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Posted: Mon Oct 04, 2010 5:11 pm
Ok.... That could work. As for Healer's Revenge, it's for to be able to touch, no graze, meaning they have to have a hold of them to do it. and there are limits to for it, for it can only heal/give damage that you can heal at that rank.
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Posted: Tue Oct 05, 2010 7:08 pm
keishi_rin Ok.... That could work. As for Healer's Revenge, it's for to be able to touch, no graze, meaning they have to have a hold of them to do it. and there are limits to for it, for it can only heal/give damage that you can heal at that rank. Would like to also make note, While you may have a leader for each branch only one of them will receive clan head status and the bonuses for that.
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Posted: Tue Oct 05, 2010 7:55 pm
Pic:  (Mandatory) Name: The Aburame second stage: The three paths Description: When you see an aburame you automaticaly think beetles and stoicness right? Well after a certain point in there life and with the proper motivation, an aburame's insects go through permanent mutations that alter their behavior and patterns. Their are three major mutations, each with it's own different strengths and weaknesses, added onto the ones already present. NOTE that when you choose a path you are stuck with it forever. Depending on the path you may lose your jutsu to keep things fair, or you may not. Path 1 The Path to Poison The insects loe their ability to steal chakra. Instead they now have the ability to transmute minute ammounts of poisons. The poisons in small doses are useless and will be easily absorbed into the insects's prey. But in large quantities, say a group of more than seventy bugs, the posin can become lethal. If you are continuously attacked by these insects, the effected area will become paralyzed until the poison is diffused by antibodies, or antidotes are given. The poison can only kill if a swarm of the sinsects were to attack you. Prolonged poison from smaller groups can cause nausea or dizzyness. Strengths:Poison, still have the stealth aspect. Weaknesses: You have much less bugs now, and the chakra siphon is gone now. Al previous weaknesses are present. Also you can't keep any of the jutsu you had before accept Bug wall, insect sphere, and Hive mind. You cannot learn the back either, you can only learn the jutsu provided for them, or maybe some customs. Ability:Gives immunnity to most poisons. THeses insects are undetectable in small groups, and give the host knowledge of poisons through toxins they create. They are capable of creating antidotes. Bloodline/Clan Jutsus:Kikaichu-poison Host C This jutsu turns the bugs permanently into the poison bugs and gives the user slight immunity to poisons. The poisons will be effective at high doses, but the insects will be able to absorb and emulate the poison's effects with some acceptions. ((Like Rokubi)) Kikaichu-poison Poison Mutation A THis jutsu allows you to form different poisons inside the kikaichu, with varying effects. The effects cannot be lethal,but can be paralytic, but can be hallucigenic, or inducing vomiting, nausea, or dizzyness. Whatever is chosen ((ONLY ONE)) will be highly potent, effective to the max in low doses. Path 2- The Army As teh name suggests. This stage will effectively triple the already huge number of insects the host carries. These insects have the added effect of being capable of heavily mutating into other insects. Specifically, they can form into extremely long centipedes, which act like striking shadow snakes in that they shoot out with razor sharp legs. The second form is that of a swarm of moths. This will turn a group of kikaichu into a group of moths that will seek out hidden enemies much easier. THe thir is that of team of ten fist sized spiders that can create a web that is extremely sticky, but takes a full post to create. The fourth form makes the insects into Wasps that have a venmo strong enough to set off all the pain receptors in any area they hit for a post. These mutations can be doled out rapidly, but take up a lot of chakra. Strengths: Triples the users insects, meaning you will run out of chakra before bugs always. The number is illogical to the host, but it was already that way wasn't it? This path allows you to keep all the jutsu you know for the clan and won't limit you to the ones you have. Weaknesses: Uses up chakra EXTREMELY FAST for the new techniques, and these insects are easier to kill with fire. The insects also begin to take over the user to a degree, causing him to have flawed out looks. This often leads to takers of this path going insane. Ability:See Description Bloodline/Clan Jutsus:Rapid Mutations A ANy mutation you chosse, not counting those from the FEM guild wide custom will take up A rank chakra each time one is created. For example, creating a unit of moths, then two salamanders, and a group of spiders will equal the cost of using four A rank techniques.
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Posted: Wed Oct 06, 2010 2:45 pm
duckmasta keishi_rin Ok.... That could work. As for Healer's Revenge, it's for to be able to touch, no graze, meaning they have to have a hold of them to do it. and there are limits to for it, for it can only heal/give damage that you can heal at that rank. Would like to also make note, While you may have a leader for each branch only one of them will receive clan head status and the bonuses for that. Well, there is no such thing as a clan head in this bloodline, for the two branches always quarrel, so there is no point of having a bloodline leader, just by branches. AKA: no clan leader....
Or, First come first serve. Your choice on this one.
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Posted: Wed Oct 06, 2010 3:59 pm
Pic:
Name:
Description: This clan developed through a couple of Hyuuga that were born with physical defects that made them unable to effectivly use Taijutsu. They interbred, being shunned by their own clan, and the rest of the world. Thier chilren fourished, and exibited a special kind of Byakugan, but it wasn't a Byakugan, it was something much more special.
Strengths: See Abilities
Weaknesses: CAN NOT LEARN TAIJUTSU, OR USE WEAPONS { aside from senbon } it takes two points to raise their speed, accuracy, and other taijutsu related stats. { I'll get the actual ones later... }
Ability: Able to extract chakra types, and replicate them to an extent, giving them the ability to channel a technique through themselves, or someone else. They can only channel regular jutsu through themselves, but they can channel a bloodline jutsu { not doujutsu of any sort } through someone else's body. Such as the Shikyomatsu ability. Able to see chakra forming. They CAN NOT see Tenketsu. { Unless I make or approve of a second stage for them. } Able to control chakra to the very core of it. { they get the benefits of chakra control type. } Higher than normal chakra reserves. { They get two points of chakra per every rank.
Bloodline/Clan Jutsus:
{ Editing }
{ For my own personal reminder of what some of the fine points of the clan is Or Making a stage two of Byakugan where your character suffers a huge disability in Taijutsu prowess, but their chakra manipulation skyrockets to the extent that they can orm it into anything they see with their Byakugan. Except for Elemental chakra. And all jutsu they mimic this way is at half strength.
But the main thing about this stage would be that they can Extract chakra and examine it to the extent that they can insert their own into someone else and channel a similar chakra through that person, effectivly making a Bloodline cannon of sorts xD { Like a shikyomatsu chakra mixed with a dead body dool like what Kabuto made often makes a brilliant bone forest. ^.^ }
But the drawbacks on their body frame would be horrible }
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Posted: Wed Oct 06, 2010 5:25 pm
keishi_rin duckmasta keishi_rin Ok.... That could work. As for Healer's Revenge, it's for to be able to touch, no graze, meaning they have to have a hold of them to do it. and there are limits to for it, for it can only heal/give damage that you can heal at that rank. Would like to also make note, While you may have a leader for each branch only one of them will receive clan head status and the bonuses for that. Well, there is no such thing as a clan head in this bloodline, for the two branches always quarrel, so there is no point of having a bloodline leader, just by branches. AKA: no clan leader....
Or, First come first serve. Your choice on this one.It's honestly whichever you prefer. However, If you chose not to have a clan head then there isn't much I can offer you.
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Posted: Wed Oct 06, 2010 5:28 pm
Well, I would like to know what the benifits of being clan is, besides of having high chakra, before I make my decision, then.
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Posted: Wed Oct 06, 2010 5:37 pm
keishi_rin Well, I would like to know what the benifits of being clan is, besides of having high chakra, before I make my decision, then. A member of a clan receives medium chakra, while a clan head has High chakra. In addition, The head of a custom clan, generally the creator, reserves the right to screen applicants for the clan. However, the crew has final say in who is accepted. More often than not young members of the clan will have to find and receive teaching from the head or request a crew member to roleplay as an instructor.
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Posted: Wed Oct 06, 2010 5:57 pm
Ah..... I see..... *thinks about it* do you think it would be ok If my character was the clan head benefits? (Plans to be Enzeru branch head) I mean, well, I am the creator of the clan, and i know technically all about it.... *still unsure about the situation*
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Posted: Wed Oct 06, 2010 6:48 pm
keishi_rin Ah..... I see..... *thinks about it* do you think it would be ok If my character was the clan head benefits? (Plans to be Enzeru branch head) I mean, well, I am the creator of the clan, and i know technically all about it.... *still unsure about the situation* The clan head is the highest ranking member in the clan. Thus if someone was a Sanin and someone was a jounin, the sanin would be clan head. To become a clan head you have to be the highest ranking member (at least chunin). As sole creator of the clan you may reserve the right to be clan head, although should you reach it and be challenged for it, you do have the possibility of losing the status. This doesn't mean you'll be stripped of the bonuses it gives, just that you are no longer head.
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Posted: Wed Oct 06, 2010 6:59 pm
Pic:  (Mandatory) Name: The Aburame second stage: The three paths Description: When you see an aburame you automaticaly think beetles and stoic-ness right? Well after a certain point in their life and with the proper motivation, an aburame's insects go through permanent mutations that alter their behavior and patterns. Their are three major mutations, each with it's own different strengths and weaknesses, added onto the ones already present. NOTE that when you choose a path you are stuck with it forever. Depending on the path you may lose your jutsu to keep things fair, or you may not. Path 1 The Path to Poison The insects lose their ability to steal chakra. Instead they now have the ability to transmute minute ammounts of poisons. The poisons in small doses are useless and will be easily absorbed into the insects's prey. But in large quantities, say a group of more than seventy bugs, the poisin can become lethal. If you are continuously attacked by these insects, the effected area will become paralyzed until the poison is diffused by antibodies, or antidotes are given. The poison can only kill if a swarm of the insects were to attack you. Prolonged poison from smaller groups can cause nausea or dizzyness. Strengths:Poison, still have the stealth aspect. Weaknesses: You have much less bugs now, and the chakra siphon is gone now. Al previous weaknesses are present. Also you can't keep any of the jutsu you had before accept Bug wall, insect sphere, and Hive mind. You cannot learn them back either, you can only learn the jutsu provided for the jutsu, or maybe some customs. Ability:Gives immunnity to most poisons. These insects are undetectable in small groups, and give the host knowledge of poisons through toxins they create. They are capable of creating antidotes. Bloodline/Clan Jutsus:Kikaichu-poison Host C This jutsu turns the bugs permanently into the poison bugs and gives the user slight immunity to poisons. The poisons will be effective at high doses, but the insects will be able to absorb and emulate the poison's effects with some acceptions. ((Like Rokubi)) Kikaichu-poison Poison Mutation A THis jutsu allows you to form different poisons inside the kikaichu, with varying effects. The effects cannot be lethal, but can be paralytic or hallucigenic, or induce vomiting, nausea, or dizzyness. Whatever is chosen ((ONLY ONE)) will be highly potent, effective to the max in low doses. Path 2- The Army As the name suggests. This stage will effectively triple the already huge number of insects the host carries. These insects have the added effect of being capable of heavily mutating into other insects. Specifically, they can form into extremely long centipedes, which act like striking shadow snakes in that they shoot out with razor sharp legs. The second form is that of a swarm of moths. This will turn a group of kikaichu into a group of moths that will seek out hidden enemies much easier. The third is that of team of ten fist sized spiders that can create a web that is extremely sticky, but takes a full post to create. The fourth form makes the insects into Wasps that have a venom strong enough to set off all the pain receptors in any area they hit for a post. These mutations can be doled out rapidly, but take up a lot of chakra. Strengths: Triples the users insects, meaning you will run out of chakra before bugs always. The number is illogical to the host, but it was already that way wasn't it? This path allows you to keep all the jutsu you know for the clan and won't limit you to the ones you have. Weaknesses: Uses up chakra EXTREMELY FAST for the new techniques, and these insects are easier to kill with fire. The insects also begin to take over the user to a degree, causing him to have flawed out looks. This often leads to takers of this path going insane. Ability:See Description Bloodline/Clan Jutsus:Rapid Mutations A Any mutation you chosse, not counting those from the FEM guild wide custom will take up A rank chakra each time one is created. For example, creating a unit of moths, then two salamanders, and a group of spiders will equal the cost of using four A rank techniques.
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Posted: Wed Oct 06, 2010 8:21 pm
Six_Paths_God Six_Paths_God Pic:  (Mandatory) Name: The Aburame second stage: The three paths Description: When you see an aburame you automaticaly think beetles and stoicness right? Well after a certain point in there life and with the proper motivation, an aburame's insects go through permanent mutations that alter their behavior and patterns. Their are three major mutations, each with it's own different strengths and weaknesses, added onto the ones already present. NOTE that when you choose a path you are stuck with it forever. Depending on the path you may lose your jutsu to keep things fair, or you may not. Path 1 The Path to Poison The insects loe their ability to steal chakra. Instead they now have the ability to transmute minute ammounts of poisons. The poisons in small doses are useless and will be easily absorbed into the insects's prey. But in large quantities, say a group of more than seventy bugs, the posin can become lethal. If you are continuously attacked by these insects, the effected area will become paralyzed until the poison is diffused by antibodies, or antidotes are given. The poison can only kill if a swarm of the sinsects were to attack you. Prolonged poison from smaller groups can cause nausea or dizzyness. Strengths:Poison, still have the stealth aspect. Weaknesses: You have much less bugs now, and the chakra siphon is gone now. Al previous weaknesses are present. Also you can't keep any of the jutsu you had before accept Bug wall, insect sphere, and Hive mind. You cannot learn the back either, you can only learn the jutsu provided for them, or maybe some customs. Ability:Gives immunnity to most poisons. THeses insects are undetectable in small groups, and give the host knowledge of poisons through toxins they create. They are capable of creating antidotes. Bloodline/Clan Jutsus:Kikaichu-poison Host C This jutsu turns the bugs permanently into the poison bugs and gives the user slight immunity to poisons. The poisons will be effective at high doses, but the insects will be able to absorb and emulate the poison's effects with some acceptions. ((Like Rokubi)) Kikaichu-poison Poison Mutation A THis jutsu allows you to form different poisons inside the kikaichu, with varying effects. The effects cannot be lethal,but can be paralytic, but can be hallucigenic, or inducing vomiting, nausea, or dizzyness. Whatever is chosen ((ONLY ONE)) will be highly potent, effective to the max in low doses. Path 2- The Army As teh name suggests. This stage will effectively triple the already huge number of insects the host carries. These insects have the added effect of being capable of heavily mutating into other insects. Specifically, they can form into extremely long centipedes, which act like striking shadow snakes in that they shoot out with razor sharp legs. The second form is that of a swarm of moths. This will turn a group of kikaichu into a group of moths that will seek out hidden enemies much easier. THe thir is that of team of ten fist sized spiders that can create a web that is extremely sticky, but takes a full post to create. The fourth form makes the insects into Wasps that have a venmo strong enough to set off all the pain receptors in any area they hit for a post. These mutations can be doled out rapidly, but take up a lot of chakra. Strengths: Triples the users insects, meaning you will run out of chakra before bugs always. The number is illogical to the host, but it was already that way wasn't it? This path allows you to keep all the jutsu you know for the clan and won't limit you to the ones you have. Weaknesses: Uses up chakra EXTREMELY FAST for the new techniques, and these insects are easier to kill with fire. The insects also begin to take over the user to a degree, causing him to have flawed out looks. This often leads to takers of this path going insane. Ability:See Description Bloodline/Clan Jutsus:Rapid Mutations A ANy mutation you chosse, not counting those from the FEM guild wide custom will take up A rank chakra each time one is created. For example, creating a unit of moths, then two salamanders, and a group of spiders will equal the cost of using four A rank techniques. DONE! for now, I still will be adding four more paths, but for now and until the guild is opened, I'll just leave these two out in the open... I will ask that you fix the grammatical and spelling errors before I look over it.
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Posted: Thu Oct 07, 2010 6:29 pm
Six_Paths_God Pic:  (Mandatory) Name: The Aburame second stage: The three paths Description: When you see an aburame you automaticaly think beetles and stoic-ness right? Well after a certain point in their life and with the proper motivation, an aburame's insects go through permanent mutations that alter their behavior and patterns. Their are three major mutations, each with it's own different strengths and weaknesses, added onto the ones already present. NOTE that when you choose a path you are stuck with it forever. Depending on the path you may lose your jutsu to keep things fair, or you may not. Path 1 The Path to Poison The insects lose their ability to steal chakra. Instead they now have the ability to transmute minute ammounts of poisons. The poisons in small doses are useless and will be easily absorbed into the insects's prey. But in large quantities, say a group of more than seventy bugs, the poisin can become lethal. If you are continuously attacked by these insects, the effected area will become paralyzed until the poison is diffused by antibodies, or antidotes are given. The poison can only kill if a swarm of the insects were to attack you. Prolonged poison from smaller groups can cause nausea or dizzyness. Strengths:Poison, still have the stealth aspect. Weaknesses: You have much less bugs now, and the chakra siphon is gone now. Al previous weaknesses are present. Also you can't keep any of the jutsu you had before accept Bug wall, insect sphere, and Hive mind. You cannot learn them back either, you can only learn the jutsu provided for the jutsu, or maybe some customs. Ability:Gives immunnity to most poisons. These insects are undetectable in small groups, and give the host knowledge of poisons through toxins they create. They are capable of creating antidotes. Bloodline/Clan Jutsus:Kikaichu-poison Host C This jutsu turns the bugs permanently into the poison bugs and gives the user slight immunity to poisons. The poisons will be effective at high doses, but the insects will be able to absorb and emulate the poison's effects with some acceptions. ((Like Rokubi)) Kikaichu-poison Poison Mutation A THis jutsu allows you to form different poisons inside the kikaichu, with varying effects. The effects cannot be lethal, but can be paralytic or hallucigenic, or induce vomiting, nausea, or dizzyness. Whatever is chosen ((ONLY ONE)) will be highly potent, effective to the max in low doses. Path 2- The Army As the name suggests. This stage will effectively triple the already huge number of insects the host carries. These insects have the added effect of being capable of heavily mutating into other insects. Specifically, they can form into extremely long centipedes, which act like striking shadow snakes in that they shoot out with razor sharp legs. The second form is that of a swarm of moths. This will turn a group of kikaichu into a group of moths that will seek out hidden enemies much easier. The third is that of team of ten fist sized spiders that can create a web that is extremely sticky, but takes a full post to create. The fourth form makes the insects into Wasps that have a venom strong enough to set off all the pain receptors in any area they hit for a post. These mutations can be doled out rapidly, but take up a lot of chakra. Strengths: Triples the users insects, meaning you will run out of chakra before bugs always. The number is illogical to the host, but it was already that way wasn't it? This path allows you to keep all the jutsu you know for the clan and won't limit you to the ones you have. Weaknesses: Uses up chakra EXTREMELY FAST for the new techniques, and these insects are easier to kill with fire. The insects also begin to take over the user to a degree, causing him to have flawed out looks. This often leads to takers of this path going insane. Ability:See Description Bloodline/Clan Jutsus:Rapid Mutations A Any mutation you chosse, not counting those from the FEM guild wide custom will take up A rank chakra each time one is created. For example, creating a unit of moths, then two salamanders, and a group of spiders will equal the cost of using four A rank techniques.
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Posted: Fri Oct 08, 2010 6:44 pm
duckmasta keishi_rin Ah..... I see..... *thinks about it* do you think it would be ok If my character was the clan head benefits? (Plans to be Enzeru branch head) I mean, well, I am the creator of the clan, and i know technically all about it.... *still unsure about the situation* The clan head is the highest ranking member in the clan. Thus if someone was a Sanin and someone was a jounin, the sanin would be clan head. To become a clan head you have to be the highest ranking member (at least chunin). As sole creator of the clan you may reserve the right to be clan head, although should you reach it and be challenged for it, you do have the possibility of losing the status. This doesn't mean you'll be stripped of the bonuses it gives, just that you are no longer head. I understand the consequences. *nods*
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Posted: Mon Oct 11, 2010 5:28 pm
All credit goes to the cast and crew of YOCHI Sound Sight Otosan Clan Blind, Sensitive, Altering Clan/ Kekei Genkai Background -Otosan clan began within the City Hidden in Darkness, a byproduct of twisted experiments that occurred during the Great War. Due to their cities lack of light, many of the ninja who came from the city were blind and unable to fight the bright attacks of the ninja in the upper world. But there was one clan who seemed to have a unique ability to fight the takeover none the less. This clan had developed a bat like sonar within their senses, a pattern of vibration given off their bodies that gave them a pulsing sight and allowed them to identify objects. This clan won its respects during the war, remaining hidden under the mountains. But a few younger ninja have ventured beyond the city, bringing with them their unique bloodline.
Clan/ Kekkei Genkai Description - The Otosan clan is blind, however their bloodline is a doujutsu derived off of sonic vibrations given off by objects and humans. Otosani clan members can then use this to help them identify ninja, and navigate through areas. These frequencies are ultrasonic, undetectable to all but their clan due to their highly sensitive ears which then translate the frequencies into a “sight” derived of sound. It is used so they can navigate regions and identify others. This superb hearing, however, can also be a downfall, for loud noises such as explosions can be disorienting due to their disruption of the vibrations, and leave the Otosan sensory deprived. As they grow to learn to use the abilities of this sight, they can alter the pitches to leave others under various effects. With this understanding of wave frequencies, Otoninja can learn Raiton and Suuton jutsu in two less posts than other ninja. Rules & Requirements - ● Members of this clan MUST be naturally blind. ● As with all bloodlines, the clan’s jutsu are limited by rank. ● Members of this clan are extremely noise sensitive. As such, explosions of any type leave you without sight for the number of meters you can hear (see below) divided by ten. You can still hear, however, just not distinguish. ● You must have either Suuton, Raiton, or Fuuton elemental affinities. ● Altering frequencies requires the use of jutsu. ● Your hearing sensitivity increases as you gain rank allowing for greater range. Genin (20meters), Chuunin(30m), Jonin(40m), Ronin (50m) ANBU (60m), Kage (70m) ●You must submit a rp battle link to have this bloodline. Abilities - ● Members of this clan can identify people via their “aura”, the natural vibration they give off ● Due to their blindness, the Otosan clan is immune to genjutsu. ● Clan members may learn Raiton, Sound, and Suuton jutsu in two less posts than normal ninja. ● Utalizing high pitches, they can alter others frequencies to create adverse effects. This requires jutsu. ●Members of this clan can speak to others using their vibrations. Others of the clan will understand, normal ninja (unless included) will not.
Clan/ Kekei Genkai Jutsu -
● Sound Sight- Passive Ability This allows the members of the Otosan clan to detect the frequencies which allow them to see. They can detect things within a range as determined by the rank rules and guidelines. If an explosion occurs this ability is disrupted as by the guidelines. Genin ● Disorientation: D-ranked By using their chakra to manipulate an opponent’s frequency, they can cause their vision to waver. This is useful to avoid attacks and cause mild effects such as nausea and dizziness. Any opponents speed rank is cut by one rank. This jutsu lasts for 5 posts and cannot be used for 3 after it wears off. ●Sound Wave: D-ranked. The user of this jutsu claps their hands together to create a wave of sound. Like a wave of wind it can strike objects in the air and halt their progress. This jutsu also can be used to push opponents back 2m, but may not be used more than once every four posts. ● Echoing Steps: D-ranked The user can alter the frequencies of an area to conceal their own noise while echoing the sounds of an opponent’s movements. This allows them to move silently until they attack.
Genin/Chuunin ● Pitch of Hell: C-ranked This jutsu alters a frequency from ultrasonic to a high pitch squeak that can damage an opponents hearing temporarily (3 posts). This pitch can also be used against summons to negate physical attacks. ●Twenty-one gun salute: C-ranked This jutsu fires off seven balls of concentrated sound that are three meters across. They move much like wind jutsu and produce a low tone when fired. If an opponent is struck by one of these balls they can be thrown back several meters. ●Mimicry: C-ranked This jutsu alters a person’s frequency so that they take on the appearance and voice of another ninja. This disguise can be held up to 15 posts unless discovered.
Chuunin/Jonin ●Sound Wave- B ranked This jutsu creates a solid wave of sound that travels at medium speeds. This wall has the substance of earth and makes a middle tone C pitch when fired. It can be manipulated by the users chakra. ● Oto Shield: B-ranked This jutsu creates a shield made of sound around the user that can block all C-ranked and lower techniques. B-ranked techniques create an explosion. This shield can be maintained up to 4 posts. ●Slicing Current: B-ranked This jutsu creates a blast of slicing sound which covers an area of 3 meters wide and several hundred deep. This tunnels wind can cut flesh to ribbons, and slice through all defenses except doton. ●Sound Copy: B-ranked This jutsu creates a replica of the user that acts as a bushin. It can be independent of the user and acts like a shadow clone until destroyed. When its destroyed the clone bursts to create a wave which bursts ear drums if the opponent is close. ●Silent Fury- B-ranked This allows the user to move silently for up to 5 posts with an increased speed. During this brief period, if they manage to get in hand to hand combat range, they can alter an opponent’s frequency so that they are put into a genjutsu like state. By altering the pitch and frequency, they can control this world. This jutsu can be broken in the same way as genjutsu.
Jonin/ANBU ●Torture of the Body: A ranked A burst of sound that alters a persons pitches to cause a series of pains to shift through their nerves on contact, causing pain similar to being cut by alcohol dipped knives. ●Dog Whistle: A ranked Most commonly used against animal summons this creates a frequency that is painful for animals to hear, immobilizing them for two posts.
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