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Posted: Mon Apr 01, 2013 12:58 pm
[Wind Release] [E-Rank] • Wind Clone Basically your typical clone, formed from wind. It is easily bested by any sort of skill, but this clone is still better than the average bunshin as it is able to attack and be attacked. It has 1/10 the ability of the user.
• Wind Levitation Utilizing and controlling the wind, the user is able to force the wind beneath an object in order to force it to rise up from the ground. The effectiveness of this jutsu is very much dependent upon the weight of the object in question, so large objects will take longer to lift, while lighter objects can be quickly lifted. Additionally, as the jutsu works by forcing wind beneath the targeted object, the higher the object gets, the harder it is to raise it any higher. The users control affects the speed at which they may raise an object, so while the average person's control would be slow to raise a rock the size of a persons head, someone with the chakra control specialty could lift enormous boulders without showing significant sign of slowing. Only inanimate objects can be levitated. Can be used to hurl objects at enemies.
• Projectile Skill A basic skill for those learning to master the art of wind control. With the ability to control air currents the user can utilize them to their advantage when throwing projectiles such as kunai or shuriken, using the wind to aid the speed and trajectory of their weapon.
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Posted: Mon Apr 01, 2013 1:08 pm
[D-Rank] • Gale Surge A defensive jutsu at best. The user distills the air around him or her with his or her chakra and at the exact moment of attack releases a large burst of air. The blast of wind goes out three feet and knocks a victim back at least five feet and can stop projectiles. It is a defensive move that is usually used when the user is caught off guard. The wind can only be released in one direction however, and a cool down period of three posts is required before it can be used again.
• Wind Explosion Wind is gathered with chakra into a swirling ball that is hurled towards the opponent. The blast explodes on impact, causing cuts on the target's body if a direct hit. The actual force of the explosion of the feels like a rock has hit you. A charge period is required before this jutsu can be used.
• Gust Building up a great amount of air in their chest, the user distills chakra to expel a great gust of wind directly from their mouth. The wind is not strong enough to push back something as solid as a human body but can deflect light projectiles such as kunai and shuriken.
• Propelling Winds Releasing a short blast of air from their hands, the user is able to propel themselves in the opposite direction with considerable force. This jutsu is ideally suited to Wind ninjutsu specialists, who often tend to favor avoidance of attacks rather than powerful defenses, and can be used to either move very quickly to the side, or even propel themselves quite high into the air.
• Slashing Wind Skill The user uses chakra and a weapon usually to create large bursts of wind at an extent. In reality it is not an actual burst of wind but a tornado that came from the user. The wind slashes objects; at most it can cut tree branches. Like a real tornado, the wind expands as it goes farther and hits larger targets. The wind disappears after being shot for twenty feet and at most it widens to fifteen feet. If this hits you will be severely cut and knocked back, and most genin elemental jutsu are dispelled when they are hit by this jutsu.
• Air Pocket Burst Focusing on the air around them, the user is capable of causing parts of the wind to “burst” suddenly, causing anything nearby to be knocked aside. The burst does not do any damage however, and its primary purpose is to interrupt and leave the enemy open for further attacks. However the bursts can only be created within a twenty meter radius of the user and only at spots they are able to see.
• Spinning Shield of Winds Focusing on an area in front of them about 5 feet wide and across, the user dispels chakra to cause the wind to spin rapidly in a circular motion, creating something akin to a shield. Instead of deflecting attacks however the shield will reflect whatever was thrown at them back towards the enemy at the same speed it was fired at, so long as it was some sort of ranged attack. This applies to small projectiles, or D-rank ninjutsu of small enough scale (producing effects no larger then 1 foot in diameter).
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Posted: Mon Apr 01, 2013 1:33 pm
[C-Rank] • Wind Instantaneous Body An ability which allows the user to transport from one area to another in a gust of wind. The user has to have been to the area before, and be able to sense the location with his own chakra before being able to transport himself there. This means that the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the shinobi has attacked or defended.
• Grand Slashing Wind A much stronger form of Kamaitachi No Jutsu that creates a much larger gust of wind. This jutsu, because of its severity, has the power to be both an offensive and defensive move all at once. A much larger tornado is shot forth horizontally and instead of cutting mere branches down it has the capability of ripping the greatest of trees to shreds. As seen by Temari using this technique, this technique has the ability to blow chakra waves away.
• Wind Dragon Creates a dragon formed from wind. The dragon looks like a large serpent, a traditional Chinese dragon that is twenty feet long. The dragon has a red mane and the rest of his body borders light blue. The colour is not distinct because the wind manipulates it from its colour to transparency. The dragon can shoot Wind Explosions from its mouth.
• Air Riding As wind ninjutsu is typically more focused on ranged combat rather than close combat such as what taijutsu specialists favour, it was necessary to create jutsu’s that made them as hard to hit as possible, as a result, the wind riding technique was created. The technique in essence has the user form a ball of rapidly swirling air beneath their feet, upon which they typically sit (some with exceptional balance may choose to stand). As a result the user is left hovering several feet above the ground, and is able to control the ball to move quickly in any direction, essentially allowing the user a high degree of speed and agility while they remain on the ball, and due to the hovering nature of the ball combined with its speed, it is quite natural for users of this technique to move across walls and ceilings. All of this makes this an excellent jutsu for wind ninjutsu users when forced into a corner, or even can be used when scouting is necessary. Additionally the user can use a platform of sorts to help keep their balance, such as a large fan.
• Wind Cutter The user summons a violent gust of wind, moving so fast that if caught within the blast an enemy will suffer blade like wounds from the wind slashing them so strongly. Due to it’s nature it’s difficult to block but can be avoided. The injuries look very much like that of a sword wound, which is where the name originated.
• Wind Torpedo The user gathers a large amount of wind into his lungs and expels it in a single blow, similar to the projectile deflection blast. This version however is significantly more devastating as the wind forms a torpedo that is near invisible that launches towards the opponent. Upon contact it explodes with the force of two exploding tags.
• Tornado Trap The user creates a large tornado about ten feet high directly around their enemy wide enough so that they have little room to move. The opponent will find themselves trapped inside the eye of this tornado, unharmed by the winds but unable to move without touching the tornado. If they attempt to escape they will find the swirling winds will push them back inside the center, with several cuts and scratches due to the ferocity of the winds. However just as what’s inside cannot leave what is outside cannot enter; any attacks or projectiles will simply be deflected back out. The tornado lasts for two posts and has a three post cool down time.
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Posted: Mon Apr 01, 2013 1:34 pm
[B-Rank] • Shifting Winds After performing the necessary hand seals, the wind around the user picks up immensely, as gusts of wind begin to move from all directions around the user, allowing them to levitate about 20-ft above the ground for 3 posts. The user does not have to concentrate or hold the seal to maintain the winds, but the wind is only effective within a 7m radius of where the jutsu was initially used. These winds are strong enough to deflect normal projectiles, but most projectile jutsu of C rank or higher are not affected by the wind. Moving around within the area can be difficult, but most Fuuton jutsu users should have no trouble manipulating the wind to position and move themselves within the area of effect.
(This is not a technique for those who get seasick, as the constantly shifting winds, though allowing you to levitate anywhere within the area, still push you around slightly, about a foot in every direction as it keeps you aloft.)
• Demon Gale After performing the necessary hand seals, the wind around the field of battle begins to whip around violently as crescent shaped gales of chakra infused wind appear and accelerate towards the enemy with incredible speed. Once the seals are finished, the user must hold the last seal as the gales appear from random heights and angles of attack, which seek out the enemy. Once a gale locks onto an enemy, it flies in a straight line at them at incredible speed.
...depending on the rank of the user, they can choose to make the attack more deadly. when they have reached the appropriate rank, their skills have been honed, allowing them to better control the winds, increasing the force behind them and sharpening them to a greater degree, making them more dangerous. It also increases the number of Demon Gales which will appear. (At each level they cost the same as a jutsu of the appropriate rank)
At Sp. Jounin: 3 Demon Gales, each Demon Gale has enough strength to cause heavy damage and deep bruising.
At Jounin: 5 Demon Gales, each Demon Gale has enough strength to break bones.
At Sannin/Kage: 7 Demon Gales, each Demon Gale has enough strength to slice off limbs.
• Assassin's Rush Expelling a great deal of chakra, the user forces a vast amount of wind out behind them. This blast of wind has two effects, first, anything behind the user will likely be knocked over by the blast, secondly it propels the user extremely quickly in their desired direction, and the user may use the wind to make continual adjustments to their trajectory during this short dash. The dash lasts for barely a second, but in that time the user can cover considerable distance, making this an excellent assassination jutsu as the name implies. After use the user must wait three posts before using it again.
• Low Air Pressure This technique makes the air pressure in a room drop dramatically, causing anyone inside to fall asleep. It can only work in an enclosed area like a building or room. great for missions.
• High Air Pressure This technique makes the air pressure in the room raise dramatically. This has a number effects on a human body. Firstly the targets will begin to experience headaches and migraines. Overlong exposure to the pressure will cause nosebleeds and ears to painfully pop as well.
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Posted: Mon Apr 01, 2013 1:47 pm
[A-Rank] • Great Infinite Breakthrough The user inhales deeply and then exhales a vicious stream of wind capable of holding back a small army of ninjas. The blast of wind is capable of uprooting trees and blowing down cheaply made houses. Any enemy caught within the blast will find it hard to stand up at all as they will be pushed back with the force. If used in the desert the wind is capable of stirring up enough sand to create a huge sand storm in their area.
• Wind Explosion Clone A deadly attack formed by modifying any bunshin that requires the usage of wind during creation. Upon its destruction, the wind that is used to create the being suddenly explodes outwards with great force. The results can be deadly, especially to those around the clone. There is virtually no way to tell the difference. The clone detonates with the force of three explosion tags, enough cause serious damage to anyone caught within the brunt of the blast without protection, requiring immediate medical attention. One clone may be made for every ten reserves of the user's. It also has the ability to use two techniques the user knows up to A-rank.
• Air Cannon - Nin/Tai After performing the necessary hand seals, the user widens their stance and holds their arms out to the sides with their palms forward (as if hugging an imaginary boulder). Their entire body then emits a blast of wind, which takes the shape of a ball of super compressed wind which will self-destructs upon contact with an object. The explosion sends high-speed vibrations through the target, attempting to crack it apart, as the winds lash mercilessly at the structure to blow the pieces apart. This technique can knock out solid walls of stone, and can topple small buildings without much trouble. It is also very useful against armors or solid barriers, but not so much against softer targets, which it would just knock backwards.
• Vacuum This technique can be very deadly if used inside of an enclosed area. The user holds their hands in an 'o' and creates a vacuum. This vacuum sucks the air out of a room over two posts, leaving only the user able to breathe. If the opponent cannot escape within two posts they will pass out from lack of oxygen to their brain.
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Posted: Mon Apr 01, 2013 1:52 pm
[S-Rank] • Steroid Blanks The user collects chakra in his fist, summoning wind in a “blank round,” and then pounds it into his stomach, directing the chakra through his stomach and out his mouth as powerful blasts of swirling wind embedded with incredible amounts of chakra that can clear whole stretches of forestry.
• Geyser Creation Placing their hand against a flat surface, such as the ground the user can create a large hole in the ground about ten feet across and wide. At any time the user can cause it to erupt and send a colossal blast of steam and air shooting in the sky, sending anything caught within the blast flying high up in the air. Additionally the steam is quite hot in temperature, causing severe burns to anyone affected in the blast. The geyser has enough strength to break a building apart upon blasting, save for those made out of very strong materials. A good destructive jutsu, but hard to control.
• Summoning: Giant Windmill Not quite a normal summon but quite deadly nonetheless; the user creates a massive windmill the size of three story house that will rise from the ground. Once fully ascended from the ground the windmill’s blades will spin rapidly, forming a huge wind that will pull anything not nailed down forcibly into the spinning fans, which are actually in the shape of blades. Being caught in the blades means almost certain death, as anything caught within them will be chopped to pieces. Such high level destruction has it’s downsides; for one the user will have to find a way to secure themselves safety to the ground first to prevent themselves from being sucked into the windmill, secondly, due to the windmill’s great size it takes one post to fully retract from the ground which gives the opponent ample time to escape or prepare themselves.
• Final Threshold of the Three Calamities: Fire, Flood, and Storm When a tornado is formed it picks up debris and sometimes other elements. A hurricane is a tornado on the water that has taken up the storm and water below it. Using this jutsu, the user performs it like they would a Great Slashing Wind Skill, swings their fan and the wind is shot forth. The tornado hits the required elements and takes up a new form. Each element and form is a calamity. -Flood: If the tornado hits a body of water a massive whirlpool-like tornado is sent towards the victim. When it hits the ground or victim a large flood is sent forward that could crush or drown the victim(s) -Fire: If the tornado hits a fire it would pick up the flames and still be shot forward towards the victim. The tornado would take flame qualities and a “flaming spin-cycle” would ensue. If it hit the ground or victim an explosion would occur and a large fire would be started. -Storm: If the tornado absorbs electricity or a cloud the tornado would turn gray with lightning flashes being seen in the tornado. It would be a thunder storm crossed with a tornado shot towards a victim.
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Posted: Thu Apr 11, 2013 10:56 pm
[Sound] [E-Rank] • Ventriloquism The user uses their own mouth to transmit chakra and essentially bundle up sound until they want to release it. This allows them throw their voice or move any sounds they can make with their mouth to any location without the sound fading. If they know where a person's ear is, they can use this to actually whisper into it. This jutsu does not require hand-seals [D-Rank] • Hard of Hearing Skill This is a relatively simply jutsu that uses chakra to weaken sound waves in a small area, making it difficult for someone in that area to hear for a short time. The area can be moved freely, and usually surrounds a victim’s head to dampen all sound someone might hear, or placed around something that is making a sound to prevent anyone from hearing it. The movement is not instantaneous, if the user loses track of the object or person then the user has to concentrate to move the chakra around his or her intended target again. The area affected by this jutsu is only about the size of a human head.
• Balance Destroy By controlling high and low pitch sounds with chakra and directing them into the opponent’s ears, the user causes a disturbance in his or her opponent's eardrums. This causes the opponent to lose balance for a short time. The sound is produced by any bit of metal, which when tapped, can produce devastating vibrations. Once the plate is directed towards the opponent, it is tapped, producing sound waves that the ninja then manipulates with chakra, guiding it to the intended target. The effect of the sound waves dissipate over time, meaning this jutsu can only be used at short range (within five feet).
• Hell's Ears By concentrating chakra into the ears, the user of this jutsu is able to detect exact details of movement by the means of sound. This requires extreme concentration, and all users (including Jounin) must close their eyes to achieve such a state of mind.
• This is a ninjutsu technique that utilizes sound waves to create a small blast of force. The sound acts like a battering ram that hits opponents from afar. The sound is produced by any bit of metal.When the metal is tapped it produces sound waves that the ninja then manipulates with chakra, guiding it to the intended target. The effect of the sound waves dissipate over time, meaning this jutsu can only be used at short range (within ten feet).
• Shriek This jutsu can be used to emit a loud scream empowered by chakra. The sound is usually loud enough to make people cover their ears and make their body numb. This jutsu should not be overused since the user can also hear it, if to a lesser degree.
• Vibrating Sound Drill A Ninjutsu technique where the ninja uses sound waves above one hundred and fifty megahertz to disorient an opponent by attacking their inner ear, causing violent dizziness and occasionally nausea. In some cases, damage to the eardrum can occur, creating a long-lasting advantage in battle. The sound is produced by any bit of metal, which when tapped produces a devastating result.. The attacking ninja takes a swing at their opponent intending to be dodged. Once the metal is directed towards the opponent, it is tapped, producing sound waves that the ninja then manipulates with chakra, guiding it to the inner ear of their opponent. [C-Rank] • Deafening Skill This jutsu is a slightly more advanced version of the Hard of Hearing Skill. By setting up chakra in a small area that, in addition to the sound dampening effects of the Hard of Hearing Skill, is designed to both emit sound waves to counter any sound waves that enter it to cancel most sound that enters the area out completely. The area can be moved freely, and usually surrounds a victim’s head to dampen all sound someone might hear, or placed around something that is making a sound to prevent anyone from hearing it. The movement is not instantaneous, if the user loses track of the object or person then the user has to concentrate to move the chakra around his or her intended target again. The area affected by this jutsu is only about the size of a human head.
• Muscle Cramp This is an advanced form of the Muscle Control Skill that combines high and low sound waves to disable an opponent. By quickly switching between the two extremes, the user causes muscle spasms and cramps, temporarily disabling the joint and causing an extreme amount of pain and discomfort afterwards. The sound is produced by any bit of metal. Once it is tapped it is directed towards the opponent, producing sound waves that the ninja then manipulates with chakra, guiding it to the intended target. The effect of the sound waves dissipate over time, meaning this jutsu can only be used at short range (within five feet).
• Hell Shriek This is an improved version of the "Shriek" skill. The user produces a scream that is empowered by chakra. The sound is about twice as high, enough to make enemies go temporarily deaf and destroy glass. It sounds so horrible as if it comes from hell itself, making lower ranking enemies cower with fear and terror.
• Unseen Warrior This is an advanced jutsu that utilizes the ability for strong, high pitched sound to physically affect objects. This jutsu creates a sound at a high enough pitch that it can't be heard, and strong enough where it can actually hit objects. The sound can not be focused enough, nor exert enough force to do any notable harm to someone. Even when used to carry objects, it can not move them at enough of a velocity to do any damage. The “force” or “servant” manifests for a small amount of time, during which it can perform a variety of actions. It is impossible to control more than one servant. This jutsu is commonly used to perform simple and easy chores, or to feign attacks on an opponent. [B-Rank]
• Vibrating Barrier Wall By sending out sequence of low and high sound waves, the user is able to create a blast that emits from the multi-toned metallic plate that is worn across the user’s forearm. This blast is capable of stopping most projectile attacks, including fire, sound, air, and water-based attacks of the same level. This jutsu is also capable of knocking an opponent back a few feet, but otherwise does little damage to the human body.
• Mass Deafening This jutsu is a more advanced version of the Deafening Skill. By setting up chakra in a large area that, in addition to the sound dampening effects of the Hard of Hearing Skill, is designed to both emit sound waves to counter any sound waves that enter it to cancel most sound that enters the area out completely. The area can be moved freely, and usually surrounds victims’ heads to dampen all sound someone might hear, or placed around anything that is making a sound to prevent anyone from hearing it. The movement is not instantaneous, if the user loses track of the object or person then the user has to concentrate to move the chakra around his or her intended target again. [A-Rank] • Chest Slam Skill The user sends a very powerful low frequency wave of sound that is directed to the target’s chest. This wave of sound hits its victim’s internal organs and disrupts them. It becomes difficult to breath, there is incredible chest pain and throwing up is not uncommon.
• Vibrating Sound Spear The user creates a very precise high pitched vibration that only affects opponent’s skin. The vibrations cause blood to rise to the surface very quickly, resulting in bruising or, in extreme cases, blood blisters. The sound is produced by any bit of metal, which when tapped, can produce devastating vibrations. Once the metal is directed towards the opponent, it is tapped, producing sound waves that the ninja then manipulates with chakra, guiding it to the intended target. The effect of the sound waves dissipate over time, meaning this jutsu can only be used at short range (within five feet).
• Matchless Unseen Warrior This is a more advanced version of the Unseen Warrior. This jutsu utilizes the ability for strong, high pitched sound to physically affect objects. This jutsu creates a sound at a high enough pitch that it can't be heard, and strong enough were it can actually hit objects. Inside of battle, the Unseen Warrior can actually create enough force to bruise attack an opponent. The key difference between this and the Unseen Warrior is that the Matchless Unseen Warrior may exert constant pressure, allowing it to inflict more damage and perform complex tasks both inside and outside of battle. Someone could even use this jutsu to wield a weapon remotely, although doing so would be very awkward. The exact amount of force that this jutsu can exert is limited only by the user’s ability to control and produce chakra. This jutsu can not focus the force emitted enough to pierce or cut a person. The “force” or “servant” manifests for a small amount of time, during which it can perform a variety of actions. It is impossible to control more than one servant. [S-Rank] • Muscle Collapsing An advanced form of the Muscle Cramping Skill, this skill utilizes both high and low pitched sounds to disable an opponent. By constantly shifting between a high and low pitch, the user is able to cause his or her victim’s muscles to rapidly contract and straighten, causing cramps. However, the user does not stop there. They continue the process, and gradually pick up speed. This may cause the muscles and ligaments connected to them to tear, or otherwise become damaged. If this jutsu is used twice on the same joint, it may cause the muscle to collapse completely, rendering it useless until medical attention is obtained. A jounin is capable of healing the joint with the chakra scalpel and then the healing hands skill.
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