[Nin] w/ Six Pāths

Six Paths

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Appearing in the training field, a large heavy, pitch black coat moves through the field of grass, slowly killing every every plan closeby. As he looks to the right, he sees a red spider lili blooming close to the path he was walking. His eyes, always showing the constant nonchalance, while on the training field, was already an individual waiting for him. Appears as if, he was late again. Looking up to the student, he makes sure he was noticed by him, so he greets him by making a smile and showing his own license.
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Hello, My name is Kaneki Ken, and I am going to be your teacher in the basic ninja arts, or ninjutsu. But, before I begin teaching you, as in most cases, I need you to explain to me, what ninjutsu is. What is Chakra, and what a Shinobi is, always, according to your opinion.
 

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Appearing in the training field, a large heavy, pitch black coat moves through the field of grass, slowly killing every every plan closeby. As he looks to the right, he sees a red spider lili blooming close to the path he was walking. His eyes, always showing the constant nonchalance, while on the training field, was already an individual waiting for him. Appears as if, he was late again. Looking up to the student, he makes sure he was noticed by him, so he greets him by making a smile and showing his own license.
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Hello, My name is Kaneki Ken, and I am going to be your teacher in the basic ninja arts, or ninjutsu. But, before I begin teaching you, as in most cases, I need you to explain to me, what ninjutsu is. What is Chakra, and what a Shinobi is, always, according to your opinion.
Sitting peacefully in the field, Aizen feels a steady breeze sweeping over the land, unsettling the world around him. The rustling of the grass and leaves, the swaying of the branches and trees. His single free eye gazed to the lands beyond, locked in an expression of stone. He registered the sound of footsteps treading upon the grass, and stood up slowly, straightening himself out to greet his visitor. Turning, he was met by a young man, who had a clear penchant for black...an attire not unlike his own.

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You cut to the chase fairly quickly...Kaneki-san. But I am not without manners, so I will give you my name in return; Aizen. Aizen Sōsuke.


With the formalities out of the way, he went on to address the question with an answer.

Ninjutsu is an art of warfare, a bastardised form of Ninshu, whose origin is credited to the Rikudō Sennin. While Ninshu preached peace through tolerance and understanding via mastery over chakra, Ninjutsu acted as a channel for violence and hatred. In our era, Ninjutsu is one of the main and most common forms of techniques employed by Shinobi. Ninjutsu, as the name indicates, is an art which allows trained individuals to accomplish feats not normally possible by using chakra, a universal energy which acts as the fuel for these ninja techniques. The process of kneading and moulding of an individual's spiritual and physical energies is what leads to the creation of chakra. Newer ninja naturally do not possess the greater reserves of a trained one, as their bodies do not possess the capability of producing such great amounts. By training, the body becomes stronger and is able to create more chakra, though the reserves are always finite. Some techniques are quite simple, requiring minimal use of chakra and focusing mainly on the physical ability of the user. Others, due to the effect they achieve, are much more complex and thus require more chakra. In cases such as these, hand-seals are required to assist in the moulding process to procure the appropriate amount of chakra necessary to use the technique properly. By using shape and nature manipulation, skills which come with practice, the practitioner is able to create techniques of the 5 Basic Elements, known as Fire, Wind, Water, Lightning and Earth. Each element is strong, weak or neutral against one another, but are all naturally more powerful than techniques made of raw chakra. By mixing these elements further, which may stem from a ninja's heritage or other special traits, they are able to achieve special elements with unique properties and techniques. Alongside these chakra types and elements, there is also the chakra from the 9 Bijū, monsters that possess extraordinary volumes of very potent chakra. These beasts came from the Jūbi, a primordial beast whom the Rikudō Sennin defeated. And so, we come back to Ninshu, and how it devolved into Ninjutsu. Those who practice Ninjutsu, Shinobi, are individuals who use these teachings and techniques for various reasons. Be they for a village, for a clan, for a family...or for themselves. It all comes down to agenda and self-interest, doesn't it?

Having given his answer, Aizen stood in silence.


May lord have mercy on SP's soul tbvh.
fuck out of my thread you hopeless degenerate.
 

Six Paths

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Rather excellent display of knowledge. I believe I can hardly add further to that. Alright, our Ninjutsu training can be broken down into the following three categories:
-Weapons Usage
-Logistics of a Battle
-Learning the Techniques

The techniques will be learnt in the following groups:
-Ninja tools, scrolls and weapons usage
-Stealth and Subterfuge
-Transformations, summons and clones
-Rasengans
-Miscellaneous (All other techniques grouped together)

I shall begin in my very own way, from the beginning, teaching you ninjutsu, and since I will be focusing on groups, you will learn things, not varying on rank or specific order.

Either way, we shall begin with you telling me everything you can, about weapons. Tell me about their usage in battles, how many times of weapon and projectiles are, and generally everything you know about them.
 

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Weapons are a tool used to inflict harm or achieve a specific effect on the opponent. There are a few different types of weapons ninja employ; CQC weapons, projectile weapons and miscellaneous weapons. Knives, swords, axes, maces...those sorts of weapons would fit into the category of CQC weapons. Items such as shuriken, kunai and senbon are examples of projectile weapons which are designed to kill from a distance. Miscellaneous weapons would encompass objects that do not directly harm the opponent, such as a smoke bomb or weapon scroll. In battle, weapons may be used as throwaway distractions or as the backbone of an offensive strategy. For example, using shuriken to attract the opponent's attention while you attack from a blindspot. Weapons may also be used as a method to break Genjutsu, by way of inflicting pain. Ultimately, they are a means to an end. The tools are only as useful as the one using them allows them to be.​
 

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Excellent display of knowledge, a very quick, precise and specific reply. But, you have forgotten a few things. First and foremost, arms or weapons which you use, can vary very much in distance, and not all of them can only be used in CQC, as you have seen many times, not only in the series, the usage of chains which still can be controlled, unlike a projectile weapon, is very useful not only in closed quarter combat, but even in longer distances, as it was demonstrated to us from Obito. Another thing which you maybe forgot to mention are ninja tool which require the chakra of a person, which are called chakra blades often. First showcased by Asuma, we have noticed that they not only increase the versatility, sometimes even their reach.

Another aspect, but left more untouched, are parasitic, organism as weapons, which we only have one real example, Samehada. IT is a living being, whose versatility is quite powerful and on par with other techniques, but over that, they can actually have added functionality, in Kisame's case, it was the strong chakra absorption, and the merging with it.

Angle and direction of Ninja tools
These are the realistic aspects of the RP. We will be covering one at a time starting with Angle. These are some of the things you need to keep in mind when fighting in a battle.

Angle is a very important part when battling and if used right it can give you the upper hand over your opponent. It's very important to understand the angles in a battle. This is mainly used with ninja tools (shuriken, kunai and other projectiles) but you can also use this with certain techniques that are launched at your opponent. Just by stating the angle you can confuse your opponent.

For example:Ninja 1 and Ninja 2 are fighting. N1 throws 2 kunai at N2, one at the angle of 25 and the other on 55. The lower the angle,the faster the projectile. Most new people would say:"I intercept the kunai with one of my own, blocking them both." If you use angles, this is where you can score.

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If N1 threw the kunai at an angle of 25 first your opponent would probably be defending from that one first thus he would fail to notice the other one. If he blocks the first one then the second one would hit him unless he kept his focus. Thus with one blow you can cause fatal injuries. (Credits to Cobalt).
 

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Absorbing the information as it was given to him, Aizen listens to the young man as he continues his lesson.

I see. I'm ready to continue with the lesson, now that this has been clarified.
 

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Glad we have this cleared out. I want you to tell me now. What are the sorts of terrains, along with the weather conditions you can fight someone in? Explain their advantages and disadvantages to me.
 

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It is possible to fight an opponent under all sorts of conditions, may it be on a perfectly sunny day in an open grassland, or within the pits of a volcano. Depending on the way certain individuals, the terrain and weather conditions may be of benefit or work against them. For example, if it is already raining, then a ninja need not cast the Rain at Will Tiger technique as a prerequisite to utilise other Rain-based techniques. That is an example of a beneficial weather condition. An example of a detrimental one is if there is large amounts of wind present at the time of battle. If strong enough, the winds could affect the trajectory or aim of weapons such as shuriken. However, on the other hand, the wind may also act as fuel for Fire techniques, depending on their strength. Using the weather conditions to one's advantage can make their techniques much more lethal by empowering them, or having the prerequisites to use them already completed without need for the extra step of preparation. The terrain during a fight is also a major factor in a fight, as certain techniques may be of much more utility when used in particular locations. For example, requires a mountain or cliffside to be present to even be usable. In a scenario where the battle is taking place in a tight space, such as a small cave, would be much more lethal, as there is less time to react to the technique due to its utility from a much wider variety of angles, and that it requires no seals to perform. A situation where the terrain would be disadvantageous is if it hinders one's ability to use certain techniques or perform certain actions. As I stated before, with Stone Avalanche, where a lack of suitable terrain makes the technique useless, and to be more specific, in an area where there are many tall hills and other environmental features that can be obstructive to a combatant.
 

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Very well done. I liked your logical conclusions in the bits and pieces you mentioned. I do hope you do not mind me giving my own insights. Yours were surely superb, but allow me to expand upon them.

You see,the terrain is one very important and crucial part of battling. Because dependent on what terrain, some techniques become more useful than others, and the opposite. There are rather simple ways of looking how which techniques become more useful and which ones don't. Let's take for example, a rocky environment. While of course and undoubtedly, it might help with Earth release techniques, It very well helps with stealth intentions too, along with confusing the opponent with clones. Another good usage, would be water, considering it is rocky, water can collect far easier, from already used techniques, either by you, or natural phenomenon. You will see a great usage even in distracting techniques, or weapon usage, as the path of movements, will be greatly limited. IT is rather hard, to escape a technique, when behind you is either a cliff, or the opposite, a great wall.

Let's take the next one which you mentioned, Forest, which is one of my favorite locations. Forests are amazing in the usage of traps, and ninja wire, such a simple tool of battling. You can create very quick trips, and due to the monochrome colors of a forest, mostly green and brown, here and there, the tiny wire will be barely visible. Another one is hiding, and clones, considering the trees provide nice shelter for surprise attacks, and even more hiding positions for existing clones. Earth release might find a theoretical strength, as along with the earth segments, trees move along, limiting movement and speed greatly. Remember when in the Naturo series, the Edo Jinchuriki attacked Naruto and Bee? Bee leveled the entire forest, because he needs space for his destructive forces, and to keep an eye on his enemy. Use this at your advantage against powerful enemies. They say picking your terrain is half the work to winning, be smart about it. Then comes wind and rustling of leaves, distracting sounds, ect, ect....you have tons to expand if you just stop and think.

A desert is truth be told, the worst environment to fight. For the first, Earth release doesn't really work with fine sand, and if you have large tundras around you, it will be very limiting in your ability. You have no water around, unless you are the 1-100000 lucky ones to fight close to a oasis, and wind might be useful, but supplementary, only to blind your opponent using the sand storms. So, unless you got a jinchuriki gaara bio, refrain from using or agreeing to fight in a desert.

Inside buildings...are generally very specific, and it depends on the building largely. You might have it useful to the limited space, if you are an expert in closed quarter combats, and you specialize in pinpoint attacks, rather than large army attacks, but...building have the thing, or being rather quickly leveled. Building are also very limiting in movements, against those large terrain leveling attacks.

River's are rather obvious I believe. You may use the water source for many water techniques. But, along with that, you can use the sound of a gushing river to mask most of your movements or actions, which have the same sound as a rive. Another good usage, against specialized water enemies, is directing the river with earth release, either away, or far from you and your opponent. OR do the opposite, and direct the river, to attacking your opponent, or against large masses of fire, if you do not have the sole means of power of stopping it.

Muddy is....a pain in the ass truth be told. Because the swamp release technique, is simply used and overused. Well, now you know, you can use the earth swamp, without too much trouble. Earth release fails rather since the mud cannot be perfectly collected into creating a very solid earthen structure, and water is very beneficial against that mud, specifically. Since it can very well, wash it off. Another element, is fire, which might try the mud, and make a very brittle earth structure, which can shatter easily, while with a long range fire, this mud, can become a harder earth. Terrain alternation is very beneficial, in all of these terrains.

As for the weather conditions, I will explain them not separately, but tell you your general point of focus. Use, all of your senses, in determining a location. Add up to the logic, the techniques which each person might have, along with their specialties, what they use mostly in battle, and what they generally rely upon. This, is in a sense, research. IF you fight someone who is adapt in Rain, in a raining environment, you will get easily killed, as I have been once, to be more precise, one shotted. Another one is using the sound of each of those conditions, the rain, the thunderstorm... And along with those, use your elements wisely. It is all a game, so be sure to play it right.

Any questions?
 

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Alright, what I want you to tell me now, what are some of the logical conclusions of 2 elemental techniques, of any element clash? List the elements, and not depending on their elemental strength and weakness, rather... they negate, what are some logical conclusions you can come in, after that specific clash happens?
 

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Elemental interactions are ones of science, basic knowledge of them can allow one to create opportunities in a fight. For example, the interaction between a Fire technique and a Water technique. Now, Water is, obviously, a weakness of Fire. The oxygen and hydrogen molecules are so tightly bound together that the Fire cannot sustain itself using oxygen, and the temperature of the Water will naturally counteract the Fire's heat, thereby depriving it of 2 sources Fire requires to occur. Now, for what actually occurs when the two meet. When Fire is met by Water, steam is created as a result of the collision. This would occur regardless of whether or not the Water is stronger than the Fire, or vice versa. It is a scientific inevitability. Though, where results would differ is the Fire technique actually being used. Some Fire techniques are solid projectiles by nature that have been set alight by the pure heat, such as Fire Release: Great Blaze Ball. Think of them more as explosives, rather than pure Fire. These techniques would create more steam, due to the solid and explosive nature of the technique, and the residual heat would increase the production of steam from the clash. Jutsu of pure flame, such as Fire Release: Fire Dragon Flame Bullet or Fire Release: Phoenix Sage Flower Nail Crimson, gets their power from the pure heat, as opposed to explosive power. These two techniques are simply Fire cultivated by chakra which has created the proper conditions, and maintained a gaseous form. As such, when met by Water, they would not create as much steam from a clash. Another thing to account for when it comes to Water / Fire jutsu clashes and the volume of steam created, is the size and nature of the techniques in question. Phoenix Sage Flower would be utterly smothered, as they are just small balls of Fire. Fire Dragon Flame Bullet would fare much better against a lesser Water technique, but all would fall prey to a larger scale Water technique. Factors aside from the technique rank play a part in elemental interactions.
 

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Very well done. I liked your logic and you truly explained well along with the different elemental properties. But, as you explained only the clash of 2, I will go ahead and explain the rest, of what I believe to be necessary. This will allow you a very good knowledge over the logical interactions between the elements.

Fire - Water


If both fire and water will clash and negate one another, we can say a lot of steam will be created from this. The reason why it will be created is a simple reaction which is boiling this water, and changing it's state from liquid to gas, forming humidity in the air, which is a lot thicker than other gases not allowing you to see. It will be like a thick mist. The steam will mostly be thick enough for me to be able to maneuver around without the enemy seeing what I am doing. I could use this chance to either throw another attack, or change my location. Keeping in mind through, the enemy could do the very same thing, or just use a very strong water technique to blow the steam away. Another fact would be the sizzling sound, which might mask other sound movements, or terrain alterations in distance.

Fire - Wind


Fire and wind have a unique relation with one another, wind is able to make fire stronger if you combine it, but if they clash together, wind will take the disadvantage. The oxygen present in the wind will help the fire to burn stronger. Rule of thumb is, fire is one rank stronger than wind. So if you were to clash an A rank fire vs an A rank wind, fire will take over and beat the wind. Another thing is that if fire and wind are use both into conjuction, you could see that the fire will pick up in size, and block more vision of the enemy but just like that your own too. If they clash against one another, the fire will get weaker, getting smaller in size, but continuing. The chakra would burn more from the oxygen,but since you are wasting it faster, it will be a lot weaker than before. Smell wouldn't be much different, you can't see sth too great, you could hear, the fire being amplified and the wind flow. You know how you blow in a flame? This sound will be of aid. Another one is the limiting view you could get from that certain situation. And the look how the fire will be a lot brighter. If wind and fire was to clash, wouldn't you think the direction of the heat be manipulated slightly, even if it is overpowered? As well as the light and flares of the fire? This can help you find out the direction of the wind blast and allow for mobility. If a fireball is clashing with a wind sphere, the sphere is sent straight and hits it directly, the fireballs heat and flares would momentarily be pushed directly back, nothing to harm you, it just happens logically. So you can easily find out the sphere had a straight trajectory and can deduce the opponent will probably be straight ahead of you. This can be a neat way of sensing everything, I wouldn't pull it out a lot, but against fast opponents or stealthy people, it can help you have a excuse of possible mobility. Also, imagine dust clashing with fire? You can probably hear the cracking and bounce of dust and debris being burned from the flames, small sparks and ash linger around the air, can take advantage for hiding or adding to attack. Other then that, good job.

Fire-Earth


Fire and Earth have not a noticeable relation against one another, rule of thumb is that they are both equal, A fire = A Earth. But where these 2 elements shine is combos. The unique forms of earth, mud being one of them can be used perfectly well with fire. Using fire in conjunction with this mud, you can create some kind of pseudo-Lava. It will be molted earth, hot enough to burn the flesh to the bone, and fairly well block the view or movements. Another one is if you use solid earth, along with fire, you can create a similar fashion to a meteor. The moment this rock will shatter, the fire will spread burning. It would though, be deceived because of the unusual glow which earth can make if you amplify it with fire. The smell would certainly be different from normal. When normal earth or mineral burns, the different kinds of odors released could trigger something. The sight would be as I said, very distinctive no matter how you look at it, it will glow in a red color, and by the looks it will look more liquidy. You know?

Fire - Lightning


Lightning and fire are arguably the 2 strongest elements because of their raw destructive power. But they never happen to crash together considering both of them are energy based, they will phase through one another. But let us take it in other ways. We knows fire covers a huge more vision area than lightning, while lightning might move in either projectiles or bolts. So, when you clash together a very large fire stream against a bolted lightning technique, the person which used the bolt of lightning will lose the enemy from their sight, the attack might not match entirely. The sounds will continue respectively, maybe eaten up a little from the rough continuing noises of fire. And the scent won't change much, as they don't interact.

Water - Wind


Once water and wind clash together negating, we could say there will be large amounts of water still present in the battlefield. But due to the force, they hit one another, they would naturally have the water explode in tiny droplets, falling mostly everywhere in the battlefield, maybe a lot less towards the location where the wind hit it. The water will also have a large amount of tribulation, so high amounts of water might be colored white, due to the pressure and intensity of the attack, maybe even steam in rare cases. Though, the water would be good enough. Naturally in those occasions, the enemy would squint, or cover his eyes for the water not to momentarily blind him. Another thing which might happen is the battlefield getting wet, if that were in glass we would observe slippery, and a high lack of dust or small sand particles, as they now are more mud like.

Water - Lightning


Once lightning and water collide in most occasions the lightning would simply move through the water, using it as a conductor, rather than just destroying it. Might be perfect if the enemy is using a stream based attack, and you could kill him, but when it is a projectile one, best used would be raw, powerful and destructive lighting, generally found in compressed forms like projectiles, or attacks connected to the body, tangible ones like the chidori spear. Once those collide, generally the lightning and the high amounts of heat, would evaporate amounts of water, not all of it of course. The rest would simply fall in small particles, like rain or larger chunks as well. The steam along with the other rain drops prove themselves amazing by blocking sight, or other senses. There will surely be sizzling sounds, as well as lightning discharge sounds because of the shortcut created into water. Another positive thing is that the small sand grains become unable to be used, and the mist could cover movements.

Water - Earth


Water and Earth generally comes with the win of earth in most occasions. Using the earth's ability to not let water move through along with it's sturdiness which rivals water, there is no real discussion who might win, but if they crash and negate many things would be visible. Unlike before, where water clashed non tangible elements generally, earth will now, along with water break. The earth chunks would not be in the size of grains, but medium sized rocks, which might prove themselves harmful if they hit too hard. Another plausible thing would be, that since the water is hitting a chance enforced earth, they might even create slight appearances of mud, along with the rocks and normal water rain. The sound of the rain drops, the heavier drops of rocks and debris, along with the turbulance that the water has, would not only hinder the sight, but also the hearing.

Wind - Earth


When wind and earth clash together, most of the time wind comes superior. In cases when they negate one another, the strong forces of wind, will most certainly shatter most very strong and sturdy earth constructs, which would send flying a lot of debris, and depending on the strength of both techniques, these chucks can be enough to send someone K.O, or they could be small enough to render vision badly. Also, depending on what direction the wind was going, the earth will mostly go towards that, with a slight omnidirectional disperse. If it was the forms of mud, the mud will most likely do the same, which is fly in sticky chunks in many locations all around the present location where it was on.

Wind - Lightning


There is not a lot I could say here specifically, because in many cases, lightning and wind simply causes the disperse of lightning, but think about it. Solid or at least, shaped lightning constructs will force the wind to break it down first, so there will be thousands of lightning sparks, as the lightning goes from stable, to unstable, and logically thinking, as the lightning goes to unstable there will be a lot of sound, and very powerful sparks of light.

Any questions to far?
 

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Well, I guess the fun part starts here. Post here any and every weapon technique which is in the ninjutsu section. I will double check to see for myself. But, this is where the fun starts as I said.
 

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D Rank

(Fukumi Hari) - Hidden Needles
Rank: D
Type:Attack
Range:Short
Chakra Cost:10
Damage Points:20
Description: The user is able to call forth needles into their mouth and then spit them at their opponent with great accuracy.

(Kage Shuriken no Jutsu) - Shadow Shuriken Technique
Rank: D
Type:Attack
Range:Short-Mid
Chakra Cost:15
Damage Points:20
Description: Kage Shuriken no Jutsu is a Ninjutsu technique utilizing a giant Windmill Shuriken. When throwing the shuriken, the ninja will also throw a second giant shuriken to hide in the shadow of the first. The hidden secondary shuriken can then approach the target without their being aware.

(Sakura Fubuki no Jutsu) - Cherry Blossom Snow Storm Technique
Rank: D
Type: Attack
Range: Short-Mid
Chakra Cost: 10
Damage Points: 20
Description: The user will hurl kunai with pouches attached at their target. Upon impact, the pouches explode, releasing small explosive notes. Due to the large number of kunai thrown, a shower of notes will rain down on the target. The user will then throw one final kunai with an active explosive note at the target. It will begin to burn, and by igniting the falling smaller notes it will cause a gigantic explosion.

(Kage Makibishi no Jutsu) - Shadow Makibishi Technique
Rank: D
Type: Supplementary
Range: Short - Long
Chakra cost: N/A
Damage points: 10
Description: A simple ninja technique in which the user deploys a smoke bomb and is used to lay down the makibishi undercover so that the enemy target will not notice. This technique is used to cause some damage and slow the enemy target down when they stand on them.

(Kage Nawa no Jutsu) - Shadow Rope Technique
Rank: D
Type: Supplementary
Range: Short
Chakra cost: 10
Damage points: N/A
Description: The user will use a black rope infused with their chakra to hold down and trap their opponent.

(Ninpo: Kyojin Shuriken no Jutsu) - Ninja Art: Giant Shuriken Technique
Rank: D
Type: Offensive, Supplementary
Range: Short
Chakra cost: 10
Damage points: 20
Description: The user throws a Demon Wind Shuriken towards the enemy and uses his chakra to massively enlarge the shuriken, brutally striking the enemy, sending them flying.

(Ninpo: Kakuu no mai ) - Ninja Art: Aerial Dance
Rank: D
Type: Offensive
Range: short - mid
Chakra cost: 10
Damage points: 20
Description: The user will release several barrages of kunai at their opponent.

(Sōshuriken no Jutsu) - Manipulated Shuriken Techique
Rank: D
Type: Supplementary
Range: Short - Long
Chakra cost: N/A
Damage points: 15
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.

C Rank

(Fuda Kakusu no Jutsu) Tag Hidding Technique
Type: Supplementary
Rank: C-Rank
Range: Short
Chakra: 5 (per tag)
Damage: N/A
Description:
The user will use his chakra to hide a paper tag inside an inanimate object, like the ground or a wall. The tag can be a sealing tag or an explosive tag. The technique can be used to hide more than one tag per use if the user spends more chakra. Hidden tags can be detected by doujutsu or expert sensory ninjas.

(Soryu no Mai) - Rising Dragon Dance
Rank: C
Type: Attack
Range: Short - Long
Chakra cost: 15
Damage points: 30
Description: The user jumps up in the air and then spins at high speed throwing a lot of weapons at thier enemy ranging from shuriken, kunai, shuko and many various other weapons.

(Sōgu: Shikyū Geki) - Manipulated Tools: Deadly Spheres Strike
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Desciption: The user pulls out a scroll and rotates it around himself. Many spiked metal balls burst forth from the scroll to strike any nearby opponents or discourage them from using close ranged attacks.

(Sōgu: Fūjin Heki) - Manipulated Tools: Floating Blades Wall
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user unrolls in the floor under the enemy two small scrolls and summons many different weapons from them, taking the enemy into the air. Then they wraps the leg of the enemy with a chain and crushes him back down to the ground.

(Sōgu: Dai Tekkai) - Manipulated Tools: Giant Iron Lump
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description:The user takes out a big scroll and waves it in a circle. It turns into a giant chain hammer with a huge metal ball at the end that they then crushes the enemy with. After this move, the chain hammer turns back into a scroll.

(Sōgu: Shu Senjin) - Manipulated Tools: One Thousand Blades Attack
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: This technique is very similar to Twin Rising Dragons, but in this version the user only summons countless kunai from the scrolls, which are connected by strings at thier hands. They then throws all the kunai at the same time on the opponent.

(Kuchiyose: Tetsurensa Housou) - Summoning: Iron Chain Wrapping
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
description: The user summons a long chain from a scroll and wraps the enemy with it. When the enemy is trapped, they use another scroll to launch a rain of weapons at the enemy.

(Gyorai Shin) - Torpedo Needle
Rank: C
Type: Attack
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: The user throws nails into the air. Upon impact on the ground, they dig themselves into the earth. When the opponent walks over the ground where the nails dug themselves in, nails pin their feet stopping their movement. Then, the user forms a hand seal and hundreds of nails shoot out of the ground at the opponent.

(Hitei Mushou) - Flying Nail Mist Pierce
Rank: C
Type:Attack
Range:Short-Mid
Chakra Cost:15
Damage Points:30
Description: After forming the needed hand seal, the user will emit a flying mist of small nails from their mouth. These small nails can travel towards the opponent at quite a distance.

(Jouro Senbon) - Sprinkling Needles
Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: After throwing a special umbrella that has been equipped with springs into the air, it releases a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra.

(Sharingan Soufuusha Sannotachi) - Sharingan Windmill Triple Blade
Rank: C
Type:Attack
Range:Short-Long
Chakra Cost:15
Damage Points:30
Description: Using careful manipulation and well-timed reflexes, the user hurls a number of Shuriken with wire attached at the opponent. While in the air, the shinobi can manipulate the wire to make the blades circle the target and bind them.
Note:Must Have Sharingan to use this jutsu

(Soushouryuu) - Twin Rising Dragons
Rank: C
Type:Attack
Range:Short-Long
Chakra Cost:15
Damage Points:30
Description: A summoning technique meant almost exclusively for weapon's experts. To begin, the shinobi will remove two scrolls and set them on the ground, after forming the necessary hand seals, the two scroll rise into the air and begin to swirl around a middle vortex that is the user. They then use this space to launch themselves into the air between the spinning scrolls. From these scrolls the ninja can then summon a mass of weapons, which they then begin to throw at their opponent. If the first barrage fails, they can use wires that run from each weapon to their fingertips to pull them back into the air to strike at their opponent again.

(Soushuuha) - Manipulate Advancing Blades
Rank: C
Type:Attack
Range:Short-Long
Chakra Cost:15
Damage Points:30
Description: This technique allows a shinobi to hover multiple kunai in the air while they approach a target. The technique allows a ninja to unleash a torrent of kunai, shuriken, or other weapons much more quickly than if each was thrown individually.

(Ninpo: Jibaku Fuda: Kassei) - Ninja Art: Exploding Tag: Activate
Rank: C
Type: Offensive
Range: Short-Long
Chakra cost: 15
Damage points: 30
Description: Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. The exploding tags that the Third Hokage used were different than the usual bomb tags, being yellow in color instead of white with a red border.

(Ninpo: Bōseki Enbu no mai) - Ninja Art: Spinning Walts Dance
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: The user will jump into the air and begin spinning around rapidly whislt releasing a continous amount of kunai converging in all directions around them.

( Rakka Kibaku Fuda ) - Falling Paper Bomb
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: N/A
Damage points: 30
Description: The user will throw three paper bombs connected to kunai that act like parachutes and float down above the enemy. The user will then make the confrontation hand seal to explode the explosive tags when they reach their desired location.

B Rank

(Fuda Chūshutsu no Jutsu) Tag Extraction Technique
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
After doing the Ram seal, the user will put his palm close to a hidden explosive tag or sealing tag and will draw it out towards his hand. If the tag is inside a solid object it will warp through it towards the users palm. The technique disables the tag as it draws near the users hand in the case its an explosive tag.

(Kuchiyose: Rashōmon) - Summoning Technique: Rashōmon
Rank: B
Type: Supplementary, Defence
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This summoning creates a demonic form of the main gate of old Kyoto, which is capable of blocking almost any attack. The Rashomon stands tall and wide covering a range of about 10 meters in width and height.
Note: This technique can only block B rank and below.

(Ninpo: Kagonome) – Ninja Art: Wire Cage
Rank: B
Type: Defensive, Supplementary
Range: short
Chakra cost: 20
Damage points: N/A
Description: After performing the needed hand seals the user can manipulate metal strings to form a protective dome. This dome is capable of repelling most basic Taijutsu attacks up to A rank. The user can reshape the wire within the dome, changing it to a binding string with ease, however it is weak to lightning based techniques.

(Ninpo: Akuma Kaze Bakudan) - Ninja Art: Demon Wind Bomb
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 10
Damage points: 20
Description: The user after creating a shadow clone and grabs it then transforming into a Fuma Shuriken that is then thrown at the enemy the shuriken then turns back into the shadow clone who then punches the target in the face.
Note: Can also add kunai for extra damage and must create one shadow clone before use.

(Kuchiyose: Tetsuengo Kabe) -Summoning: Iron Protection Wall
Rank: B
Type: Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user summons a large iron dome from one of their scrolls that covers themselves and even their teammates from enemies' attacks.
Note: Can only defend against B rank and down but doesnt block techniques directed from beneath.

(Sōgu: Maruchiken Ranmyaku) - Manipulated Tools: Multi-Blade Chaos
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user uses two scrolls and makes multiple weapons come out from them and float in the air. After the final blade causes the opponent to fly up into the air, The user uses a chain to bring their opponent down to the ground and then hits them again with the weapons. Using this attack allows the user to summon more weapons than usual for subsequent attacks.

(Sōgu: Sōninju) - Manipulated Tools: Weapon Gun
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user summons several weapons connected together by strings and jumps into the air, reeling them together to stack on top of each other. They then stands on the top weapon on one foot, and twirls backwards, shooting the string-wealed ninja tools at the opponent like a machine gun.

(Sōgu: Kaien Geki) - Manipulated Tools: Spinning Swallow Show
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user hits the opponent with a pair of tonfa, then tosses a scroll in the air to summon a bo staff and hits them with it. When the opponent is lying prone on the ground, they summons a huge spiked club and crushes them with it.

(Sōgu: Tenkosai) - Manipulated Tools: Heavenly Steel Disaster
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: Like Manipulated Tools: Heavenly Chain of Destruction, The user unrolls and throws thier large scroll over the enemy. They summons countless Kunai from the scroll to rain down on the enemy before releasing four large chains to force the enemy to the ground as the chains collapse on them.

( Gen'ei Tajū Shuriken ) - Multiple Phantom Shuriken
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: After performing the shadow clone technique the user and the two clones perform the Dog → Rabbit → Monkey → Clap Hands and they throw several shuriken which multiply and attack the opponent.
Note: Requires two shadow clones before use.

A Rank

(Himitsu Kibaku Fuda no Jutsu) Hidden Explosive Tags Technique
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
The user does a sequence of 4 hand seals (Tiger → Rat → Bird → Snake) or slams his hand on the ground or surface. Using his chakra, he is able to stream a multitude of paper tags through the ground and use his chakra to keep them hidden from sight. As they stream towards the target, they are undistinguishable from the ground, seamlessly merged with it. Nearing the target, they rise from the ground, "crawling" up the target. As they wrap themselves in lairs around the target, the user can choose when to detonate them, making a quicker, weaker detonation or waiting for more paper tags to pile in the target and adding more damage.

(Kuchiyose: Sanjū Rashōmon) - Summoning Technique: Triple Rashōmon
Rank: A
Type: Supplementary, Defence
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons 3 of these demonic forms of the main gate of old Kyoto. Each gate has a specific duty: the first red gate takes the attack head-on, the second green gate reduces the power of the attack, and the third blue gate disperses the pressure.
Note: This technique can only block A rank and below.

(Midare Senbu) – Chaos Fan Dance
Rank: A
Type: Offensive, Defence
Range: Short
Chakra cost: 30
Damage points: 60
Description: After attacking the enemy with the users fan, thus launching them into the air. The user then throws their fan to slice the enemy up, after which they then disappear. The user then reappears behind the enemy. Finally the user Grabs the fan and then jabs them into the ground.
Note: Must have a Fan/ War Fan.

(Sōshōryū Seichuu) - Rising Twin Dragons Control
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: This technique is similar to the normal Twin Rising Dragons, but is an upgraded version. The user doesn't have to hold onto the weapons; they can just send them flying only with a movement of thier hand, which makes the weapons a lot faster. Also, with this new version, The user includes exploding tags in the spread in order to make the technique more effective.

(Sōgu: Tensasai) - Manipulated Tools: Heavenly Chain of Destruction
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: A stronger version of the Twin Rising Dragons, the user tosses their large scroll into the air above her opponent and summons hundreds of different weapons from it, which then rain down, impaling the opponent and anything in their path. The weapons move so fast that they appear as white streaks.

(Shihouhappou Shuriken) - All Directions Shuriken
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: After utilizing the Kage Bunshin no jutsu, the user will spread out in various directions to surround the opponent before releasing a barrage of projectiles simultaneously.

(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After throwing one shuriken or more against their target, the user creates up to a thousand shadow clones of the shuriken (or kunai, senbon, etc, basically any basic weapon) after performing Ram → Rat → Bird → Boar → Tiger which multiply the damage as its striking down the enemy. This is a technique that combines ninja tools with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal. This is valid for any weapon copied and it has been seen that the copied weapons will also have the tags or markings of the original, like sealing or explosive tags or sealing marks.

S Rank

(Kuchiyose no Jutsu: Gojū Rashōmon) Summoning Technique: Quintuple Rashōmon
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
The user draws blood and does the summoning handseals, slamming his hand on the ground. With one already boasting enormous defensive properties, with this technique the user summons five Rashōmon gates to block an incoming attack. The defence is quite formidable, and with five gates, the user is also able to change the trajectory of an incoming attack if they are proven unable to completely stop it. This technique can defend the user against any S-Rank technique but, due to its enormous scale, becomes hard to use in most situations because of the area one needs to summon the gates.
Note: Usable twice per battle

Forbidden

(Gojō Kibaku Fuda) Mutually Multiplying Explosive Tags
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 100 (-20 to the user if caught in the explosion)
Description:
The Mutually Multiplying Explosive Tags is a technique which forms part of a fighting style purposely designed for those who have been reincarnated or are otherwise very resistant to damage, and employs the use of special explosive tags to create a near infinite series of explosions. The user will throw several (up to 5) special exploding tags at the enemy formed from large sheets that each bear five seals on them. These special tags then attach themselves to the intended target, but just as they detonate, summon additional tags that in turn create more as they too explode. This process is continuously repeated, leading to a near infinite chain reaction of consecutive explosions which engulf a gigantic area, mid range all around. The technique's unique drawback is that to fully use it you need to be in short range of the target, making it almost suicidal for users who cannot take on the damage and remain unarmed, users that cannot escape its range in time or users who cannot heal themselves from the damage, thus being ideal to be used by Edo Tensei summons.
Note: the explosion spans throughout 2 full turns if unblocked.
Note: usable twice per battle.
 

Six Paths

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(Fuda Kakusu no Jutsu) Tag Hidding Technique
Type: Supplementary
Rank: C-Rank
Range: Short
Chakra: 5 (per tag)
Damage: N/A
Description:
The user will use his chakra to hide a paper tag inside an inanimate object, like the ground or a wall. The tag can be a sealing tag or an explosive tag. The technique can be used to hide more than one tag per use if the user spends more chakra. Hidden tags can be detected by doujutsu or expert sensory ninjas.

(Kuchiyose: Sanjū Rashōmon) - Summoning Technique: Triple Rashōmon
Rank: A
Type: Supplementary, Defence
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons 3 of these demonic forms of the main gate of old Kyoto. Each gate has a specific duty: the first red gate takes the attack head-on, the second green gate reduces the power of the attack, and the third blue gate disperses the pressure.
Note: This technique can only block A rank and below.

(Kuchiyose no Jutsu: Gojū Rashōmon) Summoning Technique: Quintuple Rashōmon
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
The user draws blood and does the summoning handseals, slamming his hand on the ground. With one already boasting enormous defensive properties, with this technique the user summons five Rashōmon gates to block an incoming attack. The defence is quite formidable, and with five gates, the user is also able to change the trajectory of an incoming attack if they are proven unable to completely stop it. This technique can defend the user against any S-Rank technique but, due to its enormous scale, becomes hard to use in most situations because of the area one needs to summon the gates.
Note: Usable twice per battle

(Kuchiyose: Tetsuengo Kabe) -Summoning: Iron Protection Wall
Rank: B
Type: Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user summons a large iron dome from one of their scrolls that covers themselves and even their teammates from enemies' attacks.
Note: Can only defend against B rank and down but doesnt block techniques directed from beneath.

(Kuchiyose: Sanjū Rashōmon) - Summoning Technique: Triple Rashōmon
Rank: A
Type: Supplementary, Defence
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons 3 of these demonic forms of the main gate of old Kyoto. Each gate has a specific duty: the first red gate takes the attack head-on, the second green gate reduces the power of the attack, and the third blue gate disperses the pressure.
Note: This technique can only block A rank and below.

You got them all apart from the techniques I have mentioned here. Either way. I will have to ask something of you. Now, use a very short description, to explain the tech with your own words, before we can move to the next badge. We have already discussed the usages of them, so you do not need to. Rather, just give it a short explanation.
 

Goetia

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These techniques are fairly simple, revolving around basic usage of weaponry and supplementation of chakra, be it through making them able to be controlled remotely, or using chakra to increase the effectiveness of a given tool. These techniques aren't very costly at all, and if the user is smart about their application, it will be easy to catch an enemy off-guard. Some of the techniques, such as Kage Makibishi, are more centered around subterfuge and deception, whilst jutsu like Sakura Fubuki or Kakuu no Mai are designed to overwhelm the opponent by way of numbers or destructive ability. In their most basic use, they can divert attention and delay the enemy, allowing the user to buy themselves time and formulate a strategy, or attack an opponent from a blind spot. The C Ranks are, honestly, more powerful versions of the D Ranks. Nothing much to note here, save for the bonus offensive power, and the slightly increased scale and complexity. They're a little more offense-oriented, with some techniques allowing for second chances at attack if the first attempt fails, such as in Soushuuryu. The B Ranks offer much more variety than the C and D Rank jutsu, in terms of defense. Offensively, there is little change. The B Rank techniques give good defensive options that are great for breaking line of sight (Rashomon), and even turning the tide of battle quickly (Kagonome). The techniques from A Rank onward just continue to build on the previous jutsu and entail more powerful versions of earlier techniques.
 
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