Unofficial
Mid Range
Using Roy bio
Wind Sword in hand
Grassy field on a cloudy day, or you can pick terrain if you have something more interesting. Water source being available also up to you.
Standing before his opponent, Roy holds the God of Wind in his right hand, prepared to use it in battle for the first time. He focused his chakra into the clouds, and with a single downward swing of the sword the darkened clouds would release a cutting tornado which comes down on top of his opponent.
Rank: A
Type:Attack
Range:Short-Mid
Chakra Cost:30
Damage Points:60 +15
Description: The user sends wind into the sky to darken the clouds and make the environment stormy. These clouds will create a cutting tornado that comes down as a F-5 tornado with slicing wind.
EDIT: Sorry Tybone and Priest, I replied to Yash before I saw your posts so I'm going to stick with him for now.
Standing before his opponent, Roy holds the God of Wind in his right hand, prepared to use it in battle for the first time. He focused his chakra into the clouds, and with a single downward swing of the sword the darkened clouds would release a cutting tornado which comes down on top of his opponent.
Rank: A
Type:Attack
Range:Short-Mid
Chakra Cost:30
Damage Points:60 +15
Description: The user sends wind into the sky to darken the clouds and make the environment stormy. These clouds will create a cutting tornado that comes down as a F-5 tornado with slicing wind.
EDIT: Sorry Tybone and Priest, I replied to Yash before I saw your posts so I'm going to stick with him for now.
Watching as his opponent would swing his sword downward, slashing through the air. Jack wondered for but a fleeting moment, however, he then heard the screeching sound of the wind approaching furiously from the sky. By performing two quick hand seals and clapping his hands together, Jack forms a cylindrical feature made of ice between his hands. He then releases a pulse of ice chakra through the cylinder, releasing a large amount of razor sharp ice shards that blasts outward and forward. By arcing his back slightly he at first directs the blizzard toward the oncoming wind as to neutralize it before directing what's left of it towards his opponent as he returns to his previous posture.
Rank: S
Range: Short - Mid
Type: Offensive
Chakra: 40
Damage: 80
Description: The user first performs 2 hand seals before clapping their hands together, as their hands separate after the clap they form a cylindrical shape of ice between their hands about half a meter in diameter, the user then releases a pulse of their ice chakra through the cylinder and manipulates it to take on the form of multiple shards of blade ice that bursts out of the cylinder and spreads outward and forward forming like a large wall of small sharp shards of black ice that covers a wide range before the user, similar in scale to that of Great Fire Majestic Annihilation.
Note - Can only be used 2 times per battle.
- No ice techniques can be used in the same turn as this technique.
- No ice techniques above A Rank in the following turn.
- Can only be taught by Yashiro.
Watching as his opponent would swing his sword downward, slashing through the air. Jack wondered for but a fleeting moment, however, he then heard the screeching sound of the wind approaching furiously from the sky. By performing two quick hand seals and clapping his hands together, Jack forms a cylindrical feature made of ice between his hands. He then releases a pulse of ice chakra through the cylinder, releasing a large amount of razor sharp ice shards that blasts outward and forward. By arcing his back slightly he at first directs the blizzard toward the oncoming wind as to neutralize it before directing what's left of it towards his opponent as he returns to his previous posture.
Rank: S
Range: Short - Mid
Type: Offensive
Chakra: 40
Damage: 80
Description: The user first performs 2 hand seals before clapping their hands together, as their hands separate after the clap they form a cylindrical shape of ice between their hands about half a meter in diameter, the user then releases a pulse of their ice chakra through the cylinder and manipulates it to take on the form of multiple shards of blade ice that bursts out of the cylinder and spreads outward and forward forming like a large wall of small sharp shards of black ice that covers a wide range before the user, similar in scale to that of Great Fire Majestic Annihilation.
Note - Can only be used 2 times per battle.
- No ice techniques can be used in the same turn as this technique.
- No ice techniques above A Rank in the following turn.
- Can only be taught by Yashiro.
The powerful Ice Blizzard heads towards, and tears apart the incoming Wind tornado with more ease than Roy would have hoped for. Clearly it was a powerful jutsu. Your arched back slowly went to level as you attempted to change the direction the blizzard was heading in.
With another simple swing your body would spin at ferocious speeds, 180 degrees, vertically, spinning anti-clockwise if someone were to view your body from the right side. By doing this, instead of you leveling your back to aim the Ice blizzard towards Roy, you'd instead end up releasing it further into the sky, before ending up facing the opposite direction whilst being upside down, still in mid air. Because your jutsu's release is based on a specific hand shape from which the ice comes out from, chances are the moment your balance is lost and you're spinning hopelessly, you'd lose the shape and stop your technique, but continuing to hold your pose would make no difference to Roy either way.
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A +15 (lol?)
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps
This is followed up by a simple whistle and a simple clock-wise spin with Roy's free hand (left), turning that whistle into a deafening sound which causes much pain to your ears. This sudden sound is nowhere near fatal, it's merely done to injure your sense of hearing, even if only slightly.
You'd feel throbbing pain to your ears, but it'd be temporary. First you'd be deaf. The following two turns after would come the real pain, causing extreme discomfort but nothing you cannot get over.
Type: Supplementary/Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 (Only if increase in sound)
Description: The user, after producing sound waves (Either naturally or by a technique), will move one of their hands in such away that it appears as if they are decreasing or increasing the sound of a speaker (Clockwise to increase; Counterclockwise to decrease). Doing this allows the user to change the decibel of any sound waves produced so that it becomes either extremely loud and deafens the opponent or extremely soft to where the target could no longer hear it. Increasing the sound can cause the opponent's eardrums to blow, causing extreme pain and deafness.
Note: Can only Change the Volume 3x a battle
Note: Can only be used with Sound Techniques A Ranked and Below.
Note: Opponent(s) goes deaf for one turn.
Note: Opponent(s) suffer from bleeding of the ears and throbbing pain for 2 turns after deafness dissipates.
The powerful Ice Blizzard heads towards, and tears apart the incoming Wind tornado with more ease than Roy would have hoped for. Clearly it was a powerful jutsu. Your arched back slowly went to level as you attempted to change the direction the blizzard was heading in.
With another simple swing your body would spin at ferocious speeds, 180 degrees, vertically, spinning anti-clockwise if someone were to view your body from the right side. By doing this, instead of you leveling your back to aim the Ice blizzard towards Roy, you'd instead end up releasing it further into the sky, before ending up facing the opposite direction whilst being upside down, still in mid air. Because your jutsu's release is based on a specific hand shape from which the ice comes out from, chances are the moment your balance is lost and you're spinning hopelessly, you'd lose the shape and stop your technique, but continuing to hold your pose would make no difference to Roy either way.
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A +15 (lol?)
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps
This is followed up by a simple whistle and a simple clock-wise spin with Roy's free hand (left), turning that whistle into a deafening sound which causes much pain to your ears. This sudden sound is nowhere near fatal, it's merely done to injure your sense of hearing, even if only slightly.
You'd feel throbbing pain to your ears, but it'd be temporary. First you'd be deaf. The following two turns after would come the real pain, causing extreme discomfort but nothing you cannot get over.
Type: Supplementary/Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 (Only if increase in sound)
Description: The user, after producing sound waves (Either naturally or by a technique), will move one of their hands in such away that it appears as if they are decreasing or increasing the sound of a speaker (Clockwise to increase; Counterclockwise to decrease). Doing this allows the user to change the decibel of any sound waves produced so that it becomes either extremely loud and deafens the opponent or extremely soft to where the target could no longer hear it. Increasing the sound can cause the opponent's eardrums to blow, causing extreme pain and deafness.
Note: Can only Change the Volume 3x a battle
Note: Can only be used with Sound Techniques A Ranked and Below.
Note: Opponent(s) goes deaf for one turn.
Note: Opponent(s) suffer from bleeding of the ears and throbbing pain for 2 turns after deafness dissipates.
Whilst he attempts to redirect his attack at the opponent, in an instant second he suddenly finds himself flipped and upside down whilst also being airbourne. His instinct immediately acts to protect himself from the fall back to the ground. Performing a single hand seal, Jack swiftly releases high velocity wind coupled with scouring dust; from his mouth towards the ground blowing him further into the air whilst he attempts to re-position himself as he was just a moment ago. Scanning the area quickly to regain sight of his opponent. To his surprise, the wind and dust works in mysterious ways by both neutralizing the sound waves as well as temporarily blinding Roy. Having the target in sight as he would be dropping back to the ground, Jack performs a single hand seal and places him within an illusion, for a moment, in the eyes of Roy, the dust would blur his vision slightly whilst possibly irritate his eyes if not shielded. An suddenly his world darkens entirely, leaving him robbed of his sense of sight. Dwelling in a world of infinite darkness by his lonesome. In reality, not much changed at all and Jack simply launches a flash tagged kunai directly towards Roy's face.
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.
Whilst he attempts to redirect his attack at the opponent, in an instant second he suddenly finds himself flipped and upside down whilst also being airbourne. His instinct immediately acts to protect himself from the fall back to the ground. Performing a single hand seal, Jack swiftly releases high velocity wind coupled with scouring dust; from his mouth towards the ground blowing him further into the air whilst he attempts to re-position himself as he was just a moment ago. Scanning the area quickly to regain sight of his opponent. To his surprise, the wind and dust works in mysterious ways by both neutralizing the sound waves as well as temporarily blinding Roy. Having the target in sight as he would be dropping back to the ground, Jack performs a single hand seal and places him within an illusion, for a moment, in the eyes of Roy, the dust would blur his vision slightly whilst possibly irritate his eyes if not shielded. An suddenly his world darkens entirely, leaving him robbed of his sense of sight. Dwelling in a world of infinite darkness by his lonesome. In reality, not much changed at all and Jack simply launches a flash tagged kunai directly towards Roy's face.
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.
Your wind usage was worth noting, but your timing and what the effects - although not as major as they could have been - of the Sound jutsu had done to your ears had made a perfect situation for Roy to interrupt with a subtle way of finishing you off.
As you attempted to re-position yourself (so you're now upright but not quite landed on the ground), a single hand would form underneath your chin, striking your neck. Alone, the hand is powerless. Merely used for thieving, and other small intricate plans. However, followed by a single seal from an instantly activated jutsu, the hand had great cutting abilities and became an imminent danger to your life.
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (-5 chakra for an additional hand)
Damage Points: N/A 20 + 15= 35
Description: The user will focus their fuuton chakra into the air at any location on the battlefield (within mid-range) to create an almost invisible hand of tangible air (slight greenish hue) fully equipped with nimble fingers. The creation of the hand(s) will generate slight sounds of moving air. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on with only very slight disturbances. In certain weather conditions (e.g. rainy, snowy), it becomes even more difficult to detect these disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. To plant items, the user must create the hand near the location of the item they intend to plant on the opponent and stealthily maneuver it towards the target, ideally with the use of some sort of cover (e.g. grass or vegetation). The greenish hue of the air (Similar to Danzo's Vacuum Blade) serves to make the hand of air easy to camouflage in grass, leaves and bushes, rendering it near-impossible to see for non-doijutsu users in such conditions. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots.
Note: Can only be Taught by Negative Knight
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.
~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
The hand with this new damage, as well as added strength from the God of Wind would have the strength to slit your throat almost instantly as it forms. It's formation would be not easily noticed due to the fact that it's formed out of sight, thus the lightly coloured green would not be visible to you. Moreover, since you're in the process of re-positioning yourself you would not easily notice the slight breeze which occurs at it's formation. Lastly, due to your ears taking some damage from the sound, the throbbing pain and partial deafness you suffer in this turn would further prevent you being able to use hearing as a way of finding out about the hand.
With the two jutsus formed in conjunction, the speed only further aided by the Sword Roy holds, your chances of survival were at an all time low. However, nothing is impossible and so, Roy waited for your counter without letting his guard down.
Your wind usage was worth noting, but your timing and what the effects - although not as major as they could have been - of the Sound jutsu had done to your ears had made a perfect situation for Roy to interrupt with a subtle way of finishing you off.
As you attempted to re-position yourself (so you're now upright but not quite landed on the ground), a single hand would form underneath your chin, striking your neck. Alone, the hand is powerless. Merely used for thieving, and other small intricate plans. However, followed by a single seal from an instantly activated jutsu, the hand had great cutting abilities and became an imminent danger to your life.
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (-5 chakra for an additional hand)
Damage Points: N/A 20 + 15= 35
Description: The user will focus their fuuton chakra into the air at any location on the battlefield (within mid-range) to create an almost invisible hand of tangible air (slight greenish hue) fully equipped with nimble fingers. The creation of the hand(s) will generate slight sounds of moving air. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on with only very slight disturbances. In certain weather conditions (e.g. rainy, snowy), it becomes even more difficult to detect these disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. To plant items, the user must create the hand near the location of the item they intend to plant on the opponent and stealthily maneuver it towards the target, ideally with the use of some sort of cover (e.g. grass or vegetation). The greenish hue of the air (Similar to Danzo's Vacuum Blade) serves to make the hand of air easy to camouflage in grass, leaves and bushes, rendering it near-impossible to see for non-doijutsu users in such conditions. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots.
Note: Can only be Taught by Negative Knight
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.
~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
The hand with this new damage, as well as added strength from the God of Wind would have the strength to slit your throat almost instantly as it forms. It's formation would be not easily noticed due to the fact that it's formed out of sight, thus the lightly coloured green would not be visible to you. Moreover, since you're in the process of re-positioning yourself you would not easily notice the slight breeze which occurs at it's formation. Lastly, due to your ears taking some damage from the sound, the throbbing pain and partial deafness you suffer in this turn would further prevent you being able to use hearing as a way of finding out about the hand.
With the two jutsus formed in conjunction, the speed only further aided by the Sword Roy holds, your chances of survival were at an all time low. However, nothing is impossible and so, Roy waited for your counter without letting his guard down.