Kumagawa Kazekage
Posts : 42 Join date : 2013-09-03
| Subject: Kumagawa Jutsu Tue Sep 03, 2013 5:55 pm | |
| - Basic Jutsu:
Kawarimi no Jutsu Type: Ninjutsu Sub-Type: Basic Rank: E A substitution jutsu which involves switching the ninja's body for another object of the same weight, usually a piece of wood. This can create an opening to attack the enemy or to escape. This can only be used when there is an escape way for the ninja (not traped in a prison, nor unable to move). Can only be used three times in a battle.
Name: Henge no Jutsu [Transformation Technique] Type: Ninjutsu Sub-type: Basic Rank: E Orientation: Supplementary Cost: Effects: The Henge technique is an ability utilized by a ninja to alter their body to a limited degree, molding their chakra into the shape of another and giving it the appearance of said person. Finally, they alter their voice in order to fit their character. The transformation is far from perfect however, a disguise that keen eyes and ears can see through. Mannerisms, speaking patterns, and knowledge of the one copied are not necessarily known to the user of this technique. While this jutsu does imitate physical appearances, it does not grant any unique qualities. Bloodlines, mutations, and other body alterations are not granted upon the Henge user- They only appear to be. This jutsu is easily disrupted when struck.
Name: Waza no Jutsu [Walking Technique] Type: Ninjutsu Sub-type: Chakra Rank: E Orientation: Supplementary Cost: Effects: This technique is a must for any Shinobi. Difficult for some genins, Waza consists of basic manipulation of chakra through the fit. This is done through two ways. First, they may concentrate chakra to their soles to because adhesive, allowing them to walk on normally impossible surfaces, such as walls or a tree. Second, the user may force their chakra downward to act as a method of balance which grants them the ability to walk on water. Both take a constant concentration of chakra, and thus must be maintained each turn of usage for one chakra. This does not require hand seals.
Name: Chakra Shūgō [Chakra Manifestation] Type: Ninjutsu Sub-type: Chakra Rank: E Orientation: Supplementary Cost: N/A Effects: The ability to draw from their reservoir of stamina in order to generate more chakra to use. This technique allows a ninja to take their body's energy in order to cast more jutsus during a battle. 10% of the Shinobi's Max chakra is replenished (Rounded down from .5). However, each time this is done it exhausts the body, due to the nature of forcing it go beyond it's safe limits. Each time further strains a user. This may be cast three times during a battle, with any further attempts causing a person to collapse. When performing Chakra Shugo, you may not have performed any jutsus this turn, nor may use any while doing this. Techniques in use may be maintained if they are of a supplementary or defensive nature. The chakra granted by this ability is added on your next turn. For purposes of percent, you use your Rank base. (Do not apply modifiers such as Chakra Capacity!)
Name: Genjutsu Kai [Illusion Technique Release] Type: Ninjutsu Sub-type: Chakra Rank: C Orientation: Defensive Cost: Equal the cost of the genjutsu. If it is B-rank, it costs 3 more to break, 5 if A, and 7 if S-rank. Effects: This basic technique allows the user to stop their flow of chakra and reactivate it in a burst of energy, essentially restarting their body in order to rid themselves of harmful chakra influences, most notably that of genjutsu. This technique may break genjutsus consisting of one sub-type.
Name: Shunshin no Jutsu [Body Flicker Technique] Type: Ninjutsu Sub-type: Basic Technique Rank: D Orientation: Supplementary Cost: Effects: This jutsu is a high-speed movement technique, allowing a ninja to move short distances at an almost untraceable speed. It is accomplished by using chakra to temporarily boost the user's reflexes. To an observer, it appears as if the user has teleported. A puff of smoke is occasionally used to disguise the user's movements; however, other methods can be taken from the environment used to disguise the movement such as a swarm of leaves. This jutsu can only be used by Chūnin rank ninja and above. Effects with Agility and Speed Skill:
Level I: May be used to move once in two posts, without chance of attacking/using jutsu right after. Level II: May be used to escape once a post without chance of attacking/using jutsu right after. Level III: May be used to move as often as the user wants with chance of attacking once. Master Level: May be used as often as the user wants with possibility of combo attack and jutsu use after. Doton Techniques:- Spoiler:
Name: Shinjuu Zanshu no Jutsu [Double Suicide Decapitation Technique] Type: Ninjutsu Sub-type: Doton Rank: D Orientation: Offensive Cost: Effects: A jutsu used after the shinobi has successfully entered beneath the earth, by using the vibrations caused by the body touching the soil, the user will locate and move beneath an opponent, and will attempt to rise up from the earth to grab and pull them into the soil, temporary transferring the ability to phase through the earth so as to drag their body into the earth.
Name: Doton Dakuryuu jutsu [Mud Stream Technique] Type: Ninjutsu Sub-type: Doton Rank: D Orientation: Offensive Cost: Effects: A basic earth move that moistens the soil in front of him, and then raises and shoots it at an opponent in the form of a sudden spray of mud. The jutsu is now a strong one, the mud doing little lasting damage, however it does serve to slow an opponent, the mud clinging to their body and disorienting their movement.
Name: Joushou Hashira [Rising Pillar[bb]][/b] Type: Ninjutsu Sub-type: Doton Rank: D Orientation: Defensive, Supplementary Cost: Effects: A simple technique that costs the earth to rise, a pillar of stone that shoots forward. This can be used to create a barrier to impede an enemy's progress, defend against attacks, and even be created below shinobi to lift them above the battlefield.
Name: Dochuu Eigyo [Underground Fish Projection] Type: Ninjutsu Sub-type: Doton Rank: C Orientation: Defensive, Supplementary Cost: Effects: A ninjutsu that defies normal surfaces and allows a Shinobi with an earth affinity to literately "Phase" into the ground, allowing them to travel beneath it in a manner similar to as if the user was in water.
Name: Doro Gaeshi [Mud Overturn] Type: Ninjutsu Sub-type: Doton Rank: C Orientation: Defensive Cost: Effects: An earth based technique which controls the ground in front of the user, taking a large section of it and raising it before the user, forming a sturdy wall capable of withstanding most normal attacks and lesser jutsus. Great impacts may shatter it, however, though the wall will still lessen the force of an attack.
Name: Retsudo Tenshou [Revolving Split Earth Palm] Type: Ninjutsu Sub-type: Doton Rank: C Orientation: Offensive Cost: Effects: An earth jutsu which manipulates stones in a manner similar to telekinesis, allowing them to levitate and throw nearby rocks. This gives them a vast amount of projectiles to utilize against an opponent, though only a few objects may be moved at a time, and none of great size. This jutsu may be utilized for multiples turns, allowing them to let loose a barrage of stones upon an opponent.
Name: Domu [Earth Spear] Type: Ninjutsu Sub-type: Doton Rank: B Orientation: Supplementary Cost: Effects: A fairly odd technique due to the fact that, rather like most earth jutsus that draw stone from the ground, Domu surrounds one's body with chakra and then uses one's earth affinity to harden it, causing the out-layers of the skin to turn to stone. This ability does not interfere with the Shinobi's ability to control their limbs nor strike with them. Any part of the body effected by Domu will be able to take powerful blows without flinching, as well as improving the ninja's unarmed strikes. Stone, however, weights more then flesh, and slows the user.
Name: Doryou Dango [Mausoleum Earth Dumpling] Type: Ninjutsu Sub-type: Doton Rank: B Orientation: Offensive Cost: Effects: This jutsu draws upon the soil before the user and begins forming it into a great sphere. This ball is composed of dirt crushed firmly together, where it can be then easily flung at opponents. Because of it's composition, it will then roll after landing, crushing enemies via flight or roll. The size of the dumpling exceeds that of a house, and is difficult to stop.
Name: Doton Dorou Doumu [Earth Dome Prison] Type: Ninjutsu Sub-type: Doton Rank: B Orientation: Offensive, Defensive Cost: Effects: An odd ninjutsu that functions similarly to how dirt reacts with water. The ninja will entrap an enemy via earth, causing it to rise and surround an enemy. Enemies caught within the dome will unable to simply escape. The walls of the prision are constantly charged by the user's chakra, making the mud strong as stone and regenerating over time. Not only this, for prison also drains the user's chakra, sapping it away to fuel the their own demise. However, the jutsu has two key weakness- First being that the user must remain in contact with the dome to keep it functioning. Second, the distance furthest away from the user will receive chakra slower, making it regenerate slower. Alternatively, this doton jutsu may instead be used around the user as a defense, retaining it's regenerative qualities, but lacking the weakness. All enemies within the prison will be lose two additional chakra each turn.
Name: Yomi Numa [Swamp of the Underworld] Type: Ninjutsu Sub-type: Doton Rank: A Orientation: Defensive, Offensive Cost: Effects: This jutsu turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around. The mud of the swamp is extremely adhesive, weighting down upon an enemy and thus making their movement sluggish. Due to the fact that the jutsu can be used from a great distance and the size may be from a small pool to a great swamp, it makes this technique difficult to "Dodge". Over time, foes will be dragged down, the tar-like pool swallowing foes whole.
Name: Doton Resshin [Disastrous Earthquake] Type: Ninjutsu Sub-type: Doton Rank: A Orientation: Defensive, Offensive Cost: Effects: A jutsu capable of shifting the tectonic plates beneath the ground, causing dramatic seismic activity in the area. This loosening of the ground allows the user's to manipulate this force and focus in in specific areas, causing the ground to rise, break apart, and shift against an opponent- The battlefield itself becomes an enemy to face. This jutsu is particularly powerful due to the number of ways the user can cause the quakes to effect the earth, giving them a versatile number of ways to attack their opponent. This jutsu may be used for multiple turns at the price of 3 additional chakra for maintaining instead of 1. This jutsu is difficult to use even for A-rank Ninjas.
Suiton Techniques:- Spoiler:
Name: Kirigakure no Jutsu [Hidden Mist Technique] Type: Ninjutsu Sub-type: Suiton Rank: D Orientation: Supplementary Cost: Effects: A ninjutsu that disperses the user's chakra through the air to manipulate the water particles and alter their composition to produce a mist of varying thickness. Veiling an enemy's sight, this technique can be taken advantage of if used right, those who specialize in assassination and combat not based on sight best suited for battle in mist.
Name: Suiton: Tsuba-Kasui [Saliva Stream] Type: Ninjutsu Sub-type: Suiton Rank: D Orientation: Offensive Cost: Effects: A water technique which enhances the saliva within a Shinobi's mouth, adding chakra to it to harden the individual droplets, and then using the chakra to launch them from their mouth at high speeds. Essentially, the user will be able to launch a spit bullet from their mouth at an opponent.
Name: Suiton: Sansokyou [Oxygen Supply] Type: Ninjutsu Sub-type: Suiton Rank: D Orientation: Supplementary Cost: Effects: An unusual jutsu that functions while a ninja is underwater. The ninja will alter their mouth to process any water that enters, splitting the H20 into hydrogen, which is pushed away by the chakra, and oxygen which is then breathed in. This allows a ninja with water affinity to breath underwater. This technique may be used for extended durations of time, as long as the user pays the maintaining cost.
Name: Mizu Bunshin no Jutsu [Water Clone Technique] Type: Ninjutsu Sub-type: Suiton Rank: C Orientation: Supplementary Cost: Effects: A jutsu that produces a copy of one's self by drawing water and shaping it into their own form. The user's chakra causes the body to solidify and take on the appearance of the creator, as well as any items they have. These clones are easily disrupted, any great impacts causing their structure to break down. They are, however, able to use jutsus, and may be manipulated from a distance. The jutsu's cost is it's base +2 chakra for each additional clone made after the first.
Name: Mizuame Nabara [Starch Syrup Capture Field] Type: Ninjutsu Sub-type: Suiton Rank: C Orientation: Supplementary Cost: Effects: A water jutsu that carries special characteristics that cause the molecules to be adhesive. The user will release a stream of water from their mouth to create a pool of liquid, and whomever touches the water will be unable to move normally, any part of their body that makes contact with it becomes stuck to the surface of the water. Ninjas are able to escape this effect by using the water-walking technique, which cancels the jutsu's own chakra effect, but only if used before touching the liquid.
Name: Suirou no Jutsu [Water Prison Technique] Type: Ninjutsu Sub-type: Suiton Rank: C Orientation: Offensive Cost: Effects: Trapping enemies within an orb of water, the Water Prision Technique is a useful move which when performed correctly can take an opponent out of the battlefield. An enemy will first move close to an enemy before summoning water which will surround an opponent, a sphere of liquid surrounding them before solidifying. This hardened ball will trap a foe within and prevent them from escaping. Because of it's small confines and lack of air within, breaking free is a difficult venture, with only more dramatic methods capable of working. The Suirou jutsu requires the user to maintain contact with the sphere of water, or it will break apart and free the user within.
Name: Baku Suishouha [Bursting Water Collision Waves] Type: Ninjutsu Sub-type: Suiton Rank: B Orientation: Supplementary Cost: Effects: A great suiton technique that floods the surrounding area with water which is released from the user's body by converting their chakra into it. This flood will create a miniature ocean, giving a ninja with water affinity a distinct advantage over his foes with an endless supply of water to use. Because of the water's nature, being produced from their own body, the user of this technique requires no chakra to water walk atop it. This jutsu does not require a maintaining cost.
Name: Suijinheki [Water Encampment Wall] Type: Ninjutsu Sub-type: Suiton Rank: B Orientation: Defensive Cost: Effects: A defensive technique that creates a cyclone of spiraling water around the user, deflecting attack. This vicious torrent of water turns blows aside, the rotation not blocking as much as pushing away enemies' attacks and flinging them away. A particularly powerful wall, Suijinheki can only be broken by powerful piercing attacks that are not easily swayed, as opposed to more loose techniques.
Name: Suiryuudan no Jutsu [Water Dragon Projectile Technique] Type: Ninjutsu Sub-type: Suiton Rank: B Orientation: Offensive Cost: Effects: A projectile attack, Water Dragon calls forth a serpent of liquid and throws it upon an opponent, the fierce water being launched at an opponent at high speeds. This move can break trees and even stone, a missile that upon hitting it's target will explode in a watery blast. The move requires a large amount of handseals due to it's "Hunter" like nature that allows the user to re-direct the dragon in cases in which the opponent may be able to dodge it. All ninjas below B-rank will require two turns to perform the jutsu.
Name: Daibakufu no Jutsu [Grand Waterfall Technique] Type: Ninjutsu Sub-type: Suiton Rank: A Orientation: Offensive Cost: Effects: A suiton technique that is particularly drastic, using a large amount of water and causing it to swirl beneath an opponent, forming a vortex. This whirlpool will begin to draw everything, foe and ally alike into it's grasp before at last erupting in a great thrashing wave, taking anything caught within it's grasp and throwing them across the battleground without any mercy. Difficult to escape and exhausting to survive if caught by it.
Name: Suishouha - [Water Collision Destruction] Type: Ninjutsu Sub-type: Suiton Rank: A Orientation: Offensive, Defensive Cost: Effects: Suishouha is a move that allows one mastery over the water, that controls every inch of H20 surrounding the user, be it in liquid or gas form, and forms it into a series of grand waves. This lashing barrage of merciless waves will continue to pound down on an opponent, the user able to redraw any liquid used by the technique and form it again into an attack. Because of this, this technique can be used indefinitely as long as the Shinobi has chakra to spare. The more water present, the greater the strength of the jutsu. This technique requires two additional chakra per turn to maintain.
- Kenjutsu:
Name: Shunpo [Flash Step] Type: Taijutsu Sub-type: Senkouken Rank: D Orientation: Supplementary Cost: Effects: The first principle of Senkouken is speed- Being able to act quickly and efficiently. Senkou's core move thus is a technique that allows the user to propel themselves forward by allowing for a sudden push of chakra to strike from their feet onto the ground, propelling themselves at a speed that their movements become a blur. Skilled user's may project themselves at a point where they are no longer seen, and may utilize multiple steps in their attack. Shunpo is not a maintainable technique. Requires Level I Speed and Agility.
Name: Danmaku [Barrage] Type: Taijutsu Sub-type: Senkouken Rank: D Orientation: Offensive, Defensive Cost: Effects: The second principle of Senkouken is to cut. To slice through resistance, be it stone, steel, or flesh. The ability to perform efficiently through whatever they face. Danmaku allows one to energize their arms and allowing them to let out a barrage of slices, none particularly powerful but numerous. Being able to strike at an insane rate is key, as it will allow you to slip through a foe's defenses. This technique is tiring for the arms, however, as the chakra utilized tears at the muscles. Veterans strive to be able to perform simultaneous barrages. Requires Level One Speed and Agility.
Name: Batto [Draw] Type: Taijutsu Sub-type: Senkouken Rank: D Orientation: Defensive Cost: Effects: The third principle of Senkouken. Act. To know when to fight, how to fight. Not merely reflex but accuracy is what is necessary for a swordsman. Batto focuses on that discipline. By storing chakra into the sheath of a sword via transferring it through the sword in a similar manner to Shunpo. When the Senkou user draws his blade it will be propelled by a sudden push of force from the chakra. With this method, he may cut forward at a strength greater then his other strikes.
Name: Senka [Flash Blossom] Type: Sub-type: Rank: C Orientation: Offensive Cost: Effects: Senka is a specialized battojutsu that combines the first and third principles in order to silence a foe in a beautiful display. As with all battojutsus, the user begins by sheathing his blade and gathering his chakra to his feet in order to perform shunpo. Upon moving at a foe, they will draw the blade and at the same time begin to spin. Because of this movement, the user will be able to cut a foe not once but twice- The Initial blow from the first draw when they are in front of the opponent, and the second from the spin returning as they pass their foe. Because of the combined force of the shunpo, spin, and draw it is difficult move to defend against. Requires Level Two Speed and Agility.
Name: Tsubame Gaeshi [Swallow Reversal] Type: Taijutsu Sub-type: Senkouken Rank: C Orientation: Defensive Cost: Effects: A technique that was contributed to the style by a famous Samurai, the founder of the style altered the move to fit his own style. Tsubame Gaeshi combines the second and third principles, being able to cut at great speed and timing. This technique, in turn, involves two precise furious cuts. The user will begin with a downward cut in order to lure them in, apparently giving a foe an opening from the initial strike. In reality, it is merely a trap. Once the enemy nears, the user will spin the blade around in his hand and cut upward, chakra within the arm/s propelling it upward, mimicking the movements of the Swallow. Requires Level Two Speed and Agility.
Name: Hirameki [Flicker] Type: Taijutsu Sub-type: Senkouken Rank: C Orientation: Supplementary Cost: Effects: This jutsu relies on chakra being transferred down the hilt, causing the blade to glow vibrantly. When the user moves the blade, an optical illusion will be cause, the light of the blade moving a half-second before the actual one. This technique thus is able to slip past defenses by deceiving a foe's reactions. This makes fighting against the swordsman quite a challenge.
Name: Amatsukatta [Heavenly Cutter] Type: Taijutsu Sub-type: Senkouken Rank: B Orientation: Offensive Cost: Effects: A jutsu that utilizes the sword draw, like with Batto the user will transfer chakra down the hilt along the blade, concentrated it at a single point- The edge. When drawn the user will cut forward, a blade of chakra being released from the edge. This chakra blade will fling itself forward, slicing against objects in it's path. Even stone may be broken by this move.
Name: Gatotsu [Wolf's Fang] Type: Taijutsu Sub-type: Senkouken Rank: B Orientation: Offensive Cost: Effects: One of the few lunging techniques of Senkouken that do not rely on the third principle, Batto, Gatotsu begins like most lunging stances, the user drawing the blade and balancing the end of the blade with his fingers- Save that the blade is flipped, the sharp edge of the sword up. This characteristic, unusual in most forms. Upon doing so they will apply chakra from their fingers at the utmost tip of the blade, sharpening in to the point where it may pierce even steel. Once done so the user will lunge forward at an enemy, utilizing a stab attack to take advantage of the improve point. Once pierce by the initial steel, the attack will be able to slide easily through a foe, meeting no other resistance.
Name: Hayate [As fast as the Wind] Type: Taijutsu Sub-type: Senkouken Rank: B Orientation: Defensive Cost: Effects: A technique that combines the first and second principles, the user will utilized simultaneous flash steps and the blade to create a phenomenal defense. By utilizing flash step while spinning upon a leg, the user will rotate at high speeds. By then performing an additional one once the shunpo begins to slow, they move at an even faster rate, acquiring the previously gained momentum, while at the same time releasing an array of cuts creates a powerful whirlwind of steel, moving at such a speed that it seems that even the wind is caused. But the secret of this move lies on the rotation once maximized to cause a short-range vortex, drawing objects into this nightmare of blades. Requires Level Three Speed and Agility.
Name: Kamikaze [God's Wind] Type: Taijutsu Sub-type: Senkouken Rank: A Orientation: Offensive, Defensive Cost: Effects: A technique of mastery, this move combines all three core principles- Batto, Shunpo, and Danmaku- To create the Kamikaze. This technique utilizes the earlier techniques, Hayate and Amatsukatta, into a single technique. The move begins identically to Hayate, utilizing shunpos to rotate the user faster and faster. However, rather then mere cuts, the user will combine Draw and Cut to perform rather then mere slashes a barrage of force blades by performing Amatsukatta simultaneously, rapidly drawing and re-sheathing the blade to fling these deadly waves of chakra in all directions, a move that may easily annihilate a group of foes. Danmaku itself strains the arm, causing the muscles to tire easily- However, to constantly draw and sheath the sword while at the same time focusing chakra along the edge of the sword causes severe internal damage to a normal human's muscles, to the point that prolonged use or simultaneous one's may cause permanent damage. Because of this, Kamikaze is not simply reserved for Masters out of the wish for secrecy, but also out of protection. This technique requires three chakra to maintain each turn instead of one. Requires Master Level Speed and Agility.
- Mokuton:
Mokuton Henge [Wood Release: Transformation] Type: Bloodline/Ninjutsu Sub-Type: Mokuton Orientation: Supplementary Rank D Causes beams of wood to emerge from the ground, the beams will converge around his body to form the shape or individual he wishes to transform into. Unlike regular Henge which just transforms ones appearance, Mokuton Henge creates a physical material to hide ones appearance. This technique works best when the copied person is at least partially made out of wood.
Mokuton: Soutei Hashira [Wood Release: Binding Pillars] Type: Bloodline/Ninjutsu Sub-Type: Mokuton Orientation: Offensive/Defensive Rank D The user will summon several wooden bloocks from the ground, exponentially growing them cross the battlefield and having them strike foes, capture foes, deflect projectiles or impede movements.
Mokuton: Moku Shouheki no Jutsu [Wood Release: Wood Barrier Technique] Type: Bloodline/Ninjutsu Sub-Type: Mokuton Orientation: Defensive Rank C Causes beams of wood to emerge from the ground, the beams can converge to form a half spherical barrier to deflect an incoming blast or protect him from frontal attacks.
Mokuton: Moku Bunshin [Wood Release: Wood Clone] Type: Bloodline/Ninjutsu Sub-Type: Mokuton Orientation: Supplementary Rank: B Creates a wooden clone, a tough copy that's study body of one may it's difficult to beat, not breaking from one or even many blows. Wood clones are capable of independent thought and may be managed from a great distance away. The clone is capable of wood, water, earth, and taijutsus on it's own.
Mokuton Shichuurou no Jutsu [Four Pillars Prison Technique] Type: Bloodline/Ninjutsu Sub-Type: Mokuton Orientation: Offensive Rank: B Similar to Mokuton Soutei Hashira. However, this version creates a large wooden cage which to confine the opponent, and has much finer wood, capable of absorbing chakra-based blows and capable of sustaining a great amount of strain before breaking.
Mokuton Shichuuka no Jutsu [Four Pillars Home Technique] Type: Bloodline/Ninjutsu Sub-Type: Mokuton Orientation: Defensive Rank: B Similar to the prison technique, this creates miniature headquarters, well-suited towards containing inhabitants and, like the prison, is tough. Unlike the earlier technique, this move was designed to keep foes out, rather than in.
Mokuton Jukai Koutan [Birth of Dense Woodland] Type: Bloodline/Ninjutsu Sub-Type: Mokuton Orientation: Supplementary Rank: A This technique causes an immense forest to be born beneath the user's feet, spawning trees across the battlefield, altering the terrain to the point where it is unrecognizable. The trees are naturally reactive to the user's chakra, and as such, by paying one chakra point, the user may manipulate any of the trees within the forest. The trees may also be used for other techniques.
Kakuan Nitten Suishu Type: Ninjutsu Sub-Type: Mokuton Rank: S This jutsu produces a seal on the user hand that can suppress a tailed beast's influence over its host. This is done by producing wooden dragons from the ground that attach to the host and force the tailed beast's chakra to recede.
- KSP:
Genjutsu Knowledge Level III: Allows the ninja to use Genjutsu up to A rank of two sub-types. Gets Genjutsu Resistance Level II effects.
Ninjutsu Knowledge Master Level: Allows the ninja to use basic ninjutsu, and three ninjutsu elements. The third element will only allow the ninja to use ninjutsu of lower rank then himself
Taijutsu Knowledge Level III: Allows the user to have two Taijutsu styles. The second one will only allow to use jutsus of lower rank then himself. The user gains a level one combat trait for free.
- Ability skill:
Agility and Speed Master Level: Gives a huge boost on speed and agility. Every thing that requires speed or agility to do, is done with great facility by the ninja.
Genjutsu Resistance (Free skill) Level II: Allows the ninja to realize if he got trapped in a Genjutsu of one rank higher. Also, allows the use of Genjutsu Hakai. Genjutsu of one sub-type require one less chakra to break.
Strength and Power (free skill) Level II: Gives the ninja more strength and power then average ninja do, which allows them to deliver more damage in their Taijutsu attacks. The strength level of the ninja will be enough to crack stone with an attack.
Weapon Specialist Level III: At this level, a ninja may now wield most if not all forms of weapons. They are able to carry up to three light weapons, two medium, and may now wield heavy weapons.
Chakra Sensory Level II: Level II: Allows the shinobi to sense chakra at higher range and also sense multiple chakra at once (maximum 5)(Range: 500 meters)
Summoning Level III: Allows the ninja to summon a rank A creature and to use summoned animal related jutsus
Last edited by Kumagawa on Mon Aug 11, 2014 8:14 pm; edited 4 times in total | |
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