Post by songstress on Nov 10, 2006 3:49:13 GMT -5
Stage One
Name: Hariganeya (Tracer Arrow)
Requirements: Tactics 2, Power 2
Description: Channelling a small amount of chakra into the arrow and the bow, the user is able to create a light but durable wire connecting the bow and arrow together. The wire will grow in length for as long as needed to maintain the connection, but it can be made to stop growing whenever the users wishes, or even shrink if so desired. Lastly, arrows fired after this technique is used may also be connected to the wire created if desired, or alternately the string may simply be disconnected, causing it to disappear after a short time (three posts). Naturally however this technique requires great caution to use, as careless use can lead to the users position being given away.
Name: Kaburaya (Noisemaker Arrow)
Requirements: Intelligence 3, Reserves 2
Description: This technique uses the user’s chakra to turn a normal arrow into a distraction. The user focuses their chakra in the arrow’s tip, then fires it. When the arrow lands or impacts something, the user’s chakra dispels outwards, creating a loud bang designed to distract enemies.
Name: Shoumeidan (Flare)
Requirements: Tactics 3, Control 2
Description: Shoumeidan can be used as a tool or as an attack. The user concentrates chakra in the tip of an arrow and fires it. Upon impact, the chakra explodes outward, shattering the arrowhead and releasing a flash of light. The intensity of the light can be controlled by the user, ranging from a low, constant light used to illuminate an area to a bright flash designed to blind an enemy temporarily (1 post). Due to the volatile nature of the chakra imbued into the arrow, the chakra disperses slowly while the arrow is in flight, leaving a glowing silver streak in the air that clearly identifies the shooter’s location.
Stage Two
Name: Kageya (Smoke Arrow)
Requirements: Tactics 5, Intelligence 4, Willpower 4
Description: Upon firing an arrow at either a person or any other hard surface, a large cloud of smoke will billow out from the arrowhead, shrouding the general area in smoke for up to one post.
Name: Koujiya (Decoy Arrow)
Requirements: Reserves 5, Control 4, Power 4
Description: Firing a single arrow quite quickly, the user creates a genjutsu using the fired arrow that makes it appear like it is the user dashing away very quickly in the direction the arrow flies, even making sounds appropriate to the environment. Due to how quickly it often occurs, it is not typically possible to see through, as such it is a very useful jutsu for distracting attackers, or making pursuit difficult; though naturally with repeated use the opponent may start to realise the nature of the jutsu.
Name: Hebiya (Snake Arrow)
Requirements: Tactics 6, Intelligence 6, Reserves 4
Description: A genjutsu technique. Instilling one or more arrows with chakra and firing them, anyone hostile to the user that see’s the arrows will perceive them to be hostile looking cobra snakes with bared fangs flying in their direction. If the arrow fails to hit the target the illusion snakes can continue to slither and chase the target, but will reveal their nature upon getting close and striking. Nevertheless it’s useful for attempting to lure someone into a certain spot or taking advantage of a fear of snakes.
Name: Fukibari Uchuuya (Needle Arrow shower)
Requirements: Reserves 6, Control 5, Intelligence 5
Description: Shooting an arrow towards the enemy, the fired arrow multiplies into twenty miniature arrows, each about half the size of a senbon needle. The tiny arrows will travel in a straight path, causing numerous cuts and slashes to anyone caught within it, and when combined with other techniques can prove quite powerful if used correctly.
Stage Three
Name: Hirou no Tooya (Arrow of Weariness)
Requirements: Tactics 8, Intelligence 8, Willpower 6
Description: A genjutsu technique where the user fires a single arrow towards the enemy. Providing that the arrow comes close to the target and keep it within their sight, the target will imagine the arrow exploding into hundreds of white feathers that will surround them, making them feel unbearably tired and sluggish.
The duration and extent to which the target feels tired is dependant upon the difference between their will. By default the jutsu causes the target to feel weary for one post. For every five points of will the user has, one post is added to that time, while for every five points the target has, one post is deducted. E.g. if the user has 15 will and the target has 5 will, then the jutsu will last for three posts. Additionally, if the duration the jutsu lasts for is calculated to be seven or higher, the target will lose consciousness after one post if they are not able to dispel it.
Name: Ya no Me (Eye of the Arrow)
Requirements: Reserves 8, Control 6, Power 8
Description: The user fires an arrow into a hard surface such as a tree trunk or the ground, in a seemingly foolish move. This arrow will strike silently, and can now act as a second pair of eyes and ears, able to spy on the surrounding area in secret, for it has the appearance of a normal arrow. The arrow has a similar range of sight as the daisen no me, but lacks the manoeuvrability of one. It can be used as a listening device as well, able to pick up any voices or noises in the general area and relay them back to the archer’s ears.
Name: Hyoukaiya (Melting Arrow)
Requirements: Tactics 9, Intelligence 9, Reserves 7
Description: The user creates an arrow purely from chakra, though it looks and feels like a normal arrow. The difference comes in when the arrow is fired and approaches the intended target. Rather than simply striking the target, the arrow will melt into a sticky substance that will powerfully bind anything it touches, such that a targets ability to move may be severely hampered if they are unable to avoid getting struck.
Name: Oshiya (Knockback Arrow)
Requirements: Reserves 9, Control 9, Intelligence 7
Description: The user fires a specially prepared arrow at the target, with a pocket of chakra surrounding the arrowhead. This chakra pocket has two effects, firstly it will compel the arrow to move much faster than normal, causing to accelerate as it flies rather than slowing down. Secondly, if it hits its target it will strike with a powerful blow, as if a large blunt object had struck the opponent, and will force them back a few steps or even knock them down depending on the rank of the shinobi using this technique. The degree of knock back ability depends on how physically built the opponent is, nonetheless it’s a good jutsu for if the archer gets cornered up close.
Stage Four
Name: Mouya (Arrow Net)
Requirements: Tactics 12, Intelligence 11, Willpower 10, Reserves 12
Description: After firing an arrow at the target, the arrow will split into two, and then again for a total of 6 arrows. Each of the arrows are connected to each other by strands of thread, and instead of striking an enemy the arrows will be aimed towards the ground, where they were bury themselves firmly upon striking it, trapping anything in it’s path to the ground with it. The thread is about as strong as average wire, but thicker and slightly more durable. Someone who is well versed in taijutsu can break the thread without much difficulty, while a kunai or other sharp blade will take 1 post to cut through it.
Name: Dochuuya (Underground Arrows)
Requirements: Reserves 12, Control 11, Power 10, Tactics 12
Description: The user fires several arrows straight into the ground (limit 5 arrows) that will pass through the ground and remain hidden underneath the surface. At the user’s command, they can be released to explode upwards, possibly skewering anyone within its path. A great jutsu for setting up ambushes to unsuspecting enemies, however due to its nature it’s not practical to use in a heated battle.
Name: Senpuuya (Whirlwind Arrow)
Requirements: Tactics 14, Intelligence 13, Willpower 11, Control 10
Description: This particular jutsu is aimed at breaking through defences of a target. It does so by spinning incredibly rapidly once it has been fired, such that it will create what appears like a horizontal whirlwind, in a way that the air itself becomes visible swirling around the arrow. As the arrow flies the air surrounding it will often push objects in-front of it out of the way, though objects caught behind it may be pulled along due to the whirlwind like motion. Often when striking powerful defences it is a three stage attack, with the first part being the wind attempting to force through or damage the defence, followed by the rapidly spinning arrow striking, which is naturally capable of penetrating further due to this, finally finishing with any debris that was picked up striking afterwards with a moderate degree of force.
Name: Jishinya (Earthquake Arrow)
Requirements: Reserves 14, Control 13, Power 11, Intelligence 10
Description: Instilling an arrow with a great amount of chakra, the user fires the arrow straight into the ground, preferable in the vicinity of the enemy. The arrow hits the ground with enough force to cause a minor tremor and make the ground shake in that area for several seconds. This technique is very useful in interrupting attacking foes.
Stage Five
Name: Jishakuya (Arrow Magnet)
Requirements: Tactics 17, Intelligence 16, Willpower 16, Reserves 15
Description: A subtle yet useful technique against quick enemies that are adept at dodging, however it requires the user to connect the shot with their enemy’s body. Firing an arrow straight towards the target, it will immediately be absorbed into their body upon striking it. This arrow acts as a homing device, for any subsequent arrows fired will be drawn towards it like a magnet, making dodging the arrows quite difficult. The effects last for up to 3 posts until the homing effect dissolves completely.
Name: Bakuhatsuya (Explosion Arrow)
Requirements: Reserves 17, Control 16,Power 16, Tactics 15
Description: Infusing an arrowhead with a great amount of chakra, the user fires the arrow at the target. Upon striking any surface the arrow will cause an explosion powerful enough to cause medium sized craters in the ground. Taking a direct hit from this will be quite painful and is likely to injure the opponent quite badly.
Name: Tsubaya (Arrow Spit)
Requirements: Tactics 18, Intelligence 17, Willpower 17, Control 14
Description: A unique jutsu in the sense that it does not require a bow. Performing a simple seal the user opens their mouth and summons forth a torrent of arrows that fly outwards at great speeds, striking anything in its path. The stream of arrows is easily avoided at range; therefore it’s a good technique for emergencies when the enemy gets too close to the archer or when they are unable to use their bow.
Name: Kabeya (Arrow Wall)
Requirements: Reserves 18, Control 17, Power 17, Intelligence 14
Description: The use fires several chakra infused arrows into the ground, where they will dive through the surface. Immediately after doing this, a large wall will arise from the ground, roughly several feet across, enough to offer a significant degree of protection to the user. This wall is actually made out of the arrows that were released into the ground, overlaying each other in a phalanx formation. The arrows are several times harder than their normal state; about the same density and hardness as steel, making the wall very durable against most form of attacks.
Stage Six
Name: Nankanya (Arrow Barrier)
Requirements: Tactics 21, Intelligence 20, Willpower 19, Reserves 17, Control 15
Description: Firing four arrows simultaneously around a target, the user creates a temporary barrier that is completely impenetrable. It will trap foreign chakra sources and prevent them from exiting it, though chakra sources outside the barrier, foreign or not will be able to enter, though they will not be able to leave again until the barrier dissipates.
Name: Shindouya (Vibration Arrow)
Requirements: Reserves 21, Control 20, Power 19, Tactics 17, Intelligence 15
Description: Infusing an arrow with a great amount of chakra, the arrow is fired in such a way that it sends out constant shockwaves during it’s flight as well as for some time after it strikes. If struck by this arrow it would be very painful for the enemy, for even if the arrow passes nearby the target without striking, the shockwaves caused by the vibrations is powerful enough to make the get dizzy and want to vomit. It’s primarily useful for when the enemy is trapped between the path of two vibration arrows, for the shockwaves from each of them is likely to render the enemy unconscious.
Name: Youkiya (Ethereal Arrow)
Requirements: Tactics 23, Intelligence 23, Willpower 22, Control 16, Power 15
Description: Shooting a chakra infused arrow at the target, the arrow will pass through any type of matter in its path, turning solid only just before it is about to strike the target. An excellent jutsu for breaking through tough defences.
Name: Kage Jouzanya (Shadow Arrow Multiplication)
Requirements: Reserves 23, Control 23, Power 22, Intelligence 16, Willpower 15
Description: Channelling a great deal of chakra into a single arrow, the user looses it towards their target. Immediately after the arrow is released it will begin to replicate, creating first one extra arrow, then two, then four, and so on. This replication occurs quite rapidly, such that after having covered a short distance the arrows will have become quite numerous. The arrows continue to replicate the longer the first arrow remains in flight, as such some may even exploit this by firing the arrow high in the air, giving it greater flight time and causing countless arrows to rain down on those targeted.
Stage Seven
Name: Ikigurushiiya (Choking Arrow)
Requirements: Tactics 30, Intelligence 27, Willpower 26, Reserves 22, Control 20
Description: Using this technique, the user fires an arrow at the enemy. The arrow, instilled with chakra will fly normally, but upon nearing an enemy it will bend and wrap itself firmly around the targets neck, doing so with such speed that it is difficult to dodge unless one is prepared for such a change in the arrow (such as having already seen the technique before). Removal is difficult, for the arrow will secrete a sticky glue-like adhesive that will help keep it in place. The choking arrow will remain in place for 3 posts, with increasing in tension during each one. For example, during the first post the arrow will constrict the throat only slightly, but enough to make breathing a bit more difficult than normal. In the last post the arrow will likely make the user pass out from asphyxiation if they are unable to free themselves in time.
Name: Kasokudoya (Acceleration Arrow)
Requirements: Reserves 30, Control 27, Power 26, Tactics 22, Intelligence 20
Description: Firing at most two arrows out at once, the user waits for them to reach a certain point before activating their effect. Once activated, the arrowhead immediately stops moving, though the rest of the arrow continues attempting to move forward resulting in the shaft of the arrow splintering into numerous thin pieces. These thin pieces immediately grow in size along with the arrowhead, appearing in a mere moment like an extremely large bowl or shield with the arrowhead protruding from the center, the shield typically over a meter wide. This shield sits several inches off the ground, and its orientation may be changed at the users will.
The purpose of all of this is twofold. First, the transformed arrows make an excellent shield, capable of enduring a fair degree of punishment. Most importantly however is that if the user fires any arrows at the shields (for lack of a better word), they don’t embed themselves in it as one would expect, rather the shield absorbs them completely, only to emit them at a higher velocity from the arrowhead in the shield. The shield can channel any sort of arrow in this fashion, including those used in jutsus e.g. Bakuhatsuya.
Name: Tsuitouya (Seeking Arrows)
Requirements: Tactics 32, Intelligence 30, Willpower 28, Reserves 24, Control 22
Description: Whispering the targets name or location to the arrow, which then upon release, will do everything in its power to reach that location, almost taking on a mind of its own. It will dodge any static barriers put in its path, avoid incoming attacks and will not cease until its can strike directly into the target. Also of note is that the use of any bunshins (even kage bunshin) to fool the arrow are useless; they will immediately seek the first and only target the user directs them to.
Name: Tobidougoya (Arrow Missile)
Requirements: Reserves 32, Control 30, Power 28, Tactics 24, Intelligence 22
Description: Similar to the Explosion arrow, the user prepares an arrow with chakra and aims for the target normally. Once released, the arrow becomes supercharged from the chakra, expelling steam and flying to incredible speeds so that anything nearby will be blown away or ripped to shreds. Upon striking the target, the arrow will detonate with the force five explosion tags, incinerating anything within a 20 meter radius. However if the user wishes to concentrate the effect they may carefully control the arrow such that the blast is focused entirely in one direction, making it excellent for penetrating static defenses.
Name: Hariganeya (Tracer Arrow)
Requirements: Tactics 2, Power 2
Description: Channelling a small amount of chakra into the arrow and the bow, the user is able to create a light but durable wire connecting the bow and arrow together. The wire will grow in length for as long as needed to maintain the connection, but it can be made to stop growing whenever the users wishes, or even shrink if so desired. Lastly, arrows fired after this technique is used may also be connected to the wire created if desired, or alternately the string may simply be disconnected, causing it to disappear after a short time (three posts). Naturally however this technique requires great caution to use, as careless use can lead to the users position being given away.
Name: Kaburaya (Noisemaker Arrow)
Requirements: Intelligence 3, Reserves 2
Description: This technique uses the user’s chakra to turn a normal arrow into a distraction. The user focuses their chakra in the arrow’s tip, then fires it. When the arrow lands or impacts something, the user’s chakra dispels outwards, creating a loud bang designed to distract enemies.
Name: Shoumeidan (Flare)
Requirements: Tactics 3, Control 2
Description: Shoumeidan can be used as a tool or as an attack. The user concentrates chakra in the tip of an arrow and fires it. Upon impact, the chakra explodes outward, shattering the arrowhead and releasing a flash of light. The intensity of the light can be controlled by the user, ranging from a low, constant light used to illuminate an area to a bright flash designed to blind an enemy temporarily (1 post). Due to the volatile nature of the chakra imbued into the arrow, the chakra disperses slowly while the arrow is in flight, leaving a glowing silver streak in the air that clearly identifies the shooter’s location.
Stage Two
Name: Kageya (Smoke Arrow)
Requirements: Tactics 5, Intelligence 4, Willpower 4
Description: Upon firing an arrow at either a person or any other hard surface, a large cloud of smoke will billow out from the arrowhead, shrouding the general area in smoke for up to one post.
Name: Koujiya (Decoy Arrow)
Requirements: Reserves 5, Control 4, Power 4
Description: Firing a single arrow quite quickly, the user creates a genjutsu using the fired arrow that makes it appear like it is the user dashing away very quickly in the direction the arrow flies, even making sounds appropriate to the environment. Due to how quickly it often occurs, it is not typically possible to see through, as such it is a very useful jutsu for distracting attackers, or making pursuit difficult; though naturally with repeated use the opponent may start to realise the nature of the jutsu.
Name: Hebiya (Snake Arrow)
Requirements: Tactics 6, Intelligence 6, Reserves 4
Description: A genjutsu technique. Instilling one or more arrows with chakra and firing them, anyone hostile to the user that see’s the arrows will perceive them to be hostile looking cobra snakes with bared fangs flying in their direction. If the arrow fails to hit the target the illusion snakes can continue to slither and chase the target, but will reveal their nature upon getting close and striking. Nevertheless it’s useful for attempting to lure someone into a certain spot or taking advantage of a fear of snakes.
Name: Fukibari Uchuuya (Needle Arrow shower)
Requirements: Reserves 6, Control 5, Intelligence 5
Description: Shooting an arrow towards the enemy, the fired arrow multiplies into twenty miniature arrows, each about half the size of a senbon needle. The tiny arrows will travel in a straight path, causing numerous cuts and slashes to anyone caught within it, and when combined with other techniques can prove quite powerful if used correctly.
Stage Three
Name: Hirou no Tooya (Arrow of Weariness)
Requirements: Tactics 8, Intelligence 8, Willpower 6
Description: A genjutsu technique where the user fires a single arrow towards the enemy. Providing that the arrow comes close to the target and keep it within their sight, the target will imagine the arrow exploding into hundreds of white feathers that will surround them, making them feel unbearably tired and sluggish.
The duration and extent to which the target feels tired is dependant upon the difference between their will. By default the jutsu causes the target to feel weary for one post. For every five points of will the user has, one post is added to that time, while for every five points the target has, one post is deducted. E.g. if the user has 15 will and the target has 5 will, then the jutsu will last for three posts. Additionally, if the duration the jutsu lasts for is calculated to be seven or higher, the target will lose consciousness after one post if they are not able to dispel it.
Name: Ya no Me (Eye of the Arrow)
Requirements: Reserves 8, Control 6, Power 8
Description: The user fires an arrow into a hard surface such as a tree trunk or the ground, in a seemingly foolish move. This arrow will strike silently, and can now act as a second pair of eyes and ears, able to spy on the surrounding area in secret, for it has the appearance of a normal arrow. The arrow has a similar range of sight as the daisen no me, but lacks the manoeuvrability of one. It can be used as a listening device as well, able to pick up any voices or noises in the general area and relay them back to the archer’s ears.
Name: Hyoukaiya (Melting Arrow)
Requirements: Tactics 9, Intelligence 9, Reserves 7
Description: The user creates an arrow purely from chakra, though it looks and feels like a normal arrow. The difference comes in when the arrow is fired and approaches the intended target. Rather than simply striking the target, the arrow will melt into a sticky substance that will powerfully bind anything it touches, such that a targets ability to move may be severely hampered if they are unable to avoid getting struck.
Name: Oshiya (Knockback Arrow)
Requirements: Reserves 9, Control 9, Intelligence 7
Description: The user fires a specially prepared arrow at the target, with a pocket of chakra surrounding the arrowhead. This chakra pocket has two effects, firstly it will compel the arrow to move much faster than normal, causing to accelerate as it flies rather than slowing down. Secondly, if it hits its target it will strike with a powerful blow, as if a large blunt object had struck the opponent, and will force them back a few steps or even knock them down depending on the rank of the shinobi using this technique. The degree of knock back ability depends on how physically built the opponent is, nonetheless it’s a good jutsu for if the archer gets cornered up close.
Stage Four
Name: Mouya (Arrow Net)
Requirements: Tactics 12, Intelligence 11, Willpower 10, Reserves 12
Description: After firing an arrow at the target, the arrow will split into two, and then again for a total of 6 arrows. Each of the arrows are connected to each other by strands of thread, and instead of striking an enemy the arrows will be aimed towards the ground, where they were bury themselves firmly upon striking it, trapping anything in it’s path to the ground with it. The thread is about as strong as average wire, but thicker and slightly more durable. Someone who is well versed in taijutsu can break the thread without much difficulty, while a kunai or other sharp blade will take 1 post to cut through it.
Name: Dochuuya (Underground Arrows)
Requirements: Reserves 12, Control 11, Power 10, Tactics 12
Description: The user fires several arrows straight into the ground (limit 5 arrows) that will pass through the ground and remain hidden underneath the surface. At the user’s command, they can be released to explode upwards, possibly skewering anyone within its path. A great jutsu for setting up ambushes to unsuspecting enemies, however due to its nature it’s not practical to use in a heated battle.
Name: Senpuuya (Whirlwind Arrow)
Requirements: Tactics 14, Intelligence 13, Willpower 11, Control 10
Description: This particular jutsu is aimed at breaking through defences of a target. It does so by spinning incredibly rapidly once it has been fired, such that it will create what appears like a horizontal whirlwind, in a way that the air itself becomes visible swirling around the arrow. As the arrow flies the air surrounding it will often push objects in-front of it out of the way, though objects caught behind it may be pulled along due to the whirlwind like motion. Often when striking powerful defences it is a three stage attack, with the first part being the wind attempting to force through or damage the defence, followed by the rapidly spinning arrow striking, which is naturally capable of penetrating further due to this, finally finishing with any debris that was picked up striking afterwards with a moderate degree of force.
Name: Jishinya (Earthquake Arrow)
Requirements: Reserves 14, Control 13, Power 11, Intelligence 10
Description: Instilling an arrow with a great amount of chakra, the user fires the arrow straight into the ground, preferable in the vicinity of the enemy. The arrow hits the ground with enough force to cause a minor tremor and make the ground shake in that area for several seconds. This technique is very useful in interrupting attacking foes.
Stage Five
Name: Jishakuya (Arrow Magnet)
Requirements: Tactics 17, Intelligence 16, Willpower 16, Reserves 15
Description: A subtle yet useful technique against quick enemies that are adept at dodging, however it requires the user to connect the shot with their enemy’s body. Firing an arrow straight towards the target, it will immediately be absorbed into their body upon striking it. This arrow acts as a homing device, for any subsequent arrows fired will be drawn towards it like a magnet, making dodging the arrows quite difficult. The effects last for up to 3 posts until the homing effect dissolves completely.
Name: Bakuhatsuya (Explosion Arrow)
Requirements: Reserves 17, Control 16,Power 16, Tactics 15
Description: Infusing an arrowhead with a great amount of chakra, the user fires the arrow at the target. Upon striking any surface the arrow will cause an explosion powerful enough to cause medium sized craters in the ground. Taking a direct hit from this will be quite painful and is likely to injure the opponent quite badly.
Name: Tsubaya (Arrow Spit)
Requirements: Tactics 18, Intelligence 17, Willpower 17, Control 14
Description: A unique jutsu in the sense that it does not require a bow. Performing a simple seal the user opens their mouth and summons forth a torrent of arrows that fly outwards at great speeds, striking anything in its path. The stream of arrows is easily avoided at range; therefore it’s a good technique for emergencies when the enemy gets too close to the archer or when they are unable to use their bow.
Name: Kabeya (Arrow Wall)
Requirements: Reserves 18, Control 17, Power 17, Intelligence 14
Description: The use fires several chakra infused arrows into the ground, where they will dive through the surface. Immediately after doing this, a large wall will arise from the ground, roughly several feet across, enough to offer a significant degree of protection to the user. This wall is actually made out of the arrows that were released into the ground, overlaying each other in a phalanx formation. The arrows are several times harder than their normal state; about the same density and hardness as steel, making the wall very durable against most form of attacks.
Stage Six
Name: Nankanya (Arrow Barrier)
Requirements: Tactics 21, Intelligence 20, Willpower 19, Reserves 17, Control 15
Description: Firing four arrows simultaneously around a target, the user creates a temporary barrier that is completely impenetrable. It will trap foreign chakra sources and prevent them from exiting it, though chakra sources outside the barrier, foreign or not will be able to enter, though they will not be able to leave again until the barrier dissipates.
Name: Shindouya (Vibration Arrow)
Requirements: Reserves 21, Control 20, Power 19, Tactics 17, Intelligence 15
Description: Infusing an arrow with a great amount of chakra, the arrow is fired in such a way that it sends out constant shockwaves during it’s flight as well as for some time after it strikes. If struck by this arrow it would be very painful for the enemy, for even if the arrow passes nearby the target without striking, the shockwaves caused by the vibrations is powerful enough to make the get dizzy and want to vomit. It’s primarily useful for when the enemy is trapped between the path of two vibration arrows, for the shockwaves from each of them is likely to render the enemy unconscious.
Name: Youkiya (Ethereal Arrow)
Requirements: Tactics 23, Intelligence 23, Willpower 22, Control 16, Power 15
Description: Shooting a chakra infused arrow at the target, the arrow will pass through any type of matter in its path, turning solid only just before it is about to strike the target. An excellent jutsu for breaking through tough defences.
Name: Kage Jouzanya (Shadow Arrow Multiplication)
Requirements: Reserves 23, Control 23, Power 22, Intelligence 16, Willpower 15
Description: Channelling a great deal of chakra into a single arrow, the user looses it towards their target. Immediately after the arrow is released it will begin to replicate, creating first one extra arrow, then two, then four, and so on. This replication occurs quite rapidly, such that after having covered a short distance the arrows will have become quite numerous. The arrows continue to replicate the longer the first arrow remains in flight, as such some may even exploit this by firing the arrow high in the air, giving it greater flight time and causing countless arrows to rain down on those targeted.
Stage Seven
Name: Ikigurushiiya (Choking Arrow)
Requirements: Tactics 30, Intelligence 27, Willpower 26, Reserves 22, Control 20
Description: Using this technique, the user fires an arrow at the enemy. The arrow, instilled with chakra will fly normally, but upon nearing an enemy it will bend and wrap itself firmly around the targets neck, doing so with such speed that it is difficult to dodge unless one is prepared for such a change in the arrow (such as having already seen the technique before). Removal is difficult, for the arrow will secrete a sticky glue-like adhesive that will help keep it in place. The choking arrow will remain in place for 3 posts, with increasing in tension during each one. For example, during the first post the arrow will constrict the throat only slightly, but enough to make breathing a bit more difficult than normal. In the last post the arrow will likely make the user pass out from asphyxiation if they are unable to free themselves in time.
Name: Kasokudoya (Acceleration Arrow)
Requirements: Reserves 30, Control 27, Power 26, Tactics 22, Intelligence 20
Description: Firing at most two arrows out at once, the user waits for them to reach a certain point before activating their effect. Once activated, the arrowhead immediately stops moving, though the rest of the arrow continues attempting to move forward resulting in the shaft of the arrow splintering into numerous thin pieces. These thin pieces immediately grow in size along with the arrowhead, appearing in a mere moment like an extremely large bowl or shield with the arrowhead protruding from the center, the shield typically over a meter wide. This shield sits several inches off the ground, and its orientation may be changed at the users will.
The purpose of all of this is twofold. First, the transformed arrows make an excellent shield, capable of enduring a fair degree of punishment. Most importantly however is that if the user fires any arrows at the shields (for lack of a better word), they don’t embed themselves in it as one would expect, rather the shield absorbs them completely, only to emit them at a higher velocity from the arrowhead in the shield. The shield can channel any sort of arrow in this fashion, including those used in jutsus e.g. Bakuhatsuya.
Name: Tsuitouya (Seeking Arrows)
Requirements: Tactics 32, Intelligence 30, Willpower 28, Reserves 24, Control 22
Description: Whispering the targets name or location to the arrow, which then upon release, will do everything in its power to reach that location, almost taking on a mind of its own. It will dodge any static barriers put in its path, avoid incoming attacks and will not cease until its can strike directly into the target. Also of note is that the use of any bunshins (even kage bunshin) to fool the arrow are useless; they will immediately seek the first and only target the user directs them to.
Name: Tobidougoya (Arrow Missile)
Requirements: Reserves 32, Control 30, Power 28, Tactics 24, Intelligence 22
Description: Similar to the Explosion arrow, the user prepares an arrow with chakra and aims for the target normally. Once released, the arrow becomes supercharged from the chakra, expelling steam and flying to incredible speeds so that anything nearby will be blown away or ripped to shreds. Upon striking the target, the arrow will detonate with the force five explosion tags, incinerating anything within a 20 meter radius. However if the user wishes to concentrate the effect they may carefully control the arrow such that the blast is focused entirely in one direction, making it excellent for penetrating static defenses.