Shuriken Shadow Clone Technique: Level 1
Rank of Jutsu: D
Element Affinity: -
Type: Ninjutsu
Distance: Clone Technique
Description: Hand seals, the caster performs their hand seals and is then required to throw a shuriken. After the shuriken is thrown it splits apart into shadows clones so that there are now 50 of them that stay clustered within a 20 foot area of each other. These shuriken travel at 25 mph. After the shuriken either hit their target to cause damage or land the clones 'pop' and disappear. These clones are shadow clones and therefore any damage caused by a clone is equal to damage caused by a real shuriken. 4 round cool down.
Name Wind style: Dance of the Wind King
Rank of Jutsu: C
Element Affinity: Fuuton
Type: Ninjutsu
Distance: 30 feet
Description: Requires handseals. The ninja does the necessary hand seals and then emits a series of small wind balls about as big as soft balls. The windballs can be used to coat over different projectiles like shuriken or kunai. There can be a maximum of 10 wind balls. The wind balls alone do 2 inch cuts along with fracture. Once they hit a target, they dissipate. A kunai or shuriken inside the windballs travels at the speed of 35mph. This jutsu can be used in combination with Katon: Hosenka no jutsu, to make the fire balls to be larger and have the damage added with the windballs. Cooldown 4 posts.
Name Shearer
Rank of Jutsu: D
Element Affinity: N/A
Type: Taijutsu
Distance: Self - Length of weapon
Description:
The user spins at a very fast rate, enough to make him look like a top(speed is of a Chuunin), this is usually used with a weapon in order to either attack repeatedly or to defend against projectiles, the user can use it when on the ground or in the air. The jutsu can be used when jumping forward towards the opponent, making sure the weapon/hand doesn't touch the ground or the jutsu will end. It can be used to block D-rank jutsu and projectiles such as shuriken or kunai. The attacks are quick, leaving regular 1 inch cuts at the target's body. After the user has performed the jutsu, sight is decreased by 10% for 1 round. Cooldown 3 posts, The jutsu lasts for 1 post. If the user does a training topic of 300 words he can deduct the 10% sight decrease
Suiton: Water Clone
Rank of Jutsu: C
Element Affinity: Suiton
Type: Ninjutsu
Distance: 10 Meters
Description: The Water Clone Technique is similar to the Shadow Clone Technique except it creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body. Additionally, water clones only have one-tenth of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. The maximum amount of clones is 6. This clone is destroyed in a single blow, and has a 3 post cooldown.
Suiton: Great Water Arm Technique
Rank of Jutsu: C
Element Affinity: Suiton
Type: Ninjutsu
Distance: Self
Description: The muscles of the arm are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the entire arm, like an instant pump-up. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is rather high. The technique gives the user superhuman strength, capable of breaking through both rock walls(6 inches thick) and steel doors(3 inches thick). This jutsu can be cut off before the maximum duration is reached. The weakness to this is that lightning jutsu injures the user due to the arm being filled with water. If the opponent is hit directly with this arm, it can break bones. D rank jutsu can disable the arm for 2 posts, C can disable it for five, and B or above can destroy the arm completely. Can only be used on one arm at a time, lasts 5 posts, and has a 3 post cooldown.
Suiton: Water Prison Technique
Rank of Jutsu: C
Element Affinity: Suiton
Type: Ninjutsu
Distance: Touch
Description: This jutsu is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This jutsu requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Despite the fact that the prison is made up entirely out of water, it is stronger than steel. Once trapped the target is unable to move while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. Raiton jutsu used on the sphere(C rank or above) will damage the user, more damage with higher ranks. This happens due to the electricity travelling into the users arm. Lasts 5 posts or until disrupted, 5 post cooldown.
Mizukiri no Yaiba (Watercutting Sword)
Rank of Jutsu: B
Element Affinity: Suiton
Type: Ninjutsu
Distance: 5 Ft
Description: Rather than hand seals the user charges chakra into their palm for the same time it would normally take them to perform a B rank jutsu. This technique requires the user to have at least 5 gallons of water within 10 feet of them, a Jounin or higher rank shinobi is able to create this technique without using external water once per topic. Taking the water the user creates a five foot long sword in their hand, it appears to be a sharpened cylinder of flowing water but due to the chakra mixed into it it has a hardness equal to steel strength and can also be broken by B rank Doton techniques. This jutsu can extinguish up to A rank katon techniques it somes into contact with and has the cutting edge to cut through flesh but stops at bone. This sword breaks after ten strikes. Cool down of seven posts after breaking.
Water style: Water Shark Bullet
Rank of Jutsu: B
Element Affinity: Suiton
Type: Ninjutsu
Distance: 200ft
Description: Requires Handseals.
This technique shapes a large amount of water into a powerful shark, which hits the opponent with formidable might, dealing physical damage. If damage is dealt directly, the shark has enough force to pierce through iron on inanimate objects and can snap bones it rams into head on and fracture them severely if a partial hit lands. In addition the user can enter the head of the shark to move along just as quickly as the jutsu does. Using the technique will form the water in the area (or the water created by the technique if the ninja's skill levels allows it to be done this way) that is ten feet long and seven feet across. This shark is able to move around within a 200 foot range (100 foot radius) from where it was created. The shark can move at approximately 45mph. After 2 rounds the shark will turn back into normal water even if it hasnt hit anything. If the user is riding the shark and is hit by a raiton tech that technique is increased by one rank in power, if the shark is hit by at least B rank doton it is destroyed. Cooldown 6 posts.
Suiton: Water Dragon Technique
Rank of Jutsu: B
Element Affinity: Suiton
Type: Ninjutsu
Distance: 100 Ft
Description: Requires handseals.
This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The dragon moves at the speed of 50mph. If the dragon hits head on, it can break bones. Indirectly, it can cause fractures within 6ft and a knockback, sending the target 6 feet away from the spot. The standard size is 30ft in length and height. This can be maximized to 100ft depending on the level of water per rank. A Chuunin and Special Jounin can make it if there is a lake around, Jounin and above can make it if there is a river around. A Chuunin / Special Jounin may only make it ONCE if there is no water around. Jounin and up can make it any number of times. Cooldown 4 posts.
Katon: Great Fireball Technique
Rank of Jutsu: C
Element Affinity: Katon
Type: Ninjutsu
Distance: 50 feet
Description: Requires hand seals. This technique involves chakra being kneaded inside the body is converted into fire, and expelled from the mouth in a massive orb of roaring flame. At its largest, the fireball is 15 feet in diameter, and can travel at 40 mph. This technique gives second degree burns on contact. 4 post cool down.
Katon: Great Dragon Fire Technique
Rank of Jutsu: B
Element Affinity: Katon
Type: Ninjutsu
Distance: 80 feet
Description: Requires hand seals. The user compresses a large amount of chakra built up inside their body and changes it into a dragon-shaped fireball. The user then skillfully manipulates that great fire, and attacks their opponent. Even outside of the attack range, its power and reliability are stressed. The flames have a high temperature, as they can create an upward movement of air currents which in turn can give rise to thunder clouds (if the technique is not aimed at anyone and is shot into the air with the intention of creating thunder clouds it can pierce the sky in distance). Anyone caught in the technique receives heavy second degree burns. The dragon is ten feet wide and ten feet tall, and travels at 60 mph, making it deadly at close range. 8 post cool down.
Cloud-Style Reverse Beheading
Rank of Jutsu: C
Element Affinity: Fuuton
Type: Kenjutsu
Distance: 25 Feet
Description: The user does a powerful spin, generating the momentum needed to slash at any opponents behind them. The user can also utilise this spinning motion to trick an enemy that's in front of them. The enemy is fooled into thinking the user will attack them, but instead the user attacks the targets behind the user. (Power and sizes matches that of front beheading)
Samurai Sabre Technique
Rank of Jutsu: A
Element Affinity: N/A
Type: Kenjutsu
Distance: 50 ft
Description: Through the use of chakra flow, the user channels their chakra through their swords, extending both the reach and cutting ability of the blade to twice their normal level, while allowing the user to fire crescents of chakra whenever the blade is swung. These released chakra crescents are five feet long and are capable of great destruction, as shown from how these projectiles completely penetrated a considerable stone pillar, before continuing to damage the immediate surroundings.
Users can also use the ability to use shape transformation during the implementation of this technique, sculpting their respective chakra blades into various rudimentary weapons that extend beyond the natural dimensions of their original swords; such as broadswords, spiked shafts and even axes. This capability allows them to rely on smaller swords while retaining greater reach, damage and the possibility of conducting surprise attacks as necessary.
This transformational quality also appears to extend to even the crescents of chakra launched from the blade, forming a diverse range of projectiles that includes giant buzzsaws and shafts of chakra, the shape of which are seemingly dependent on the structure of the previously formed weapon. The chakra coating lasts five rounds with a six round cool.