Post by songstress on Nov 10, 2006 1:21:52 GMT -5
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Stage 1
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Name: Water Creation
Requirements: CONTROL=2, TACTICS=2
While there is no shortage of water in the Rain country, finding a sufficient source of liquid elsewhere can prove challenging. Water Creation is a simple support jutsu designed to allow a Rain shinobi enough water to perform any water or mud technique he knows of one stage below his highest stage. It works by gathering abundant moisture form the atmosphere and converting chakra to water to provide the user with fuel wherever it is necessary. While more tiring than simply using water available, it is none the less an invaluable technique in the field.
Name: Mud Ball
Requirements: POWER=3, WILLPOWER=2
A simple and rather weak technique, the Mud Ball is nonetheless the first true offensive technique taught to any budding Rain shinobi. By focusing chakra into the mouth, the user spits out a fist-sized globule of mud. This ball hits as hard as the shinobi’s regular punch and after it hits a surface it hardens into a brittle layer of dirt – a feature that causes many shinobi to aim for their opponent’s face to gather an extra second’s advantage.
Name: Muddy Shoes
Requirements: CONTROL=3, INTELLIGENCE=2
With a single handseal, the user turns the ground below the enemy into mud that sticks quickly to their feet. While nowhere near strong enough to restrain a target, it can provide that split second advantage needed in battle to hit with a more powerful attack.
Name: Breath of Vapor
Requirements: WILLPOWER=3, RESERVES=3
As the first in a line of techniques that utilize the shinobi’s chakra to create white mist from thin air, and the Breath of Vapor technique is rather weak as expected though not without its uses. Here, the user exhales a long plume of dense water vapor from his mouth. While not at all long lasting – dissipating as normal mist would – it can nevertheless cover an enemy’s sight from a brief span of time and cause him to cough as the water fills his lungs. This is exhaled in a cone, 8ft long and 4ft wide at its largest point.
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Stage 2
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Name: Water Sight
Requirements: CONTROL=5, POWER=4, RESERVES=4
A rather odd technique when all is said and done, the Water Sight technique allows the shinobi to “see” from a single source of water in addition to his regular sight. A source for this technique’s purposes is a body of water with a common origin, such as a single puddle or the drops of water from a spilled drink, and it works as thus: using the puddle as an example the user would be able to see everything the puddle could see – all of the things reflected on the puddle’s surface or underneath the surface. This technique lasts 2 posts +1 for every five points of reserves.
Name: Water Needles
Requirements: WILLPOWER=5, TACTICS=4, INTELLIGENCE=4
By manipulating an available water source, the user can create senbon needles. These needles can either be collected and thrown by hand or launched as they are created towards a single target. These needles of water strike like regular senbon – being as strong as the user could throw them himself – and are capable of injuring or killing what they hit though after they have struck each needle turns again into water. The user is capable of creating 1 needle + another for every two points of control he possess and only one copy of this technique may be active at any one time.
Name: Water Lily
Requirements: CONTROL=6, POWER=6, WILLPOWER=4
An innocent name for a destructive technique: this jutsu allows the user to make small amounts of water explode into a barrage of needle-like drops that would remind one of hailstones. The affected water spreads out in all directsion and cannot be controlled by the user – posing a danger to their creator if he is not careful. Fully capable of cutting through clothing and causing skin lacerations this technique is potentially deadly. The maximum amount of water that can be used depends on the user’s Power: for every 6 points they cause half a litre of water to explode.
Name: Mist Clone
Requirements: WILLPOWER=6, TACTICS=5, POWER=5
For what passes as a perfect copy of the user, the Mist Clone is nevertheless exceptionally weak. Almost incapable of causing physical damage though it is also almost impossible to kill via minor amounts of physical damage in return. This clone at first appears to be nothing more than an annoyance. However, it is capable of one method of attack…by charging an enemy the clone can attempt to stuff itself down a foe’s throat causing him to choke and suffocate on the water it is made out of though such an action from one clone is unlike to prove fatal by itself. One clone may be created for every 4 points of reserves the user possess.
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Stage 3
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Name: Water Breathing
Requirements: CONTROL=8, POWER=8, RESERVES=6
A simple and passive technique that may end up being most handy in numerous situations, the Water Breathing Technique allows the shinobi to use his chakra to sustain himself for short periods of time should he be unable or not want to breathe. Commonly used to avoid drowning, this technique may last for 1 post per 3 reserves the user has to a maximum of five posts.
Name: Water Armour
Requirements: WILLPOWER=8, TACTICS=6, INTELLIGENCE=8
A personal defensive technique, this jutsu covers its user in a thin, unnoticeable layer of chakra reinforced water. This armour is capable of absorbing one ninjutsu attack as long as the stage is no higher than 1 per 6 control (12 control to dissipate a stage 2 technique) to a maximum of 5th stage techniques. After doing this the armour shuts down and must be reactivated. Against taijutsu, the armour provides a level of protection similar to regular body armour. This technique can be draining though, and it may only remain active for 3 posts before a 2 post cool down is required.
Name: Wall of Mud
Requirements: CONTROL=9, POWER=9, WILLPOWER=7
This move creates a barrier between the user and whatever he desires. When this wall springs up it is wade of compacted mud, a substance – that while not particularly solid – is capable of sapping a great deal of force from any physical attack that should come into contact with it and of course a barrier is still a barrier when it comes to more exotic forms of attack. On the user’s next post the mud wall hardens and dries out. And while usually fairly brittle, a Jounin’s dried mud wall might as well be stone.
Name: Twenty Lashes
Requirements: WILLPOWER=9, TACTICS=9, POWER=7
Completing the required handseals, the user exhales a cloud of mist that is very similar to the Breath of Vapor Technique. However, this cloud is spewed out faster and over a wider area than its predecessor – the plume creating a large cone that envelopes all it touches. Enemy’s caught inside this vapor find them selves being struck as if by whips.
These strikes rip through clothing and strike hard enough to draw blood from skin. Though the injuries rarely prove fatal, the pain from these lashes can be enough to drive people into shock and at the very least it severely hampers muscle movement. It covers a similar area to the Breath of Vapor - though the cone is 18ft long and 9ft at its largest point instead of the previous dimensions
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Stage 4
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Name: Driving Rain
Requirements: CONTROL=12, POWER=11, RESERVES=10, WILLPOWER=12
By summoning forth his chakra, the Rain shinobi looks to the sky and causes it to grow dark with a mantle of ominous clouds. The air grows damp and humid and the smell of rain fills every breath. At first, nothing happens but on the post after their summoning the user may call down a torrential rain. However, this rain is no ordinary rain: enchanted with chakra it weighs down any enemy in the area, sticking to them and slowing their movements. This enchanted rain lasts for 4 posts but if the user wills it, a normal Rain can continue from there on out.
Name: Quagmire
Requirements: WILLPOWER=12, TACTICS=11, INTELLIGENCE=10, CONTROL=12
A highly refined version of the Muddy Shoes Technique, the Quagmire jutsu is no longer the harmless diversion its predecessor is. With a string of handseals, the ground beneath an enemy’s feet turns to mud, instantly swallowing them to their ankles if they aren't quick enough to escape. From there this technique rivals any form of quicksand in lethality: slowly sucking the afflicted into the ground or devouring them should they try to struggle. It takes 4 posts for the enemy to be completely buried (though half that should they struggle) and once this is done the Quagmire turns back into earth and may be escaped from normally. Should the enemy not suffocate before hand that is.
This jutsu can affect any target you can see and it effectively turns an 8ft circle around them into the "quicksand" - trapping the main person in the centre but allowing those near him the possibility of escape.
Name: Ripples
Requirements: CONTROL=14, POWER=13, RESERVES=11, TACTICS=10
This technique allows the user to change himself into a puddle of water for purposes of stealth and concealment – staying in that form for a number of posts equal to half the user’s reserves. The user is fully capable of moving around on the ground in this form albeit at a reduced speed unless he is in water in which case he moves normally.
Name: Veil of Mist
Requirements: WILLPOWER-14, TACTICS=13, INTELLIGENCE=11, POWER=10
A fairly simple technique when all is said and done though unusable by those of a lower rank simply because of the chakra requirements involved. This jutsu blankets the area, of compareable size to the Hidden Mist technique, in a cloud of wispy white fog, obscuring the vision and distorting the sounds of anyone caught inside its midst. However, this technique is indiscriminate and unless the user has someway to piece his own technique he too will suffer its effects. This jutsu lasts 3 post + 1 for every 10 reserves.
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Stage 5
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Name: Geyser
Requirements: CONTROL=17, POWER=16, RESERVES=16, WILLPOWER=15
An attack designed to remove a tightly clustered group of enemies, the Geyser jutsu forces a huge spout of water to erupt from the ground - the attack hitting an area of 8ft in diameter - with enough force to break bones or fling an enemy far, far into the air. As an added side effect, when the Geyser reaches the its peak the water falls back down as a barrage of water senbon aimed in a general direction at the user’s behest – striking at those who thought they were safe after dodging the initial attack.
Name: The Ties that Bind
Requirements: WILLPOWER=17, TACTICS=16, INTELLIGENCE=16, CONTROL=15
To many, this technique sounds suicidal. It can only be performed when the user and his target are both in a body of water deep enough to cover both their heads should they be standing on the floor. After completing the necessary handseals, this technique causes the water below to instantly swallow both the user and his enemy. Neither shinobi can break the surface unless the other one also surfaces or the user chooses to end the technique and in cunning hands this technique can be highly lethal. Naturally, should either shinobi die this technique is broken and the survivor may escape this trap.
Name: Pressure Spear
Requirements: CONTROL=18, POWER=17, RESERVES=17, TACTICS=14
Water is a dangerous element and, like many elements, at high speeds it is even more so. This technique, the Pressure Spear, forces an incredible volume of water into a space as wide as a tennis ball before projecting it outwards in a long stream with extreme force. This technique is capable of slicing through solid stone without fail and even metal cannot resist this technique indefinitely. Needless to say, a human must be wary of such a move – especially considering the long range this jutsu can be performed at.
Name: Cat ‘o Nine Tails
Requirements: WILLPOWER=18, TACTICS=17, INTELLIGENCE=17, POWER=14
When this jutsu is performed mist bursts from the user’s body in any direction he pleases, covering a large area and subjecting those caught within it to numerous, repeated slashes in much the same way as the Twenty Lashes technique. These can score stone and cut down trees with equal ease. Needless to say, such a move is quite a powerful addition to any shinobi’s arsenal. The mist extends from the user in a 15ft diamter circle.
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Stage 6
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Name: Rising Blast
Requirements: CONTROL=21, POWER=20, RESERVES=19, WILLPOWER=17, TACTICS=15
With a string of handseals, the user conjures worth a massive volume of water that immediately rushes in the direction of his choice. This veritable tidal wave is capable of crushing people to death and drowning the survivors in its torrent. Those who escape this technique will find the battle field changed into a waterlogged version of itself – providing an intrinsic advantage to any water using shinobi. Thankfully, this move takes a lot of chakra to perform and isn’t a move to be used lightly.
Name: Phantom Assailants.
Requirements: WILLPOWER=21, TACTICS=20, INTELLIGENCE=19, CONTROL=17, POWER=15
A technique that can only be used in conjunction with the other mist techniques, the Phantom Assailants Jutsu causes any mist affected in this way to linger on the battle field for an unnatural length of time. This now enchanted mist is suddenly possessed with malice enough to cause it to seek out nearby targets and attempt to restrain and asphyxiate them by clinging to their bodies, wrapping around their necks and forcing its way into their lungs with equal fervour. This move lasts for 3 posts and any mist introduced after its casting is also affected by it.
Name: Tempest Torment
Requirements: CONTROL=23, POWER=23, RESERVES=22, TACTICS=16, WILLPOWER=15
Clasping his hands together, the user causes a single target within sight to suddenly find water begin to swirl up from the ground around him - giving the poor soul a chance to escape - but catching him inside a whirling vortex of water should he fail. Trapped inside, the unlucky foe is subject to dozens upon dozens of needle like cuts that shred the skin and puncture the muscles underneath. This move lasts for but a single post but such a post can seem like an eternity to those caught in its grip. This jutus takes effect substanially faster when performed on a target standing on a body of water and is consequently much, much harder to avoid.
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Stage 7
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Name: Rain of Nightmares
Requirements: CONTROL=30, POWER=27, RESERVES=26, WILLPOWER=22, TACTICS=20 / Admin Approval
A technique that can only be classed as Village Destruction. The sky is filled with pitch black clouds from horizon to horizon – stifling any source of light from a above – and plunging the affected area (which is about a mile square) into darkness. Thunder claps high above and lighting streaks between clouds. Then it begins to rain, it begins to rain harder than any tempest. However, this water is no ordinary water. At first, enemies under this technique will simply think it is a normal storm and for the first post of this jutsu it will be.
Starting on the user's next post though the rain suddenly becomes razor sharp. The droplets elongate and turn into scything needles that blast their way through flesh, wear down stone and even damage metal should they be given enough time to do so. Wise enemies will seek a way to protect themselves as they leave the area before they are torn to shreds while the user and his allies suffer only as much harm as normal rain can muster.
This technique lasts 1 post +1 for every 10 control.
Name: Stagnant Death
Requirements: WILLPOWER=30, TACTICS=27, INTELLIGENCE=26, RESERVESONTROL=22, POWER=20
This jutsu could almost be termed a summoning technique. Out of nowhere a huge and sickly swamp, several miles across, transplants the original terrain. Gnarled, decaying trees suffocated by parasitic vines as the only noticeable “life” here. Everything else is simply mud; all of the floor is mud. This mud however is actually a malicious and evil spirit that seeks nothing more than to devour still warm flesh. And devour it attempts to do – the mud reaching out with hooked tendrils to strike, impale and then drag its prey down underneath its inescapable depths. A persistent foe, defeating these tentacles hardly even slows it down in its ravenous quest.
However, to perform this technique the user must go into a state of torpor so complete that it can be mistaken for death. This leaves the user completely unable to defend himself bar calling to the mud to shield his fragile corpse and any strike that touches the user will wake him and end the jutsu instantly. This technique may be used safely for 3 posts, 4 posts will cause the user to be drained of the chakra he uses to satiate the swamp and after post 5 the user will be eaten as a sacrifice himself.
Name: Liquid Assassin
Requirements: Third Jutsu: CONTROL=32, POWER=30, RESERVES=28, WILLPOWER= 24, TACTICS=22
A truly incredible technique that allows the user to become water: with full control over shape, and density. Practical immunity to many attacks - nearly all of the phyiscal kind - is granted through this technique and its long duration and remarkable efficiency make for a powerful weapon. That is not to say the user is completely invincible though.
Indeed, every drop of water they loose is a scratch sustained when this jutsu wears off. Regular water cannot repair the damage done and only by gathering what was lost can something like that be possible - even if such small amounts of water will usually disappear before the user can retrieve them (though because they can retrive them to an extent one huge blunt impact isn't instantly fatal).
The user may remain in this state for six posts. An additional post is added for each 5 points of Control beyond 32.
Name: World of Fog
Requirements: WILLPOWER=32, TACTICS=30, INTELLIGENCE=28, CONTROL=24, POWER=22
Similar in effect and area to the Stagnant Death technique, this jutsu isn’t quite as dangerous as the aforementioned work of evil. Instead of summoning a corrupted bog, the user changes the terrain into a thick marsh full of trees that reach into the sky and, densely packed, being not more than 1 foot apart from each other at any one time. Overall, a simple technique that merely restricts movement by a ridiculous degree. However, what makes this jutsu dangerous is the tree’s unnatural ability to change their density at will – going from a solid wood like substance to mist at the user’s behest! Therefore, while the enemy is hampered simply by the closeness of the terrain, the user is free to move and attack without restriction. Even trying to stand on top of these pillars may prove futile as the user can simple change the pillars an enemy is standing on to mist with but a thought. This technique lasts only 5 posts and after wich the user will be too drained to put up a serious fight.
Stage 1
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Name: Water Creation
Requirements: CONTROL=2, TACTICS=2
While there is no shortage of water in the Rain country, finding a sufficient source of liquid elsewhere can prove challenging. Water Creation is a simple support jutsu designed to allow a Rain shinobi enough water to perform any water or mud technique he knows of one stage below his highest stage. It works by gathering abundant moisture form the atmosphere and converting chakra to water to provide the user with fuel wherever it is necessary. While more tiring than simply using water available, it is none the less an invaluable technique in the field.
Name: Mud Ball
Requirements: POWER=3, WILLPOWER=2
A simple and rather weak technique, the Mud Ball is nonetheless the first true offensive technique taught to any budding Rain shinobi. By focusing chakra into the mouth, the user spits out a fist-sized globule of mud. This ball hits as hard as the shinobi’s regular punch and after it hits a surface it hardens into a brittle layer of dirt – a feature that causes many shinobi to aim for their opponent’s face to gather an extra second’s advantage.
Name: Muddy Shoes
Requirements: CONTROL=3, INTELLIGENCE=2
With a single handseal, the user turns the ground below the enemy into mud that sticks quickly to their feet. While nowhere near strong enough to restrain a target, it can provide that split second advantage needed in battle to hit with a more powerful attack.
Name: Breath of Vapor
Requirements: WILLPOWER=3, RESERVES=3
As the first in a line of techniques that utilize the shinobi’s chakra to create white mist from thin air, and the Breath of Vapor technique is rather weak as expected though not without its uses. Here, the user exhales a long plume of dense water vapor from his mouth. While not at all long lasting – dissipating as normal mist would – it can nevertheless cover an enemy’s sight from a brief span of time and cause him to cough as the water fills his lungs. This is exhaled in a cone, 8ft long and 4ft wide at its largest point.
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Stage 2
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Name: Water Sight
Requirements: CONTROL=5, POWER=4, RESERVES=4
A rather odd technique when all is said and done, the Water Sight technique allows the shinobi to “see” from a single source of water in addition to his regular sight. A source for this technique’s purposes is a body of water with a common origin, such as a single puddle or the drops of water from a spilled drink, and it works as thus: using the puddle as an example the user would be able to see everything the puddle could see – all of the things reflected on the puddle’s surface or underneath the surface. This technique lasts 2 posts +1 for every five points of reserves.
Name: Water Needles
Requirements: WILLPOWER=5, TACTICS=4, INTELLIGENCE=4
By manipulating an available water source, the user can create senbon needles. These needles can either be collected and thrown by hand or launched as they are created towards a single target. These needles of water strike like regular senbon – being as strong as the user could throw them himself – and are capable of injuring or killing what they hit though after they have struck each needle turns again into water. The user is capable of creating 1 needle + another for every two points of control he possess and only one copy of this technique may be active at any one time.
Name: Water Lily
Requirements: CONTROL=6, POWER=6, WILLPOWER=4
An innocent name for a destructive technique: this jutsu allows the user to make small amounts of water explode into a barrage of needle-like drops that would remind one of hailstones. The affected water spreads out in all directsion and cannot be controlled by the user – posing a danger to their creator if he is not careful. Fully capable of cutting through clothing and causing skin lacerations this technique is potentially deadly. The maximum amount of water that can be used depends on the user’s Power: for every 6 points they cause half a litre of water to explode.
Name: Mist Clone
Requirements: WILLPOWER=6, TACTICS=5, POWER=5
For what passes as a perfect copy of the user, the Mist Clone is nevertheless exceptionally weak. Almost incapable of causing physical damage though it is also almost impossible to kill via minor amounts of physical damage in return. This clone at first appears to be nothing more than an annoyance. However, it is capable of one method of attack…by charging an enemy the clone can attempt to stuff itself down a foe’s throat causing him to choke and suffocate on the water it is made out of though such an action from one clone is unlike to prove fatal by itself. One clone may be created for every 4 points of reserves the user possess.
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Stage 3
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Name: Water Breathing
Requirements: CONTROL=8, POWER=8, RESERVES=6
A simple and passive technique that may end up being most handy in numerous situations, the Water Breathing Technique allows the shinobi to use his chakra to sustain himself for short periods of time should he be unable or not want to breathe. Commonly used to avoid drowning, this technique may last for 1 post per 3 reserves the user has to a maximum of five posts.
Name: Water Armour
Requirements: WILLPOWER=8, TACTICS=6, INTELLIGENCE=8
A personal defensive technique, this jutsu covers its user in a thin, unnoticeable layer of chakra reinforced water. This armour is capable of absorbing one ninjutsu attack as long as the stage is no higher than 1 per 6 control (12 control to dissipate a stage 2 technique) to a maximum of 5th stage techniques. After doing this the armour shuts down and must be reactivated. Against taijutsu, the armour provides a level of protection similar to regular body armour. This technique can be draining though, and it may only remain active for 3 posts before a 2 post cool down is required.
Name: Wall of Mud
Requirements: CONTROL=9, POWER=9, WILLPOWER=7
This move creates a barrier between the user and whatever he desires. When this wall springs up it is wade of compacted mud, a substance – that while not particularly solid – is capable of sapping a great deal of force from any physical attack that should come into contact with it and of course a barrier is still a barrier when it comes to more exotic forms of attack. On the user’s next post the mud wall hardens and dries out. And while usually fairly brittle, a Jounin’s dried mud wall might as well be stone.
Name: Twenty Lashes
Requirements: WILLPOWER=9, TACTICS=9, POWER=7
Completing the required handseals, the user exhales a cloud of mist that is very similar to the Breath of Vapor Technique. However, this cloud is spewed out faster and over a wider area than its predecessor – the plume creating a large cone that envelopes all it touches. Enemy’s caught inside this vapor find them selves being struck as if by whips.
These strikes rip through clothing and strike hard enough to draw blood from skin. Though the injuries rarely prove fatal, the pain from these lashes can be enough to drive people into shock and at the very least it severely hampers muscle movement. It covers a similar area to the Breath of Vapor - though the cone is 18ft long and 9ft at its largest point instead of the previous dimensions
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Stage 4
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Name: Driving Rain
Requirements: CONTROL=12, POWER=11, RESERVES=10, WILLPOWER=12
By summoning forth his chakra, the Rain shinobi looks to the sky and causes it to grow dark with a mantle of ominous clouds. The air grows damp and humid and the smell of rain fills every breath. At first, nothing happens but on the post after their summoning the user may call down a torrential rain. However, this rain is no ordinary rain: enchanted with chakra it weighs down any enemy in the area, sticking to them and slowing their movements. This enchanted rain lasts for 4 posts but if the user wills it, a normal Rain can continue from there on out.
Name: Quagmire
Requirements: WILLPOWER=12, TACTICS=11, INTELLIGENCE=10, CONTROL=12
A highly refined version of the Muddy Shoes Technique, the Quagmire jutsu is no longer the harmless diversion its predecessor is. With a string of handseals, the ground beneath an enemy’s feet turns to mud, instantly swallowing them to their ankles if they aren't quick enough to escape. From there this technique rivals any form of quicksand in lethality: slowly sucking the afflicted into the ground or devouring them should they try to struggle. It takes 4 posts for the enemy to be completely buried (though half that should they struggle) and once this is done the Quagmire turns back into earth and may be escaped from normally. Should the enemy not suffocate before hand that is.
This jutsu can affect any target you can see and it effectively turns an 8ft circle around them into the "quicksand" - trapping the main person in the centre but allowing those near him the possibility of escape.
Name: Ripples
Requirements: CONTROL=14, POWER=13, RESERVES=11, TACTICS=10
This technique allows the user to change himself into a puddle of water for purposes of stealth and concealment – staying in that form for a number of posts equal to half the user’s reserves. The user is fully capable of moving around on the ground in this form albeit at a reduced speed unless he is in water in which case he moves normally.
Name: Veil of Mist
Requirements: WILLPOWER-14, TACTICS=13, INTELLIGENCE=11, POWER=10
A fairly simple technique when all is said and done though unusable by those of a lower rank simply because of the chakra requirements involved. This jutsu blankets the area, of compareable size to the Hidden Mist technique, in a cloud of wispy white fog, obscuring the vision and distorting the sounds of anyone caught inside its midst. However, this technique is indiscriminate and unless the user has someway to piece his own technique he too will suffer its effects. This jutsu lasts 3 post + 1 for every 10 reserves.
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Stage 5
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Name: Geyser
Requirements: CONTROL=17, POWER=16, RESERVES=16, WILLPOWER=15
An attack designed to remove a tightly clustered group of enemies, the Geyser jutsu forces a huge spout of water to erupt from the ground - the attack hitting an area of 8ft in diameter - with enough force to break bones or fling an enemy far, far into the air. As an added side effect, when the Geyser reaches the its peak the water falls back down as a barrage of water senbon aimed in a general direction at the user’s behest – striking at those who thought they were safe after dodging the initial attack.
Name: The Ties that Bind
Requirements: WILLPOWER=17, TACTICS=16, INTELLIGENCE=16, CONTROL=15
To many, this technique sounds suicidal. It can only be performed when the user and his target are both in a body of water deep enough to cover both their heads should they be standing on the floor. After completing the necessary handseals, this technique causes the water below to instantly swallow both the user and his enemy. Neither shinobi can break the surface unless the other one also surfaces or the user chooses to end the technique and in cunning hands this technique can be highly lethal. Naturally, should either shinobi die this technique is broken and the survivor may escape this trap.
Name: Pressure Spear
Requirements: CONTROL=18, POWER=17, RESERVES=17, TACTICS=14
Water is a dangerous element and, like many elements, at high speeds it is even more so. This technique, the Pressure Spear, forces an incredible volume of water into a space as wide as a tennis ball before projecting it outwards in a long stream with extreme force. This technique is capable of slicing through solid stone without fail and even metal cannot resist this technique indefinitely. Needless to say, a human must be wary of such a move – especially considering the long range this jutsu can be performed at.
Name: Cat ‘o Nine Tails
Requirements: WILLPOWER=18, TACTICS=17, INTELLIGENCE=17, POWER=14
When this jutsu is performed mist bursts from the user’s body in any direction he pleases, covering a large area and subjecting those caught within it to numerous, repeated slashes in much the same way as the Twenty Lashes technique. These can score stone and cut down trees with equal ease. Needless to say, such a move is quite a powerful addition to any shinobi’s arsenal. The mist extends from the user in a 15ft diamter circle.
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Stage 6
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Name: Rising Blast
Requirements: CONTROL=21, POWER=20, RESERVES=19, WILLPOWER=17, TACTICS=15
With a string of handseals, the user conjures worth a massive volume of water that immediately rushes in the direction of his choice. This veritable tidal wave is capable of crushing people to death and drowning the survivors in its torrent. Those who escape this technique will find the battle field changed into a waterlogged version of itself – providing an intrinsic advantage to any water using shinobi. Thankfully, this move takes a lot of chakra to perform and isn’t a move to be used lightly.
Name: Phantom Assailants.
Requirements: WILLPOWER=21, TACTICS=20, INTELLIGENCE=19, CONTROL=17, POWER=15
A technique that can only be used in conjunction with the other mist techniques, the Phantom Assailants Jutsu causes any mist affected in this way to linger on the battle field for an unnatural length of time. This now enchanted mist is suddenly possessed with malice enough to cause it to seek out nearby targets and attempt to restrain and asphyxiate them by clinging to their bodies, wrapping around their necks and forcing its way into their lungs with equal fervour. This move lasts for 3 posts and any mist introduced after its casting is also affected by it.
Name: Tempest Torment
Requirements: CONTROL=23, POWER=23, RESERVES=22, TACTICS=16, WILLPOWER=15
Clasping his hands together, the user causes a single target within sight to suddenly find water begin to swirl up from the ground around him - giving the poor soul a chance to escape - but catching him inside a whirling vortex of water should he fail. Trapped inside, the unlucky foe is subject to dozens upon dozens of needle like cuts that shred the skin and puncture the muscles underneath. This move lasts for but a single post but such a post can seem like an eternity to those caught in its grip. This jutus takes effect substanially faster when performed on a target standing on a body of water and is consequently much, much harder to avoid.
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Stage 7
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Name: Rain of Nightmares
Requirements: CONTROL=30, POWER=27, RESERVES=26, WILLPOWER=22, TACTICS=20 / Admin Approval
A technique that can only be classed as Village Destruction. The sky is filled with pitch black clouds from horizon to horizon – stifling any source of light from a above – and plunging the affected area (which is about a mile square) into darkness. Thunder claps high above and lighting streaks between clouds. Then it begins to rain, it begins to rain harder than any tempest. However, this water is no ordinary water. At first, enemies under this technique will simply think it is a normal storm and for the first post of this jutsu it will be.
Starting on the user's next post though the rain suddenly becomes razor sharp. The droplets elongate and turn into scything needles that blast their way through flesh, wear down stone and even damage metal should they be given enough time to do so. Wise enemies will seek a way to protect themselves as they leave the area before they are torn to shreds while the user and his allies suffer only as much harm as normal rain can muster.
This technique lasts 1 post +1 for every 10 control.
Name: Stagnant Death
Requirements: WILLPOWER=30, TACTICS=27, INTELLIGENCE=26, RESERVESONTROL=22, POWER=20
This jutsu could almost be termed a summoning technique. Out of nowhere a huge and sickly swamp, several miles across, transplants the original terrain. Gnarled, decaying trees suffocated by parasitic vines as the only noticeable “life” here. Everything else is simply mud; all of the floor is mud. This mud however is actually a malicious and evil spirit that seeks nothing more than to devour still warm flesh. And devour it attempts to do – the mud reaching out with hooked tendrils to strike, impale and then drag its prey down underneath its inescapable depths. A persistent foe, defeating these tentacles hardly even slows it down in its ravenous quest.
However, to perform this technique the user must go into a state of torpor so complete that it can be mistaken for death. This leaves the user completely unable to defend himself bar calling to the mud to shield his fragile corpse and any strike that touches the user will wake him and end the jutsu instantly. This technique may be used safely for 3 posts, 4 posts will cause the user to be drained of the chakra he uses to satiate the swamp and after post 5 the user will be eaten as a sacrifice himself.
Name: Liquid Assassin
Requirements: Third Jutsu: CONTROL=32, POWER=30, RESERVES=28, WILLPOWER= 24, TACTICS=22
A truly incredible technique that allows the user to become water: with full control over shape, and density. Practical immunity to many attacks - nearly all of the phyiscal kind - is granted through this technique and its long duration and remarkable efficiency make for a powerful weapon. That is not to say the user is completely invincible though.
Indeed, every drop of water they loose is a scratch sustained when this jutsu wears off. Regular water cannot repair the damage done and only by gathering what was lost can something like that be possible - even if such small amounts of water will usually disappear before the user can retrieve them (though because they can retrive them to an extent one huge blunt impact isn't instantly fatal).
The user may remain in this state for six posts. An additional post is added for each 5 points of Control beyond 32.
Name: World of Fog
Requirements: WILLPOWER=32, TACTICS=30, INTELLIGENCE=28, CONTROL=24, POWER=22
Similar in effect and area to the Stagnant Death technique, this jutsu isn’t quite as dangerous as the aforementioned work of evil. Instead of summoning a corrupted bog, the user changes the terrain into a thick marsh full of trees that reach into the sky and, densely packed, being not more than 1 foot apart from each other at any one time. Overall, a simple technique that merely restricts movement by a ridiculous degree. However, what makes this jutsu dangerous is the tree’s unnatural ability to change their density at will – going from a solid wood like substance to mist at the user’s behest! Therefore, while the enemy is hampered simply by the closeness of the terrain, the user is free to move and attack without restriction. Even trying to stand on top of these pillars may prove futile as the user can simple change the pillars an enemy is standing on to mist with but a thought. This technique lasts only 5 posts and after wich the user will be too drained to put up a serious fight.