ground in the process.
Strengths:
- Can be thrown, with a range of 25m before dissipating
- Can be combined with Elemental Affinity to deal more damage
Weaknesses:
- Requires a physical clone to give the Rasengan Elemental Affinity
- Requires both hands to create the Rasengan
- Can't be created one handed
- Can't be created if arms are bound
Duration: 1 Post
Cooldown: 10 Posts (5 Posts, at the cost of double the cost to create the jutsu)___________________Name: Spirit Transformation Technique
Rank: S
Element: None
Type: Ninjutsu
Charge: Tiger → Ram → Rat → Horse → Boar → Hare
Description: This technique allows the user's spirit to materialize and leave his body, which is then able to take possession of a target, enabling them to freely manipulate the victim's body at will. The ability to control their spirit freely in order to reach a target makes this technique superior to Yamanaka clans Mind Body switch. It allows for the traveling of vast distances quickly.
Strengths:
- Can travel up to 100m
- Able to gain full possession of target
Weaknesses:
- Cannot control other players without concent
- Leaves the user's body vulnerable
- Upkeep of S-Rank cost
- This does not deal damage
- Cannot possess the dead
Duration: Instant
Cooldown: Usable only once per thread
- Ninjutsu (Water):
[Name: Hidden Mist Technique
Rank: D
Element: Water
Type: Ninjutsu
Charge: Tiger
Description: This displacement technique is a speciality of the ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth,then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Strengths:
- Hides the user in a thick mist being undetectable by anyone that is a lower rank than them
- Only the user can see through the mist (unless the target has this jitsu as well, or has an ability to see through energy.)
Weaknesses:
- Dampens the air, preventing explosions the user might have crafted
- Deals no damage
- Reach of only 50m
Duration: 4 Posts
Cooldown: 6 Posts___________________Name: Water Release: Black Rain Technique
Rank: D
Element: Water
Type: Ninjutsu
Charge: Ram → Snake → Tiger
Description: This technique creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil. This technique can be used to ignite things on fire, however this jutsu does not create the flame.
Strengths:
- Difficult to dodge
- Good combo with fire
Weaknesses:
- Does not start the fire
- Causes no damage
- Range of only 5m
Duration: Instant
Cooldown: 3 Posts___________________Name: Water Release: Hiding in Water
Rank: D
Element: Water
Type: Ninjutsu
Charge: None
Description: The user blends in with water to be undetected by the enemy, similar to the Earth Release: Hiding in Rock Technique. While leaving concealment, water simply appeared on the floor and rose up, revealing the user. This technique is usable even in water as shallow as a puddle.
Strengths:
- Can be maintained
- Can hide easily
Weaknesses:
- Cannot attack in this state
- Requires water as a medium
- Can be disrupted
Duration: Upkeep cost of D-Rank
Cooldown: Usable once per thread.___________________Name: Water Clone
Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger (1 Hand Sign)
Description: The Water Clone Technique is similar to the Shadow Clone Technique except it creates clones out of water that have one-tenth of the original person's power. In this case, the water is created from the user. If the clone is created from water from the environment, then the clone's power is doubled.
Strengths:
- Is solid, can act for and by the user
- Clones deal C rank damage if made by the caster. They deal B rank damage is made from an outside water.
Weaknesses:
- Range of only 25, after that they return to water
- HP is only a 1/10 of the user's
- Cannot cast magic/jutsu themselves
Duration: 5 Posts
Cooldown: 6 Posts___________________Name: Tornado of Water
Rank: C
Element: Water
Type: Ninjutsu
Charge: Ram → Horse → Bird
Description: This is a technique that utilities water to create a spinning water vortex around the user. The water vortex acts both as a barrier and an attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Strengths:
- Can protect against a C-rank hit
- Able to create distance between user and enemies
Weaknesses:
- Range of 2ft
- Doesn't knock people back
- Can't attack through the barrier (Would have to attack from above, or over the barrier)
- Only knocks out F-Class for 1 post
Duration: 2 Posts
Cooldown: 5 Posts___________________Name: Water Prison Technique
Rank: C
Element: Water
Type: Ninjutsu
Charge: Snake → Ram → Horse → Hare → Ram → Horse → Hare → Hands spread in front palms out or Snake → Ox → Clap Hands
Description: his technique is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move or breathe while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. It can also be stored in scrolls as traps.
Strengths:
- Can make a max of 3 prisons
- Can use clones to focus on the prisons
Weaknesses:
- Deals damage only when the target is short of breath (3 Posts for non-water users, 5 posts for Water users)
- Can't attack while focused on maintaining the prison
- Requires two hands to maintain (1 if user is B-Class)
Duration: Upkeep of C-Rank per prison
Cooldown: Once per thread___________________Name: Water Release: Gunshot
Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger
Description: The user kneads chakra, and converts it into water, and then spits it out in the form of condensed balls. The high-speed water ball attack possesses just as much power to kill as an actual gunshot. While this is a water release technique, it can still be employed someplace where no water is available, which is a great advantage. It is also possible to increase the power of destruction of the spheres themselves by building up the chakra inside of them. The number of bullets is determined while kneading chakra. By taking advantage of gravity, the bullets can brutally increase in power.
Strengths:
- Max of 5 bullets, all dealing D-rank damage
- Can shoot 10 bullets, at x3 C-rank cost
Weaknesses:
- Weak against metal defenses
- Range of only 7m
- Can be evaporated with high heat (C-rank and above fire)
Duration: Instant
Cooldown: 4 Posts___________________Name: Water Prison Shark Dance
Rank: C
Element: Water
Type: Ninjutsu
Charge: None
Description: After using the Water Release: Great Exploding Water Colliding Wave the user can activate this technique. Allowing them to act as the center of the resultant giant dome of water. Once this technique has been activated, the dome alters its position in order to reflect the direction of his movements, making it difficult for his target to escape as long as he continues his pursuit. This technique can provide tremendous field advantage to a user able to breathe and freely move underwater. While anyone else or potentially the user will drown as they attempt to futilely escape the large body of water. This technique is extremely effective in one on one fights, but the user would probably not be able to contain two enemies fleeing in opposite directions.
Strengths:
- Effective against users with Devil Fruit
- Creates a water medium for most attacks
Weaknesses:
- User can last only 3 posts, while a water user can last 5. (Effects caster as well)
- Diameter of 20m with user at center
- Ultimately useless against water Slayers
Duration: Upkeep of C-Rank per post
Cooldown: 5 Posts from end___________________Name: Water Release: Starch Syrup Capturing Field
Rank: C
Element: Water
Type: Ninjutsu
Charge: Ram → Tiger
Description: The user spits out high-viscosity, chakra infused water, aimed at a surface of wide scope. This is a stream of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility. One can effectively reduce their enemy's area of activity with this technique, and has the effect of being able to take complete control over the battlefield. The normal scope of this technique is normally just a few meters, but if prepared, it is also possible to make an entire pond of starch syrup. Being caught in the technique can be avoided by channeling chakra to one's feet allowing one to walk upon it uninhibited, beforehand.
Strengths:
- Can be used to slow down opponent
- Effective against non-Chakra users
Weaknesses:
- Any Ninja can escape with C-rank cost of Chakra
- Deals no damage
- Can also slow down allies
Duration: 3 Posts
Cooldown: 5 Posts___________________Name: Water Shark Missile
Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger → Ox → Dragon → Hare → Dog → Bird → Rat → Clone seal → Dragon → Ram
Description: The user shapes water into the form of a large shark and thrusting their hand forward, sends it hurtling towards the opponent at high-speeds, resulting in a powerful impact. The user can also ride inside the water shark to dramatically increase their speed as the shark moves at Taijutsu Adept speeds. And is able to crush boulders on impact. It is the size of the average great white shark.
Strengths:
- Can be used to give caster an x2 speed boost
- Double damage to Earth defenses
Weaknesses:
- Only travels up to 20m
- Travels at only 15mph
- Shark itself only deals D-rank damage, if user is not inside of it
Duration: Instant
Cooldown: 5 Posts___________________Name: Wild Bubble Wave
Rank: C
Element: Water
Type: Ninjutsu
Charge: Tiger → Ram → Rat
Description: The user spits out a large volume of foam-like bubbles which covers the ground and reduces its friction, considerably limiting the opponents' movements. The bubbles are spit out with violent force that is capable of washing away most attacks, such as oil and fire. This technique can also be used as an effective smokescreen.
Strengths:
- Washes away oils, acid, and other things left on the ground
- Can create a smokescreen
Weaknesses:
- Does no damage
- Only creates 20 bubbles, with a diameter of 1ft
- Creates a loud sound, that can be irritating to the user
Duration: 3 posts or until popped
Cooldown: 5 Posts___________________Name: Waterfall Basin Technique
Rank: C
Element: Water
Type: Ninjutsu
Charge: None
Description: This is a technique which creates a waterfall by developing spring water in a place without water veins and manipulating the resulting water current to form a wave. This is a very convenient technique as it can be used for training or relaxation. On the other hand, because it changes the environment on a large scale, it also has the effect of hiding one's location from the enemy by confusing them. The width of the water source, waterfall, and basin can be expended, as long as the user continues to send chakra in.
Strengths:
- Largescale
- Only needs a little bit of water to use (Liter)
Weaknesses:
- This does not create water, but relies on the environment
- Deals no damage
- Can be eaten by a slayer... all of it
Duration: 2 posts, Upkeep of C-Rank cost after the 2nd post
Cooldown: 5 Posts from end___________________Name: Water Release: Exploding Water Colliding Wave
Rank: B
Element: Water
Type: Ninjutsu
Charge: 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. The amount of water created is proportional to the amount of chakra used; when used with Kisame's enormous chakra, even a dry wasteland can become a small ocean. Afterwards, the excess water can be used for additional Water Release techniques.
Strengths:
- Cost can be doubled to create double the water
- Able to travel quickly
Weaknesses:
- Water can be eaten by a slayer
- Not effective against nature based attacks
- Deals only C-ranked damage, and only D-rank to Water users
Duration: Wave: Instant, Water: 3 Posts
Cooldown: 7 Posts___________________Name: Water Fang Bullet
Rank: B
Element: Water
Type: Ninjutsu
Charge: Tiger
Description: 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. During fights on water, taking advantage of its characteristic ability to attack from anywhere in a 360 degrees radius, in conjunction with other techniques for distraction, confusion and so forth, this technique has an extensive array of applications. Tendrils move at Taijutsu Adept speed
Strengths:
- Range of 10m
- Can deal extra damage if both the user and target are at sea
Weaknesses:
- Requires water as a medium
- Can be countered by any water spell of equal rank or above
- Can be dodged by wind or water techs of the same rank
Duration: Instant
Cooldown: 7 Posts___________________Name: Water Release: Five Feeding Sharks
Rank: B
Element: Water
Type: Ninjutsu
Charge: Put both hand palms together then slam one hand on the water's surface
Description: The user puts his hand on the surface of a body of water and from the tips of five fingers, chakra is released into the water, changing it into the form of five ferocious sharks. The sharks circle the target with high speed, creating a raging stream that takes away their prey's freedom of movement and their sharp teeth tear into the enemy with each consecutive attack.
Strengths:
- Can be combined with Water Prison Techs
- Sharks will deal D-rank damage with each bite
Weaknesses:
- Sharks will not bite Golems, Trents, or other nature based races
- Requires both hands to complete
- Sharks can all be destroyed in a single C-rank hit each
Duration: Upkeep of B-rank per post
Cooldown: 5 Posts from end___________________Name: Water Release: Great Waterfall Technique
Rank: A
Element: Water
Type:Ninjutsu
Charge: Tiger → Ox → Monkey → Rabbit → Ram → Boar → Ox → Horse → Monkey → Tiger → Dog → Tiger → Snake → Tiger → Ox → Monkey → Rabbit → Bird
Description: This technique extends water over a large scale, surges and rises up to several dozens of meters high. 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 is a considerably advanced ninjutsu, and activating this technique requires a fair amount of chakra
Strengths:
- Covers a large area (50m width)
- Anyone in the area is hit
Weaknesses:
- Water can be used to boost slayers
- Costs A-Rank + C-Rank Chakra
- Because of the many handsigns, no other Jutsu can be cast during the post
Duration: 1 Post
Cooldown: 7 Posts___________________Name: Tearing Torrent
Rank: A
Element: Water
Type: Ninjutsu
Charge: Boar → Dog → Ram
Description: This technique creates water that spirals in the user's hand which fires at a high speed towards the enemy. The overall amount of water formed is large enough to help extinguish even large-scale fire release techniques. It can also be combined with the Wind Release: Rasengan to create the Typhoon Water Vortex Technique. Technique moves at Taijutsu Mastery speed.
Strengths:
- Can be combined with Rasengan
- Moves at 50mph
Weaknesses:
- Only has a reach of 10m
- Can be evaporated by equal rank fire techniques
- Travels in a relatively straight line (can be sidestepped)
Duration: Instant
Cooldown: 7 Posts___________________Name: Great Exploding Water Colliding Wave
Rank: S
Element: Water
Type: Ninjutsu
Charge: Ram
Description: This technique is a larger version of the Water Release: Exploding Water Colliding Wave. With it, the user spews out a massive amount of water, covering an entire area with crushing, unavoidable waves. The water then forms into a giant orb, instead of letting it flow freely like the original.
Strengths:
- Able to trap foes in the orb
- Reach of 25m
Weaknesses:
- Water can be eaten by a slayer
- 1/2 damage to nature, grass, or other water spells
- Can be evaporated by an equal rank Fire Spell
Duration: 2 Posts
Cooldown: 10 Posts___________________Name: Great Shark Bullet Technique
Rank: S
Element: Water
Type: Ninjutsu
Charge: Clap → Snake → Technique Specific Seal
Description: The user creates a gigantic shark out of water and, by thrusting both hands forward, sends it to attack the opponent. This technique differs from the original in that it is able to absorb the chakra from an opponent's technique and in turn, use that chakra to grow larger and more powerful. Therefore, the stronger the opponent's technique is, the stronger this technique will get.
Strengths:
- Able to gain 1/4 MP/Chakra from all attacks used against the shark
- Reach of 30m
Weaknesses:
- Long cooldown
- Most of energy absorbed is not given to caster
- Energy drain can be negated by any water slayer (Does not negate damage)
Duration: 2 Posts
Cooldown: 15 Posts___________________Name: Water Severing Wave
Rank: S
Element: Water
Type: Ninjutsu
Charge: Tiger → Rat → Horse → Snake → Dragon → Hands clap | Tiger
Description: After kneading chakra in the stomach and converting it into water, the user spews it out as a high pressure stream that is powerful enough to cut cleanly through several thick trees with ease. This stream can also slice through S-rank jutsus and travels at Taijutsu Mastery speeds.
Strengths:
- Range of 40m
- Can hit multiple targets
Weaknesses:
- User cannot see while casting this Jutsu
- Can be blocked by A Rank Water abilties
- Small diameter (6in)
Duration: 1 Posts
Cooldown: 10 Posts
- Ninjutsu (Earth):
- Name: Double Suicide Decapitation Technique
Rank: D
Element: Earth
Type: Ninjutsu
Charge: None
Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom. In addition, they can start another attack.
Strengths:
- User is hidden underground prior to attack
- Traps target underground
Weaknesses:
- People of lower class are pulled underground with only their head exposed
- People of equal class are pulled waist deep underground
- People of higher class only have earth surround their feet
- Cannot attack at all the same post this is used
- Cannot use Earth Jutsu of C-rank or higher the following post
- Target is only trapped for one post, unless they break out of it
- User must be static (unmoving) prior to jutsu being cast
Duration: 2 Posts
Cooldown: 4 Posts___________________Name: Earth Shore Return
Rank: C
Element: Earth
Type: Ninjutsu
Charge: Striking the ground with both hands
Description: After striking the ground with both hands, the user creates a large wall of earth in front of them. The defense is not perfect though, since a hard or drilling impact such as the Spiked Human Bullet Tank technique can puncture the wall. Also, since this technique only guards against frontal attacks, the enemy can easily attack from the side or even from above.
Strengths:
- Wall can defend against 1 B-Rank attack
- Wall is 10m high
Weaknesses:
- The wall is only 5m wide, and can be maneuvered around
- Takes double damage from Water or Nature attacks
- Defends only against frontal attacks
Duration: 2 Posts
Cooldown: 4 Posts___________________Name: Hiding Like a Mole Technique
Rank: C
Element: Earth
Type: Ninjutsu
Charge: None
Description: This technique changes earth into fine sand by channeling chakra into it, allowing the user to dig through it like a mole. This effect goes around the body (not just the hands), making it just large enough for a person to move through. The user can pinpoint where they are, despite being underground, by sensing the magnetic forces. They can also sense what is happening on the surface and use that information to launch a surprise attack on the enemy. One can also hide deep in the ground, escaping to a depth where the enemy can't reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth.
Strengths:
- Stealthy
- Able to sense what is above them
Weaknesses:
- Even though they can sense what is above, it is only a generalization
- Causes no damage
- Cannot attack while underground
Duration: Upkeep of C-rank cost
Cooldown: 3 Posts after user emerges from ground___________________Name: Rock Shelter
Rank: C
Element: Earth
Type: Ninjutsu
Charge: Snake → Rabbit → Ram
Description: The user surrounds themselves with earth, taken from the immediate vicinity, in order to fabricate a formation of rock that is capable of protecting both the user and others in close proximity, if desired. Doing so, seemingly leaves the surrounding terrain unaltered, even when the quantity of earth used is enough to form a complete dome around multiple individuals.
Strengths:
- Able to defend against 1 B-rank hit
- Able to protect allies
Weaknesses:
- Cannot attack in this state
- Allies cannot attack as well
- Only extends to 1m all around the user
- Cannot see in this state
Duration: 2 Posts
Cooldown: 4 Posts___________________Name: Subterranean Voyage
Rank: C
Element: Earth
Type: Ninjutsu
Charge: None
Description: A technique that transforms the earth surrounding the user into a fluid, allowing them to close in on the enemy with high speed by swimming underground. Since being under the ground is a blind spot, the target has no warning; allowing the user to launch a surprise attack. By using this technique in conjunction with a weapon, it also gains great effect as an "assault ninjutsu". Users have been known to combine this technique with s a Long Sword, allowing it to protrude from the ground, like a shark's dorsal fin.
Strengths:
- Able to move fast
- Able to attack while using this jutsu
Weaknesses:
- Cannot use other jutsu in this state
- User is "swimming" no deeper than 1m underground
- User cannot be deeper than 1ft if they plan to attack
Duration: 1 Post
Cooldown: 3 Posts___________________Name: Fist Rock Technique
Rank: B
Element: Earth
Type: Ninjutsu
Charge: Half Ram → Boar → Bird → Ox → Hare → Ox → Half-Ram
Description: By encasing their arm in rock, the user can deal a powerful hardened punch against an opponent while being protected from direct contact with their target. If necessary, the weight of the rock can be increased to further increase the punch's destructive power.
Strengths:
- Able to deal x2 physical damage
- User takes no damage from hits with the arm
Weaknesses:
- Cannot use the hand for seals
- Rock arm can be destroyed with 1 B-rank hit
- Takes extra damage from nature attacks
Duration: 2 Posts
Cooldown: 6 Posts___________________Name: Rock Clone
Rank: B
Element: Earth
Type: Ninjutsu
Charge: Ram → Monkey → Horse → Ram
Description: A clone made of rock, which can be created from the user's mouth or through the surroundings. A rock clone is capable of physical combat and using jutsus, and when destroyed, it breaks into pieces of rock.
Strengths:
- Able to relay all information learned back to user, like a Shadowclone
- Able to carry items
Weaknesses:
- Can only create one
- Falls apart if they travel 50 away from user
- Limited Free-Will
Duration: Upkeep of B-rank cost
Cooldown: 7 Posts from end___________________Name: Earth-Style Wall
Rank: B
Element: Earth
Type: Ninjutsu
Charge: Tiger → Hare → Boar → Dog
Description: The user creates a solid wall of earth as a form of defense. Chakra is either converted to earth within the body, then spat out to form the wall or the user can manipulate pre-existing earth to form the wall. The earth then instantly rises up and takes form. The barrier itself is also coated with chakra, making its strength incomparable to that of a normal mud wall. Because of the earth's special characteristics, the wall is highly resistant against, for instance, fire. Also, for a Kage-class shinobi it is possible to create a vast volume of earth. Some shinobi can create walls composed of sculptures.
Strengths:
- Able to withstand 2 A-rank hits
- 10m wide, and 25m tall
Weaknesses:
- Defends only against a frontal assault
- Long cooldown
- Takes extra damage from Nature attacks
Duration: 5 Posts
Cooldown: 10 Posts___________________Name: Earth Spear
Rank: B
Element: Earth
Type: Ninjutsu
Charge: Snake
Description: The user flows chakra through all parts of their body causing it to become noticeably darker, which increases their defensive power to its utmost limits by making the skin as hard as diamond. Furthermore, the destructive power of physical attacks is increased, making this a great all-purpose technique. The amount of techniques that can break through the areas hardened by the Earth Spear are close to zero, excluding its undeniable weak point: Lightning Release ninjutsu. Shinobi with the earth release as a primary element along with mastery in Ninjutsu demonstrate the ability to use this to cover themselves partially (i.e. their hand and lower arm, and the side of his head) without using hand seals, which gives them a significant tactical advantage against ambushes. Although, this technique does have a drawback in that one cannot really move parts of their body that is hardened.
Strengths:
- All physical damage with the hardened limb deals x2 physical damage
- Able to withstand 1 A-Rank hit
Weaknesses:
- Cannot wield weapons if hand is hardened
- Cannot use hand to make seals
- Can't move hardened limb as easy
Duration: 3 Posts per limb
Cooldown: 5 Posts___________________Name: Earth Mausoleum Dumpling
Rank: B
Element: Earth
Type: Ninjutsu
Charge: None
Description: With chakra work and superhuman strength, the user lifts up the very surface of the Earth. The lump of earth is gigantic and the destructive power is obvious. But even just the visual impact can be enough to make enemies lose their fighting spirits and run away. The ball of earth is then hurled at his opponent, flattening everything in its path.
Strengths:
- Rock is 10m in diameter
- Rock can be hurled up to 15m
Weaknesses:
- Is a very slow attack
- Golems take 1/2 damage from this attack
- Can be eaten by Earth Slayers
Duration: 1 Post
Cooldown: 6 Posts___________________Name: Earth Flow Divide
Rank: B
Element: Earth
Type: Ninjutsu
Charge: Rabbit → Boar → Rat → Horse → Tiger → Snake
Description: By flowing concentrated chakra from one's palms into the Dragon Veins flowing underground, one can tear the earth apart, creating large chasms. The length, width, direction, and curve of the chasm are all up to the user. Manipulating the Dragon Veins requires fine chakra control, but if one has such skill, they can use this technique to divide the space between the enemy and their own team in two, destroy enemy camps or defenses, and even to attack.
Strengths:
- Chasms are 15m long, and 2 wide. (Double the cost, can double the size)
- Able to create distance between user and target
Weaknesses:
- Anyone, including user, can fall into the 10m pit
- Often harms more than helps
- Deals no damage
Duration: Permanent
Cooldown: 5 Posts___________________Name: Swamp of the Underworld
Rank: A
Element: Earth
Type: Ninjutsu
Charge: None
Description: By changing the surface of an object beneath an enemy into mud and creating a swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Strengths:
- Able to cover 25m area
- Able to trap many foes at once
Weaknesses:
- Requires earth
- Deals no damage
- Cannot use the mud for other Earth Jutsu (unless it uses mud)
- User can be caught in swamp as well
Duration: 3 Posts
Cooldown: 8 Posts___________________Name: Golem Technique
Rank: A
Element: Earth
Type: Ninjutsu
Charge: None
Description: The user creates a rock golem that can either be instantly expelled from the user's mouth or formed from the surroundings. The user creates a rock golem that can either be instantly expelled from the user's mouth or formed from the surroundings.
The size of the golem differs depending on use, but it always possesses an ample amount of brute strength (Taijutsu Mastery strength). It is very durable, being able to withstand a point-blank explosion
Strengths:
- Able to take 2 B-Rank hits before going down
- Much stronger than clones
- No Upkeep
Weaknesses:
- They only last for a limited time
- Weak against water and nature based attacks
- Takes x2 damage from other Golem Summons
Duration: 5 Posts
Cooldown: 7 Posts___________________Name: Opening Earth Rising Excavation
Rank: A
Element: Earth
Type: Ninjutsu
Charge: Ram, Tiger → Rooster → Dragon → Snake → Monkey → Snake → Rooster
Description: With this technique, the user can bring up on the surface something that is deep underground. The targets are launched high into the air with great strength and speed, the result of which has the appearance and nearly size of an erupting volcano. Can be used in conjunction with another user to double effects.
Strengths:
- Able to reveal hidden foes
- Able to attack foe while they are in the air
Weaknesses:
- Can't use it if they don't detect the target
- Target must be at least 50m underground
- Causes no damage
Duration: Instant
Cooldown: 5 Posts___________________Name: Enclosing Wall
Rank: A
Element: Earth
Type: Ninjutsu
Charge: Ram → Tiger → Snake → Dog → Rat → Ox → Horse → Rabbit → Tiger → Boar → Snake
Description: The Earth Release Enclosing Wall is a technique where the user creates a solid wall of earth as a form of defence, manipulating a pre-existing ground to form the wall. The earth then instantly rises up and takes form. Though weak, the walls can serve as a makeshift blockade when formed by several users, slowing down large, powerful attacks
Strengths:
- Height is 25m, 50m at x2 cost, and 100m at x4 cost
- Can be combined with other users to create a larger and stronger wall
Weaknesses:
- Can be destroyed in a single A-Rank hit
- Takes x2 damage from Water and nature based attacks
- Protects only from frontal assults
Duration: 3 Posts
Cooldown: 7 Posts___________________Name: Mountain Sandwich Technique
Rank: S
Element: Earth
Type: Ninjutsu
Charge: Tiger → Ram → Rat → Slam hands on the ground
Description: The user creates two enormous rock formations that close in on the opponent from two opposing sides with tremendous force, smashing everything caught in between. Both of these formations are capable of dwarfing even the city-block large Demonic Statue of the Outer Path in size.
Strengths:
- Massive range of damage
- Rocks are 25m wide
Weaknesses:
- If used in close quarters, user can be caught in it as well
- Must have earth around to use Jutsu
- Deals half damage to Golems and Earth Slayers
Duration: Instant
Cooldown: 10 Posts
Last edited by Kaseki on Fri Dec 05, 2014 6:31 pm; edited 10 times in total