Name: Earth Release: Subterranean Voyage (Doton: Dochū Senkō - 土遁・土中潜航)
Canon/Custom: Canon
Rank: C
Type: Supplementary
Element: Doton
Range: Mid (5-15m)
Specialty: Ninjutsu
Duration: -15 chakra per Post || Maximum of 6 Posts
Cooldown: Duration + 4
Description: A technique that transforms the earth surrounding the user into a fluid, allowing them to close in on the enemy with high speed by swimming underground. Since being under the ground is a blind spot, the target has no warning; allowing the user to launch a surprise attack. By using this technique in conjunction with a weapon, it also gains great effect as an "assault ninjutsu".
Name: Earth Release: Burrowing Like a Worm (Doton: Wāmu no Yō ni Anawohoru - 土遁•ワームのように穴を掘る)
Canon/Custom: Custom
Rank: C
Type: Supplementary, Defensive
Element: Doton
Range: 25 meters
Specialty: Ninjutsu
Duration: 5 posts
Cooldown: 6 posts
Description: Burrowing Like a Worm is an Earth Release ninjutsu where the users digs deep into the ground and makes a maze of tunnels that interconnect and lead to dead ends in a short amount of time, like a worm. It is very handy for escaping captivity and when used in battle, the user can lure the opponent(s) into the undergound maze and can lead them into traps, have them wandering around lost or leave them for dead by sealing off entrance and exit points that are above ground.
Name: Earth Release: Spider Trap Technique (Doton: Kumowana no Jutsu - 土遁•蜘罠の術)
Canon/Custom: Custom
Rank: C-rank
Type: Offensive
Element: Doton
Range: 5 meters
Specialty: Ninjutsu
Duration: 1 post required to set up || Passive
Cooldown: 3 posts
Description: An Earth Release jutsu where the user digs a large hole in the ground where there are sharp stalagtites at the bottom. The user hides beneath a thick layer of dirt and waits for the opponent to near them then they erupt from under the dirt and drag the victim into the hole and throw them into the stalagtites where they become impaled.
b]Name:[/b] Water Release: Carp Rapid-Fire Gun (Suiton: Koi Sokushahou - 水遁: 恋の速射砲)
Canon/Custom: Custom
Rank: D
Type: Offensive
Element: Suiton
Range: 15 meters
Specialty: Ninjutsu
Duration: 1 post
Cooldown: 4 posts
Description: A simple jutsu that causes a person to gradually produce water in their mouth that can be spit out at an opponent. It can hit with enough force to stun your opponent if it is done properly. The user can create up to 6 bullets using this jutsu.
Name: Water Release: Rain Storm (Suiton: Ame Boufuu - 水解放: 雨嵐)
Canon/Custom: Custom
Rank: C-rank
Type: Offensive
Element: Suiton
Range: 20 meters
Specialty: Ninjutsu
Duration: 1 post
Cooldown: 4 posts
Description: This jutsu is basically a water counterpart to Fire Release: Phoenix Flower Jutsu. It sends multiple balls of water at the opponent, and can hide shuriken inside for a secondary surprise attack.
Name: Water Release: Starfish Armor (Suiton: Hitode no Yoroi - ヒトデの装甲)
Canon/Custom: Custom
Rank: C
Type: Defensive
Element: Suiton
Range: Self
Specialty: Ninjutsu
Duration: -5 chakra per post
Cooldown: Duration + 3
Description: This technique uses Shape Transformation to transform and then condense water into the shape of a starfish before directing it to cover their back. With each of the five points covering the body, the user is granted protection from attacks coming from behind them. While this technique can protect against Fire Release Ninjutsu and most lower-ranked Wind Release Ninjutsu, it is weak against Earth Release and Lightning Release. In the case of Lightning Release techniques, this technique will actually amplify it.
Name: Water Release: Turtle Shield Technique (Suiton: Kame no Tate no Jutsu - 水遁・亀の盾の術)
Canon/Custom: Custom
Rank: C
Type: Defensive
Element: Suiton
Range: Melee
Specialty: Ninjutsu
Duration: -10 chakra per post
Cooldown: Duration + 3
Description: The user focuses water chakra into the ground in front of them, causing a large water body with the shape of a turtle shield to appear and encase the user. The turtle shield will protect the user from all non-Raiton D-rank jutsu, as well as a maximum of 3 non-raiton enhanced C-rank jutsu.
Name: Water Release: Wall Wall Technique (Suiton: Suijinheki - 水遁・水陣壁)
Canon/Custom: Canon
Rank: B
Type: Defensive
Element: Suiton
Range: 5 meters
Specialty: Ninjutsu
Duration: -20 chakra per post
Cooldown: Duration + 5
Description: 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 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. Furthermore, because the field of vision is maintained even while defending one can easily go on to the next move, which is a great advantage. The wall can also be formed from a pre-existing water source.
Name: Water Release: Fury of the Dolphins (Suiton: Iruka no Gekido - 水遁・海豚の激怒)
Canon/Custom: Custom
Rank: B
Type: Offensive
Element: Suiton
Range: 40 meters
Specialty: Ninjutsu
Duration: 1 post
Cooldown: 5 posts
Description: A jutsu to similiar to that of Water Release: Water Shark Missile Technique. This technique is used to shape the water, about the same size as an adult male. After forming the dolphin the user will then launch it towards the enemy, the dolphin moves at a pace similar to that of a running Special Jounin but is known to leap in the air out of the waters used to form it as if it were a real dolphin.
Name: Hundred Year Water Prison (Hyaku Nenkan Gokusou - 陌年獄窓)
Canon/Custom: Custom
Rank: A
Type: Supplementary
Element: Suiton
Range: 20 meters
Specialty: Ninjutsu
Duration: 1 post set up, -30 chakra per post
Cooldown: Duration + 8
Description: The user must charge chakra for 1 post, hand held up with their palm facing the target. At the start of the second post, six huge pillars of water erupt from the ground near the opponent, and move towards him, catching and immobilizing him between them. By doubling the chakra cost, the user can trap chakra beasts up to S-rank for a maximum of 3 posts.
Name: Water Release: World of Water (Suiton: Mizu no Sekai - 水遁・水の世界
Canon/Custom: Custom
Rank: A
Type: Supplementary, Defensive
Element: Suiton
Range: 60 meters
Specialty: Ninjutsu
Duration: -50 chakra per post
Cooldown: Duration + 10
Description: This jutsu is used to trap a victim inside a large virtually inescapable sphere of water that is many times larger than the original Water Prison Technique, capable of imprisoning many opponents at once. The user forms water clones around the area they wish to encompase, the number of clones is dependent on the size of the area that the user wishes to trap within the jutsu. When the clones have been formed each clone performs the neccessary hand seals and thrusts both palms toward the area, forming the trap between the surrounded area. This jutsu requires a sufficient amount of water, which can be provided by expelling it from one's mouth or taking water from the air around the user. The user may or may not participate in the forming of the jutsu, allowing the user to launch an added offensive once the opponents are trapped within. Once trapped the target is unable to move due to the increased heaviness and sheer volume of the water. The only downside of this technique is that each clone must keep both hands within the sphere at all times in order for the targets to remain imprisoned, rendering the clones useless outside of the forming of this jutsu.
Name: Water Release: Salamander Technique (Suiton: Hitokage no Jutsu - 水遁・火蜥蜴の術)
Canon/Custom: Custom
Rank: A
Type: Supplementary
Element: Suiton
Range: Self
Specialty: Ninjutsu
Duration: -25 chakra per post
Cooldown: Duration + 5
Description: Similar in form and function to the Hydrification Technique belonging to the Hōzuki clan, this technique involves hydrating the users body with a film coating of water, much akin to the watery, moist skin of actual salamanders. Unlike the Hydrification Technique, the user's body is not liquefied, instead only benefiting from a thin covering of water - an outside "shell". The coating of water itself is not very defensive or protective, being fairly thin. However, defense is not the aim of the technique - supplementing a user's jutsu is. By coating the body with water, a user has access to a very personal source of water to amplify or draw on for other Water Release techniques. However, this technique is not without drawbacks. It is costly in chakra to create and then sustain; as long as the water coats the user's body, it constantly draws upon their chakra source. Left unchecked, the technique will eat through a user's chakra reserves fairly quickly. In addition, the technique offers extremely minimal protection to the user and many techniques can shred through the coating with ease.
Name: Lightning Release: Yata Wall ( Raiton: Yata Heki) - 雷遁・八咫壁)
Canon/Custom: Custom
Rank: B
Type: Defensive
Element: Raiton
Range: Melee
Specialty: Ninjutsu
Duration: -10 chakra per post
Cooldown: Duration + 3
Description: The user slams there palm on the ground, summoning a giant wall with a red ruby in the centre. The wall absorbs attack and shoots them back at the opponent with an added kick of electricity. The wall is able to absorb and redirect jutsu up to B-rank. The wall will break after 10 D-Rank, 5 C-rank, or 2 B-rank Jutsu before breaking.
Name: Lightning Release: Four Pillar Bind (Raiton: Shichū Shibari - 雷遁・四柱しばり)
Canon/Custom: Custom
Rank: B
Type: Offensive, Supplementary
Element: Raiton
Range: 20 meters
Specialty: Ninjutsu
Duration: -15 chakra per post
Cooldown: Duration + 4
Description: Four giant rock pillars are summoned around the enemy, then shoot bolts of lightning, immobilising the target and dealing moderate Raiton damage to them. Burns will begin to appear on the target after 3 posts of containment, with the intensity of the damage growing with each post after that, maxing out at lethal 4th degree burns and Raiton damage after 12 posts. The initial burn sets in at 3 posts, with each additional degree of burn taking 3 posts to set up. (1st degree 3 post, 2nd degree 6 posts, 3rd degree 9 posts, 4th degree 12 posts)
Name: Bomb Field Barrage (Bakudan Kyouchi Renda - 爆弾境地連打)
Canon/Custom: Custom
Rank: D
Type: Offensive
Element: /
Range: 20 meters
Specialty: Ninjutsu
Duration: 1 post set up, 1 post trigger
Cooldown: /
Description: By setting explosive tags underneath the ground, the can create a mine field that will detonate on their command. The explosions are concentrated slightly by the ground they are entombed in, which raises the damage of a direct impact to deep bruising, and the possibility of cracking small bones such as fingers and toes.
Name: Ear Shattering Bells Technique (Mimi Tatakikowasu Kane no Jutsu -耳叩き壊す鐘の術)
Canon/Custom: Custom
Rank: C
Type: Offensive, Supplementary
Element: /
Range: 10 meters
Specialty: Ninjutsu
Duration: 1 post set up, -10 chaka per post
Cooldown: Duration + 4
Description: The user sets up lines around the foe. These lines have bells attached to them. By running chakra into the lines, the bells ring in such a way that the soundwaves move inward rather than all around. This high concentration of sound stuns the user for the duration of the jutsu. The user is additionally deafened for 2 posts after the jutsu ends. Ninja 2 ranks or more above the user are immune to this effect.
Name: Barrier Method Formation (Kekkai Hōjin - 結界法陣)
Canon/Custom: Canon
Rank: B
Type: Offensive
Element: /
Range: Maximum of 15 meters
Specialty: Ninjutsu
Duration: Until Tags Detonate
Cooldown: 10 Posts || Twice Per Thread
Description: An array of four explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will detonate when the intruder reaches the centre, killing the imprisoned target.
Name: Barrier: Canopy Method Formation (Kekkai: Tengai Hōjin - 結界・天蓋法陣)
Canon/Custom: Canon
Rank: B
Type: Supplementary
Element: /
Range: 10 meters
Specialty: Ninjutsu
Duration: -20 chakra per post
Cooldown: Duration + 5
Description: This technique creates a spherical detection barrier with the user at the centre. At the user's command, the detection barrier can expand, grasping everything in the room. The user is able to detect anything that moves inside the barrier space with their own "sense". The user may also move, the barrier will follow them as they move.
--- In Training ---
Name: Fennec Summon: Khine and Khinoe
Canon/Custom: Custom
Rank: D
Type: Supplementary, Offensive
Element: Doton
Range: 60 meters
Specialty: Summoning (Fennec Fox)
Duration: Until Dismissed or Destroyed
Cooldown: 3 posts
Description: Twin foxes roughly 2 years of age, Khine (male) and Khinoe (female), while not the most powerful summon of the contract; are extremely useful for diversionary tactics. Speedy and agile, they dart and weave around enimies in a hypnotic pattern that causes the target to lose focus and pause; giving an opening for another fox or a combatant to attack. The twins are able to use Doton chakra to an extent; able to dig through the ground beneath the target's feet and turning it into a quicksand pit 4 feet by 4 feet by 6 feet deep; able to bury the target in 2 posts if they are unable to escape.
Name: Fennec Summon: Rasmus
Canon/Custom: Custom
Rank: A
Type: Supplementary, Offensive
Element: Suiton || Doton
Range: 120 meters
Specialty: Summoning (Fennec Fox)
Duration: Until Dismissed or destroyed
Cooldown: Duration + 3
Description: Rasmus is an elder fox and extremely powerful in that regard. Wise in years and very well trained in offensive tactics; he is not a fox you want to see summoned to the battlefield. Able to fire highly pressurized bullets and streams of water seemingly endlessly; his bite is able to crush bone and he runs like the wind; with speed equal to a ninja of the same rank. His large paws and long claws let him deliver nasty gashes, roughly 3 inches deep and able to cut into, if not through smaller, bones.
Name: Water Prison Jutsu (Suirō no Jutsu - 水牢の術)
Canon/Custom: Canon
Rank: C
Type: Supplementary, Defensive
Element: Suiton
Range: Touch
Specialty: Ninjutsu
Duration: -10 chakra per post
Cooldown: Duration + 3
Description: This technique is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. If used defensively, the prison can deflect up to 3 jutsu of lower rank before breaking. Any jutsu of equal or higher rank will instantly disperse the water. Any Raiton or electrified attacks would do damage equal to one rank higher then normal because of the excellent conductive nature of water itself, and the users wet skin. Of course this means the user himself would be shocked as well, and take damage equal to the rank of the jutsu itself. Because of the heavy nature of the water; the user's reflexes (dodge and movement speed) are reduced by 1 rank for the duration of the jutsu.
Name: Doton: Doryu Taiga [Earth Release: Earth Flow River]
Canon/Custom: Canon
Rank: D
Type: Offensive/Supplementary
Element: Doton
Range: Short (0-5m)
Speciality: Ninjutsu
Duration: Instant, mud lasts two turns.
Cooldown: Three turns
Hand Seals: Tiger
Description: The user forms the related hand seal, turning the ground beneath the target's feet into a massive river of mud that throws them off balance and drags them away from the user. This costs 10 chakra.
Name: Ninja Art: Solar Flare
Canon/Custom: Custom
Rank: D
Type: Supplementary
Element: /
Range: Short(0-5m), Mid(5-15m)
Specialty: Ninjutsu
Duration: /
Cooldown: 3 posts
Description: This jutsu requires no hand signs; instead the user raises their hands so that fingers are spread wide and the palm is flattened and facing inward, the tips of the middle and ring fingers touching the user's temple and face. The user then channels a burst of chakra to the hands, releasing it instantaneously as a blinding flash of light. The flash is bright enough to stun for 1 post and blind for 2 more post anyone standing within a fan shaped radius of 10 meters in front of the user.
Name: Water Release: Great Waterfall Technique
Canon/Custom: Canon
Rank: A
Type: Offensive
Element: Water
Range: Mid (5-15m), Long (15m+)
Specialty: Ninjutsu
Duration: 2 posts (1 post charge up, 1 post effect)
Cooldown: 15 posts, twice per thread.
Description: This technique extends water over a large scale, surges and rises up to several dozen metres high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilization is reminiscent of no less than the aftermath of a natural disaster. It is very possible for this jutsu to be lethal, whether through drowning the enemy, the debris swirling in the water with them, or the sheer force of the water crashing upon them. If the victim is lucky enough to survive the initial attack, they can expect everything from internal bruising to broken bones, as well as a moderate to severe concussion if the water impacts the head. The sheer size of this jutsu makes it extremely difficult to escape; as they would be caught in the wave of destruction even if they manage to avoid the initial impact of the crashing wave.
- Spoiler:
No freebies left.