Name: Reika no Jutsu→Ghost Transformation Technique
Rank: SS-Rank
Cost: 120
Upkeep: 40
Type: Ninjutsu
Element: N/A
Range: N/A
Speed: 700
Power: 700
Handseals: Tiger → Ram → Rat → Horse → Boar → Hare
Description: This technique allows the user's spirit to materialise and leave their body, which is then able to take possession of a target, enabling them to freely manipulate the victim's body at will. As a result of being possessed by the jutsu-user, the host body decays from the inside-out. Dan Katō noted that this technique had been used to kill a great number of shinobi during his lifetime. The only known way to counteract the technique is to trap the user within a barrier, such as the Four Violet Flames Formation, before they can activate it. With the release of the Summoning: Impure World Reincarnation technique, a reincarnated Dan was capable of taking control of his ascending spirit for a short period of time using this technique. It crossed a vast distance and was still able to manipulate a person's body as well as transfer chakra to them. The user becomes intangible, a ghost as the Jutsu suggests while it is active. The user is still able to utilise other known Jutsus and weaponry of theirs while in this form. However, there is a fundamental weakness to the Jutsu. Where, whenever the user's spirit materialises outside of their body. Their physical body will be left unattended. Unless of course they took the necessary precautions to safeguard their body before their spirit materialises. If left unattended, the enemy could kill the user by destroying, or inflicting fatal injuries upon the body. The user can also choose to kill the host from the inside out. Or simply decide on manipulating the hosts only, thus withholding their ability to destroy the host from the inside out.
- Target with a base Endurance of 350 or less can be freely controlled and manipulated. User can spend up to 2 posts inside the hosts body, before it decays and the host dies.
- Target with a base Endurance between 351 & 550 can be taken over. The user can spend up to 4 posts inside the host's body before it decays and the host dies.
- Targets can be taken over without decaying effects affecting their bodies.
- The user can make themselves undetectable while inside their host's body. By simply blending in with the host's Chakra.Unless the target has an ability to detect spiritual entities in them such as the yamanaka bloodline
- The user can freely gift Chakra to any host that they have taken over. Can gift up to 100 Chakra at a time.
- Can resist the invader, by having a combined base strength and base Chakra that surpasses the user's. However, the host can still inflict injuries regardless.
- Loses 10 Life Force every three turns outside of their own body.
- Can take control of the target and utilise their Jutsus through them to attack their comrades etc.
- Can prevent the user materialising as a spirit but trapping them in specific barriers.
[Slot: 0/2]Requirements: 5 in Ninjutsu. 10 A-rank and above Ninjutsu techniques.
Name: Earth Grudge fear
Rank: SS-rank
Cost: ~
Upkeep: ~
Type: Ninjutsu, Kinjutsu, Restricted
Element: N/A
Range: 70 Meters (threads) 70m (effigy monsters)
Speed: User's speed
Power: ~
Handseals: N/A
Description: Earth grudge Fear is a dark technique all but forgotten by the mass. Widely shunned and persecuted for creation of it. The user was executed for creating a technique so vile. In a desire to become immortal, the user created this form through the use of thread. The body produces black threads with a durability of 300 from their tissue and chakra. These black threads can be extended up to a significant range, used for attacks as well as to stitch bodies back together. The most vital part of this technique is that it grants to user conditional immortality: age and injury are irrelevant so long as the heart isn't destroyed. The heart being the weakness of this technique, is masked by an elemental effigy mask of the user's choice by adding elemental affinity chakra to it. In addition to this, by collecting more hearts, means that all hearts connected to the body must be destroyed to kill the user. Any other injury, including decapitation are repaired by the black threads pulling themselves back together and reforming the body. This technique is not without flaw however. With insufficient chakra, the user is unable to repair themselves, leaving them vulnerable. Alternatively, separating the head from the body & hearts for more than 2 posts will also kill the user(Due to brain death). The user is also capable of using the spare hearts to create black thread effigy monsters with elemental masks for faces. Because the body is comprised of these black threads within them, which possess an Endurance of 300, the user's Endurance is bolstered by 50. This however is reduced by 75 points for every 50 Meters of thread used.
Combination: Fused with any hearts of fallen enemies, granting the user access to their elements. Gaining the fallen's Kekkei Genkai must follow the implants rule.
- 125 chakra per effigy monster created. All effigy monsters are of one element with one elemental affinity and possess elemental & non-elemental ninjutsu the user. Techniques used by Effigy monsters come from the user's chakra pool.
- Hearts used for effigy monsters are separated from the user, thus they control less hearts and if all their hearts are destroyed, they have only 1 post to use threads to re-attach to the effigy monsters to survive.
- User may not absorb lifeforce with EGF.
- Doujutsu may not be absorbed, must be implanted into the hearts to use for Effigy monsters. Which means the user themselves cannot use the Doujutsu themselves. Doujutsu manifest in the eye-holes of the Effigy masks.
- Effigy monsters have Strength equal to half user's base chakra pool, Speed is equal to user's speed & 300 endurance. The hearts are within the masks, only by destroying the masks, incapacitated or running out of chakra can the beasts be defeated. Effigy monsters must stay within the 70 Meter range of the user, otherwise they fall apart and cannot reattach until the user is within their range again. Effigy monsters may only have up to 1 heart per body & use one element. The forms of the Effigy monsters depend on the user's desire and need when creating them. If a Effigy Monster's heart is destroyed, so is the effigy monster.
- Wounds sewn up with threads on user do not heal and the further the threads are stretched, reduces the user's Endurance stat by 50 points per 30 meters stretched out. This includes the use of Effigy monsters. Effigy monsters comprise of 25 Meters of thread. If the user's Endurance reaches zero, all sewn up wounds bust open and cause the user to fall apart, fully incapacitated for 1 post while they reform themselves. The use of Effigy monsters may still be used however.
- Hearts may only be obtained by PCs or staff NPCs. Staff NPCs may only be requested once a month and are death enabled threads where you must kill an S Rank NPC the staff control. Must wait a full month OOC to request another. Hearts manifest on the user's body in the form of colored elemental effigy masks.
Requirements: 5 Ninjutsu, 2 Restricted Slot, Cannot be a medical shinobi, 10,000 ryo
- Derived jutsu:
Name: EGF: Effigy Monster
Rank: S
Cost: 125
Upkeep: 10
Type: Ninjutsu, Kinjutsu, Restricted
Element: N/A
Range: 100 m
Speed: User's speed
Power: User's base chakra pool(strength)
Handseals: N/A
Description: The user releases 25 meters of amassed black thread through the masks on their body as though they are spitting the thread out, that take form into the likeness of beasts, whether bipedal, four-legged, or winged. For faces, the beasts have elemental colored masks that house the heart behind. While the beasts have an endurance of 300, the masks also possess an endurance of 300. Their elemental weakness reduces this mask's endurance by half, but their elemental advantage increases their endurance resistance by another 150. This also applies while the masks are within the user's body if struck. These beasts, possessing hearts of fallen shinobi, have access to one element of the original user as well as all elemental and non-elemental ninjutsu the current user. Also, these beasts are capable of performing any KKG the original user possessed(Subject to implant rules) Going a step further, through implanting Doujutsu, the hearts obtain the ability to use the Doujutsu through the masks. Every 50+ meters of thread used reduces the amount of threads within the user's body, reducing the user's Endurance stat by 75 points per 50 meters.
Combination: The effigy monsters may combine but only two at a time, where they are capable of combining elemental ninjutsu and non-elemental ninjutsu to create further devastating affects.
Name: EGF: Black Tendrils
Rank: S
Cost: 65(20 upkeep)
Upkeep: ~
Type: Ninjutsu, Kinjutsu, Restricted
Element: N/A
Range: 70m
Speed: User's speed
Power: 350
Handseals: N/A
Description: The user's body is full of black tendrils, being comprised of the user's own tissue and chakra, these threads are seemingly infinite, being created at a rapid rate and used for attacking or harassing opponents. Alternatively, these threads can be used to sew up the body and the wounds of others around them. Overexertion of the wound however will cause the black threads to unravel. These leave scars and the wounds on the EGF user cannot be healed unless a medical shinobi heals the wounds completely. These threads when used to attack, may attack from any part of the user's body, though piercing the skin means having caused damage that will later need to be sewn up or healed. Most notably, the user uses these threads through their mouth or masks on their body from under their clothing. These black threads themselves have an endurance of 300 and move at the user's speed: their maximum length is 70 meters. Though extending every 25+ meters reduces the amount of threads within the user's body, reducing the user's Endurance stat by 50 points per 25 meters.
Combination: Can be infused with elemental chakra the user possesses, such as lightning, earth or fire.
Limitation: For regenerating with the black threads, wounds created by jutsu with a power greater than +150 of the user's endurance: cannot be regenerated if the damage causes obliteration(because you can't sew up what s completely missing). Once regeneration of this scale occurs, Black thread regeneration cannot occur again for 2 posts.
Name: Sōzō Saisei→Creation Rebirth
Rank: S
Cost: 50→Uses Chakra Stored in Yin Seal
Upkeep: 25 chakra/ -10 life force every three turns.
Type: Medical Ninjutsu
Element: N/A
Range: Self
Speed: 400 (speed of regeneration)
Endurance: N/A
Handseals: Tiger
Description: The absolute pinnacle of medical ninjutsu, it is the ultimate regeneration technique. By releasing the great volume of chakra stored in the user's forehead at once, the body's cell division is forcibly stimulated by proteins, reconstructing all organs and all tissues making up the human body. The technique itself does not regenerate the old cells, rather it hastens the creation of new ones through division. If this technique is used, a body whose vital organs are so gravely injured that it cannot bear it any longer will be instantly restored to its uninjured state. The user gains a form of "immortality" throughout the duration of the technique.
- Instant Regeneration of Cells and Wounds
- Heals the body of all afflictions→Except Juuinjutsu and Fuuinjutsu where applicable.
- Jutsu must be active for this to work.
- Loses -10 life force every three turns.
Requirements: Yin Seal, 5 in Medical Ninjutsu. +10 Medical jutsus of B-rank and above. Gains access to Strength of a Hundred technique. Does not take up extra restricted slot.
[0/2 Slots]
Name: Ninpō Sōzō Saisei — Byakugō no Jutsu
The Ninja Art Creation Rebirth — Strength of a Hundred Technique
Rank: SS-rank
Cost: 80 chakra/ -10 life force every four turns
Upkeep: 25
Type: Medical Ninjutsu
Element: N/A
Range: Self
Speed: 500 (regeneration)
Endurance: N/A
Handseals: Tiger→
Description: The Ninja Art Creation Rebirth — Strength of a Hundred Technique is a forbidden technique that is accessible only to those who have mastered the Creation Rebirth technique. While very similar in nature to its parent technique, which also regenerates the user's wounds via accelerated cell division, the Strength of a Hundred Technique has a continuous, automatic effect that will heal any damage that the user sustains instantly without the need to make hand seals or even a conscious effort to activate the healing process as long as they have chakra left. The enhanced regeneration granted by this technique is so rapid that even in the anime/manga wounds that resulted from the impalement by two gigantic swords through Tsunade's abdomen were completely healed in mere moments after the blades' removals. Use of the technique also requires the release of the Strength of a Hundred Seal, but rather than just covering the face, the markings extend over the user's entire body. With this technique a medical Ninja may even break the first three rules of the battle field. For example in the anime as Tsunade explained. As a testament to both its power and her confidence in its healing prowess, Tsunade has decreed that only medical-nin who have mastered this technique are permitted to break the first three rules that govern their role on the battlefield — which effectively prohibit their direct involvement in any conflict — that she herself established. This technique's power can be transferred temporarily to another person upon physical contact
- Instant Regeneration of Cells and Wounds
- Heals the body of all degenerative breakdown
- Jutsu must be active for this to work.
- User base Chakra can be combined with the Yin seal Chakra when performing/using this technique.
- Can use it to heal comrades via physical contact of wounds
Requirements: Yin Seal, 5 in Medical Ninjutsu and Creation Rebirth.
[0/2 Slots]
Name:
Chimera TechniqueRank: SS-rank
Cost: 100 chakra
Type: Kinjutsu/Ijutsu
Element: N/A
Range: N/A
Speed: N/A
Power: N/A
Handseals: Ox → Horse → Hare
Description: With this technique, the user is able to combine bodies, KKG, and characteristics into a single body. The user may absorb characteristics onto his own body or the body of another entity. To absorb a KKG into one's own body, the user places their hand on a target and immediately a metallic ooze spills out atop a seal that appears where their hand touches. The ooze spreads quickly over a target and begins to spread completely over the person's body. The ooze is of 150 endurance, has 200 strength and spreads at 300 speed. The user may use this to restrain a target or defend against someone, as it freely can ooze out of their body.
After one post of touching the target, they are able to absorb that user and their KKG into their body, thus exhibiting their KKG without the use, danger and drawbacks of an implant; but only of the techniques themselves.
Creation of Hybrid Creatures- Spoiler:
In order to create genetically modified creatures, the user must use the ooze to absorb creatures separately, and then pull them together to create a new entity. When this is done, the user has effectively created a new entity with stats like anything else and that is under their complete control. They are summoned like summons, and are under the same rules of summons in terms of stats per rank, skill points etc. For a creature to be created, a custom technique must be made detailing the nature of the creature, and its respective KKG/abilities. The user pays for the creature per its rank as they would for a summon. So an S rank creature technique is purchasing an S rank summon and undergoes the same rules.
-The user cannot absorb traits like higher life force through this technique alone.
-The user is limited to the absorption of four KKG at one time.
-The user is able to absorb dojutsu ONLY if they absorb a person. This does not count as an implant.
-Absorption takes a full post of touch and then a full post of absorption; if the absorption post is heavily disturbed i.e. the person breaks free, the user loses 10 life force.
[0/2 Slots Taken]Requirements: 5 in Ninjutsu +10 B-rank and above techniques.
Name:
Dark ReleaseRank: SS-rank
Cost: N/A
Type: Ninjutsu,
Element: N/A
Range: 70 meters
Speed: N/A
Power: N/A
Handseals: N/A
Description: The Dark Release is a combined nature transformation kekkei genkai that can be used to absorb, manipulate, and release chakra taken from an opponent. With it, the user may extend their hands and take in any elemental nature jutsu and absorb it as long as it is equal or less than the power range of this technique. The amount of chakra that can be absorbed by this technique is dependent upon the chakra of the user; the user can absorb power equal to 1.5 times their chakra. When absorbing techniques, they receive the amount of chakra put into the technique and keep that boost for the remaining topic ONLY.
- Spoiler:
Inhaling Maw - The user uses this technique through his Chimera Technique in order to forcibly extract the physical and spiritual energy of another ninja, even from a considerable distance. He can either absorb the chakra into the upper square of the mark on his left hand or his mouth. By using the latter, the technique's range is bigger as his mouth becomes like a giant chakra-suctioning vacuum that can absorb ninjutsu/chakra within 100 meters. He is able to completely remove the victim's chakra, potentially causing death. The speed of suction is 300 when used to absorb ninjutsu with this long range method.
After using this ability, the user is able to detect their natural elemental affinity, and then freely manipulate the victim's chakra element and perform ninjutsu of that element (techniques must be made). This allows him to deconstruct and learn the abilities of his opponents, and he can presumably utilise all forms of nature transformation as a result.
Judgment - User converts the chakra absorbed from the Dark Release: Inhaling Maw technique into light blue flames, turning it back on his enemies with amplified strength to blow them away. This costs an extra 15 chakra and this technique's power is equal the amount of chakra absorbed. The user can add to the power of this technique by adding to its power by double the chaka spent. So if I spend 20 chakra, it adds 40 power to the technique.
-User's cannot absorb techniques with greater power than 1.5x their chakra.
-You may only absorb things through your hand; and can absorb "energy" through your mouth as well.
-User's cannot absorb tai techniques.
-User's cannot absorb purely physical attacks from tai or buki.
-User's cannot absorb incorporeal genjutsu (gen with no physical form).
-User gains the chakra from the technique once it enters into their hand.
-User cannot absorb Wood, earth, or S ranked Wind techniques except through the hand. It can absorb energy, but not once it reaches a purely physical form like earth, wood, ice etc.
-Cannot absorb anywhere save for from the hands and mouth; costs ten chakra to use the mouth.
Requirements: 5 In Ninjutsu, 5 in Fuuinjutsu and Lvl 3 Chakra absorption skill.
[0/3 Slots Taken]Name:
Edo TenseiRank: SS-rank
Cost: Per rank
Type: Kinjutsu
Element: N/A
Range: N/A
Speed: N/A
Power: N/A
Handseals: Tiger → Snake → Dog → Dragon → Clap hands
Description: Before this technique can be performed, the user must first acquire some of the DNA of the person they intend to reincarnate. This basically amounts to grave-robbing, although blood stains or organs salvaged after the target's death also work. The soul of the intended reincarnated must also reside in the Pure Land; souls trapped in the stomach of the Shinigami, for example, cannot be reincarnated so long as they reside there. A living sacrifice is also required for the reincarnated soul to use as a vessel. Can use souls of NPCs, but must request staff played NPC mission.
To actually perform the Impure World Reincarnation, the DNA of the person to be reincarnated is smeared on a special scroll. Once the scroll is activated, the remains spread out in the form of a special seal with the living sacrifice in the centre. Then dust and ash encase the sacrifice's body, giving them the same appearance that the reincarnated had at the time of their death; the process is apparently painful for the sacrifice. The sacrifice's chakra signature is completely overridden with the chakra of the one being reincarnated. Although the sacrifice is still technically alive so long as the technique is active, their body will never again be theirs and the body will die when the reincarnated soul is released. This process takes three turns.
- Spoiler:
Their power is 65% of their stats when they were alive. Bodies may be enhanced via medical techniques to change this.
Reincanations are summoned like a summoning jutsu, and retain all the jutsu and KKG they had at the time of their death.
The only discretion a user needs to exercise for the Impure World Reincarnation is how much control to exert over the reincarnated soul. After first performing it the user is only able to restrict their movements. In general, this limited control is not an issue for the summoner, and they will typically "deactivate" the reincarnation, placing them in a coffin for storage and transportation until they're needed. However, when the perfected Impure World Reincarnation is used to revive somebody, there comes a possibility that they will be strong enough to resist this control; Someone with more than 2x your chakra, or someone with more than 300 life force can break free of this control.
In order to actually be able to control their actions, the user must implant a special talisman - generally attached to the end of a kunai - within the reincarnation's brain. The talisman's design determines how strong the control is. Each talisman must be created and purchased as an S rank item with the following affects:
Talisman One - At its most basic, the reincarnated soul retains their personality, giving them the freedom to approach a given task however they like so long as it broadly carries out the summoner's bidding. On the one hand, this makes them more useful in combat because they know how best to use their own abilities and, if deployed against somebody they knew when they were alive, there is a possibility for psychological warfare. On the other hand, although they are compelled to do as their summoner wishes and act without reluctance, they can undermine their summoner to a degree, either by making poor decisions that opponents can take advantage of or by giving opponents advice about how to defeat them.
Prequisites: To train Edo Tensei at its base level (Talisman One), you will need to create a thread comprised of intensive training which, in its entirety, focuses on achieving this capability In-Character. As it is an SS-Rank technique, you will need to train each talisman as if it were an S-Rank technique individually. Talisman One requires 1,200 Words of training to achieve.
Talisman Two - At its strongest level, the reincarnated soul's personality is entirely eliminated. The summoner instead controls all of their actions, even permitting them to speak through the reincarnation or summon other reincarnated souls to their location. Although this guarantees the reincarnated soul will only ever act as desired, they are less resourceful and it requires the summoner's attention for every action that must be taken, making it difficult for them to multi-task depending on the circumstances.
Prequisites: To train Edo Tensei at its advanced and mastery level (Talisman Two), you will need to create a thread comprised of intensive training which, in its entirety, focuses on achieving this capability In-Character. As it is an SS-Rank technique, you will need to train each talisman as if it were an S-Rank technique individually. Talisman Two requires another 1,200 Words of training to achieve.
Reincarnation Attributes:
Regeneration - The Reincarnated souls have infinite regeneration and it is instant. They recover from even complete obliteration in one post, and are able to keep attacking even as they are injured. To defeat them, you must seal them and/or bind them.
Chakra - Edo Tensei's have virtually endless chakra. The Edo's do not have infinite chakra, but it like their bodies regenerates instantly. Their chakra stat is 60% of its normal like all other stats, but regenerates fully each turn.
HOW TO STOP IT
Killing the summoner does not release the Impure World Reincarnation, and in fact that can be considered inadvisable.[ There are only three guaranteed ways to end the technique:
1. Remove the soul from the reincarnated body, such as with the Dead Demon Consuming Seal.
2. Have the summoner end the technique. As they are unlikely to do this voluntarily, using a genjutsu to trick them into cancelling the technique is ideal. The sequence of hand seals for cancelling the technique is Rat → Ox → Monkey → Tiger → Dragon → Boar and saying "release" (解, kai).[30]
3. A less reliable, though equally effective method is to have the reincarnated soul be affected in some emotional way that gives them closure, allowing their soul to break free of the Impure World Reincarnation's influence; this must be Admin/mod approved.
4. Truth Seeking Balls will prevent Edo Tensei summons from fully regenerating.
[0/3 Slots Taken]
Requirements: 5 in Ninjutsu, Master Level Space Time Skill.
Name: Hitokugutsu→Human Puppets
Rank: SS-rank
Cost: 35 Per post
Upkeep: N/A
Type: Puppetry
Element: N/A
Range: N/A
Speed: N/A
Power: N/A
Handseals: N/A
Description: A human puppet (人傀儡, Hitokugutsu) is a type of puppet created from human corpses, developed by Sasori during his time in Sunagakure. By removing the internal organs of a foe and preserving the body to prevent decomposition, as well as adding weapons and defences, Sasori can make powerful human puppets. These puppets are different from normal ones, as they retain their use of chakra and any kekkei genkai that the human host once had.
- The process of creating a human puppet takes 5 RL days, where the user must go through a series of things. Firstly, the puppeteer wanting to do this, must have first obtain a human body.
- Secondly they must begin the preservation of the body. This is done by removing the organs, such as the heart, kidneys, liver, intestines etc. Once this is done, the user must wait 48hrs, must also Roleplay the waiting period. A matter of 3 posts minimum within that time. This time is used for drying out the body that you intend to transform into a puppet.
- Thirdly,you must then purchase the human puppet's main core. This will cost 7,000 Ryo(No Discounts on human puppets). The main core is what allows you to connect your Chakra to the puppet, thus allowing you to manipulate it and have it function.
- Fourth, you must spend the another 48hrs installing all the different pieces inside the puppet. This includes the core, and all the different parts that makes it function.
- Final day is where you roleplay gaining an understanding of your puppets limits.This must all be documented in the posts that you make, giving indicators as to what was accomplished.
- Post a character update for approval.Keep in mind you will have to pay full price, no discounts etc.
- A human puppet would have maintained all its other known Jutsus etc. This includes Dojutsu techniques, unless the puppeteer voluntarily relieved the puppet of such things. At which point it would no longer be valid.A human puppet cannot learn new Jutsus.
Combination:Other Puppetry Techniques.!Requirements: 5 in Puppetry +5 Other Puppets
Name: White Secret Technique: The Chikamatsu Collection of Ten Puppets
Rank: S-rank-Limited
Cost: 20 Chakra per Puppet
Upkeep: 20
Type: Puppetry
Element: N/A
Range: 0-100 Meters
Speed: N/A
Power: N/A
Handseals: N/A
Description: After unravelling the carrying scroll, the Chikamatsu Collection appears from the gate (門, mon) crest. Using the Puppet Technique to manipulate them at will in what is known as the "an amount matching ones fingers" (指に数, Yubi ni sū) method. With this puppet collection it is literally possible to use one puppet with each finger — each boasting a power matching a thousand puppets put together. However, to use all of these secret mechanisms demands extremely high class expertise and skill. These ten puppets were created by the first puppeteer Monzaemon Chikamatsu and later came into Chiyo's possession, the use of which earned her great fame. These puppets are very powerful, as Sasori claimed that there were rumours that they had been used to take down an entire castle at one point in time. The Chikamatsu Collection has terrifying prowess in taijutsu, ninjutsu, bukijutsu, and so on. Furthermore, as they can change their numbers by combining, the number of abilities they can show becomes even greater. The puppets were constructed in such a way that they all can work in tandem with each other both offensively and defensively.
- Spoiler:
Puppet 1:
A puppet that somewhat resembled an "oni" (demon). Though it displayed no weaponry or hidden mechanisms, it had huge fists and immense striking power which Chiyo used to fend off attackers. It always kept closer to Chiyo in case it was needed as defence while she operated the other puppets.
Puppet 2:
This puppet had grey markings around its mouth area and hair coming from a single point on its head. It was shown to have colossal fists and fierce taijutsu skills. In the anime it was able to extend its arms to form a sort of cage to trap opponents, where it would then launch four small bombs from its mouth. Since the explosion was accurate and very small, it dealt a great amount of damage to enemies whilst not damaging the cage.
Puppet 3:
This puppet had a red face with white hair. It was used in conjunction with the black-haired puppet. It is able to lift a section of its face to reveal a spinning orb with four large chakra blades. Since these blades are made of chakra and spin rapidly, even a scrape can prove deadly. It is wielded like a weapon by its partner.
Puppet 4:
This puppet had long, black hair and works in conjunction with the red puppet. It is able to extend its hand via a chain, connecting with its partner's hand to hurl it around like a yo-yo, thus being able to slice through targets quickly and effectively. However, if one were to be destroyed, the other would become vulnerable.
Puppet 5:
A bald puppet with large holes in its skull. This puppet's hidden weapons are the long extending cables coiled in its skull that can pierce numerous enemies at a time. Since the range is very long, it can pierce distant targets without even getting close. Also, it is able to latch onto opponents with its cords and then crumble them slowly. It can also use taijutsu to fight, but lacks brute force.
Puppet 6:
This puppet had spiky hair and the lower half of its face was green in colour. It had the kanji for "Sangha" (僧, Sō) in its mouth, and worked in conjunction with the Buddha and Dharma puppets to use the Three Jewels Suction Crushing technique.
Puppet 7:
This puppet had a ponytail, a beard, red markings under its eyes and the kanji for "Dharma" (法, Hō) in its mouth, and worked with the Buddha and Sangha puppets to use the Three Jewels Suction Crushing technique.
Puppet 8:
This puppet had white hair and large sideburns with the kanji for "Buddha" (仏, Butsu) in its mouth which activated the Three Jewels Suction Crushing technique when used in conjunction with the Dharma and Sangha puppets.
Puppet 9:
This puppet was modelled after a female with red hair tied into buns. It wielded two large, broad-swords and was capable of cleaving through enemies with ease, although the sheer size of the weapons reduced the puppet's dexterity somewhat. This puppet was one of the main attackers, and could fend off even the strongest of enemies at an alarming rate.
Puppet 10:
The final puppet had one eye, and was capable of releasing an orb from its mouth used for the Sealing Technique: Lion Closing Roar.
- All puppets in this collection gain 150 puppet Stats. Please dictate how these stats distributed and make it clear.
- When creating the whole collection, you get a 30% Ryo discount over all.Must also pay 7,000 Ryo in order to begin using the Jutsu.
- Puppets cannot utilize skills that you don't posses. IE being able to perform Fuuinjutsu, when you yourself don't posses this skill.
- Requires 5 in Puppetry.
- Weaponry etc created for these will not benefit from a discount.
Combination: Puppetry Techniques!Requirements: 5 in Puppetry +5 Other Puppets
Name:
Eight GatesRank: SS-X-rank (Purchase as X-rank)
Cost: N/A
Type: Taijutsu
Element: N/A
Range: N/A
Speed: N/A
Power: N/A
Handseals: N/A
Description: The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
All effects stack when used. Must go from one gate to the next. You cannot skip to a gate and then go back to another. It goes from 1 to 8 in order. No exceptions. Each Jutsu that uses the Eight gates as a basis are bought separately as well.
- Spoiler:
1st Gate: The Gate of Opening (開門, Kaimon), located in the brain, removes the restraints of the brain on the muscles so 100% of the user's strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus.
*+50% of strength added to stats for three turns, then a loss of 5 life force.
Drawbacks: Fatigue. It'll make you slower and your speed will be reduce by 30% for 1 Post. Drawback doesn't come into effect if the other gates are opened before the allocated turns ends.
2nd Gate: The Gate of Healing (休門, Kyūmon, English TV: The Gate of Rest), located in the brain, forcibly increases the user's physical strength and temporarily re-energizes the body.
+30+50=+80% to strength for four turns then a loss of -5 life force. -8 Life will be taken. You get a discount of -2 Life Force. This gate also gives a healing effect, replenishing already used Chakra for 2 Posts, or gives +60 Chakra if none was used prior to the gates being opened.
Drawbacks: This gate actually forces your body to heal. As such you will only suffer a 10% drop in the stats that received a boost for 1 post. Drawback doesn't come into effect if the other gates are opened before the allocated turns ends.
3rd Gate: The Gate of Life (生門, Seimon), located on the spinal cord, allows the user to use the Reverse Lotus[. The increased blood flow turns the skin red.
Gains +60% to speed stat for five turns and a loss of 15 life force as it accumulates from Gates 1 to 3.
Drawbacks: 30% Drop in Strength for 2 turns. Drawback doesn't come into effect if the other gates are opened before the allocated turns ends.
4th Gate: The Gate of Pain (傷門, Shōmon), located on the spinal cord, increases the user's speed and power. May cause muscle tissue to tear on use.
+80% to strength and 70% to speed for three turns then - 25 Life Force as it accumulates from Gates 1-4.
Drawback: -35% to speed and strength for 2 turns. The user will suffer minor muscle injuries and must seek medical assistance. Drawback doesn't come into effect if the other gates are opened before the allocated turns ends.
5th Gate: The Gate of Limit (杜門, Tomon, English TV: The Gate of Closing), located in the abdomen, increases the user's speed and power. At this gate, the Hidden Lotus can be used.
+86% to strength and speed for four turns, then -33 life force as it accumulates from Gates 1-5.
Drawbacks: -40% drop in Speed and Strength for 2 turns. The user will suffer moderate muscle injuries and must seek medical assistance. Drawback doesn't come into effect if the other gates are opened before the allocated turns ends.
6th Gate: The Gate of View (景門 , Keimon, English TV: The Gate of Joy), located in the stomach, increases the user's speed and power. Opening of this gate releases such enormous amounts of energy that it can cause nearby water bodies to form a vortex around the user. Once opened, capable users can perform the Morning Peacock.
+90% to strength and speed for three turns then loss of -42 of life force as it accumulates from Gates 1-6.
Drawbacks: -50% drop in Speed and Strength Stats for 3 turns. Moderate musical injuries, you will suffer from muscles tears and are weakened. Drawback doesn't come into effect if the other gates are opened before the allocated turns ends.
7th Gate: The Gate of Wonder (驚門, Kyōmon, English TV: The Gate of Shock), located below the stomach, further increases the user's speed and power. Only after this gate is activated, can a capable user perform the Daytime Tiger. Those who open this gate will secrete glowing green — blue in the anime — sweat from every inch of their body which immediately evaporates from their own heat energy, creating an aura which people mistake as a chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibres are ripped to shreds, causing intense pain if anything or anyone touches them.
Gains +95% to strength and speed for four turns, then loss of -75 of life force.
Drawbacks: -100% Speed Loss and 90% Strength loss. You cannot move on your own and must have assistance. The slightest of touches causes immense pain due to your muscle fibres being ripped to shreds. Drawback doesn't come into effect if the other gates are opened before the allocated turns ends.
8th Gate: The Gate of Death (死門, Shimon), located at the heart, requires the user to puncture their chest just above the heart in order to open it. Opening this gate will cause the user's blood to emanate a flaming aura of red steam from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. Unfortunately, the side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body.
Gains+ 100% to strength and speed for 3 turns, then loss of All life force
Drawbacks: (You Are Dead).
[0/3 Slots]
Requirements: 5 in Taijutsu, 10 B-rank+ and above Taijutsu techniques.
Name:
Hiraishin no Jutsu- Flying Thunder God TechniqueRank: S
Cost: 50 Chakra
Upkeep:Type: Space–Time Ninjutsu
Element: N/A
Range: N/A
Speed: N/A
Power: N/A
Handseals: N/A
Description: The user creates their own unique seal and places it on any object they choose; and it lasts permanently. It costs 15 chakra to place a seal somewhere. The user then is able at will to instantaneously transport themselves to that place, or to transport other objects/people that they are touching; the chakra cost depends on the distance and the object. User of this technique can also link their own unique seal with another user's. And by doing so enables them to jump/transport or even send individuals to the location of their markings, or otherwise connected to their chakra without physically going with them.
- 50-300 Meters = 35 Chakra.
- 300-500+ meters = 55 Chakra.
- 500+ = 80 chakra
- Objects:
- Humans, Animals, Weapons etc. - 15 chakra per object
- Summons, Buildings, Bijuu, Massive objects - 60 Chakra per object
- The user may place their seal on different objects and in different places. You must put which objects/places you have placed your seal in your signature as a spoiler so that the places are confirmed* Alternatively, can post where your seals are placed on your updates page.
Combination: Can work in tandem with other FTG users. Can also utilised techniques deriving from the Flying Thunder God Technique.
Requirements: 5 in Ninjutsu, Fuuinjutsu +Master Level Space Time Skill
[Slot 2/2]
-Sinna Uchiha
-Iroai Kyoto
- FTG Derived Jutsus:
Name: Hiraishingiri–Flying Thunder God Slash
Rank: A-rank
Cost: 45 (Due to Range)
Upkeep: None
Type: Space–Time Ninjutsu → Bukijutsu
Element: N/A
Range: N?A Meters
Speed: N/A
Power: 600
Handseals: None
Description: A technique combining the use of a bladed weapon and space–time ninjutsu. The user teleports to a marked target, with weapon in hand, to instantaneously deliver a swift, devastating slash to his opponent. Because of the speed of the technique's execution, not even an individual wielding the Sharingan — a dōjutsu capable of predicting movement — has enough reaction time to defend themselves against this technique.
Combination/Requirement: Must Purchase Flying Thunder God Technique.
Name: Hiraishin: Dōrai— Flying Thunder God: Guiding Thunder
Rank: S
Cost: Humans, Animals, Weapons etc. - 15 chakra per object
Summons, Buildings, Bijuu, Massive objects - 60 Chakra per object
Upkeep: 20 Chakra
Type: Space–Time Ninjutsu → Barrier
Element: None
Range: All Ranges
Speed: N/A
Power: N/A
Handseals: Snake → Horse → Rat → Ram → Technique Specific Hand Seal
Description: This barrier technique incorporates the use of the Flying Thunder God formula to erect a barrier space capable of warping away anything which comes in contact with it. Once erected, the barrier has proven powerful enough to warp away techniques as destructive as a Tailed Beast Ball. Once warped, the subject of the technique can be directed to another location marked by the formula.
Combination/Requirements: Flying Thunder God Technique
Name: Hiraishin — Ni no Dan- Flying Thunder God—Second Step
Rank: A-rank
Cost: 25 (Due to Range)
Upkeep: None
Type: Space–Time Ninjutsu
Element: N/A
Range: 0-60 Meters
Speed: N/A
Power: N/A
Handseals: N/A
Description: The user throws their Flying Thunder God Kunai at their opponent. Then they teleport to it, attacking them immediately from their blindside, so that even an individual who possess the Sharingan is unable to react in time. The Kunai also doesn't have to be a Flying Thunder God Kunai, as a regular marked Kunai or object will suffice.
Combination/Requirements: Flying Thunder God Technique
Name: Flying Thunder God Mutually Instantaneous Revolving Technique
Rank: A-rank
Cost: 25-50 Chakra (Distance)
Upkeep: None
Type: Cooperation Space–Time Ninjutsu
Element: None
Range: 0-500 M
Speed: N/A
Power: N/A
Handseals: N/A
Description: The Flying Thunder God Mutually Instantaneous Revolving Technique is a technique which requires two people that are able to use the Flying Thunder God Technique. Both persons will mark each other with their respective seals, this grants them the ability to switch their positions at any point in time during a battle. For Example, In the Manga Minato and Tobirama used this technique to take Obito Uchiha by surprise on the battlefield where Minato — who was originally struck by an attack — switched places with Tobirama to cause the attack to land on their intended target.
Combination/Requirement: Flying Thunder God Technique. Must have marked both Flying Thunder God users with each other's seals.
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