Okita Genin
Posts : 334 Join date : 2017-05-02
Ninja I.D, Age: Twenty-One Tier: B-3 Clan: Seung
| Subject: Limited/Banned Listings Fri May 05, 2017 11:25 pm | |
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THE LIMITED/BANNED LISTINGS
This is the limited/banned list for Ninja Revolution every character has 3 limited slots to use for the listings below. So if I chose the Rasengan, Chidori and the Rinnegan then I cannot have any other limited jutsu this also applies to limited equipment! Some of these techniques can be upgraded or only be used in conjunction with techniques found "here". Some of these techniques also have limited jutsu that can only be used when knowing the parent technique listed here on this listed system. That information can also be found here in the Sub Limited Index area.
THE BANNED LISTINGS
- Time Ninjutsu
Some Space Ninjutsu <- Will be altered to have specific Space Jutsu listed.
- Chimera Release/Technique
- Kekkai Genkai Stealing Abilities
[This list is subject to change via staff discretion. If we view something to be over powered and simply broken it will be placed here but not before discussing it with the creator as well as talking with other staff members about the matter at head.]
THE LIMITED LISTINGS
[size=34]KEKKEI GENKAI[/size]
Mangekyou Sharingan: 0/10
Check Uchiha Clan for Further Information
- 1. Uchiha Sanosuke
- 2.
- 3.
- 4.
- 5.
Eternal Mangekyou Sharingan 0/8
Check Uchiha Clan for Further Information
Rinnegan 0/6
Check Uchiha Clan for Further Information
Tenseigan 0/6
Check Hyuga Clan for Further Information
Dust Release 2/3
- Kekkai Genkai Information:
Name: Dust Release Parent Elements: Earth, Wind, Fire DNA Required: No Description: Dust Release (塵遁, Jinton, Viz: Particle Style) is a combined nature transformation kekkei tōta, an advanced version of kekkei genkai, made up of techniques that mix earth, wind, and fire-based chakra to create pulverising force. The techniques of this nature initially form as a small three-dimensional object (e.g. a cube, a cone, etc.) composed of chakra that forms between the user's hands. When the technique is released, the form expands and surrounds the target. This nature allows the user to manipulate molecules, giving them the ability to disintegrate anything on a molecular level within the boundaries of the three-dimensional form. Abilities: This nature allows the user to manipulate molecules, giving them the ability to disintegrate anything on a molecular level within the boundaries of the three-dimensional form. However, one disadvantage is that Dust Release techniques seem to be rather chakra-taxing. Dust Release techniques seem to require a certain amount of time when preparing the three-dimensional object, making it possible to prematurely halt the technique before it is completed, but once it's finished, the technique can be fired with astonishing speed. The hands also play a crucial role in preparation of techniques, interfering with the user's arms can hinder the technique.
Requirements 5 A+ Rank Wind, Fire, and Earth Jutsu and 3k EXP.
Scorch Release 0/3
- “scorch release”:
Name: Scorch Release Parent Elements: Fire/Wind Appearance: Appears as a reddish pink form of energy when utilized. Traits: Scorch release is the combination of Wind and Fie natures to form a much more powerful nature to use in attack. This element is able to burn most things to cinders and is even able to stand up to fire jutsu. It has also been noted that it has the ability, if used on a human, to be able to evaporate the water from their bodies. It is very effective against wood and other things that can burn easily, but is nullified by water jutsu of one rank lower or above than any jutsu used by this nature. Requirements:
Explosion Release 0/3
- Kekkai Genkai Information:
Name: Explosion Release Parent Elements: Earth and Lightning DNA Required: N/A Description: Explosion Release (爆遁, Bakuton, Viz: Explosive Style) is a combined nature transformation kekkei genkai suggested to be made up of techniques that mix earth and lightning-based chakra to give the wielder the ability to utilise explosive chakra in combat. Abilities: The can use Explosion Release in his Explosive Clay. They can infuse their clay with explosive chakra, creating bombs of varying size and forms. The user can also Explosion Release in conjunction with taijutsu, allowing them to deliver punches that causes everything they hit to explode from the inside. In the anime, even this form of Explosion Release has been used on the ground to create a shockwave of upturned earth and debris to throw the enemy off balance. Users can also use a less lethal exploion to set off smokescreens.
Requirements: 5 A+ Rank Lightning and Earth Release Jutsu and 10 Posts of training.
[size=34]NINJUTSU[/size]
Advent of a World Flowering Trees (Senju Clan Only) 0/4
- Jutsu Information:
Name: Advent of a World Flowering Trees Rank: S Type: Ninjutsu Element: Mokuton Range: 100m radius Handseals: Snake Speed: 75 Description: The user creates a massive forest of trees which is 100m in radius. Each of these trees grows to roughly 15m tall. Anyone within this forest can be confined by branches moving at the users will so long as they are sentient as to where the enemy is. In no way do these trees have wills of their own
The trees also release a pollen that slows the enemy gradually until they fall into a sleep state. Breathing the pollen for one post causes a drop in speed by 30. After two posts one will drop speed for a total of 50. After three posts the target is incapacitated for one turn. This jutsu can be maintained for S rank upkeep. Requirements: GM Ninjutsu, 2k EXP, Senju Clan DNA
Chidori 0/4
((This jutsu can be upgraded to the jutsu Raikiri. To find out the jutsu upgrade requirements please check here.))
- Jutsu Information:
Chidori 0/3 Name: Chidori Rank: A Type: Ninjutsu Element: Raiton Range: Touch Handseals: Ox → Rabbit → Monkey Speed: +20 Description: The user focuses large amounts of Raiton energy into the palm of their hand to create a mass of lightning within their palm. This mass is used to pierce targets and is an extremely quick motion, giving the attack 50 more speed than the user already has. This attack is capable of going through equal rank defenses and ignores 30 durability upon impact.
If the user has a GM in their ninjutsu skill they no longer require hand seals to form this jutsu.
Requirements: Master Ninjutsu, 10 B+ Raiton Techs, 10 Post training
Earth Grudge Fear 1/3
- Jutsu Information:
Earth Grudge Fear 1/2 Name: Earth Grudge Fear Rank: S Type: Ninjutsu Element: None Range: Self Handseals: None Speed: NA Description: The users body is filled with black thread which allows them to become a living Frankenstein. This replaces most all of the user's internal organs, except the heart, brain, and skeleton, including the chakra system, which is replaced with a sort of chakra conducive thread wiring system. Because of this, contemporary medical jutsu cannot affect the EGF user. The user is able to sew together dismembered body parts at will, causing the need for the users heart to be removed in order to kill them. However, through this technique the user is able to store up to four extra hearts within themselves. These hearts must be gained from a PC or Staff NPC. Upon receiving a heart, the user can select one basic element that the owner of the heart knew, and if they have all basic elements, can instead select an advanced element (up to a total of 6, including the ones learned without EGF) and will have that affinity until the heart is removed from their body. They will also gain 100 Chakra points to add to their total Chakra pool for each heart within their body. Once all the hearts in the users body are removed, they will die. For each heart within the user a mask will form on the users body. To destroy the hearts one must destroy the mask that relates to the heart. These masks have the same durability as the user, which regenerates every other turn.
For 40 Chakra the user can remove one mask, and by effect one heart, from their body to create a humanoid black figure that is capable of using that hearts elemental affinity. It will have a master skill of ninjutsu and can use any jutsu of that element that the user possesses. It has a Chakra pool of 200 and can move at speeds equal to the user, but must stay within ten meters of the user. This can be done up to four times per thread. For thirty additional Chakra the user can cause a mask from their body to fuse onto an existing masked humanoid in order to allow the humanoid an additional 150 Chakra, 5 Ninjutsu and the ability to use two elements (each of the masks). This does not mean the humanoid has an advanced nature through combining them. Requirements: GM Ninjutsu, 5k EXP
Earth Release: Sandwich Technique 0/4
- Jutsu Information:
Name: Earth Release: Sandwich Technique Rank: S Type: Ninjutsu Element: Doton Range: Up to 100 from user Handseals: Tiger → Ram → Rat → Slam hands on the ground Speed: Slabs move at 30m/s Description: After the user slams their hands on the ground, the ground on which the opponent is standing splits to create two equally sized Slabs (50m length and 50m width, 25m height). These Slabs then swing upwards together to clap against each other, crushing those inside. Requirements: GM Ninjutsu, 10 A+ Ranked Doton techs 10 Posts of Training
Edo Tensei 0/2
- Jutsu Information:
Name: Edo Tensei Rank: S Type: Ninjutsu Element: None Range: NA Handseals: Tiger, snake, dog, dragon, clap Speed: NA Description: The user performs a ritual in order to return the soul of a dead being with a manifested body's host. To perform this ritual the user must have a sample of the revived's DNA and a living human host to sacrifice. (PC or staff npc). After sacrificing the target the soul of the revived will enter the body of the sacrificed and retain all physical aspects it had previously, upon the time of death with the exception of black eyes and cracked skin. They will also have full knowledge of previous intelligence, including jutsu, personality and history. This ritual requires a 2 post Topic to perform.
After the ritual is performed, the revived is able to act as they were before. The user of Edo Tensei is able to control their reviveds effortlessly and cause them to bend against their will. They are unable to resist other than verbally.
The revived characters are indeed immortal. If their physical body is destroyed, it will simply reform. One must find another way to deal with them. If the edo dies or runs out of chakra, it will simply fade to dust.
The user is also able to summon an edo tensei at will, bringing them through the ground in the form of coffins. For each edo summoned in this manner the user will have to pay 70 Chakra. Edos can go anywhere, however upon loosing all of their chakra they will turn to dust for the remainder of the topic. Edos can only be summoned within 10 meters of the user.
This technique receives no Chakra reductions.
Requirements: GM Trad Ninjutsu, Master Medical, must know at least 10 A+ ranked non-elemental Ninjutsu. 5k EXP.
Fission Technique 1/3
- Jutsu Information:
Name: Fission Technique Rank: S Type: Ninjutsu Element: None Range: Self Handseals: None Speed: NA Description: The user is able to make a perfect copy of themselves. This technique only copies the user, not items held by the user. This copy will appear as a clone, however in reality it is a living being separate from the user. This duplicate cannot be dispersed and will live out a full life until killed. The user cannot create another duplicate until the first dies. The duplicate cannot use fission techniques or any type of clone jutsu.
The duplicate will have a Chakra pool equivalent of one level lower than the user. They will have skills equal to the user and 75% of the users base stats. The duplicate will not receive Chakra discounts for jutsu. The duplicate has access to all of the users jutsu. Requirements: GM Ninjutsu Skill, 10 A+ rank ninjutsu and 3 clone based ninjutsu. 5K EXP.
Great Fire Destruction 0/4
- Jutsu Information:
Name: Great Fire Destruction Rank: S Type: Ninjutsu Element: Katon Range: 50-125m Handseals: Rat → Ox → Dog → Horse → Monkey → Boar → Tiger Speed: 40 m/s Description: The user forms the required hand seals to knead Katon Chakra within their chest. They then exhume a thin stream of flames about 5 cm in diameter. After traveling at least 50 meters, the user is able to cause the fire to erupt and create a massive bulk of flames (roughly 10m diameter) to cause intense damage to targets, likely killing anyone caught in the fire. This fire burns for up to four posts on flammable objects and continues to spread in all directions at 50 meters per second for four posts. Requirements: Must have at least 10 A+ Rank Katon Techs. 10 Posts of Training.
Great Water Shark Bullet 0/4
- Jutsu Information:
Name: Great Water Shark Bullet Rank: A Type: Ninjutsu Element: Suiton Range: 0-50m Handseals: Clap → Snake → Technique Specific Seal Speed: 75 Description: The user creates a massive water shark that is roughly 15m long, 4m wide and 3m tall. This shark travels through the air at the target for which it was aimed and consumes any energy based techniques on the way to the target. This includes things such as fireballs, wind attacks or ice spikes but would not include extremely solid techniques such as those of the doton variant. Should the shark absorb a technique, it grows in size based on what rank the jutsu is absorbed was. This technique can't absorb S ranked techniques C or lower: 1.25 larger B: 1.5x larger A: 2x larger Requirements: GM ninjutsu, 5 B+ Ranked Suiton ninjutsu and 5 A+ ranked Suiton ninjutsu. 2k EXP
Kirin 0/3
- Jutsu Information:
Name: Kirin Rank: S Type: Ninjutsu Element: Raiton Range: 10-100m Handseals: None Speed: Near Instant Description: Using natural lightning, the user causes a thunderbolt to rain down from the clouds above and strike an opponent. This moves at 1/1000th of a second and is near impossible to dodge without prior knowledge of the attack.
In order to use this jutsu, the user must form storm clouds above. Cloud formations can be caused by two Katon jutsu of A rank or higher being shot into the air. Clouds will be formed two posts after this is done. After using this jutsu the storm clouds will disperse.
This jutsu receives no Chakra discounts and can only be used once per 2 topics. Requirements: GM Ninjutsu, 10 A+ Raiton Ninjutsu. 5k EXP.
Lightning Release Armor 2/3
((This jutsu has a limited technique that can only be learned after possessing this jutsu for further information look here.))
- Jutsu Information:
Name: Lightning Release Armor Rank: B-S Type: Ninjutsu Element: Raiton Range: Self+.5m Handseals: None Speed: Below Description: The user electrically stimulates their nervous system to push their body to the highest physical limits.
At B rank, the user must pay B rank upkeep each turn and will receive +30 speed until deactivation.
To activate A rank, B rank must first be active for one turn. The user now revives a total of +50 speed, +50 durability and +50 strength for melee strikes. A rank upkeep must be paid. Each turn.
To activate S rank, A rank must be active for at least one turn. The user now receives a total of +100 speed, +100 durability and +100 strength for melee attacks. S upkeep.
Requirements: GM Ninjutsu, 5 A+ Raiton Ninjutsu and 5 A+ Taijutsu. 5k EXP
Lightweight Rock Technique 0/5
((This Jutsu can be upgraded to the Ultra-Lightweight Rock Technique. To find out the requirements and jutsu information of the upgrade look here.))
- Jutsu Information:
Name: Lightweight Rock Technique Rank: A Type: Ninjutsu Element: Doton Range: Self/Touch Handseals: None Speed: +30 Description: The user is able to reduce the effects of gravity on themselves or others. This ultimately allows flight. While in this mode, the user will gain 30 speed but will lose 30 strength. This jutsu requires upkeep every 2 turns. Requirements: GM Ninjutsu skill, 10 B+ Ranked Doton Techs. 2k EXP
Living Corpse Reincarnation 0/4
- Jutsu Information:
Name: Living Corpse Reincarnation Rank: S Type: Ninjutsu Element: None Range: Affected Target Handseals: None Speed: NA Description: Upon making eye contact with the target, the user can activate this jutsu. The user traps the target in a genjutsu void. In the void, both parties' bodies' are at peak condition. The target must fight off the user for up to ten posts. If the target dies within the void, the user is able to take over the target's body. If the target is able to resist or should the user die while in the void, the two will return to the real world where things will be normal once again. They will have Chakra pools equal to that of before entering the void.
Should the user manage to take over the targets body, the target will die. If the user chooses to do so, they will be able to retain 20% of the target's base stats as well as their entire chakra pool. This jutsu can cause the user to surpass the normal limit of 100 in any stat though it is not possible to pass 200. Requirements: GM Ninjutsu Skill, Master Genjutsu Skill, 10 A+ ranked ninjutsu, 5 A ranked genjutsu. 10 Posts of Training.
Rasengan 1/4
((This jutsu has limited offspring techique that can only be learned after acquiring this technique. To find out the specifics of that technique check here.))
- Jutsu Information:
Name: Rasengan Rank: A Type: Ninjutsu Element: None Range: Touch Handseals: None Speed: None Description: The user performs a perfect Chakra shape manipulation to create a spiraling sphere of chakra energy. It will appear a small blue orb in the hands of the user. Upon contact with this orb, any targets will be launched and inflicted by serious damage as the Rasengan digs into whatever it touches. Unmoving objects will have craters of a half meter diameter dug into them. Requirements: Master Ninjutsu, 5 B+ ranked Ninjutsu. 10 Posts of Training.
- 1. Kirei Uchiha
- 2. Hirotsugu Matsuda
- 3.
Sage Art Wood Release: True Several Thousand Hands 0/2
- Jutsu Information:
Name: Sage Art Wood Release: True Several Thousand Hands Rank: S Type: Ninjutsu Element: Mokuton Range: Self Handseals: Clap Speed: NA Description: The user charges one post before rising a massive Buddha statue with uncountable hands all patterned in concentric rows. This costs 100 Chakra. These hands can be controlled freely by the user and have 50 strength each. The statue has a speed of 110. The statues two main hands stay clasped as if in prayer . the statue stands at 150m tall. One can maintain this jutsu for the cost of 50 Chakra each turn. This technique however is a one shot attack as when the user chooses to rush forward and release its attack onto the enemy, it is so powerful that it also causes the statue to crumble. After crumbling, this statue will revert into Wood Human without paying costs for wood human. Requirements: Must have Wood Human, GM in Ninjutsu, GM in Senjutsu, 5k exp
Water Mirror 0/2
- Jutsu Information:
Name: Water Mirror Rank: S Type: Ninjutsu Element: Suiton Range: 10m Handseals: Snake, Boar, Tiger, Monkey, Dragon, Boar, Ram, Tiger, Snake, Rabbit. Speed: None Description: The user creates a mirror of water up to ten meters away from themselves. This mirror is capable of perfectly reflecting any ranged attack back into the direction from which it was sent. The mirror can also be rotated to change the target accordingly. This jutsu receives no Chakra discounts. Requirements: GM Ninjutsu, 10 A+ Suiton Ninjutsu. 10 Post of Training.
Wood Human (Senju Clan Only) 1/4
- Jutsu Information:
Wood Human (Senju Clan Only) 1/3 Name: Wood Human Rank: S Type: Ninjutsu Element: Wood Range: Self Handseals: Snake Speed: NA Description: The user focuses Chakra for one turn before rising a massive humanoid wooden statue from which they control. It stands at 100m tall and is said to rival even Bijuu. Each part of the body has 140 durability. The wood human has a strength of 150 and a speed of 75. It requires 50 Chakra per turn to upkeep. No discounts are given for this tech. Requirements: GM Ninjutsu, 5k EXP
[ALL SPACE NINJUTSU WILL BE CONSIDERED LIMITED JUTSU DEPENDING ON WHAT THE TECHNIQUE DOES STAFF WILL INFORM YOU OF THE REQUIREMENTS OF WHAT THE TECHNIQUE NEEDS.]
[size=34]GENJUTSU[/size]
Ephemeral 0/4
- Jutsu Information:
Ephemeral 0/3 Name: Ephemeral Rank: B Type: Genjutsu Element: None Range: Line of Sight Handseals: None Speed: Instant Description: This jutsu acts as a substitute trigger for other genjutsu. The user points at a target and that target is then susceptible to a genjutsu of the user's choice. The user must still pay Chakra for genjutsu used after Ephemeral is activated. Requirements: GM in Genjutsu, 10 A+ Ranked Genjutsu and 1k EXP.
Ephemeral Deception 0/4
- Jutsu Information:
Name: Ephemeral Deception Rank: A Type: Genjutsu Element: None Range: Line of Sight Handseals: None Speed: Instant Description: The user points at a target, using Ephemeral to trigger this genjutsu. (Cost for Ephemeral jutsu does not have to be paid.) This jutsu allows the user to disguise the target with a genjutsu. Such as disguising shuriken to look like crows or cause an opponent's body to look like that of an ally or enemy's. Requirements: Ephemeral, 2k EXP.
Genjutsu Binding 0/4
- Jutsu Information:
Name: Genjutsu Binding Rank: A Type: Genjutsu Element: None Range: 50m Radius Handseals: Tiger Speed: 80 m/s Description: The user releases a small vibration just strong enough to trigger the sense of touch. Those who feel this touch will fall into a state of pseudo-paralysis and will be unable to move anything but their face. Requirements: GM in touch based Genjutsu, 10 A+ Ranked genjutsu, 5 touch based genjutsu. 2k EXP
Soulbane 0/3
- Jutsu Information:
Name: Soulbane Rank: S Type: Genjutsu Element: None Range: 30m Radius Handseals: 15 Speed: 80 Description: The user creates a mass confusion genjutsu that allows them to influence the enemy into changing their mind about who their true enemy is. The target will be acting as if upon their own will, legitimately brainwashed that their closest allies are their most fearsome enemies. Aside from generic methods of expelling genjutsu, this jutsu can also be negated by losing consciousness . After doing so the user will have no memory of events that occurred while under the influence of Soulbane. Requirements: GM in Genjutsu, 10 A+ rank genjutsu. 10 Posts of Training.
Spoken Word Genjutsu 0/6
- Jutsu Information:
Name: Spoken Word Genjutsu Rank: A Type: Genjutsu Element: None Range: Self Handseals: None Speed: Sound Description: As long as the user maintains this jutsu, they are able to use the sound of their voice as a trigger for other genjutsu. Simply blocking the ears may cause the target to avoid the effects of this jutsu.
Requirements: GM in Sound-based Genjutsu, 10 A+ Ranked Genjutsu, at least 5 sound based genjutsu. 2k EXP
[size=34]TAIJUTSU[/size]
Chakra Enhanced Strength 1/6
- Jutsu Information:
Chakra Enhanced Strength 0/5 Name: Chakra Enhanced Strength Rank: A Type: Taijutsu Element: None Range: Touch Handseals: None Speed: NA Description: The users hands glow and power from strikes is increased exponentially! The user gains 60 Strength for the duration of which this jutsu is maintained. C Rank Upkeep. Requirements: 75 Strength, GM in Taijutsu, Master in Medical Ninjutsu. 2k EXP.
Hachimon 1/4
((This technique has a multitude of jutsu that can only be learned when reaching a certain gate. To find out what jutsu can be learned at what gate look here.))
- Jutsu Information:
Name: Hachimon Rank: - Type: Taijutsu Element: None Range: Self Handseals: None Speed: Varies 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. Each level stacks to the next as far as stats go. This does allow one to surpass the 200 soft cap. If you skip to a higher gate, you must add all the stats from previous gates.
(NOTE::: PC=Post Count!)
The Gate of Opening: Requires 10 PC or 1,000 exp . Upon opening this gate, the user's Strength and Speed are increased by 10 points. Durability is increased by 10. They are allowed to use the Front Lotus technique. This gate can only be maintained for a total of five turns. 15 Chakra for activation. No Chakra to maintain. Debuff of 10 to all stats after deactivation for 3 turns.
The Gate of Healing: Requires 10 PC or 2,000 exp. Upon opening this gate, the user's Strength and Speed are increased by 20 points. Durability is increased by 20. If they used a technique as straining as the Front Lotus, their stamina is revitalized. This gate can only be maintained for a total of four turns. 25 Chakra for activation. No Chakra to maintain. Debuff of 10 to all stats after deactivation for 4 turns. Slight damage to skin.
The Gate of Life: Requires 10 PC or 3,000 exp. Upon opening this gate, the user's Strength and Speed are increased by 30 points. Durability is increased by 30. They are allowed to use the Reverse Lotus technique. This gate can only be maintained for a total of four turns. 40 Chakra for activation. No Chakra to maintain. Debuff of 20 to all stats after deactivation for 3 turns. Causes broken bones throughout the body.
The Gate of Pain: Requires 15 PC or 4,000 exp. Upon opening this gate, the user's Strength and Speed are increased by 40 points. Durability is increased by 40 This gate can only be maintained for a total of three turns. 65 Chakra for activation. No Chakra to maintain. Debuff of 20 to all stats after deactivation for 4 turns. Causes several broken bones as well as internal bleeding.
The Gate of Limit: Requires 20 PC or 5,000 exp. Upon opening this gate, the user's Strength and Speed are increased by 50. Durability is increased by 50 This gate can only be maintained for a total of four turns. 80 Chakra for activation. No Chakra to maintain. Debuff of 35 to all stats after deactivation for 3 turns. Heavy damage to skin, several broken bones, slight internal bleeding and torn muscles during recovery.
The Gate of View: Requires 25 PC or 6,000 exp . Upon opening this gate, the user's Strength and Speed are increased by 60 points. Durability is increased by 60 This gate can only be maintained for a total of five turns. They are allowed to use the Morning Peacock technique. 105 Chakra for activation. No Chakra to maintain. Debuff of 35 to all stats after deactivation for 4 turns. Heavy damage to skin, several broken bones, heavy internal bleeding, rupturing of two minor organs and torn muscles during recovery
The Gate of Wonder: Requires 30 PC or 7,000 exp. Upon opening this gate, the user's Strength and Speed are increased by 80. Durability is increased by 80. This gate can only be maintained for a total of four turns. They are allowed to use the Daytime Tiger technique. 120 Chakra for activation. No Chakra to maintain. Debuff of 35 to all stats after deactivation for 4 turns. Heavy damage to skin, several broken bones, heavy internal bleeding, many ruptured organs and full body shredded muscles fibers during recovery.
The Gate of Death: Requires 40 PC or 8,000 exp. Upon opening this gate, the user's Strength and Speed are increased by 10 points. Durability is increased by 10. This gate can only be maintained for a total of three turns. They are allowed to use the Evening Elephant and Night Guy. 140 Chakra for activation. No Chakra to maintain. Death upon deactivation. Should the user have an approved method of surviving the eighth gate, they will have a debuff of 50 to all stats for 5 posts upon deactivation. Requirements: Gate 1: 10 C+ Taijutsu Techniques, Expert Traditional Taijutsu Gate 2: 10 C+ Taijutsu Techniques, 3 B+ Taijutsu Techniques , Expert Traditional Taijutsu Gate 3: 10 C+ Taijutsu Techniques, 5 B+ Taijutsu Techniques , Master Traditional Taijutsu Gate 4: 10 C+ Taijutsu Techniques, 10 B+ Taijutsu Techniques , Master Traditional Taijutsu Gate 5: 10 B+ Taijutsu Techniques, 3 A+ Taijutsu Techniques, Master Traditional Taijutsu Gate 6: 10 B+ Taijutsu Techniques, 5 A+ Taijutsu Techniques, GM Traditional Taijutsu Gate 7: 10 B+ Taijutsu Techniques, 10 A+ Taijutsu Techniques, GM Traditional Taijutsu Gate 8: 15 A+ Taijutsu Techniques, 3 S Taijutsu Techniques, GM Traditional Taijutsu
Jutsu listed in Gates above do not come with the Gates, must learn them as well. A
Rules for 8 Gates You can skip Gates but you can not come down so. If Kosuke enters gate 6 he can not go back to 5 Also if you skip you must pay for the ones before so if Makoto skips to gate 6 he will have to pay 1-5 +6
[size=34]FUUINJUTSU[/size]
Dead Demon Consuming Seal 0/6
- Jutsu Information:
Name: Dead Demon Consuming Seal Rank: S Type: Fuinjutsu Element: None Range: 100m Handseals: Snake → Boar → Ram → Rabbit → Dog → Rat → Bird → Horse → Snake → Clap Hands Speed: 85 Description: The user summons a shinigami after performing the necessary hand seals. Only the user is able to see or sense this shinigami. The shinigami is bound to the users soul and is only able to travel up to 100m from the user. Upon making contact with another living being, the shinigami will attempt to merge the soul of the target with that of the user. Should the target have less than 50% of their Chakra remaining, the target will have their soul stolen. Should they have more than 50% remaining, they can pay that 50% to resist the full effects of of this jutsu and instead will only have part of their soul consumed thus causing both arms to be paralyzed fully. After the soul of the target is consumed it is merged with the user. Two turns after this jutsu is complete the shinigami will kill the user. Requirements: GM in Ninjutsu, GM in Fuinjutsu, 10 A+ rank ninjutsu, 10 A+ Rank fuinjutsu. 5k EXP.
Hiraishin (Flying Rajin/Flying Thunder God) 3/4
- Jutsu Information:
Name: Hiraishin (Flying Rajin/Flying Thunder God) Rank: C-S Type: Fuinjutsu Element: None Range: All Handseals: None Speed: Instant Description: The user is able to freely travel through space to any location of their knowledge where a Hiraishin seal is located. This jutsu also gives the user the ability to place a Hiraishin seal on any surface that will accept a seal for a C ranked amount of chakra. This seal is placed as fast as the users hand can make contact with the surface. This seal cannot be physically removed and must be done with a seal removal technique. This jutsu can be used in conjunction with Flying Thunder God Kunai to extend the reach and zone of the users teleportation in battle. When using this technique in or outside of battle that is not utilizing a branching technique of Hiraishin one must pay an additional amount if chakra to travel both close and vast distances to where ever the Hirashin Seal is placed.
Chakra Costs For Casual Teleportating:
C Rank: To travel the distancenas far as the eye can clearly see. (Must be at ground level. Calculated at approximately 3 miles)
B Rank: To travel the a distance of half a major village.
A Rank: To travel the distance of an entire major village.
S Rank: To travel the distance to a different major village the then the on your in.
Requirements: GM Ninjutsu Skill, GM Fuinjutsu Skill, 7 B+ ranked ninjutsu, 80 speed and 5 A+ ranked fuinjutsu. 10 Posts of Training.
- 1. Kozai
- 2. Senjiro Nara
- 3. Gekkido
Reverse Four Symbol Sealing 0/3
- Jutsu Information:
Name: Reverse Four Symbol Sealing Rank: S Type: Fuinjutsu Element: None Range: 50m Radius Handseals: None Speed: 95 Description: The user places this seal on their chest or back as it requires a large amount of space to draw. Upon the time of their death, a large orb will be released from their body with little warning. Thus orb expands 50m in every direction, including the ground. Anything caught in the orb will be sealed. Requirements: GM in Fuinjutsu, 10 A+ Ranked fuinjutsu. 5k EXP.
[size=34]JUINJUTSU[/size]
Jashinism 0/4
- Jutsu Information:
Jashinism 0/3 Name: Jashinism Rank: S Type: Fuinjutsu Element: None Range: Self Handseals: None Speed: None Description: The user is immortal thanks to the influence of Lord Jashin so long as they continue to murder. These immortality on lasts up to three months (irl time) since the user has murdered their last PC or NPC. Failure to do so will leave the user vulnerable to death just like a normal person. This requires no Chakra to use and is passive, requiring no activation. Requirements: GM in Fuinjutsu, No clan, -1 Skill Point in any area and 3k Exp.
Curse Technique: Death Controlling Possessed Blood 0/4
- Jutsu Information:
Name: Curse Technique: Death Controlling Possessed Blood Rank: S Type: Fuinjutsu Element: None Range: Self Handseals: None Speed: None Description: The user ingests the blood of the target and this causes their body to become all black with only a white bone mask present on their face. After which a large triangle with a ring around it (2m diamete) will appear on the ground under the user, so long as the user maintains contact with the seal, any physical inflections dealt to the user will also be delivered to the target of which the blood was taken from. This requires an S rank upkeep.
Requirements: Jashinism and 10 Posts of Training. Does not take a limited slot should the user be a Jashinist.
Curse Mark (Jōtai Ichi) 0/6
- Jutsu Information:
Name: Jōtai Ichi (State 1) Rank: A-Rank Type: Juuinjutsu, Curse Seal Element: Natural Energy Range: Self Handseals: N/A Speed: Spreads @80 Description: At this stage all curse seals grants the same benefits, although the degree to which it spreads and the patterns will depend on the type of curse seal itself. Whenever the curse seal is activated during the first stage, the user feels a brief amount of pain. This of course will occur the longer the user keeps the curse seal active. After 2 turns active, the user will feel aching pains all over their body, for one post. At this stage where the user is lacking in mastery of the curse seal. After 4 turns they will begin to lose themselves, becoming beast like, finding it hard to differentiate between friends and foes. As such they will go on a rampage which can last up to 8 posts. If they run out of Chakra during this state, then the seal will consume their mind and they will die. The curse seal however of course can be mastered with regular use. The curse seals also grants their user the use of Nature Energy instead of just normal Chakra. .
The Curse Seal of Heaven consists of three tomoe (the design known as mitsudomoe), similar to the Sharingan, which when activated, the seal turns orange-red and spread like flame markings across the user's body.
The Curse Seal of Earth It consists of three slightly curved lines, which spread in a rip-like pattern. The seal is located of the upper portion of user's chest over his/her manubrium. When the first level is activated, the seal turns orange-red and expands in lines spreading all over user's body in contorting and parallel lines.
Advantages:
1.Grants the User 250 Senjutsu/Nature Chakra. Once this Runs out, the Curse seal draws on the user's own Chakra reserves. 2.Takes 25 Chakra points per turn once Senjutsu Chakra runs out. 3. Jutsus gain +1 Rank in Strength when in use. This goes up to B-rank Jutsus. So D=C in strength, C=B and B=A-rank level in Strength. 4. Gains +50 Stat Points in Strength, Speed and Durability. 5. Reduces fits of rage ever time it gets used, which amounts to mastery of the first state. First use reduces range by 2 post, and this carries on until state one is mastered. So 4 IC use of the Curse Seal is beneficial. Can be done as part of Training. 4 posts Minimum Training Sessions.
Disadvantages:
1.Enters a Fit of rage that lasts up to 8 posts. Can reduce this by using the Curse Seal IC, once mastered, this disadvantage is removed. 2. Takes 25 Chakra points per turn once Senjutsu Chakra runs out. 3. Cannot learn or use Sage mode while having the Curse Seal 4. All Stats gets reduced to Half once the Curse Seal gets deactivated if not mastered. 5. Will die if you run out of both Normal and Senjutsu Chakra. 6. Jutsu effectiveness is now -1 rank if Curse Seal is not mastered when deactivated. This is for state 1.
Requirements: GM in Fuuinjutsu. Must have 10+ A ranked Fuuinjutsu techniques to qualify. +5 Juuinjutsu Techniques. 2000 Exp
Name: Jōtai Ni-State Two-Curse Seal of Heaven Rank: S-rank Type: Juinjutsu Curse Seal Element: Natural Energy Range: Self Handseals: N/A Speed: Spreads@80 Description: The curse seal of Heaven second state turns the user's skin dark-grey and their hair grows and turns dark blue. The user's eyes also turns dark grey. Additionally, they also goew webbed-claw-shaped wings from their back which can be used to fly and glide, and a dark, star-shaped mark appeared across the bridge of their nose. During this state the user also gains several enhancements, which can make them quite formidable as an opponent.
Advantages:
1.Grants the User 500 Senjutsu/Nature Chakra. Once this Runs out, the Curse seal draws on the user's own Chakra reserves. 2.Takes 40 Chakra points per turn once Senjutsu Chakra runs out. 3.Jutsus gain +1 Rank in Strength when in use. This goes up to A-rank Jutsus. So D=C in strength, C=B and B=A, A=S-rank level in Strength. 4. Gains +90 Stat Points in Strength, Speed and Durability. 5. Reduces fits of rage ever time it gets used, which amounts to mastery of the first state. First use reduces range by 2 post, and this carries on until state one is mastered. So 4 IC use of the Curse Seal is beneficial. Can be done as part of Training. 6 post Minimum Training Sessions.
Disadvantages:
1.Enters a Fit of rage that lasts up to 8 posts. Can reduce this by using the Curse Seal IC 2.Takes 40 Chakra points per turn once Senjutsu Chakra runs out. 3. Cannot learn or use Sage mode while having the Curse Seal 4. All Stats gets reduced to Half once the Curse Seal gets deactivated if not mastered. 5. Will die if you run out of both Normal and Senjutsu Chakra. 6. Jutsu effectiveness is now -1 rank if Curse Seal is not mastered when deactivated. This is for state 2.
Requirements: GM in Fuuinjutsu, must have the Juuinjutsu Skill. Must have mastered state 1. Must have 10+ FuuinJutsu to qualify, first state must be obtained first. +10 Juuinjutsu techniques. Must consume the Mind Awakening Pill. Must first do a 10 post training IC describing taking the advancement process. 5000 Exp to Purchase.
Name: Jōtai Ni-State Two-Curse Seal of Earth Rank: S-rank Type: Juinjutsu Curse Seal Element: Natural Energy Range: Self Handseals: N/A Speed: Spreads@80 Description: The curse seal of Earth second state makes the user take on a more animalistic appearance, the animal is up to the user to choose, but once chosen it cannot be changed. The user will take on physical traits associated with that animal, including personality traits, (i.e. Predatorial animals being more aggressive, etc...). During this state the user also gains several enhancements, which can make them quite formidable as an opponent.
Advantages:
1.Grants the User 400 Senjutsu/Nature Chakra. Once this Runs out, the Curse seal draws on the user's own Chakra reserves. 2.Takes 20 Chakra points per turn once Senjutsu Chakra runs out. 3.Jutsus gain +1 Rank in Strength when in use. This goes up to A-rank Jutsus. So D=C in strength, C=B and B=A, A=S-rank level in Strength. 4. Gains +100 Stat Points in Strength, Speed and Durability. 5. Reduces fits of rage ever time it gets used, which amounts to mastery of the first state. First use reduces rage by 2 posts, and this carries on until state one is mastered. So 4 IC use of the Curse Seal is beneficial. Can be done as part of Training. 8 post Minimum Training Sessions.
Disadvantages:
1.If unmastered, enters a Fit of rage after 6 posts that lasts up to 12 posts. Can reduce this by using the Curse Seal IC 2. Takes 20 Chakra points per turn once Senjutsu Chakra runs out. 3. Cannot learn or use Sage mode while having the Curse Seal 4. All Stats gets reduced to Half once the Curse Seal gets deactivated if not mastered. 5. Will die if you run out of both Normal and Senjutsu Chakra. 6. Jutsu effectiveness is now -1 rank if Curse Seal is not mastered when deactivated. This is for state 2. 7. Due to the strain on the body, the user is only able to hold this form for 8 posts, even if fully mastered, otherwise, they will enter a fit of rage and risk death.
Requirements: GM in Fuuinjutsu, must have the Juuinjutsu Skill. Must have mastered state 1. Must have 10+ FuuinJutsu to qualify, first state must be obtained first. +10 Juuinjutsu techniques. Must first do a 10 post training IC describing unlocking the second level. 5000 Exp to Purchase.
(NOTE: The "skill" requirments only apply to the one PLACING the seal, not the one the seal is placed on. Though training and other requirements must be done by the seal bearer, not the placer.)
[size=34]MEDICAL NINJUTSU[/size]
Creation Rebirth 0/4
((This Jutsu is able to upgrade and become: Strength of One Hundred Seal: Creation Rebirth's Strength of One Hundred Technique check here for further details))
- Jutsu Information:
Creation Rebirth 1/5 Name: Strength of Hundred Seal: Creation Rebirth Technique Rank: A Type: Ijutsu (Medical Ninjutsu) Element: N/A Range: Self Description:
By releasing the great volume of chakra stored in the users bodies the Strength of One Hundred seal via the Yin Seal: Release jutsu, the user can also activate this jutsu allowing the body's cell division to forcibly be stimulated by chakra enhanced 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.
By Tsunade's own claim, as long as she has the chakra from her seal it is impossible for her to die by any means with this jutsu, as such she gains a form of "immortality" throughout the duration of the technique. In addition all medical ninjutsu the users preforms drains the chakra from the seal instead of the user. At this state the user is only capable of remaining remaing immortal cell recreation for three posts. Once it deactivated however, the user is unable to use any chakra until the cooldown period is complete. This technique can only be activated when the Strength of One Hundred Seal has stored up to 1200 Chakra. This technique has a cooldown of three posts and two of which will spent with the users stats cut in half due to the massive strain this technique put on the body.
Requirements: Master Medical Ninjutsu, 5 A+ Ranked Medical Ninjutsu, 2000 EXP, also grants access to “Strength of 100 seal and Yin Seal release” (<- those must still be purchased and one must meet the requirements for them. They do not take a limited slot however.)
Last edited by Mei on Sat May 27, 2017 2:03 pm; edited 3 times in total | |
| | | Lucifer Raikage
Posts : 516 Join date : 2017-05-01 Age : 26
Ninja I.D, Age: 20 Tier: S-3 Clan: Jugo
| Subject: Re: Limited/Banned Listings Mon Nov 27, 2017 11:51 am | |
| EQUIPMENT AND WEAPONS Chikamatsu Collection of Ten Puppets 0/1 - Technique Information:
Chikamatsu Collection of Ten Puppets 0/1 Name: Chikamatsu Collection of Ten Puppets Rank: S Type: Kugujutsu Element: None Range: Chakra Thread Handseals: None Speed: NA Description: The user summons the ten Chikamatsu puppets and is able to control them freely, one for each finger. This mode requires 45 upkeep per turn to be paid. This jutsu receives no discounts.
Requirements: GM Kugujutsu Stat, 10 A+ ranked Puppets. 3k EXP.
Seven Blades of the Mist: 3/7
- Hiramekarei: Naomi Kaguya
- Hiramekarei:
Name: Hiramekarei Type: Melee weapon Custom/Canon: Canon Rank: S Rank Material: Chakra-absorbing steel Appearance: Hiramekarei (ヒラメカレイ) is one of the famous swords of the Seven Swordsmen of the Mist. Hiramekarei features a wide, flat blade with two curved indentations near its base, creating a sort of cross-guard. Two handles are connected to one another by a short length of cord, earning it the title of "twinsword" (双刀, sōtō). The overall sword looks like a flounder fish in shape. With its bandages wrapped around Hiramekarei, it looks similar to Samehada. Hiramekarei is apparently very heavy, as Chōjūrō tires easily when carrying it for extended periods of time. Abilities:
- Major Ability:
Chakra Absopton: This weapon has the ability to store chakra, but only by the user who wields the weapon. It cannot absorb chakra from other sources, such as jutsu or opponents. Hiramekarei's chakra storing potential matches that of their wielder. If the user has a chakra pool of 500, then Hiramekrei can store ana dditional 500 chakra- though this chakra can only be used for its Chakra Form Manipulation & cannot be drawn out by the user for any other jutsu or replenish their own chakra pool. Naturally, Hiramekrei has 100 power and 150 durability.
- First Medium ability:
Chakra Form Maipulation: Most notable, this weapon has the ability to create chakra weapon shapes as an extension of the blade. The form can be changed into any other weapon, but not autonomous, humanoid or beastial. The length/size of the chakra weapon's maximum is 50ft, whether in length of sheer size(such as a hammer's head, club, etc).
Cost: 5,000 Ryo and Exp Requirements:Must be a Grand Master in Bukijutsu (Takes up a Limited Slot), Kiri nin only, or obtain from Kiri nin.
- Kabutowari:
- Kabutowari:
Name: Kabutowari Type: Melee weapon Custom/Canon: Canon Rank: S Rank Material: Chakra-infused steel Appearance: The Kabutowari (兜割, Literally meaning: Helmet Splitter) is one of the swords of the Seven Ninja Swordsmen of the Mist. The sword itself consists of a giant axe and hammer, linked end-to-end by a flat thin leather-like rope, which together are referred to as a "bluntsword" (鈍刀, dontō) that is said to be able to break through any defense. Although the length of cord means each weapon can be utilized individually, to cut and crush obstructions respectively, their true strength lies in their capability to be employed in conjunction with one another. When facing a particularly difficult or seemingly impenetrable defense; the wielder can first attack by striking with the axe, before slamming the hammer downwards onto its blunt backside, thus using the blade like a wedge to drive straight through the offending obstacle and into the desired target located behind. Abilities:
- Major Ability:
Adamant: The most durable of the seven swords of the mist, this giant axe/hammer combo has a durability of 300 durability.
- First Medium ability:
Compound Blow: Each part of the weapon alone has the power of 150, though when used together by hammer striking axe, the weapon's power is doubled to 300.
Cost: 5,000 Ryo and Exp Requirements: Must be a Grand Master in Bukijutsu (Takes up a Limited Slot), Kiri nin only, or obtain from Kiri nin.
- Kiba: Gekkido
- Kiba:
Name: Kiba Type: Melee weapon Custom/Canon: Canon Rank: S Rank Material: Chakra-infused steel Appearance: Kiba (牙, Literally meaning: Fangs) is one of the famous swords of the Seven Swordsmen of the Mist. It is a pair of swords, each with slim and straight double-edged blades. Both blades also have an upward-curved bladed prong near the tip of one side of the blade and another one near the base of the blade's other side. Abilities:
- Major Ability:
High Frequency Vibration: Due to the nature of lightning chakra, these blades have enormous potential. Though they have a base 100 power and 100 durability, applying a lightning chakra to them increases their power to 250.
- First Medium ability:
Thunderwave: Lightning techniques ranked B+ used with these swords have their chakra cost reduced by 65%. This does not stack with any other discount perk.
Cost: 5,000 Ryo and Exp Requirements: Must be a Grand Master in Bukijutsu (Takes up a Limited Slot), Kiri nin only, or obtain from Kiri nin.
- Kubikiribōchō:
- Kubikiribocho:
Name: Kubikiribō Type: Melee weapon Custom/Canon: Canon Rank: S Rank Material: Chakra-infused iron Appearance: The blade itself has two cut outs, a circle close to the top and a semi-circular one nearer to the handle, aptly fitting the sword's purpose of decapitation, as demonstrated through Suigetsu's use. The latter notch allows a strap to be wrapped around the weapon, making it easier for the user to carry. Its extremely long handle is also detachable to further aid transportation and then reattached when required for combat. Abilities:
- Major Ability:
Blood Feud: For each successful strike that draws blood by this weapon, the sword absorbs the blood to increase its power by 20 points at a maximum of 250 power. Naturally, this weapon has 100 in cutting power, though only 75 durability. This weapon cannot generate additional power unless it is fully regenerated if broken.
- First Medium ability:
Regeneration: By absorbing the blood of foes, this sword regenerates 20% of its length per strike that draws blood.
Cost: 5,000 Ryo and Exp Requirements: Must be a Grand Master in Bukijutsu (Takes up a Limited Slot), Kiri nin only, or obtain from Kiri nin.
- Nuibari: Kireina Sakumo
- Nuibari:
Name: Nuibari Type: Melee weapon Custom/Canon: Canon Rank: S Rank Material: Chakra-infused steel Appearance: The blade itself assumes the form of a narrow "longsword" (長刀, chōtō) that greatly resembles a large needle, with a long length of thin wire-mirroring thread, tied through the eye located at the base of its hilt. Abilities:
- Major Ability:
Agility: When Nuibari is thrown, the speed of the projectile is increased by 30 points.
- First Medium ability:
Sewing: Naturally, this weapon has a power of 150, 100 durability and can generate seemingly endless amounts of thread which it uses to pierce and stitch multiple opponents together.
Cost: 5,000 Requirements: Must be a Grand Master in Bukijutsu (Takes up a Limited Slot), Kiri nin only, or obtain from Kiri nin.
- Samehada: Senjiro Nara
- Samehada:
Name: Samehada Type: Weapon Canon/Custom: Canon Rank: S Requirements: Must be a Grand Master in Bukijutsu (Takes up a Limited Slot), Kiri nin only, or obtain from Kiri nin. Appearance: Though mostly wrapped in bandages, Samehada's construction is atypical in that its actual blade is comprised from a series of downward facing scales running along the entirety of its length until its hilt, at the base of which is a small skull. Samehada grows larger in proportion to the amount of chakra it absorbs, causing its scales to become so long that they ultimately resemble shark fins and its mouth, located at the tip of the blade, to become even more pronounced. Keeping Samehada wrapped in bandages apparently helps to inhibit this growth to a certain extent.
Description: Samehada (鮫肌, Literally meaning: Shark Skin) is a large sentient sword, comparable in size to the Kubikiribōchō. It is described as "the most terrifying of all the Seven Swordsmen's blades" and even earned the title of "greatsword" (大刀, daitō), further adding to its fearsome reputation. 250 power and durability
Personality: Samehada is unique for being a sentient weapon that gains nourishment from the chakra of others and as such, the blade is at its happiest when engorged with chakra that possesses both a distinctive and pleasant flavour. It apparently greatly enjoys Killer B's chakra since, according to Kisame, it tastes like octopus. However, it has shown displeasure towards fire-natured chakra, stating that — according to B — it's far too hot. Being capable of conscious thought, Samehada chooses its own user, an exclusive process that has often resulted in it being thought of as notoriously picky. If someone it disapproves of attempts to wield it, spikes protrude from the handle in order to force them to release their grasp, at which point Samehada will make efforts to return to its chosen owner. Even if it did betray its former owner for a more powerful wielder like Killer B, the blade was at least close enough to Kisame to mourn his death.
Ability: As the blade is made up of scales, it inflicts injuries through shredding or shaving what it comes into contact with, rather than just cutting the object in question. This flaying effect is similar to a shark's skin, hence the sword's name. While it ordinarily remains rigid, Samehada's hilt is able to stretch and bend to great extent, allowing the weapon to be used like a flail. To supplement the blade's offensive capabilities, it is able to extend its scales to spikes. It is also able to protrude spikes from its handle.
Samehada shares a symbiotic relationship with its wielder, similar to that of the kikaichū. Although it continually consumes the chakra of its owner, its largest meals come from fights, wherein it absorbs the chakra of the opposition instead. Such an ability allows Samehada to literally slice through an opponent's techniques, in spite of whether the chakra has been transformed or not, and even prevent them from being performed by absorbing all of the necessary chakra, before preparations can be completed. This is particularly useful when fighting jinchūriki, as Samehada can quickly deplete their large chakra supplies as well as remove their chakra cloaks, illustrated when Killer B was reduced back to Version 1 after initially being in Version 2. B noted that it can near instantly absorb up to six of his tails at once. In fact, although B came into contact with the blade several times in his battle against Kisame, the sword drained nearly all of his chakra, causing the latter to resort solely on Gyūki's. In the anime it was even capable of "eating" a "Version Two" Tailed Beast Ball. However, it seems to be unable to automatically absorb ambient chakra, as in all instances where it has absorbed chakra are when either the opponent had a visible aura around them or when direct physical contact had already been established. The more chakra it absorbs, the larger it can become. Due to its voracious appetite, Samehada is drawn to those with large chakra supplies, allowing it to be used as a quasi-sensor.
While the ability to absorb chakra is useful in defeating opponents, it is also beneficial to the user as well. Samehada has the ability to transfer the chakra it has absorbed to the wielder by partially fusing with them, so it can be used to either revitalise the wielders chakra and stamina or instantly heal even fatal injuries(Requires B Rank Bukijutsu). This makes the user of this sword extremely difficult to defeat conventionally. A wielder such as Kisame can take this fusion one step further, by completely merging with Samehada. Doing so causes him to become much more shark-like in appearance, growing fins and webbed hands that allow him to move through water with considerable ease. Kisame also receives some of Samehada's abilities while in this form, such as being able to extend spikes from his body for offence, and absorbing chakra when others come into direct contact with him, as well as the ability to track chakra and avoid sensors.(Requires S Rank Bukijutsu to fuse)
The ability to absorb chakra, as well as heal wounds and sense chakra differs depending on Bukijutsu skill. Samehada has the ability to absorb and store certain chakra amounts depending on your own chakra pool. If you are a Jounin with 500 chakra, then Samehada has the ability to store 500 chakra as well. Take into mind that Samehada feeds off the wielder in their symbiotic relationship. Chakra can be collected over any topic, social or otherwise & must be stated in every tread how much chakra Samehada has & how much it has at the end of a thread. Samehada feeds off the wielder's chakra until it reaches 50%, a satisfied state, though it can continue feeding if the master desires at a 10% chakra per post/rate. Bukijutsu Skill
D Rank: Absorbs D Rank chakra per jutsu. Heals D Rank damage per post(Costs 10 chakra). Ability to sense chakra range of 100ft around & 2ft below ground. Can absorb 1 tail of chakra from Bijuu. C Rank Absorbs C Rank chakra per jutsu. Heals C Rank damage per post(Costs 30 chakra). Ability to sense chakra range of 200ft around & 4ft below ground. Can absorb 2 tails of chakra from Bijuu. B Rank Absorbs B Rank chakra per jutsu. Heals B Rank damage per post(Costs 50 chakra). Ability to sense chakra range of 300ft around & 8ft below ground. Can absorb 3 tails of chakra from Bijuu. A Rank Absorbs A Rank chakra per jutsu. Heals A Rank damage per post(Costs 60 chakra). Ability to sense chakra range of 500ft around & 16ft below ground. Can absorb 4 tails of chakra from Bijuu. S Rank Absorbs S Rank chakra per jutsu. Heals S Rank damage per post(Costs 70 chakra). Ability to sense chakra range of 700ft around & 32ft below ground. Can absorb 5 tails of chakra from Bijuu.
Cost: 6,000 Ryo and Exp
- Shibuki:
- Shibuki:
Name: Shibuki Type: Melee weapon Custom/Canon: Canon Rank: S Rank Material: Chakra-infused steel & seals Appearance: The Shibuki (飛沫, Literally meaning: Splash) is one of the swords of the Seven Swordsmen of the Mist The blade utilises various explosive tags, contained within a substantial scroll, in order to incorporate explosions into the user's own swordsmanship, earning it the title of "blastsword" (爆刀, bakutō). The sword itself features two distinct sides, with a narrow cutting edge located down the entirety of one length and a wide platform section on the other. The aforementioned scroll unrolls along this latter side, sliding downwards and resting atop its surface to form an individual segment comprised from numerous explosive tags, which separates from the remainder upon detonation. Only once the desired opponent comes into contact with the platform, do the explosive tags finally ignite and then detach, providing a small opportunity for the user to escape the devastating blast radius, while simultaneously compensating for any resultant recoil. The sword is seemingly able to reload another segment of tags onto the platform, automatically after each strike. Abilities:
- Major Ability:
Bakuton: The most notable ability of Shibuki, is its blasting power, which is 250: though the weapon itself only has a power of 150 & 100 durability
- First Medium ability:
Mimic: The seals placed upon Shibuki allow the user to create endless amounts of explosive tags used in the weapon's blast attacks. By paying an amount of chakra per post, this weapon can generate more tags. The amount generated is 20 chakra per 10 explosive tags.
Cost: 5,000 Ryo and Exp Requirements:Must be a Grand Master in Bukijutsu (Takes up a Limited Slot), Kiri nin only, or obtain from Kiri nin.
Sword of the Thunder God 0/1 - Equipment Information:
Name: Sword of The Thunder God Type: Weapon Canon/Custom: Canon Rank: A Durability: 250 Material: Chakra and Lightning Conducting Steel Damage Type: Slashing/Piercing Equipment Ability: The sword itself had many uses that involved its ability to manipulate lightning. Being made of concentrated lightning, once making contact with the enemy, it would give them a strong electrical shock capable of incapacitating them afterwards. The sword was capable of producing electrical rings of energy that can suspend the enemy in mid-air while continuously shocking them. The wielder of the blade can use this to throw the enemy a good distance away. Defensively, the blade can channel its electrical properties in mid-air, to block incoming attacks. As shown in Aoi's fight with Naruto Uzumaki and Sasuke Uchiha, the blade was shown to not only be able to easily cut through any solid object, but also through chakra-based substances as well. 200 power and 250 durability. Equipment jutsus: TBD by User. Cost: 5000 Ryo and 2000 EXP
Gunbai Uchiwa 0/1 - Equipment Information:
Name: Gunbai Uchiwa Type: Weapon Canon/Custom: Canon Rank: S Durability: 250 Material: Chakra Conducting Steel Damage Type: Bashing Equipment Ability: This gunbai has he ability to convert incoming chakra into wind nature transformation reflecting an opponent's attack back towards them. Madara wielded it both as a shield and as a mace in conjunction with his kama, and it also allowed him to perform various other techniques. Obito also wielded the gunbai predominantly like a flail using the chain attached to guide the fan which he can use also as a shield because of its durability, as it was able to block Naruto's Super Mini-Tailed Beast Ball without receiving any noticeable damage. 200 power and 250 durability. Equipment jutsus: TBD by User. Cost: 5000 Ryo and 2000 EXP
Kusanagi Sword [Orochimaru] 0/1 - Equipment Information:
Name: Kusangi Sword (Orochimaru) Type: Weapon Canon/Custom: Canon Rank: S Durability: 120 Material: Chakra Conducting Steel Damage Type: Slashing/Piercing Equipment Ability: The sword can quickly extend and retract its blade to attack from long distances, be controlled telekinetically according to Orochimaru's command, and cut through almost anything. Even Enma, who is able to transform into a diamond-hard staff, noted that the Kusanagi blade would leave him considerably sore. It should be noted that Orochimaru's Kusanagi could not pierce Naruto Uzumaki's four-tailed form. The sword has been seen transforming into a small snake and returning to Orochimaru. (The blade is capable of retracting and extending at the same speed as the user and go extend as far as the S Rank jutsu distance allotment [100m].) Equipment jutsus: TBD by User. Cost: 5000 Ryo and 2000 EXP
Totsuka Blade 0/1 [Uchiha Only] - Equipment Information:
Name: Totsuka Blade Type: Weapon Canon/Custom: Canon Rank: S Durability: 120 Material: Etheral Chakra Blade Damage Type: Slashing/Piercing Equipment Ability: It is an ethereal weapon with an enchanted blade capable of sealing the target it pierces. Those who are stabbed by the sword are drawn into the jar and trapped in a genjutsu-like "world of drunken dreams" for all eternity. Itachi was able to use the sword to completely remove the Cursed Seal of Heaven from Sasuke Uchiha when he removed Orochimaru from Sasuke's body and sealed him in the sword. It can also cut through objects like a normal blade, thereby giving the wielder great versatility in his attacks. Being a variant of the Sword of Kusanagi, this sword can cut through almost anything, as seen when Itachi easily decapitated seven of Orochimaru's eight-headed snake form. Equipment jutsus: TBD by User. Cost: 5000 Ryo and 5000 EXP
Yata Mirror 0/1 [Uchiha Only] - Equipment Information:
Name: Yata Mirror Type: Equipment (Armor) Canon/Custom: Canon Rank: S Durability: 300 Material: Etheral Chakra Damage Type: Bashing Equipment Ability: The Yata Mirror was an ethereal shield wielded by the left arm of Itachi's Susanoo. It is said to be endowed with all nature transformations and able to change its characteristics to any nature transformation to completely negate any attack, whether it be spiritual, or physical. While it is capable of almost blocking anything to do so puts a great strain on the users body as this ability reqiues a lot of chakra. Equipment jutsus: TBD by User. Cost: 5000 Ryo and 5000 Exp
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