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 Bokun, Takeru [Technique List]

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Takeru
Jōnin
Takeru


Character Age : 42
Posts : 430
Ryo : 26331

Bokun, Takeru [Technique List]  Empty
PostSubject: Bokun, Takeru [Technique List]    Bokun, Takeru [Technique List]  Icon_minitimeWed Mar 20, 2013 12:27 am

Genin (D Rank)

Name: Exploding Palm Seal
Rank of Jutsu: D
Element Affinity: N/A
Type: Fuuinjutsu
Distance: Touch
Description: Requires handseals. The user gains a single seal for an explosive tag that hovers just above their palm, on touching an object the seal will be transferred and will explode 10 seconds later. A living target can expend 10 Chakra to deactivate the seal. Cooldown of 1 post.

Name: Wind in the Reeds
Rank of Jutsu: D
Element Affinity: Fuuton
Type: Ninjutsu
Distance: Self
Description: Passive. After being activated the user can feel the movements of the air and detect objects that it touches within 100 feet, essentially granting a second form of vision, thought the user must be relatively still to be able to feel the movements. Once used lasts for up to 5 posts before going on a 5 post cooldown.

Name: Substance Containing Seal (Shīru o fukumu busshitsu)
Rank of Jutsu: D
Element Affinity: N/A
Type: Fuuinjutsu
Distance: Touch (To place seal), 100 feet (For substance to be sealed)
Description: Requires handseals.

To place seal the user touches a physical object, forming a black seal on that area. The user then directs a stream of chakra into the substance to be absorbed, and connects the end of the chakra stream to the seal, the substance is then pulled into the seal. The substance sealed cannot be a solid or flames, and each individual seal can only hold 2000 Litres.

To release the seal the user simply focuses on it and forms the Kai handseal. The substance will then flow out of the seal. Both seal and release cost chakra separately.

Name: Seal: Crevasse's of the Deep
Rank of Jutsu: D
Element Affinity: N/A
Type: Fuuinjutsu
Distance: Touch, 10 ft diameter Sphere
Description: Requires handseals, the user places a seal on the touched object which repels water in a 10ft sphere around them. The seal draws in the oxygen from the water at the edge of the seal and places it within the sphere itself, effectively giving anyone within the sphere a bubble in which they can breathe and survive underwater, remains pressurised. This jutsu is unable to repel water enhanced with chakra, only regular water. 6 post duration 2 Post cooldown.

Chuunin (C Rank)
Name: Seal: Barrier Enhancment
Rank of Jutsu: C
Element Affinity: N/A
Type: Fuuinjutsu
Distance: 50ft
Description: Requires Handseals. A seal forms on a designated defensive jutsu. This seal increases the defensive strength of that jutsu by a rank, allowing it to be much more durable for the time the seal is effective on it. This seal also gives the barrier limited regeneration, allowing it to reconstruct itself within three posts. This time can be shortened by an extra chakra cost of 10 chakra per post. Lasts for 4 posts. 5 Post cooldown.

Name: Peppered Rain
Rank of Jutsu: C
Element Affinity: Suiton
Type: Ninjutsu
Distance: 100 feet
Description: Requires handseals. The user raises their hands and 30 pressurised darts of water shoot forth at a speed of 25 miles per hour. Each dart is essentially the size and sharpness of a shruiken, and will cause similar damage upon landing. On contact with a surface hard enough to deflect it (iron or harder) the projectiles will revert to simple water splashes. 2 Post cooldown.

Name: Tyrant's Grip Compression Seal (Bōkun no gurippu asshuku shīru)
Rank of Jutsu: C
Element Affinity: N/A
Type: Fuuinjutsu
Distance: 200 Feet
Description: Requires Handseals. User must have vision of target. Four black seals of the symbol Shrink ( 縮む) appear on a surface that the user has vision on. The seals pull the air around them towards themselves, causing a large mass of compressed air to form just above their surface. The total time it takes to compress the air is 2.5 seconds, and after this time the seal creates a tiny spark. The spark ignites the high concentration of flammable Oxygen and Hydrogen pulled in and creates an explosion at it's location. Each individual explosion creates enough concussive force to knock down a regular sized human within 3 metres of the seal. In addition those caught within this area suffer 2nd degree burns and flammable materials will ignite. If targeted at a living creature the seals will form on the nearest surface to them. 2 Post cooldown.

Special Jounin (B Rank)

Name: Mother Nature's Shining Pauldron's
Rank of Jutsu: B
Element Affinity: Doton
Type: Ninjutsu
Distance: Self
Description: Requires Handseals. Earth flows from the floor and covers the user, leaving a thinner covering on the fingers to allow for handseals, the eyes are covered however chakra signals sent to the brain allows the user to see between the gaps in the particles of the armour, at the same time these signals block out any vision if the armour itself across the eyes, effictively allowing the user to see through the armour. The armour condensed and appears like classical knights armour, leaving few opening where chakra cannot keep the movements fluid enough.

The armour is as tough as platinum, and can defend against all substances of this durability and below. The armour is able to protect itself from all other B rank jutsu (A rank for Suiton), but collapses after it takes 2 such successive hits. Is able to defend against all C rank (B for Suiton) and below jutsu without effect. While encased in the armour the user moves 10 mph slower due to the heaviness of the armour. Lasts for 3 posts. 5 post cooldown.

Name: Doton: Wandatokyozō"-te no Jutsu (Colossus' Hands)
Rank of Jutsu: B
Element Affinity: Doton
Type: Ninjutsu
Distance: 200 Feet
Description: Requires handseals. Two stone hands form out of the earth, each approximately 6 feet by 6 feet, the hands are connected to the ground by solid rock 'arms' that stretch out as the hands move. Each hand operates as a human hand would, and is controlled by the user. Each hand is able to deliver enough force through either crushing or gripping to crush iron and break bones if it strikes its target. The hands can form within 200 feet of the user and travel up to another 200 feet before falling apart and becoming useless. They move at a speed of 30 miles per hour, and can close their grip within a second. A C rank Raiton technique will pierce the hands. On collapse the arms and hands collapse into dirt. A hand in a gripped state can be maintained at a cost of 5 chakra per post. 4 post cooldown.

Name: Suiton: Suikōdan no Jutsu (Water Shark Bullet)
Rank of Jutsu: B
Element Affinity: Suiton
Type: Ninjutsu
Distance: 200 Feet
Description: 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. The ideal place to use it is near a body of water, but if the ninja's skill allows it, it is possible to use it even in a place where there isnt any water. The amount of water used depends on the skill of the ninja using it. Special Jounin if their primary element is water, can create the shark without any water around only ONCE. Jounin and up for everyone else still, only ONCE. 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 45 miles per hour. After 2 rounds the shark will turn back into normal water even if it hasnt hit anything. Is 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. Hand seals. Cool down of 4 posts.

Name: Suppressing the Beast
Rank of Jutsu: B
Element Affinity: N/A
Type: Fuuinjutsu
Distance: 50ft
Description: Requires handseals. A seal forms on the users had, and a chakra rope shoots out of their palm and onto a target. If this target is not a chakra based being this seal has no effect. When this rope strikes a chakra based being, specifically a bijuu, a seal is placed on the point of contact. This seal remains inactive until the bijuu tries to use a hostile technique, when this happens the seal activates, consuming the chakra to be used for the technique and cancelling the effect. 6 post cooldown.


Jounin (A Rank)

Name: Fuuin: Yo no hikari no Jutsu (Light of the World)
Rank of Jutsu: A
Element Affinity: N/A
Type: Fuuin
Distance: 75 feet
Description: The user exposes the seal, and selects a target with their vision. Performing handseals the technique seal is released. The selected target has their eyes ability to see sealed away, blinding them for 3 posts. In addition the target must expend 10 chakra per post to be able to hear, taste, or smell anything they could usually see. After use the seal expires, making this usable only once per topic. After the topic ends the seal reforms itself.

Name: Magnificent Lance
Rank of Jutsu: A
Element Affinity: Doton
Type: Ninjutsu
Distance: 200 ft
Description: Requires Handseals. The user places their hands on the ground, 4 massive earth diamond shaped spikes shoot out of the ground and into the air. These spikes shoot up at a speed of 55 mph and can reach a height of 45 ft, Each spike has a diameter of 6 feet at their centre and taper to a point, each being 10 feet long from top to bottom. Each spike is the durability of Titanium and can pierce substances of it's own hardness and below. These spikes are able to completely go through most flesh, and as such are capable of damaging major organs and causing major damage to the human body. At the user's command, the spikes will explode into a could of shrapnel. If they explode within a target they can cause intense internal damage, including shattering bones and rupturing internal organs. The spikes may explode before or after they pierce a target. The spikes can only be controlled in the air for the post they are used, and fall to the ground after this post intact, they are still able to be detonated however. 6 post cooldown.

S Rank

Name: Iron Armour Seal
Rank of Jutsu: S
Element Affinity: N/A
Type: Fuuinjutsu
Distance: Physical Contact
Description: This technique is used to seal a bijuu of 8-tails or lower into a living host. The bijuu must have been defeated or previously sealed into an inanimate object for this technique to work. The user forms the required handseals and places their hand on the bijuu, with their other hand they select a target to seal the bijuu into. Once sealed the seal takes the form of the kanji for "iron" (鉄) on the arm of the host.

Mythical Summoning Seal: Sin
Name: Mythical Summoning Seal: Sin
Rank of Jutsu: S
Element Affinity: N/A
Type: Fuuinjutsu/Ninjutsu
Distance: 1ft
Description: Requires Handseals. Summoned Creature follows all Summoning Rules. After performing the handseals a hollow cry echoes though the air that is both mournful and haunting, after this small wispy balls of light begin floating through the air and gather together in a group, slowly forming the outline of the mythical creature Sin. First discovered by Takeru Sin is an ancient beast that was sealed within the frozen wastelands of Korigakure, Takeru freed it's body from the ice and after extensive research created a seal to reanimate it. This seal also granted him dominion over the creature and the ability to summon it to him. When not summoned Sin exists as a collection of dancing lights that inhabit the ruins of Korigakure.

Sin takes a full post to fully form and cannot be harmed in this time. Once fully formed he stands at a gargantuan 25ft tall and 60ft long with a base speed of 60mph on land. Sin has incredible strength and can level buildings with ease, he weighs tens of tonnes and is in all sense of the word gigantic. Sin is immune to essentially all conventional attacks and his skin has the durability of titanium, though it would take many wounds to damage him conventionally. Sin cannot communicate outside an eerie wailing that sends chills to all those who hear it.

Aside from his physical strength Sin has several abilities which he can use.

Frozen Wave: Can be used once a topic. Sin unleashes a wave of frozen chakra from his fore-fins that travels as a wave of liquid ice at a speed of 30mph for 50ft, the wave itself is 20ft wide and 15ft tall. Anyone caught in the blast suffers a flurry of inch deep cuts and is knocked back in the wave until it ends. The wave can be dispelled by any A rank (B for katon) tech.

Gravity Force: Sin emits a massive field of gravitational force from his body that extends in all directions for 40ft. Anyone who doesn't posses his special summoning seal receives a 40% decrease in speed. Once during his summoning Sin is able to negate this field by gathering it up for one post and expelling all of it at once. When this happens anyone caught within 100ft who doesn't posses Sin's seal will be unable to move from their position as an immense gravitational force plays on their body. Ninja of B rank and below will be forced to the ground by the gravity which can also crush small rocks and trees into dust. Lasts for 2 posts but can be countered by spending 10 chakra a round to move freely.

Eternal Torment: This technique can only be used on the last round of Sin's summoning, if it is used then it is disabled until a 400 word topic entitled [Collecting the Souls] is completed. In this topic the user must travel to Korigakure and spend a topic using the special seal on their arm to gather the floating fae lights together again so that Sin can be reformed. Until this happens Sin cannot be summoned again.

On the last round of Sin's summoning the creature lets out a cry that is so mournful everyone who hears the noise is brought to tears, regardless of who or what they are. At the completion of the cry Sin's body begins to glow and a pair of wings extend out of his back, he floats up in the air until he reaches 20ft and then with another cry erupts into a shower of the glowing faerie lights which formed him. Each of these lights falls to the ground at a speed of 50mph across a 200ft circle. When one of these lights contacts a target it explodes causing a chain reaction throughout the field. When caught in this explosion anyone who doesn't posses Sin's seal suffers frostbite to a large portion of their body and has all their stats reduced by 40% for a duration of 4 posts. In addition all active effects on the target are dispelled.

Sin
Spoiler:

Sin in Eternal Torment
Spoiler:


Last edited by Takeru on Thu Apr 11, 2013 12:38 am; edited 2 times in total
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Takeru
Jōnin
Takeru


Character Age : 42
Posts : 430
Ryo : 26331

Bokun, Takeru [Technique List]  Empty
PostSubject: Re: Bokun, Takeru [Technique List]    Bokun, Takeru [Technique List]  Icon_minitimeWed Mar 20, 2013 12:34 am

Blue = Mastered, Red = Need to train.

Name: Chakra Cloak (Hachibi)
Type: Jinchuuriki Release
Description: In the chakra cloak form, the muscles become massive and more defined, boosting strength by another 20%. (Total +20%)

Name: First Tail (Hachibi)
Type: Jinchuuriki Release
Description: In the release of the first tail, the host grows thick white fur as well as having a 20% reduction in the use of ice ninjutsu. The muscles become massive and more defined, boosting strength by another 20%. (Total +40%)

Name: Second Tail (Hachibi)
Type: Jinchuuriki Release
Description: The host grows thick white fur as well as having a 20% reduction in the use of ice ninjutsu. After releasing the second tail, the durability of the skin increases to match the durability of steel.

Name: Third Tail (Hachibi)
Type: Jinchuuriki Release
Description: The host grows thick white fur as well as having a 20% reduction in the use of ice ninjutsu, the durability of the skin increases to match the durability of steel. After releasing the third tail, the host's strength increases to a total of three ranks higher (Total +100%). The muscles now look a bit bulging, and you can see veins and muscle definition showing through the white fur.

Name: Fourth Tail (Hachibi)
Type: Jinchuuriki Release
Description: The host grows thick white fur as well as having a 20% reduction in the use of ice ninjutsu, the durability of the skin increases to match the durability of steel. After releasing the third tail, the host's strength increases to a total of three ranks higher. The muscles now look a bit bulging, and you can see veins and muscle definition showing through the white fur. Upon opening the fourth tail, the Jinchuuriki's strength is nearing the Bijuu's boosting by another 20%. (Toal 120%)

Name: Fifth Tail (Hachibi)
Type: Jinchuuriki Release
Description: The host grows thick white fur as well as having a 20% reduction in the use of ice ninjutsu, the durability of the skin increases to match the durability of steel. After releasing the third tail, the host's strength increases to a total of three ranks higher. The muscles now look a bit bulging, and you can see veins and muscle definition showing through the white fur. Upon opening the fourth tail, the Jinchuuriki's strength is nearing the Bijuu's boosting by another 20%. In the fifth tail, the host's water jutsu chakra cost is reduced by 20%.
Name: Sixth Tail (Hachibi)
Type: Jinchuuriki Release
Description: The host grows thick white fur as well as having a 20% reduction in the use of ice ninjutsu, the durability of the skin increases to match the durability of steel. After releasing the third tail, the host's strength increases to a total of three ranks higher. The muscles now look a bit bulging, and you can see veins and muscle definition showing through the white fur. Upon opening the fourth tail, the Jinchuuriki's strength is nearing the Bijuu's boosting by another 20%. In the fifth tail, the host's water jutsu chakra cost is reduced by 20%. In the sixth tail, miniature-scale bear claws replace the host's fingernails and toenails. They can easily rip through iron and can scratch steel.

Name: Sevent Tail (Hachibi)
Type: Jinchuuriki Release
Description: In the seventh tail of the Hachibi the jinchuuriki gains the following benefits. They receive a 100% increase in strength, as they recieve the same benefits of all the previous tails and their strength in nearing that of the Hachibi itself, their muscles bulge and you can see large veins even through the layer of fur. Their skin becomes the durability of reinforced steel and is covered in a thick layer of white fur, as such they are immune to all basic taijutsu and cannot be harmed by anything incapable of piercing reinforced steel. Water and Ice jutsu have their costs reduced by 20%, effectively reducing the cost of any of these techniques by a rank. The host grows claws that replace the fingernails and toenails, these claws can easily rip through iron and can scratch steel, eventually being able to break through it. In this form the host grows bones along their back and limbs, forcing them into the posture of a bear, though they are able to stand up on their two hind legs for a short time.



Name: Full Release (Hachibi)
Type: Jinchuuriki Release
Description: In full release, the host takes on all attributes of the Bijuu itself.


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