Post by songstress on Nov 10, 2006 3:13:32 GMT -5
Stage 1: Academy List
Name: Mizu no Waruasobi (Trick of Water)
Requirements: Power 2, Tactics 2
Description: A very simple technique which involves a simple flick of one's hands and a muster of sweat in the fingers. A precise flick comes from of the hands or even a shake can be made as if trying to get something off one's hands. The water streaks from the hand of the user and towards the enemy's eye. This unexpected irritation can blur their vision for one post.
Name: Mizu Kagami no Jutsu (Water Mirror Technique)
Requirements: Control 3, Intelligence 2
Description: A simple jutsu that allows the user to turn a quantity of water as small as a drop and as large as a small puddle into a mirrored surface. This can allow the user to see behind himself, and around corners with careful application of the technique.
Name: Uo Tsuba (Fish Spit)
Requirements: Power 3, Willpower 2
Description: A simple jet of water shot from the mouth. It can hit with enough force to stun you if it hits properly. It can be done up to 5 times in succession, or one jet can be shot per post. The number of shots increases as the character's power. For each point above the requirement in Power, the user can spit another shot, up to ten shots. To give an example of its power, Mist academy students usually use this technique to play a game much like tag.
Name: Mizu Bunshin no Jutsu (Water Clone Technique)
Requirements: Intelligence 3, Reserves 3
Description: Creates one or multiple identical copies of the original out of water. For every 5 points in Reserves, you can create another mizu bunshin. More similar to Kage Bunshin then a regular Bunshin, water clones are capable of attacking, except each clone is roughly 1/10 the power of the original. This means that each clone has Physical and Chakra stats equal to 1/10th (rounded up, a minimum of 1 in each stat) the user's own stats. Taijutsu stats are 1/10th the original including taijutsu bonuses. The water clone can perform one jutsu that the user also knows once a thread. It must have the required stats to use the jutsu, and the jutsu must be a water elemental jutsu. One solid hit will destroy the clone.
Name: Mizu Soujuu (Water Manipulation)
Requirements: Power 4, Control 4
Description: Any Mist Shinobi that uses ninjutsu should likely have this technique. This involves learning basic manipulation of the properties of water. Boiling, freezing, and pressurization of water are included in these studies. Freezing is mostly limited to small amounts of water, and boiling includes the creation of steam by further putting chakra into the water. The user cannot perform these tasks on larger bodies of water with this basic study alone.
Furthermore, by learning to draw water from the moisture in the air, the shinobi can use water techniques from Stage 1 without requiring a source of water nearby (unless stated otherwise.) For every 4 points above the requirement, the next higher stage of Mist Ninjutsu can be used without a water source.
Power 4, Control 4: Stage 1.
Power 8, Control 8: Stage 2 and lower.
Power 12, Control 12: Stage 3 and lower.
Power 17, Control 17: Stage 4 and lower.
Power 22, Control 22: Stage 5 and lower.
Power 28, Control 28: Stage 6 and lower.
Power 34, Control 34: Stage 7 and lower.
Stage Eight always requires a water source, even if the Mist-nin in question creates it first.
It is important to note that most Missing-Nin do not have a great control over this ability. A character possessing this technique that is no longer a Mist shinobi will not be able to use higher level techniques without a source of water as he progresses. In the case of a Missing-nin who takes this skill, they start on the above chart at where-ever their stats place them, but do not progress as their Control and Power increase.
Stage 2: Basic Genin Jutsus
Name: Mizu Peretto (Water Pellet)
Requirements: Power 5, Control 4, Reserves 4
Description: An enhanced Uo Tsuba, instead of a stream, it is a bullet that impacts the enemy at high speed (though with blunt force,) and it is roughly about the size of a fist. For every three points in Power and Control above the requirement, another bullet can be spit.
Name: Mizutamari no Jutsu (Water Puddle Technique)
Requirements: Intelligence 5, Tactics 4, Willpower 4
Description: By altering personal body shape, the user can melt into a puddle of water on the ground, and remain in that form for a number of posts equal to half his Stamina rating (round up.) This allows the user to hide and set up an ambush, or lose inexperienced trackers.
Name: Suiton: Mizu Shuriken no Jutsu (Water Element: Water Shuriken Technique)
Requirements: Power 6, Control 6, Intelligence 4
Description: Through the use of water manipulation, the user can create multiple small shuriken comprised of water and launch them towards the target. After hitting and/or cutting a solid surface, they revert to water. The user creates one shuriken, plus an additional one for every 2 points of Power above the requirement. It is important to note that these shuriken can be physically launched (by hand) or launched as they are created.
Name: Isonagi no Jutsu (Beach Crab)
Requirements: Intelligence 6, Tactics 5, Control 5
Description: A jutsu that can only be used on water or atop loose soil (sand, non-rocky aerated dirt, etc,) this technique causes a pair of pincers to rise out of the ground/water and grasp the target by the ankles before pulling him underground/water. An important difference between this technique and Doton: Shinjuu Zanshu is that in this technique the target is fully enveloped in the earth or water. In the case of earth, though, the jutsu loosens the soil enough that the target is only restrained for 1 post if his Strength stat his higher than the user's Control stat, and 2 posts otherwise.
Water is less efficient because of its fluidity, and the target is only held under for one post. There is something to be said, though, for the change in momentum that can occur when you force an opponent to abandon all thoughts save survival.
Name: Mizu Tate no Jutsu (Water Shield Technique)
Requirements: Intelligence 7, Tactics 7, Control 6
Description: A shield of water is formed around the user as a cylindrical barrier that reaches just above the user's head. After the initial creation that user can manipulate the water, allowing for water spikes, tentacles, hands and the like, though these appendages are not dexterous enough to handle a weapon. The bad thing is that the shield isn't that reliable against ninjutsu (though it will negate up to Stage 2 fire ninjutsu). However, an opponent whose Strength score is at least 5 higher than the user's Power score can break through the shield. The shield lasts one post for genin, two posts for chuunin, and three posts for jounin.
Stage 3: Advanced Genin
Name: Mizu no Yaiba (Water Sword)
Requirements: Power 8, Control 8, Reserves 6
Description: Creates a sharp sword made of solid water in the user’s hand. As the user's control improves, he can manipulate the shape and size he/she wants the sword to have, from a tiny dagger to a massive decapitator sword. At the minimum requirements, the sword has minimal offensive power, able to make slight cuts and tears in the flesh of an opponent, and susceptible to high pressure (an opponent breaking the blade with a weapon of his own) and fire attacks.
Power 8, Control 8: The sword can be up to the size of a wakizashi, and is fragile, breaking under the pressure of weapon strikes against it and low level (stage 2) fire ninjutsu.
Power 10, Control 10: The sword can be up to the size of a katana, and is now as strong as a normal, metal blade. Fire Ninjutsu (stage 3) can still destroy the blade, however.
Power 12, Control 12: The sword can be up to the size of a nodachi, and now cuts with the edge of a finely crafted blade. It can no longer be destroyed by any genin level fire ninjutsu (Stage 3 or under) and using it as a defensive sweep can negate stage 1 Fire ninjutsu.
Power 15, Control 15: The sword can be up to the size of a cleaver, and is now incredibly durable and lethal. Advanced Chuunin level fire Ninjutsu (stage 5) is required to harm the blade, and defensively the blade can disperse up to stage 2 fire techniques.
Name: Mizutamari Yusuo no Jutsu (Water Puddle Transportation)
Requirements: Intelligence 8, Tactics 6, Willpower 8
Description: The normal Mizutamari Technique must be learned before you can use this technique, since it requires Mizutamari to be used in conjunction with it. If a user uses the Mizutamari while standing on top of a lake or river or any other water source, he/she can materialize himself/herself back anywhere he/she wants within the area of the water source (maximum range, 1/2 a mile.) That way the user can surprise the enemy from behind or even from below. This may be used twice per thread.
Name: Mizukaisou Bunshin no Jutsu (Water Reflection Clone Technique)
Requirements: Power 9, Control 9, Intelligence 7
Description: A jutsu that makes the user's reflection in water step out of the reflection and attack as a physical body. This type of water clone is an improvement over the Mizu Bunshin, possessing Chakra, Mental, and Physical stats equivalent to 1/3 the user's stats (rounded up and including taijutsu bonuses). One clone can be created for every 7 Reserves and each one can be destroyed with a solid blow. The Water Reflection Clones can perform one water elemental jutsu that the user knows once a thread. It must have the required stats for the jutsu.
Name: Mizu no Yoroi (Water Armor)
Requirements: Intelligence 9, Tactics 9, Control 7
Description: A thin layer of water covers the user’s whole body. At the basic requirements, it gives protection against fire techniques by dampening the effects, as well as nullifying some Taijutsu attacks. While the armor is on, it constantly draws out small amounts of both the user’s chakra and stamina, and thus can only be kept up for a number of posts equal to the user's reserves or stamina (whichever is lower) divided by 3.
Control 7: The armor dissipates up to stage 2 fire techniques, and physical attacks from characters with a base strength of 4 or lower.
Control 14: The armor dissipates up to stage 3 fire techniques, and physical attacks from characters with a base strength of 8 or lower.
Control 21: The armor dissipates up to stage 4 fire techniques, and physical attacks from characters with a base strength of 12 or lower.
Name: Suiton: Fuuma Mizu Shuriken (Water Element: Evil Windmill Water Shuriken)
Requirements: Power 10, Control 10, Willpower 8
Description: Instead of creating multiple smaller shurikens made of water, the user creates one or more large Fuuma Shurikens made of water and launches it towards the enemy. The shuriken causes massive damage when hitting an enemy. It is also much more solid than the normal water shurikens and can easily parry other kunais and shurikens that come in its path. This technique can be performed in one of two ways: the first is to create a single shuriken that the user may throw (this requires no body of water to draw from,) the second requires a large body of water, but allows the Mist shinobi to create multiple shuriken that he can launch directly from the water sources towards the enemy. This can be especially deadly if the fight itself is taking place atop said body of water, since the shurikens are hidden until they actually emerge from the water.
Power 10, Control 10: One shuriken.
Power 15, Control 15: Two shurikens.
Power 20, Control 20: Three shurikens.
Stage 4: Basic Chuunin
Name: Deido Tama (Mud Ball)
Rate: Power 12, Control 11, Reserves 10, Intelligence 12
Description: A very useful technique used to slow down their opponents, the user spits out a large ball of mud. The mud is kept together with chakra and, when it stikes a hard surface, it hardens-- slowing down movement of the person hit or weighing down an item. Once it has turned solid, only a person with a strength statistic higher than the user's Power+Control can break it, though a water technique of stage 4 or higher can liquify the mud once more. After 3 posts, the hardened mud shatters, and the victim is no longer inconvenienced by it.
Name: Kirigakure Shunshin no Jutsu (Hidden Mist Instantaneous Body Skill)
Requirements: Intelligence 12, Tactics 11, Willpower 10, Power 12
Description: An ability which allows the user to transport from one area to another in a spray of fine mist. The user has to have been to the area before and the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the shinobi has attacked or defended.
Name: Suikusari no Jutsu (Water Chains Technique)
Requirements: Power 14, Control 13, Reserves 11, Tactics 10
Description: Creates chains made of water and binds the enemy's ankles and wrists to make them more vulnerable and less mobile. The enemy can still perform normally if he is strong enough to move (Willpower+Control must be greater than Power+Control to break the chains.) The chains last for 3 posts, plus an additional post for every 5 points in Reserves above the requirement.
Name: Suimenka no Kisoku ( Breathing underwater Technique)
Requirements: Intelligence 14, Tactics 13, Willpower 11, Control 10
Description: The art of breathing underwater using chakra to remove oxygen from water has been a long handed down secret of the Mist. The length of time and the depth that the diver can go under depends on the Willpower and Control of the user. This technique typically activates whenever the shinobi breathes in water and requires no handseals. For every 3 points of Willpower and Control the user has, he can breathe normally underwater for one post (the requirements allow for 3 posts to start, at 12 Willpower and Control, it becomes 4 posts, etc.)
Name: Kirigakure no Jutsu (Hidden Mist Technique)
Requirements: Intelligence 15, Tactics 15, Willpower 13, Power 14
Description: A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this doesn't not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound. Visibility is cut down to three feet. The mist lasts for 3 posts, plus an additional post for every 10 points in Reserves the user has. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques (stage 3 or lower) to attempt to see through it.
Stage 5: Advanced Chuunin
Name: Suiton: Suihou no Jutsu (Water Element: Water Cannon Technique)
Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
Description: A move that lets the user spit a powerful beam of boiling water, strong enough to cut through wood and hot enough to scald flesh. Eventually, it becomes powerful enough to carve through stone.
Power 17, Control 16: The user can fire a single shot, which can cut through wood and other obstacles of similar toughness.
Power 22, Control 21: The user can fire two shots, either as a burst or in consecutive posts.
Power 27, Control 26: The user can fire three shots, in a manner similiar to the one described above, and each shot can carve through thick stone.
Name: Kiri Shikaku no Jutsu (Mist Vision Technique)
Requirements:Intelligence 17, Tactics 16, Willpower 16, Power 15
Description: A technique usually used with Kirigakure no Jutsu, the Mist Vision technique allows the user to see through heavy mist, steam, or any other condition caused by water in the air. This does not give the ability to see through smoke. The technique is passive and activates when the user's vision would otherwise be obstructed by mist.
Name: Doiru Suiyari no Jutsu (Drilling Water Spears)
Requirements: Power 18, Control 17, Reserves 17, Tactics 14
Description: Used when the enemy is standing on top of water to surprise attack them (though a Mist Shinobi with Mizu Soujuu and enough power and control can use this technique without the water.) Large sharp drill shaped spears made of water comes forth out from the water around the enemy and attacks. Alternatively, this can be used as a powerful defense, causing the water drills to intercept attacks and either nullify them (in the case of elemental techniques, stage 5 or lower) or deflect them high (in the case of projectiles and specific taijutsu attacks of stage 4 and lower.) The number of drills is dependent on the user's power, starting with 3 drills at 18 Power and an additional drill for every 4 points of power above that. These drills can target seperate opponents, but it takes no less than 3 drills to mount each defense.
Name: Suiton: Suise no Jutsu (Water Element: Water Torrent Technique)
Requirements: Intelligence 18, Tactics 17, Willpower 17, Control 14
Description: This technique is somewhat comparable to the Doton Doryuu Taiga, in that the user creates a small torrent of water that moves along the ground at a high speed and can carry opponents away with it. If there is a sizable body of water nearby, or the user's Mizu Soujuu is up to the task, the size of the torrent can be quite large. Otherwise, the torrent is smaller and more specific, able to target one opponent or straight line of opponents. The torrent lasts for 4 posts, though it can be ended prematurely by the user.
Name: Mizuhada Bunshin No Jutsu (Water Body Clone Technique)
Requirements: Power 19, Control 19, Reserves 18, Intelligence 16
Description: A powerful enhancement of the Water Reflection clone, this technique creates a number of full-powered water clones and does not require a body of water. These clones have the full Chakra and Mental stats of the user, as well as full base Physical stats plus 1/3 of any taijutsu bonuses. It can use one water elemental jutsu that the user knows once a thread. One clone can be created for every 10 points of Reserves. A solid hit will destroy the clone.
Stage 6: Basic Jounin
Name: Suijouki no Jutsu (Steam Technique)
Requirements: Power 21, Control 20, Reserves 19, Intelligence 17, Tactics 15
Description: In this attack the user takes a deep breath in and then blows out a mass of billowing steam toward an enemy or group of enemies. It can cause severe burns, and a close range hit can be lethal. The size of the steam cloud is dependent on the user's statistics. The steam covers one cubic meter of area, plus an additional cubic meter per point of Power over 21.
Name: Suirou no Jutsu (Water Prison Technique)
Requirements: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15
Description: A move used to trap the victim inside a prison of water; it is very difficult to escape. The only downside to this technique is that the user must keep one hand against the prison at all times in order for the victim to remain imprisoned. This is considered one of the strongest water trapping jutsus, simply because it has no inherent duration; the technique can be held indefinitely as long as the user keeps a hand in place, and the prison cannot be escaped or broken from the inside.
Name: Suiton: Suikoudan no Jutsu (Water Element: Water Shark Blast Technique)
Requirements: Power 23, Control 23, Reserves 22, Tactics 16, Willpower 15
Description: A powerful attack that requires its target to be on or near the water, this technique creates a large shark comprised of water that can be used to attack in one of two ways. Primarily, the shark is sent towards the opponent at a charge, attempting to strike the opponent with extreme bashing force as well as trying to rend him with its teeth. The second, more devious use involves the shark attempting to swallow the opponent. In this case, the shark is hidden under the water until it attacks. If it manages to swallow an opponent, he is trapped within a sphere of water as the shark itself dissolves. This sphere lasts for 2 posts, plus an additional post for every 20 points of Willpower that the user has. After an attack, successful or not, it vanishes.
Name: Gekiryuu Chikara (Raging River Force)
Requirements: Intelligence 23, Tactics 23, Willpower 22, Control 16, Reserves 15
Description: This technique is similar to the Water Torrent technique, save for a few key differences. Firstly, the power of this technique is enough to tear down most stone walls and defenses, not to mention defenses made of weaker materials. Secondly, this technique produces enough water to flood a small area for several posts. At the base requirements, this technique lasts for 3 posts and can floor an area of 100 square feet (a 10x10 square.) For every 5 points of Reserves above the requirement, ththe duration is increased by another post and the area is increased by another 100 square feet.
Name: Suiton: Suijinheki (Water Element: Water Barrier)
Requirements: Intelligence 26, Tactics 25, Willpower 24, Power 19, Control 17
Description: An ultimate defense of the Mist Shinobi, Suiton Suijinheki requires a great deal of water to work, or mastery of the appropriate level of Mizu Soujuu. Upon completing the technique, a large, swirling barrier of water surrounds the user and any nearby allies. This protects against any fire technique, as well as any ninjutsu that are projectiles by nature. Attempting to breach the barrier with taijutsu is self-defeating, the opponent who attempts to do so will find himself being whirled around the barrier and slammed into the ground several times throughout the duration of the technique as he is caught in its strong current. The technique lasts for two posts and can be used only twice per thread.
Stage 7: Advanced Jounin
Name: Suiton: Daibakufu no Jutsu (Water Element: Great Waterfall Technique)
Requirements: Power 30, Control 27, Reserves 26, Intelligence 22, Tactics 20
Description: A Jutsu which creates a huge cyclone turned on its side, which is sent toward the opponent or group of opponents. This Jutsu can only be done when in or near a body of water (or with the mastery of Mizu Soujuu,) and is devastatingly powerful, both in the force with which it strikes and with it's tendency to catch people and objects and slam them into other object. It can easily rip large trees and masses of rock from the Earth. It lasts for 4 posts, though the user can cancel it before it runs its full duration.
Name: Suiton: Suishouha (Water Element: Rising Blast)
Requirements: Intelligence 30, Tactics 27, Willpower 26, Power 22, Control 20
Description: Using large amounts of chakra, the user creates water from thin air and forms so much that it creates a mini-tidal wave. The water then does not dissipate for the duration of the battle, thus creating an arena where the user has a large advantage has a large advantage. If the climate is exceptionally arid, such as a desert, the water only lasts for 10 posts before draining into the sand. The depth of the water once the wave has settled is anywhere between 8 to 10 feet.
Name: Suiton: Suiryuudan no Jutsu (Water Element: Water Dragon Blast Technique)
Requirements: Power 32, Control 30, Reserves 28, Intelligence 24, Tactics 22
Description: A powerful attack that creates a huge current of water in the shape of a dragon, which is then sent towards the opponent. Essentially a devastating single target attack, few are the shinobi who can suffer a hit from this technique and continue to fight.
Name: Tsunami no Jutsu (Tsunami Technique)
Requirements: Intelligence 32, Tactics 30, Willpower 28, Power 24, Control 22
Description: An even better and more devastating water technique than the Suishouha Technique, this Technique can drown a large village but requires enormous amounts of chakra and stamina. Usually an 'all or nothing' technique, as it is not used under normal circumstances due to the widespread and indiscriminant destruction that it wreaks.
Open Slot
Name: Mizu no Waruasobi (Trick of Water)
Requirements: Power 2, Tactics 2
Description: A very simple technique which involves a simple flick of one's hands and a muster of sweat in the fingers. A precise flick comes from of the hands or even a shake can be made as if trying to get something off one's hands. The water streaks from the hand of the user and towards the enemy's eye. This unexpected irritation can blur their vision for one post.
Name: Mizu Kagami no Jutsu (Water Mirror Technique)
Requirements: Control 3, Intelligence 2
Description: A simple jutsu that allows the user to turn a quantity of water as small as a drop and as large as a small puddle into a mirrored surface. This can allow the user to see behind himself, and around corners with careful application of the technique.
Name: Uo Tsuba (Fish Spit)
Requirements: Power 3, Willpower 2
Description: A simple jet of water shot from the mouth. It can hit with enough force to stun you if it hits properly. It can be done up to 5 times in succession, or one jet can be shot per post. The number of shots increases as the character's power. For each point above the requirement in Power, the user can spit another shot, up to ten shots. To give an example of its power, Mist academy students usually use this technique to play a game much like tag.
Name: Mizu Bunshin no Jutsu (Water Clone Technique)
Requirements: Intelligence 3, Reserves 3
Description: Creates one or multiple identical copies of the original out of water. For every 5 points in Reserves, you can create another mizu bunshin. More similar to Kage Bunshin then a regular Bunshin, water clones are capable of attacking, except each clone is roughly 1/10 the power of the original. This means that each clone has Physical and Chakra stats equal to 1/10th (rounded up, a minimum of 1 in each stat) the user's own stats. Taijutsu stats are 1/10th the original including taijutsu bonuses. The water clone can perform one jutsu that the user also knows once a thread. It must have the required stats to use the jutsu, and the jutsu must be a water elemental jutsu. One solid hit will destroy the clone.
Name: Mizu Soujuu (Water Manipulation)
Requirements: Power 4, Control 4
Description: Any Mist Shinobi that uses ninjutsu should likely have this technique. This involves learning basic manipulation of the properties of water. Boiling, freezing, and pressurization of water are included in these studies. Freezing is mostly limited to small amounts of water, and boiling includes the creation of steam by further putting chakra into the water. The user cannot perform these tasks on larger bodies of water with this basic study alone.
Furthermore, by learning to draw water from the moisture in the air, the shinobi can use water techniques from Stage 1 without requiring a source of water nearby (unless stated otherwise.) For every 4 points above the requirement, the next higher stage of Mist Ninjutsu can be used without a water source.
Power 4, Control 4: Stage 1.
Power 8, Control 8: Stage 2 and lower.
Power 12, Control 12: Stage 3 and lower.
Power 17, Control 17: Stage 4 and lower.
Power 22, Control 22: Stage 5 and lower.
Power 28, Control 28: Stage 6 and lower.
Power 34, Control 34: Stage 7 and lower.
Stage Eight always requires a water source, even if the Mist-nin in question creates it first.
It is important to note that most Missing-Nin do not have a great control over this ability. A character possessing this technique that is no longer a Mist shinobi will not be able to use higher level techniques without a source of water as he progresses. In the case of a Missing-nin who takes this skill, they start on the above chart at where-ever their stats place them, but do not progress as their Control and Power increase.
Stage 2: Basic Genin Jutsus
Name: Mizu Peretto (Water Pellet)
Requirements: Power 5, Control 4, Reserves 4
Description: An enhanced Uo Tsuba, instead of a stream, it is a bullet that impacts the enemy at high speed (though with blunt force,) and it is roughly about the size of a fist. For every three points in Power and Control above the requirement, another bullet can be spit.
Name: Mizutamari no Jutsu (Water Puddle Technique)
Requirements: Intelligence 5, Tactics 4, Willpower 4
Description: By altering personal body shape, the user can melt into a puddle of water on the ground, and remain in that form for a number of posts equal to half his Stamina rating (round up.) This allows the user to hide and set up an ambush, or lose inexperienced trackers.
Name: Suiton: Mizu Shuriken no Jutsu (Water Element: Water Shuriken Technique)
Requirements: Power 6, Control 6, Intelligence 4
Description: Through the use of water manipulation, the user can create multiple small shuriken comprised of water and launch them towards the target. After hitting and/or cutting a solid surface, they revert to water. The user creates one shuriken, plus an additional one for every 2 points of Power above the requirement. It is important to note that these shuriken can be physically launched (by hand) or launched as they are created.
Name: Isonagi no Jutsu (Beach Crab)
Requirements: Intelligence 6, Tactics 5, Control 5
Description: A jutsu that can only be used on water or atop loose soil (sand, non-rocky aerated dirt, etc,) this technique causes a pair of pincers to rise out of the ground/water and grasp the target by the ankles before pulling him underground/water. An important difference between this technique and Doton: Shinjuu Zanshu is that in this technique the target is fully enveloped in the earth or water. In the case of earth, though, the jutsu loosens the soil enough that the target is only restrained for 1 post if his Strength stat his higher than the user's Control stat, and 2 posts otherwise.
Water is less efficient because of its fluidity, and the target is only held under for one post. There is something to be said, though, for the change in momentum that can occur when you force an opponent to abandon all thoughts save survival.
Name: Mizu Tate no Jutsu (Water Shield Technique)
Requirements: Intelligence 7, Tactics 7, Control 6
Description: A shield of water is formed around the user as a cylindrical barrier that reaches just above the user's head. After the initial creation that user can manipulate the water, allowing for water spikes, tentacles, hands and the like, though these appendages are not dexterous enough to handle a weapon. The bad thing is that the shield isn't that reliable against ninjutsu (though it will negate up to Stage 2 fire ninjutsu). However, an opponent whose Strength score is at least 5 higher than the user's Power score can break through the shield. The shield lasts one post for genin, two posts for chuunin, and three posts for jounin.
Stage 3: Advanced Genin
Name: Mizu no Yaiba (Water Sword)
Requirements: Power 8, Control 8, Reserves 6
Description: Creates a sharp sword made of solid water in the user’s hand. As the user's control improves, he can manipulate the shape and size he/she wants the sword to have, from a tiny dagger to a massive decapitator sword. At the minimum requirements, the sword has minimal offensive power, able to make slight cuts and tears in the flesh of an opponent, and susceptible to high pressure (an opponent breaking the blade with a weapon of his own) and fire attacks.
Power 8, Control 8: The sword can be up to the size of a wakizashi, and is fragile, breaking under the pressure of weapon strikes against it and low level (stage 2) fire ninjutsu.
Power 10, Control 10: The sword can be up to the size of a katana, and is now as strong as a normal, metal blade. Fire Ninjutsu (stage 3) can still destroy the blade, however.
Power 12, Control 12: The sword can be up to the size of a nodachi, and now cuts with the edge of a finely crafted blade. It can no longer be destroyed by any genin level fire ninjutsu (Stage 3 or under) and using it as a defensive sweep can negate stage 1 Fire ninjutsu.
Power 15, Control 15: The sword can be up to the size of a cleaver, and is now incredibly durable and lethal. Advanced Chuunin level fire Ninjutsu (stage 5) is required to harm the blade, and defensively the blade can disperse up to stage 2 fire techniques.
Name: Mizutamari Yusuo no Jutsu (Water Puddle Transportation)
Requirements: Intelligence 8, Tactics 6, Willpower 8
Description: The normal Mizutamari Technique must be learned before you can use this technique, since it requires Mizutamari to be used in conjunction with it. If a user uses the Mizutamari while standing on top of a lake or river or any other water source, he/she can materialize himself/herself back anywhere he/she wants within the area of the water source (maximum range, 1/2 a mile.) That way the user can surprise the enemy from behind or even from below. This may be used twice per thread.
Name: Mizukaisou Bunshin no Jutsu (Water Reflection Clone Technique)
Requirements: Power 9, Control 9, Intelligence 7
Description: A jutsu that makes the user's reflection in water step out of the reflection and attack as a physical body. This type of water clone is an improvement over the Mizu Bunshin, possessing Chakra, Mental, and Physical stats equivalent to 1/3 the user's stats (rounded up and including taijutsu bonuses). One clone can be created for every 7 Reserves and each one can be destroyed with a solid blow. The Water Reflection Clones can perform one water elemental jutsu that the user knows once a thread. It must have the required stats for the jutsu.
Name: Mizu no Yoroi (Water Armor)
Requirements: Intelligence 9, Tactics 9, Control 7
Description: A thin layer of water covers the user’s whole body. At the basic requirements, it gives protection against fire techniques by dampening the effects, as well as nullifying some Taijutsu attacks. While the armor is on, it constantly draws out small amounts of both the user’s chakra and stamina, and thus can only be kept up for a number of posts equal to the user's reserves or stamina (whichever is lower) divided by 3.
Control 7: The armor dissipates up to stage 2 fire techniques, and physical attacks from characters with a base strength of 4 or lower.
Control 14: The armor dissipates up to stage 3 fire techniques, and physical attacks from characters with a base strength of 8 or lower.
Control 21: The armor dissipates up to stage 4 fire techniques, and physical attacks from characters with a base strength of 12 or lower.
Name: Suiton: Fuuma Mizu Shuriken (Water Element: Evil Windmill Water Shuriken)
Requirements: Power 10, Control 10, Willpower 8
Description: Instead of creating multiple smaller shurikens made of water, the user creates one or more large Fuuma Shurikens made of water and launches it towards the enemy. The shuriken causes massive damage when hitting an enemy. It is also much more solid than the normal water shurikens and can easily parry other kunais and shurikens that come in its path. This technique can be performed in one of two ways: the first is to create a single shuriken that the user may throw (this requires no body of water to draw from,) the second requires a large body of water, but allows the Mist shinobi to create multiple shuriken that he can launch directly from the water sources towards the enemy. This can be especially deadly if the fight itself is taking place atop said body of water, since the shurikens are hidden until they actually emerge from the water.
Power 10, Control 10: One shuriken.
Power 15, Control 15: Two shurikens.
Power 20, Control 20: Three shurikens.
Stage 4: Basic Chuunin
Name: Deido Tama (Mud Ball)
Rate: Power 12, Control 11, Reserves 10, Intelligence 12
Description: A very useful technique used to slow down their opponents, the user spits out a large ball of mud. The mud is kept together with chakra and, when it stikes a hard surface, it hardens-- slowing down movement of the person hit or weighing down an item. Once it has turned solid, only a person with a strength statistic higher than the user's Power+Control can break it, though a water technique of stage 4 or higher can liquify the mud once more. After 3 posts, the hardened mud shatters, and the victim is no longer inconvenienced by it.
Name: Kirigakure Shunshin no Jutsu (Hidden Mist Instantaneous Body Skill)
Requirements: Intelligence 12, Tactics 11, Willpower 10, Power 12
Description: An ability which allows the user to transport from one area to another in a spray of fine mist. The user has to have been to the area before and the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the shinobi has attacked or defended.
Name: Suikusari no Jutsu (Water Chains Technique)
Requirements: Power 14, Control 13, Reserves 11, Tactics 10
Description: Creates chains made of water and binds the enemy's ankles and wrists to make them more vulnerable and less mobile. The enemy can still perform normally if he is strong enough to move (Willpower+Control must be greater than Power+Control to break the chains.) The chains last for 3 posts, plus an additional post for every 5 points in Reserves above the requirement.
Name: Suimenka no Kisoku ( Breathing underwater Technique)
Requirements: Intelligence 14, Tactics 13, Willpower 11, Control 10
Description: The art of breathing underwater using chakra to remove oxygen from water has been a long handed down secret of the Mist. The length of time and the depth that the diver can go under depends on the Willpower and Control of the user. This technique typically activates whenever the shinobi breathes in water and requires no handseals. For every 3 points of Willpower and Control the user has, he can breathe normally underwater for one post (the requirements allow for 3 posts to start, at 12 Willpower and Control, it becomes 4 posts, etc.)
Name: Kirigakure no Jutsu (Hidden Mist Technique)
Requirements: Intelligence 15, Tactics 15, Willpower 13, Power 14
Description: A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this doesn't not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound. Visibility is cut down to three feet. The mist lasts for 3 posts, plus an additional post for every 10 points in Reserves the user has. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques (stage 3 or lower) to attempt to see through it.
Stage 5: Advanced Chuunin
Name: Suiton: Suihou no Jutsu (Water Element: Water Cannon Technique)
Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
Description: A move that lets the user spit a powerful beam of boiling water, strong enough to cut through wood and hot enough to scald flesh. Eventually, it becomes powerful enough to carve through stone.
Power 17, Control 16: The user can fire a single shot, which can cut through wood and other obstacles of similar toughness.
Power 22, Control 21: The user can fire two shots, either as a burst or in consecutive posts.
Power 27, Control 26: The user can fire three shots, in a manner similiar to the one described above, and each shot can carve through thick stone.
Name: Kiri Shikaku no Jutsu (Mist Vision Technique)
Requirements:Intelligence 17, Tactics 16, Willpower 16, Power 15
Description: A technique usually used with Kirigakure no Jutsu, the Mist Vision technique allows the user to see through heavy mist, steam, or any other condition caused by water in the air. This does not give the ability to see through smoke. The technique is passive and activates when the user's vision would otherwise be obstructed by mist.
Name: Doiru Suiyari no Jutsu (Drilling Water Spears)
Requirements: Power 18, Control 17, Reserves 17, Tactics 14
Description: Used when the enemy is standing on top of water to surprise attack them (though a Mist Shinobi with Mizu Soujuu and enough power and control can use this technique without the water.) Large sharp drill shaped spears made of water comes forth out from the water around the enemy and attacks. Alternatively, this can be used as a powerful defense, causing the water drills to intercept attacks and either nullify them (in the case of elemental techniques, stage 5 or lower) or deflect them high (in the case of projectiles and specific taijutsu attacks of stage 4 and lower.) The number of drills is dependent on the user's power, starting with 3 drills at 18 Power and an additional drill for every 4 points of power above that. These drills can target seperate opponents, but it takes no less than 3 drills to mount each defense.
Name: Suiton: Suise no Jutsu (Water Element: Water Torrent Technique)
Requirements: Intelligence 18, Tactics 17, Willpower 17, Control 14
Description: This technique is somewhat comparable to the Doton Doryuu Taiga, in that the user creates a small torrent of water that moves along the ground at a high speed and can carry opponents away with it. If there is a sizable body of water nearby, or the user's Mizu Soujuu is up to the task, the size of the torrent can be quite large. Otherwise, the torrent is smaller and more specific, able to target one opponent or straight line of opponents. The torrent lasts for 4 posts, though it can be ended prematurely by the user.
Name: Mizuhada Bunshin No Jutsu (Water Body Clone Technique)
Requirements: Power 19, Control 19, Reserves 18, Intelligence 16
Description: A powerful enhancement of the Water Reflection clone, this technique creates a number of full-powered water clones and does not require a body of water. These clones have the full Chakra and Mental stats of the user, as well as full base Physical stats plus 1/3 of any taijutsu bonuses. It can use one water elemental jutsu that the user knows once a thread. One clone can be created for every 10 points of Reserves. A solid hit will destroy the clone.
Stage 6: Basic Jounin
Name: Suijouki no Jutsu (Steam Technique)
Requirements: Power 21, Control 20, Reserves 19, Intelligence 17, Tactics 15
Description: In this attack the user takes a deep breath in and then blows out a mass of billowing steam toward an enemy or group of enemies. It can cause severe burns, and a close range hit can be lethal. The size of the steam cloud is dependent on the user's statistics. The steam covers one cubic meter of area, plus an additional cubic meter per point of Power over 21.
Name: Suirou no Jutsu (Water Prison Technique)
Requirements: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15
Description: A move used to trap the victim inside a prison of water; it is very difficult to escape. The only downside to this technique is that the user must keep one hand against the prison at all times in order for the victim to remain imprisoned. This is considered one of the strongest water trapping jutsus, simply because it has no inherent duration; the technique can be held indefinitely as long as the user keeps a hand in place, and the prison cannot be escaped or broken from the inside.
Name: Suiton: Suikoudan no Jutsu (Water Element: Water Shark Blast Technique)
Requirements: Power 23, Control 23, Reserves 22, Tactics 16, Willpower 15
Description: A powerful attack that requires its target to be on or near the water, this technique creates a large shark comprised of water that can be used to attack in one of two ways. Primarily, the shark is sent towards the opponent at a charge, attempting to strike the opponent with extreme bashing force as well as trying to rend him with its teeth. The second, more devious use involves the shark attempting to swallow the opponent. In this case, the shark is hidden under the water until it attacks. If it manages to swallow an opponent, he is trapped within a sphere of water as the shark itself dissolves. This sphere lasts for 2 posts, plus an additional post for every 20 points of Willpower that the user has. After an attack, successful or not, it vanishes.
Name: Gekiryuu Chikara (Raging River Force)
Requirements: Intelligence 23, Tactics 23, Willpower 22, Control 16, Reserves 15
Description: This technique is similar to the Water Torrent technique, save for a few key differences. Firstly, the power of this technique is enough to tear down most stone walls and defenses, not to mention defenses made of weaker materials. Secondly, this technique produces enough water to flood a small area for several posts. At the base requirements, this technique lasts for 3 posts and can floor an area of 100 square feet (a 10x10 square.) For every 5 points of Reserves above the requirement, ththe duration is increased by another post and the area is increased by another 100 square feet.
Name: Suiton: Suijinheki (Water Element: Water Barrier)
Requirements: Intelligence 26, Tactics 25, Willpower 24, Power 19, Control 17
Description: An ultimate defense of the Mist Shinobi, Suiton Suijinheki requires a great deal of water to work, or mastery of the appropriate level of Mizu Soujuu. Upon completing the technique, a large, swirling barrier of water surrounds the user and any nearby allies. This protects against any fire technique, as well as any ninjutsu that are projectiles by nature. Attempting to breach the barrier with taijutsu is self-defeating, the opponent who attempts to do so will find himself being whirled around the barrier and slammed into the ground several times throughout the duration of the technique as he is caught in its strong current. The technique lasts for two posts and can be used only twice per thread.
Stage 7: Advanced Jounin
Name: Suiton: Daibakufu no Jutsu (Water Element: Great Waterfall Technique)
Requirements: Power 30, Control 27, Reserves 26, Intelligence 22, Tactics 20
Description: A Jutsu which creates a huge cyclone turned on its side, which is sent toward the opponent or group of opponents. This Jutsu can only be done when in or near a body of water (or with the mastery of Mizu Soujuu,) and is devastatingly powerful, both in the force with which it strikes and with it's tendency to catch people and objects and slam them into other object. It can easily rip large trees and masses of rock from the Earth. It lasts for 4 posts, though the user can cancel it before it runs its full duration.
Name: Suiton: Suishouha (Water Element: Rising Blast)
Requirements: Intelligence 30, Tactics 27, Willpower 26, Power 22, Control 20
Description: Using large amounts of chakra, the user creates water from thin air and forms so much that it creates a mini-tidal wave. The water then does not dissipate for the duration of the battle, thus creating an arena where the user has a large advantage has a large advantage. If the climate is exceptionally arid, such as a desert, the water only lasts for 10 posts before draining into the sand. The depth of the water once the wave has settled is anywhere between 8 to 10 feet.
Name: Suiton: Suiryuudan no Jutsu (Water Element: Water Dragon Blast Technique)
Requirements: Power 32, Control 30, Reserves 28, Intelligence 24, Tactics 22
Description: A powerful attack that creates a huge current of water in the shape of a dragon, which is then sent towards the opponent. Essentially a devastating single target attack, few are the shinobi who can suffer a hit from this technique and continue to fight.
Name: Tsunami no Jutsu (Tsunami Technique)
Requirements: Intelligence 32, Tactics 30, Willpower 28, Power 24, Control 22
Description: An even better and more devastating water technique than the Suishouha Technique, this Technique can drown a large village but requires enormous amounts of chakra and stamina. Usually an 'all or nothing' technique, as it is not used under normal circumstances due to the widespread and indiscriminant destruction that it wreaks.
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