Ninjutsu:

Water Release: Howling Fang Technique
The user summons forth a avalanche of water wolves, down upon the unsuspecting enemy, The elevation of the attack directly affects the power.
Cp cost: 20; 10 per wolf :: 50;20 per wolf without water source
Damage: 10-20 per wolf and plus 2 to max for every 10 feet.
Requeriments: Kirigakure no Sato only. Chuunin or higher rank.
Training days: 7 to 15 days

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one.
Cp cost: 90
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20
Training: 4 stages
Stage I: Chakra Control DC 40 Raising water into a wall.
Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user.
Stage III: Chakra DC 21 {d20 + chk mod} Generating a strong current to block attacks.
Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities.
Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round).

Takigakure Ryu: Mizukiri no Yaiba (Takigakure Style: Watercutting Sword )
A secret jutsu of Takigakure that utilizes water to create a sword. The sword can be wielded in the normal fashion, allowing the ninja to cut and stab like a normal blade. This sword can also go through most fire jutsu.
Rank: C
Cp cost: For each blade created, 30 cp + 5 per turn.
Damage: Weapon damage
Reflex DC: n/a
Requirements: Takigakure, Water affinity, 28 Chakra Control, 30 Ninjutsu, 25 Concentration
Training: 3 stages
Stage 1: Ninjutsu DC: 35, Condensing water into a blade.
Stage 2: Chakra Control DC: 40, Sharpening the blade with solidified chakra.
Stage 3: Concentration DC: 35, Maintaining the blade's form during combat.
Special:
Creates the following weapon:


Quote:
Watercutting Sword
Takigakure's signature blade. Made of solidified water, its sharpness can be increased through delicate chakra control. Because of its nature, katon attacks can be weakened or completely nullified by blocking them with this blade.
Damage: 10 - 16 + str. mod + chk mod + 2 per 10 in ninjutsu skill
Range: Melee.
Special: For each blade wielded, reduce damage taken from Katon techniques by chk mod.
Dual Wield: Yes. -4 to attack roll. You can also chose not to use the Dual Wield bonus {attacking only with one sword} and win a +2 in your dodge bonus for the next turn.


Water Release: Water Snake Bite
A water snake is produced either from a source, or by the user themselves. The water snake has to actually deliver a bite to its foe in order for this to work. From the point of the bite… a frost spreads on the skin and quickly turns to ice. The limb or area of flesh is seriously incapacitated for quite some time. Attempted use of it can only cause further harm and, sometimes, irreparable damage to the affected area.
Rank: B
Cp cost: 120 + 5 for every 10m of snake size
Attack turns: 5
Damage: 100 - 120 + chk mod
Fort DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 30, Water Affinity
Training: 4 stages
Stage I: Chakra Control DC 40
Stage II: Ninjutsu DC 42
Stage III: Chakra Control DC 42
Stage IV: Ninjutsu DC 44
Special: Victim must roll a Fortitude save and compare it to this Ninjutsu DC to see if they get their limb frozen. Frostbite sets in after 3 turns of limb being frozen.

Water Bullet Jutsu
Type: D-Rank, Offensive, Long Range (10-15m)
Uses the water that is already on the battle field by molding chakra into the water can make small water bullets that can barely pierce skin and fire thim at the enemy.
Cp: 4 per bullet
Dmg: 10-12 + chakra mod per bullet
Requirments: Water Affinity, Water Source, Chakra Control +8
Training: 5 days
Special: Must be near a water source


Water Release: Pillar Corruption
Sends a large spinning pillar of water towards the opponent. Can only be performed when near a moderately large water source, and uses a large amount of chakra. It's a devastating jutsu that not only destroys the terrain, but will hone in on a chakra source. If the user is not careful, it can backfire and attack the user if the opponent manages to dodge it.
Rank: S
Cp cost: 500
Attack turns: 8
Damage: 550 - 800 + chk mod
Reflex DC: 20 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Source, Ninjutsu 60, Chakra Control 75, Water Affinity
Training: 6 stages
Stage I: Chakra Control DC 85
Stage II: Chakra DC 25 {d20 + chk mod}
Stage III: Ninjutsu DC 70 Turning the chakra and the electricity in the air in an electric tornado.
Stage IV: Chakra Control DC 87
Stage V: Ninjutsu DC 72
Stage VI: Ninjutsu DC 75
Special: Must be near Water Source. Roll 1 d20. If it lands on 1, the jutsu backfires and user must make own Reflex DC.

Bubble Blast
Type: D-Rank, Offensive, Short-Longe Range (0-30m)
This justu takes a small amount of water to use. The user creates a bubble in their hands. The bubble will then grow two sizes larger before bursting into a stream of bubbles that burst on impact. When the bubbles break, a mist lingers out, allowing the user to escape.
CP: 20 + 2 per turn
Damage: none
Requirements: Water Affinity
Training: 4 days
Special: Knocks opponent out. Fort Save vs Chakra

Water Whip Jutsu
Type: E-Rank, Offensive/Defensive, Long Range (15-45m)
This jutsu makes a whip out of water that can be used to put out fire or block thrown weapons. Most use it as a childs way of playing tag.
CP: 3 cp per turn
Damage: 1-2+2 per 10 points in Ninjutsu Skill
Requirements: Water source, Water Affinity
Training: Taught at Takigakure academy.

Mizukuri no Yaiba (Sword of Draining)
A Ninjutsu technique that utilizes water to create a sword. The sword can be wielded in the normal fashion, allowing the ninja to cut and stab like a normal blade. There is no need for a hilt, because the user's arm is consumed by the water, elongating their arm into the blade itself. While the water wears like a glove, the blade on the end of the hand is four feet long in addition to the length of the user's arm.
Rank: S
Cp cost: 300 to activate and wield sword. 50 per turn afterwards to maintain.
Damage: Weapon damage.
Requirements: Takigakure, Water affinity, 60 Chakra Control, 60 Ninjutsu, 50 Concentration
Training: 6 stages
Stage 1: Ninjutsu DC: 70, Condensing water into a blade.
Stage 2: Chakra Control DC: 70, Sharpening the blade with solidified chakra.
Stage 3: Concentration DC: 60, Maintaining the blade's form during combat.
Stage 4: Chakra Control DC: 72, Maintaining a chakra void within the blade.
Stage 5: Ninjutsu DC: 72, Draining chakra through contact.
Stage 6: Concentration DC: 62, Maintaining the void and drain during combat.
Special:
Creates the following weapon:

Quote:
Sword of Draining
"The Takikage's blade". Made of solidified water, it is also a chakra draining weapon that depletes his victim's chakra supplies significantly after each hit. Because of its nature, katon attacks can be weakened or completely nullified by blocking them with this blade.
Damage: 50 - 80 + str. mod + chk mod + 2 per 10 in ninjutsu skill.
Range: Melee.
Special: Each succesful hit drains [chk mod] cp from the victim's chakra. Reduce damage taken from Katon techniques by [chk mod].
Dual Wield: No.


Genjutsu:
Demonic Illusion: Roaring River Jutsu
Water comes crashing through trees, buildings, rocks, and through people like a river that comes and sweeps the opponent away. The opponent will feel the illusion of being sweeped away by a raging river. Those that are foolish enough to stand their ground, and haven't dispelled the Genjutsu, have their mind take over as if they are being swept away in the torrent.
Rank: B
Cp cost: 80 + 20 per turn after
Attack turns: 4
Damage: 100 - 180 + int mod Mhp initial strike, then 45 Mhp per turn afterwards untill the jutsu is dispelled.
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 35, Chakra Control 35.
Training: 4 stages.
Special: If Genjutsu DC is more than 10 points over the target's Will Save check, the target is put in a state of Panic.

Demonic Illusion: Water's Glass
The victim is encased in a small bubble, one that is just big enough for them to be able to stand, but be unable to really move around. Slowly, water leaks inside from the top, even though there is no way out. As the bubble fills with water, the victim would usually panic, knowing that they could very well drown in this water tomb.
Rank: A
Cp cost: 80 cp + 10 per turn after
Attack turns: 5
Damage: 100 - 120 MHp intial strike, 55 Mhp per turn afterwards untill the jutsu is dispelled.
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 40, Chakra Control 42.
Training: 5 stages.
Special: If the jutsu is not dispelled within four turns the victim receives a -5 penalty to all saving throws. If Genjutsu DC is more than 10 points over the target's initial Will Save check, the target is put in a state of Panic.
Cascading Crush- A simple Genjutsu technique that comes from the air. This technique summons a vast waterfall that rains down upon the victim. The "weight" from the water, will usually cause the victim to fall to the ground and be pinned there untill the illusion is broken.
Rank: C rank
CP: 40 + 5 per turn
Damage: 40 Mhp + 2 per turn kept up
Requirements: Genjutsu 20+, Chakra Control 25+
Will Save: 5 + 2 per 5 in Genjutsu + half user level

Water Droplet jutsu- This is also a simple Genjutsu. It's purpose is to distract the opponent so you can get away. It starts by making it rain wherever the caster is, and the rain soon becomes acid rain. It's easy to escape if you knew the weather beforehand.
Rank: D rank
CP: 20 + 5 per turn
Damage: 15 Mhp + 2 per turn kept up
Requirements: Genjutsu 10+, Chakra Control 20+
Will Save: 5 + 2 per 5 in Genjutsu

Rain Cloud Jutsu- This justu should be used in correspondance with the Water Droplet Jutsu. It makes it so thunder and lightning can be heard as a black cloud rolls in. If the user is smart, they would have cast this jutsu first, followed by the Water Droplet Jutsu
Rank: E rank
CP: 10 + 5 per turn
Damage: 10 Mhp + 2 per turn kept up
Requirements: Genjutsu 5+, Chakra Control 15+
Will Save: 5 + 2 per 5 in Genjutsu

Chakra Supression- This Genjutsu effects the opponents mind specifically. By locking eyes after the jutsu has been used, the opponent will believe that their chakra is gone and can no longer use any jutsu. This is mainly to confuse the opponent so the user can get in an attack.
Rank: B-Rank
CP: 40
Damage: None
Requirements: Genjutsu 30+
Will Save: 10 + Charisma Mod


Taijutsu:
Takigakure Shinobi are unique when it comes to Taijutsu. They have the perfect balance of offense and defence. The combination of Hapkido and Dragon styles of martial arts make up for Takigakure's Unique Fighting Style. With the quick defensive moves of Hapkido, and the strong offensive moves of Dragon style, make for a powerfull combination.

The abilities of such Taijutsu, give a means to The Water Spiketail techniques. Similar to the Lotsu styles of the Hidden Leaf Village, the Water Spiketail techniques involve the waiting for the opponent to take the first step. Anyone with the Spiketail Techniques, will almost never make the first move, but always end up finishing off the opponent with a flurry of punches and kicks.

Rain Drops
Type: D-rank, Offensive, Short range (0-5m)
Using quickness and agility, the user performs a spinning kick to sweep the opponent off their feet.
Damage: Taijutsu damage.
Requeriments: Takigakure Taijutsu style.
Training days: 10 days.
Special: "With this technique you can hit all enemies around you in melee."


Waterfall Strike
Type: C-rank, Offensive, Short range (0-5m)
This jutsu involves a powerful leap forward followed by a spinning kick with both legs in succession, the second kick being aimed lower in case the intended target ducks the first.
Damage: double taijutsu damage per kick.
Requeriments: Takigakure Taijutsu, Taijutsu 30 ranks.
Training days: 10 days.

Raining Falls
Type: B-rank, Offensive, Short range (0-5m)
Using quickness and agility, the user will do a swift upwards kick at their opponent or at a weapon the opponent is wielding.
Damage: Normal Taijutsu
Requeriments: Taijutsu 50 Ranks.
Training days: 6 days.
Special: Opponent may be disarmed.


Torrential Strike
Type: B-rank, Offensive, Short range (0-5m)
A flurry of strong strikes from both fists attacking the upper body.
Damage: Taijutsu damage
Requeriments: Taijutsu 12 Ranks.
Training days: 10 days
This technique reduce oponent Dodge bonus - 10.


Splashing Sweep
Name: Type: D-rank, Offensive, Short range (0-5m)
This jutsu is a set-up attack for a stronger jutsu. It consists of a simple, but very fast, duck followed by a powerful upper cut, which sends the opponent flying.
Damage: Taijutsu damage
Requeriments: Taijutsu 10 Ranks.
Training days: 10 days
This technique reduce oponent Dodge bonus - 5.

Otter Smash
This technique is followed after the Splashing Sweep. The user, using the strength in their legs, will jump up into the air up above the opponent. Before the opponent has a chance to recover, the user will flip forward, kicking the opponent with both feet.
Damage: Double taijutsu damage.
Requeriments: Jump 10 ranks. Taijutsu 20 ranks.
Training days: 15 days.