Name: Body Flicker
Rank: E
Element: N/A
Type: Ninjutsu (Handseals)
Range: 60 Feet
Description: The Body Flicker Technique is a high-speed movement technique, allowing a ninja to move short to long distances at an almost untraceable speed. To an observer, it appears as if the user has teleported. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds. The amount of chakra required depends on the overall distance and elevation between the user and the intended destination. Shisui Uchiha was feared as "Shisui of the Body Flicker" (瞬身のシスイ, Shunshin no Shisui), likely referring to this technique.
Name: Bunshin No Jutsu
Canon/Custom: Canon
Rank: E
Element: None
Type: Ninjutsu
Range:
Description: Hand Seals; Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance and thus this clone can do absolutely no damage at all in any way. The copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent. As soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse. The number of clones able to be produced is determined by the user's rank as follows. D Rank; 2 Clones. C Rank; 3 Clones. B Rank; 4 Clones. A Rank; 5 Clones. S/SS Rank; 6 Clones. 4 round cool down.
Name: Kawarimi no Jutsu No Jutsu
Canon/Custom: Canon
Rank: E
Element: None
Type: Ninjutsu
Range: 50 feet
Description: One round charge up rather than hand seals; Kawarimi no Jutsu is a basic Ninjutsu technique. When in danger the ninja will quickly substitute themself with another nearby object, this object must be something like a log or stone roughly the same size as the user. The size doesn't have to be exactly the same as the user but what this means is a person can't replace themselves with a leaf or a twig, nor could they replace themselves with a giant boulder, if questions arise over uses of this technique contact an admin but any decision they make is final. In addition this can not be another person unless that person is willing. This allows the ninja to quickly flee and hide while the original object takes the brunt of their opponents attack. These objects or other people must be within 50 feet of the user when the technique is performed. There is a 5 round cool down between uses of this technique and it can only be used a maximum of 3 times per topic.
Name: Transformation Technique
Canon/Custom: Canon
Rank: E
Type: General, Misdirective, Supplementary
Element: N/A
Range: SELF
Specialty: Ninjutsu
Duration: 8 posts unless dispersed.
Cooldown: 2 posts.
Description: Given all the missions ninja are assigned to - battle, intelligence gathering, diversions - this is a priceless ninjutsu. It is typically used to change into people other than oneself, but one also has the ability to change into animals, plants, and even inanimate objects like weapons. This gives this technique an abundance of uses. The transformation of a skilled shinobi will be exactly like the genuine article, so it will be impossible to tell the two apart. On the other hand, a transformation performed by an inexperienced person will have obvious discrepancies. It will be impossible to deceive anyone with it. This is one of the most basic ninjutsu, as such most shinobi know how to perform it.
The transformation technique is considered to be among the more difficult E-ranked techniques, since it requires constant emission of chakra while mentally maintaining the form. On top of that, the user would be, most likely, interacting with the environment. This puts mental strain on an inexperienced ninja. Thus the best way to determine if it is indeed a transformation is to cause this strain upon the user; though this is of course not always successful.
Name: Hidden Mist Jutsu
Rank: D
Element: Water
Type: Ninjutsu (Handseals)
Range: Long (30 meters high X 50 meters long)
Description: Allowing the water to be drawn out of the air by merging the hydrogen particles and the Oxygen particles the user creates a large mist around the area that is unsee-able for up to five feet in front of you though the hearing is not disoriented the eyesight is. Requires one post to charge, lasts five posts, and then seven posts to cool down on. This jutsu can be used up to five times a topic.
Name: Haze Clone Technique
Canon/Custom: Canon
Rank: D
Type: Defensive, Misdirection, Supplementary
Element: N/A
Range: Twenty foot radius before control dropoff.
Specialty: Ninjutsu
Duration: 3 posts unless dispersed.
Cooldown: 4 posts.
Description: At first glance it seems like a regular Clone Technique, but the haze clone uses a cunning trap to lure out the enemy. Using this technique together with the Earth Release: Underground Projection Fish Technique, or the Hidden Mist Technique, the enemy is led to believe that the real body is among the clones. As the haze clones are not physically real, the attack will just pass through them. While attention is drawn to the clones, the real body attacks from the blind spot. During the illusion and resulting chaos, the enemy, who may be caught up in the technique, has a chance to be defeated easier. The rank of this technique determines how many clone-like illusions can be formed. D-Rank: 3 Clones. C-Rank: 4 Clones. B-Rank: 5 Clones. A-Rank: 6 Clones. S-Rank: 7 clones.
Name: Lightning Release: Electromagnetic Murder
Canon/Custom: Canon
Rank: C
Type: Offensive
Element: Lightning Release
Range: Thirty feet. Sixty feet with water.
Specialty: Ninjutsu
Duration: Immediate activation.
Cooldown: 2 posts.
Description: This technique allows the user to create a wave of electricity from their hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock, though this is known to be a heightened variation of the technique. It is ideal to use in conjunction with a water technique due to its highly conductive feature of electricity, and can cause harsh burns and temporary movement hindrance when affected. Second degree burns are present when used in conjugation with water, first degree burns when used solely. This slowing effect lasts for 2 posts.
Speed Affect:
- Academy Student: 60% Slower with Water. 30% slower without.
- Genin: 50% slower with water. 25% slower without.
- Chunin: 40% slower with water. 20% slower without.
- Special Jounin: 35% slower with water. 15% slower without.
- Jounin: 30% slower with water. 10% slower without.
- Seinin: 20% slower with water. 5% slower without.
- Kage: 10% slower with water. No affect without.
Name: Water Release: Water Encampment Wall
Canon/Custom: Canon
Rank: B
Type: Offensive, Defensive, Supplementary
Element: Water Release
Range: Immediate fifty foot radius in a 180 degree field of vision. 30 feet high (upwards).
Specialty: Ninjutsu
Duration: Initial activation post. Water remains until otherwise used or evaporated.
Cooldown: 3 posts.
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 defence 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 skilful 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. Shinobi at a rank of Special Jounin or higher can produce a sturdy and virtually impenetrable wall of water.
Wall Strength Properties
- Academy Student: Cannot break through it physically. Can be negated if handsigns are interrupted during timeframe.
- Genin: Cannot break through it physically. Can be negated if handsigns are interrupted during timeframe.
- Chunin: May break through it physically, can be broken through with technique of equal or higher rank. (Fire = Useless). Can be negated if handsigns are interrupted during timeframe.
- Special Jounin: May break through it physically, can be broken through with technique of equal or higher rank. (Fire = Useless). Can be negated if handsigns are interrupted during timeframe.
- Jounin: May break through it physically, can be broken through with technique of equal or higher rank. (A-Rank and above Fire Techniques can cause evaporation depending on size). Can be negated if handsigns are interrupted during timeframe.
- Seinin: Can break through it physically, can be broken through with technique of equal or higher rank. (B-Rank and above Fire Techniques can cause evaporation depending on size). Can be negated if handsigns are interrupted during timeframe.
- Kage: Can break through it physically, can be broken through with technique of equal or higher rank. (C-Rank and above Fire Techniques can cause evaporation depending on size). Can be negated if handsigns are interrupted during timeframe.