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Old 06-13-2012, 03:32 PM   #1
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Default Metal Ninjutsu - Stone Village

Metal Ninjutsu – Stone Village

Where doton pulls its strength raw from the earth, those with knowledge of metal ninjutsu know that some attacks must be tempered, that steel is stronger than stone. The secrets of metal ninjutsu sit alongside those of doton, open to any Stone shinobi who might be able to put them to use. Like doton, most metal ninjutsu require a source of earth from which traces of ore and forgotten metal can be extracted, replicated, and manipulated. However, when separated from the soil, a shinobi can also sacrifice the crude steel in their kunai or even summon their components from Stone storehouses and armories. Some jutsu even directly turn the user's chakra into crude steel.

All of the techniques in this list fall under three categories: true Metal techniques that form the backbone of the style, Gold techniques that utilize precious metals, and Heavy Metal techniques. The last category, Heavy Metal, are all jutsu that can be used to modify true Metal techniques to give them unique poisoning properties. They may not be combined with Gold jutsu and no Heavy Metal swaps may be registered.

Stage One

Metal: Dagger
Requirements: Power 2, Tactics 2
The most basic offensive technique, this is usually where a student starts when learning metal ninjutsu. Using chakra, the shinobi puts metal in a state of flux, allowing them to move one of their own small projectiles through their body, under their skin. The metal then manifests as a long needle launched out of the skin or mouth as a sneak attack.
Stage Two: Three needles may be fired at once.
Stage Three: The user may launch ten needles or two fuuma shuriken.
Stage Four: The user unleashes a swarm of twenty needles or a cluster of five fuuma shuriken.

Metal: Clone
Requirements: Control 3, Intelligence 2
A simple technique for genin, this allows them to summon mirror images from the earth, each clone made of a hollow shell of metal. The clones are made of dull iron, giving away their ninjutsu nature. At the base level, a shinobi may summon two clones, each with a third of his normal stats without taijutsu bonuses. These clones may not use jutsu.
Stage Two: Each clone is a little more tempered and may withstand two attacks.
Stage Three: As above, plus another clone may be created.
Stage Four: As above, plus each clone now operates at the user's full stats without taijutsu bonuses.

Metal: Shield
Requirements: Power 3, Willpower 2
The user summons a small metal shield out of the earth. The disc rises up quickly and floats in front of them, able to deflect projectiles and absorb taijutsu of level one strength. The shield is hastily constructed and crumbled against ninjutsu, but will float around the user for up to three posts or until it absorbs an attack over its limit.
Stage Two: May block stage one ninjutsu and level two strength.
Stage Three: May block stage two ninjutsu and level three strength.
Stage Four: May block stage three ninjutsu and level four strength.

Gold: Forge
Requirements: Intelligence 3, Reserves 3
The con artist's dream, this allows the user to create a small bit of gold, silver, or other precious metal. The gold can be shaped into coins, rings, and other trinkets, often used to broker trades with the unsuspecting. Earth Country merchants have grown wary of accepting any valuable metal from Stone shinobi, but other marks may be less savvy. However, the manufactured gold quickly deteriorates and crumbles into rust if separated from the user for longer than two posts.

Metal: Whip
Requirements: Power 4, Control 4
With a bit of careful control, the shinobi summons a long coil of fine metal chain from the earth. The chain comes to rest with one end in the user's hand, ready. From here, the chain may function as a metal whip for purposes of taijutsu, but can also be controlled to wrap around objects within ten feet of the user. This allows it to be used as a makeshift rope for climbing or to pull small objects through the air.

Open Slot: Intelligence 4, Tactics 4

Stage Two

Metal: Blade
Requirements: Power 5, Control 4, Reserves 4
The user draws a short sword, up to a wakizashi in size, seemingly out of their own body. The blade may be used as a sword of similar size for taijutsu, making it useful if the shinobi ends up disarmed. However, because their chakra holds the sword together, it also counts as ninjutsu, allowing it to strike through defensive jutsu. The blade may be used for three posts before it falls apart.
Stage Three: Two wakizashi or a single katana may be made; created blades count as stage three ninjutsu
Stage Four: Two katana or a single nodachi may be made; created blades count as stage four ninjutsu

Metal: Wire
Requirements: Intelligence 5, Tactics 4, Willpower 4
After activating this technique, the user can point to a location they can see. Metal wire winds out of the earth there and quickly sets up a simple trap, in the form of a trip wire or a web. The wires are thin and catch the light in strange ways, making them difficult to see, making it easier for them to catch an enemy off guard.
Stage Three: The wires are covered in slender barbs, causing numerous small wounds wherever they touch skin.
Stage Four: The wires may be set over the ground as a net trap, which springs when walked over.

Metal: Shuriken
Requirements: Power 6, Control 6, Intelligence 4
The user creates or draws a handful of shuriken and channels their chakra into each blade. With a flick of the rest, the shinobi can throw the weapons as normal. However, by controlling the metal in mid air, they can cause bizarre changes in flight path, allowing the shuriken to weave like snakes. They cannot round corners and must travel roughly straight from where they were thrown, but their erratic movements make them difficult to predict.
Stage Three: Each shuriken can now make true turns once. They can turn up to ninety degrees in any direction.
Stage Four: As above, plus the user can control each shuriken's speed, allowing him to bring them to sudden stops or accelerate them up to their original velocity.

Gold: Moths
Requirements: Intelligence 6, Tactics 5, Control 5,
Once seals have been made, the user closes his hands together, then open them apart. In his palm are five wriggling caterpillars of shining gold. The bugs can be set down and instructed to eat, at which point they hungrily seek out any precious metals within fifty feet. The caterpillars chew away at gold, silver, and platinum, keeping the metals inside their bodies within gaining any apparent mass. Each bug can eat roughly a bar of metal per post. After three posts, the bugs hurry back to their master and then transform into much larger, motionless moth statues made of the consumed metals. This jutsu makes an effect tool for thievery, and the caterpillars can sniff out precious metals even if concealed, or worn by someone who is.

Heavy Metal: Iron
Requirements: Power 7, Control 7, Intelligence 6
Before using a Metal technique, the user may first use this jutsu, which does not count as their attack for the post, but does count as their second action. The next Metal jutsu they use is coated in heavy iron, which transfers into the enemy's bloodstream if the attack breaks the skin. For the next two posts, the target suffers from iron poisoning, feeling gripping pain in their abdomen and nausea.

Open Slot: Intelligence 7, Tactics 7, Control 6

Stage Three

Metal: Pitfall
Requirements: Power 8, Control 8, Reserves 6
A jutsu that uses the theory of doton in addition to metal manipulation, the user is able to create a hidden pitfall trap within ten feet. The pit has a five foot diameter and is only five feet deep, but the button is covered in caltrop-like spikes that can pierce through shinobi sandals and boots. The trap is initially covered by a thin layer of soil held in a disc, which breaks when stepped on.
Stage Four: A number of small spikes coat the sides of the trap, causing more damage to whoever falls into it.

Metal: Shape
Requirements: Intelligence 8, Tactics 6, Willpower 8
Metal is sturdy and strong, often used to bar the way of shinobi. However, to someone versed in metal ninjutsu, even the strongest walls can be molded. The shinobi may lay hand on any metal construct, usually doors, walls, or weapons. From there, may freely reshape the metal, bending it like clay. When they remove their hand, the metal holds its new position as if it were forged that way. Up to one cubic foot of metal may be reshaped this way per post. Weapons may be reshaped into other weapons of equal or lower cost; enemy weapons may not be shaped without opponent permission.

Metal: Armor
Requirements: Power 9, Control 9, Intelligence 7
The user builds a suit of armor around themselves, covering their chest, shoulders, and hips with metal. The armor is tough, able to withstand level four strength without incident, but does not protect against ninjutsu in any special capacity. The armor will last for two posts, but may be sacrificed early to have the armor reshape itself around an incoming taijutsu strike. The metal sets as an ugly blob of iron, trapping weapons and fists. Getting free of the iron requires the prisoner's full effort for a post, but may be performed at any strength level.

Gold: Coins
Requirements: Intelligence 9, Tactics 9, Control 7
The user creates an innocuous handful of gold coins. However, he can launch these coins, which fly like kunai but imbed themselves in the enemy's body much further due to their thin edges, but high weight. The coins can sink fully into tree trunks and may penetrate flesh to the bone. The coins become rust after two posts.

Heavy Metal: Thallium
Requirements: Power 10, Control 10, Willpower 8
Like the previous Heavy Metal technique, this must be used in conjunction with a true Metal ninjutsu. Instead of covering the attack in iron, however, the user instead uses a thin layer of thallium. If it enters the enemy's bloodstream, they suffer from thallium poisoning for the next two posts. The primary symptom is nausea, but thallium also causes dizziness and delirium.

Open Slot: Intelligence 10, Tactics 10, Reserves 8

Stage Four

Metal: Spear
Requirements: Power 12, Control 11, Reserves 10, Intelligence 12
The user performs the necessary handseals and then slams their hand down to the ground. The earth beneath him rumbles, and then a cluster of three foot long metal spears emerge from within twenty feet of the user, pointed towards an enemy. The cluster of spears appear in a five-foot diameter circle with enough force to cause serious harm.
Stage Five: The spears cover a ten-foot diameter circle or appear in two five-foot circles.

Metal: Shrapnel
Requirements: Intelligence 12, Tactics 11, Willpower 10, Power 12
The user claps their hands together and focuses their chakra into the earth, conjuring a number of small pieces of metal. Each piece of metal is jagged and sharp, rising from the ground to float around the user in a menacing cloud. The shrapnel can be spun, covering a five foot radius around the user with dangerous spinning blades. The cloud is not dense enough to obscure the user, nor does it distinguish between friend foe, covering anything that falls into range with gashes. The cloud lasts for a maximum of three posts, but the user may not use any other offensive jutsu as long as the cloud is maintained.

Metal: Bolt
Requirements: Power 14, Control 13, Reserves 11, Tactics 10
Metal is shaped into a large arrow or crossbow bolt, a foot long, which then hovers over the user's hand. With a thought, the bolt may be launched as though fired from an invisible bow. The bolt travels quickly and quietly, revealing its true nature only inches before impact. As the bolt nears, it suddenly splits apart, its front half branching into three identical arrow heads. The bolt can thus triple its damage output. The arrow can fly up to forty feet.

Gold: God's Hand
Requirements: Intelligence 14, Tactics 13, Willpower 11, Control 10
Gold is pulled from the earth and rapidly multiplies, shaped into a massive hand, like that of a great statue. The hand is five feet long from the wrist to its furthest finger tip. It has a singular purpose, which it executes immediately. The hand is capable of flying up to twenty feet away and then neatly falls over to the ground. It weighs several hundred pounds, smashing through weaker objects, causing crushing damage to anyone it catches, and pinning the weak under its bulk. Level five strength can lift the hand and stage four ninjutsu can damage it enough to escape it. Otherwise, the hand rests on the ground for two posts, immobile, then blows into the wind as metal dust.

Heavy Metal: Lead
Requirements: Power 15, Control 15, Reserves 13, Intelligence 14
Performed like other Heavy Metal techs, this one coats another jutsu in blue-grey lead. Upon entering the bloodstream, the enemy is greeted with a powerful metallic taste in their mouth, alerting them that something is wrong. Indeed, soon thereafter, the enemy begins to suffer from a headache as well as joint and muscle pain. While the pain is constant, it is not outright debilitating. The lead poisoning lasts for three posts, gradually increasing in intensity before fading once the duration is over.

Open Slot: Intelligence 15, Tactics 15, Willpower 13, Power 14

Stage Five

Metal: Shelter
Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
The user creates a half dome of metal overhead, covering roughly a ten-foot diameter in its shadow. The dome rotates slowly in the air and provides a sturdy defense against incoming attacks, able to provide eponymous shelter to the user and his allies. It deflects ninjutsu up to stage four and, if lowered to further to the ground, absorbs the force behind level four strength and lower taijutsu strikes. Any stronger attacks crack the dome and then pass through it.
Power 24: Deflects ninjutsu up to stage five and taijutsu to level five strength. Counts as a stage six jutsu usage.
Power 31: Deflects ninjutsu up to stage six and taijutsu to level six strength. Counts as a stage seven jutsu usage.

Metal: Dancing Sword
Requirements: Intelligence 17, Tactics 16, Willpower 16, Power 15
The user summons three weapons from the earth, any combination of katana, battle axes, spears, or naginata. Each weapon is made entirely of glimmering metal and hovers in the air near the user. The weapons can be directed to attack targets within fifty feet of the user, flying forward and taking up positions as if held by invisible warriors. The weapons fight of their own accord, as if wielded under the user's own strength and skill with each. The user must maintain concentration while the weapons fight, keeping them from using other jutsu or attack on their own. The weapons fight for up to two posts, then fall to the ground and crumble. Due to their rapid construction, the weapons break of they are hit by attacks.
Intelligence 24: Up to five weapons may be made and controlled.
Intelligence 31: Up to seven weapons may be made and controlled.

Metal: Saw
Requirements: Power 18, Control 17, Reserves 17, Tactics 14
The earth below the user rumbles and breaks as a massive, spinning saw blade tears its way up into the air. The circular blade is six feet across and its edge is covered in razor teeth. The user places their palms flat on either side of the blade and spins once, like throwing shotput or a discus, then releases the saw. The blade's weight lets it only fly twenty feet before diving to the ground, but it rotates with such speed that it passes easily through trees and people.

Gold: Dragon Spear
Requirements: Intelligence 18, Tactics 17, Willpower 17, Control 14
A dragon's head, posed with mouth open and eyes blazing, erupts from the ground at an angle. The force of the blow alone is enough to stagger most targets. However, its brass eyes shine and then the gold melts, still carrying the momentum of its arrival. Molten gold falls over ten foot circle like burning rain, eating through cloth and searing through flesh. Wherever the gold falls, its hardens, weighing down targets unfortunate enough to take the full brunt of the assault. After two posts, the hardened gold vanishes.

Heavy Metal: Arsenic
Requirements: Power 19, Control 19, Reserves 18, Intelligence 16
An insidious technique that coats another jutsu in the metalloid arsenic. On the first post after entering the bloodstream, an affected enemy begins to feel both delirious and drowsy, hampering their combat ability. On the second post, the throat tightens and contracts. An afflicted target is partially suffocated, unable to draw enough breathe to speak or exert themselves. The effects of arsenic poisoning fade on the third post.

Open Slot: Intelligence 19, Tactics 19, Willpower 18, Power 16

Stage Six

Metal: Hail
Requirements: Power 21, Control 20, Reserves 19, Intelligence 17, Tactics 15
Steam of liquid metal shoot out of the ground behind the user, each one taking the shape of a weapon roughly the same size as a katana. The user can create a swarm of fifteen such armaments, which then level their tips towards a targeted foe. With a hand motion, the shinobi sends the blades forward in a barrage. The blades can slash through stone and easily slice foes apart; anyone who stands under the rain without a powerful defense is taunting death.
Power 28: The shinobi can create twenty weapons.
Power 35: The shinobi can create thirty weapons.

Metal: Axe
Requirements: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15
The user stomps their foot against the ground, summoning forth a colossal axe. The curved blade of the axe is about four feet long with the entire weapon roughly ten feet tall and made of solid metal. The user directs the weapon manually, holding it in their hands through weak chakra bonds and swinging it easily, able to ignore its great weight. The axe lasts as long as the user continues to keep it in hand and can cleave through stone, making it a solid choice as a demolition tool.

Metal: Extraction
Requirements: Power 23, Control 23, Reserves 22, Tactics 16, Willpower 15
A horrifying jutsu, the user first completes the seals and then must make physical contact with their target. Their chakra invades the enemy's body and infests the traces of metal that exist in all living things. The metal can be gathered together and ripped from a target's body. Small needles of iron rip out of the target's arteries and through their skin. Beyond the full body damage, the sudden drop in blood iron levels causes anemia, complete with fatigue, shortness of breath, and palpitations. The user must make contact with an enemy for a full post and may not combine this technique with any form of Heavy Metal.

Gold: Lucky Cat
Requirements: Intelligence 23, Tactics 23, Willpower 22, Control 16, Reserves 15
Throwing a coin or other source of gold over an enemy's head, the user causes the metal to propagate and form into an eight foot tall statue, often a lucky cat. The statue, of course, immediately crashes down to earth from a height of up to twenty feet, its weight enough to cause serious damage on its own. Shortly after impact, against a body or against the ground, the statue explodes into a shower of coins that pierce skin like shrapnel out of a fragmentation grenade. Though the statue 'explodes' it does not let out any heat or kinetic force besides what is carried in the coins. The duplicated coins disappear in puffs of smoke after two posts.

Heavy Metal: Magnesium
Requirements: Power 26, Control 25, Reserves 24, Intelligence 19, Tactics 17
This technique is slightly different than other Heavy Metal jutsu, as it simply coats another jutsu in a layer of special chakra rather than in an additional metal. However, this chakra is able to enter an enemy's bloodstream and pull the magnesium together, rendering it unusable by the body. This acute hypomagnesemia causes three posts of weakness, arrhythmia, and tremors. In addition, from the second post on the afflicted target experiences mild hallucinations. After the third post, the gathered magnesium is released back into the bloodstream and the enemy recovers.

Open Slot: Intelligence 26, Tactics 25, Willpower 24, Power 19, Control 17

Stage Seven

Metal: Giant
Requirements: Power 30, Control 27, Reserves 26, Intelligence 22, Tactics 20
The user lifts their hands towards the heavens, causing the earth to split beneath them. Behind them, a great steel monstrosity rises partway out of the ground. The exact look can be changed by the user, but the exposed part of the colossus is fifteen feet tall, trapped at the waist. Its two arms are gigantic and can be ordered by the user to smash, grab, and hold. The giant slides through the ground at surprising speed as if using the Earth Military Movement doton, its legs never breaching the surface. It fights for the user for three posts, is impervious to enemy ninjutsu below stage seven, and has enough strength to bend steel.

Metal: City
Requirements: Intelligence 30, Tactics 27, Willpower 26, Power 22, Control 20
A truly wondrous technique, this jutsu requires a full post of concentration by the user. On the next post, the earth rumbles and shakes as steel beams and sheets push out of the soil and begin to arrange themselves according to the user's whims. The user can quickly create elaborate metal structures, from houses to bunkers and so on. He may create a single building per post, up to three floors of a hundred square feet each. As long as the user maintains concentration, they may continue to build. In combat, this may not be used to trap opponents in boxes and crush them between walls anything they build must accommodate humans in the vicinity. Trees and other structures are pushes aside by the emerging metal to the edge of the user's field of control.

Metal: Molten Spray
Requirements: Power 32, Control 30, Reserves 28, Intelligence 24, Tactics 22,
Pooling chakra in their throat, the user exhales. With their breathe comes a torrent of molten, liquid metal that widens into a twenty foot wide wave. The metal rolls forward in a pool until it extends a hundred feet away from the user. The metal is hot, burning anyone it catches and clinging to them with its weight. On the second post, the user can activate an additional seal, forcing the metal to instantly cool and become solid, shining steel. Anything under or within the pool of metal is trapped there.

Gold: Transmutation
Requirements: Intelligence 32, Tactics 30, Willpower 28, Power 24, Control 22,
The user holds immense chakra in their palm and finger tips of one hand and thereafter needs to simply touch an enemy for a moment. Once contact has been made, the enemy's body begins to turn to solid gold. Flesh, bone, and blood all transform into the base element, becoming heavy and useless. The transformation spreads like a blight over the body, able to consume a limb per post. If the affected area is amputated, it will not spread to the rest of the body. Otherwise, the target becomes a statue after three posts, then crumbles to rust as the gold degrades. Stage seven medical may halt the transformation, but not reverse it.

Heavy Metal: Mercury
Requirements: Power 35, Control 33, Reserves 31, Intelligence 26, Willpower 18
Concentrating an enormous amount of chakra, the user can transform a different Metal jutsu to be composed entirely of mercury. The liquid metal swirls into the right shape for the second jutsu, adopting hardness, weight, and sharpness as necessary. If it breaks the enemy's skin, however, the mercury will pull itself into the target's blood and disperse through their body. The sudden influx of massive amounts of mercury poisons the target, causing full body pain, muscle weakness, rash, and a severe sensitivity to light. Mercury can further cause kidney failure and tachycardia. These effects do not fade with time and the afflicted must seek medical attention to treat the poison.

Open Slot: Intelligence 35, Tactics 33, Willpower 31, Power 26, Reserves 18

Last edited by Jami; 06-14-2012 at 09:18 PM..
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