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Old 03-03-2019, 09:39 PM   #1
u havin a giggle m8
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Default Hidden Mist Ninjutsu


Water Manipulation

Shinobi with this list learn to manipulate water in two basic forms: liquid, and vapor. Knowing this list grants the user a passive ability to pull water out of the surroundings or from themselves in order to provide material for the technique. By expending two usages instead of one, jutsu may be performed without an already present water source. Therefore Stage Seven techniques always requires a water source outside of the shinobi.

In addition by expending a Stage One usage, small (one small gourd) amounts of water may be heated or frozen. This represents the user’s basic skill with water manipulation and is frequently used in lieu of a hitai-ate to prove that one is a Mist shinobi.

A: Power
B: Control
C: Reserves
D: Tactics
E: Intelligence
F: Willpower

Stage One

Name: Mizu no Waruasobi (Trick of Water)
Requirements: Power 2, Tactics 2
Description:. A small drop of water is flicked from the fingers. This drop can be heated or chilled. If it hits a target’s eye, it blurs their vision for one post. Otherwise the drop will only cause a brief flare-up of pain when it hits, similar to being slapped. One additional ‘flick’ of water can be launched for every Stage known in this list. This technique has a range of 10 feet.

Name: Mizu Kagami no Jutsu (Water Mirror Technique)
Requirements: Control 3, Intelligence 2
Description: A seal is drawn using water onto a stationary surface, then drawn again usually on a small handheld mirror or other reflective surface. For three posts the two surfaces are linked, with the second seal acting as a 'monitor' from which the user may observe what is being reflected by the first seal. This technique does not transfer audio and only shows what would be seen from the position of the first seal. The two seals cannot be more than 50 feet apart and can be destroyed by any mundane means. If the first seal is moved at all the technique immediately ends.
Stage Three: The reflected sight may be augmented with night-vision or thermal vision, but not both.
Stage Five: The reflected sight may last indefinitely and have up to a mile range.

Name: Uo Tsuba (Fish Spit)
Requirements: Power 3, Willpower 2
Description: A thin jet of water shot from the mouth which hits with the same force as a thrown projectile that travels for 15 feet. If desired rather than striking with physical force, the jet can expand into a heated puff of steam upon impact. The steam makes a smoke-bomb’s worth of vision obscuring, stinging vapor that fades away in the same post. Academy students often play a game much like tag using this technique.
Base Effect: 1 jet
Stage 2: 2 jets, or 1 ricocheting jet with twice the range
Stage 3: 4 jets, or 1 ricocheting jet with four times the range
Stage 4: 6 jets, or 1 ricocheting jet with six times the range.

Name: Mizu Bunshin no Jutsu (Water Clone Technique)
Requirements: Intelligence 3, Reserves 3
Description: A dripping wet clone of the user is formed from a small source of water. Water clones have 1/10 the stats of the user including taijutsu bonuses. If the water clones has the required stats, it may perform one water jutsu before poofing into steam. Water clones may also melt into puddles to slip through small gaps or disguise themselves. One solid hit will destroy the clone.
Base Effect: 1 clone
Stage Two: 2 clones
Stage Three: 4 clones
Stage Four: 6 clones

Name: Mizu Tebukuro no Jutsu (Water Glove Technique)
Requirements: Power 4, Control 4
Description: A coat of warm water covers the user's hands. These water gloves possess the defensive capabilities of leather and heat what they touch. This heat is painful but not damaging, like putting one’s hand on a hot beverage for too long. Lasts 2 posts.
Base Effect: Leather durability, water extends only to wrists.
Stage Three: Protects against Stage Two jutsu or Level 2 strength, extends to shoulders.
Stage Five: Protects against Stage Four jutsu or Level 4 strength, covers arms and upper torso.

Open Slot
Requirements: Intelligence 4, Willpower 4

Stage Two

Name: Mizu Peretto (Water Pellet)
Requirements: Power 5, Control 4, Reserves 4
Description: Several dozen bubbles are released from the mouth, each the size of a marble. When these bubbles touch a surface they pop, causing a small paper cut sized wound on the surface that burst them. The bubbles cannot be aimed or controlled once released and spread like a cloud, though the bubbles will never pop from touching the user. Bubbles remain in the air at least 2 posts before popping automatically.
Stage Three: In addition to cutting, bubbles can pop into steam, causing blistering burns.
Stage Four: Bubbles become translucent and hard to see, as if possessing the Obscured modifier.
Stage Five: Bubbles can be manually controlled for up to 30 feet for their whole duration, moving at level 3 Speed.

Name: Mizutamari no Jutsu (Water Puddle Technique)
Requirements: Intelligence 5, Tactics 4, Willpower 4
Description: The user melts into a goo-like puddle of water roughly the same size as their body. From the outside the puddle looks just like water. While in this form the user can only see what images are reflected in the puddle’s surface. If someone steps into the puddle, the user may suddenly ‘boil’ up to life, splashing hot water and causing small burns. If the puddle is attacked the user reverts back to normal and takes the full damage of the attack. The puddle may move at Level 1 Speed on dry land, or at normal Speed levels in larger bodies of water. This technique cannot be used to travel through any gaps the user normally couldn't squeeze though. Lasts 2 posts. This can be used to avoid an attack, but consumes a kawarimi usage when used in this way.
Stage Three: 4 post duration
Stage Four: The user melts into a much smaller puddle, enough to fill a teacup.

Name: Suiton: Mizu Shuriken no Jutsu (Water Element: Water Shuriken Technique)
Requirements: Power 6, Control 6, Intelligence 4
Description: Multiple small projectiles are created from any water source in eyesight of the user. These projectiles launch themselves towards one or multiple targets. Upon collision, these projectiles revert to water. Any projectile in a shinobi kit may be created and launched. A number of projectiles equal to twice the number of Stage known in this list may be formed per usage.
Base Effect: 0 point projectiles may be formed and launched
Stage Three: 1 point projectiles may be formed and launched
Stage Four: Three projectiles can be launched per Stage known in this list.
Stage Five: Five projectiles can be launched per Stage known in this list.

Name: Isonagi no Jutsu (Beach Crab)
Requirements: Intelligence 6, Tactics 5, Control 5
Description: This technique creates a large crab out of any wet surface in eyesight. The water crab possesses Level One in all physical stats and can range in size from normal crab size to human sized. Soil or sand is loosened around the crab, turning it swampy and quicksand-like in a ten foot radius. The crab will stay in this area and attempt to grab and pull targets into the quicksand. The crab lasts for 3 posts or until it sustains one attack.
Stage Three Paper Crab Seals may be created, which only activate their effects when a target walks into their radius.
Stage Four The Forbidden Crab Seal may be placed on the user or a consenting individual, letting them hide in any surface their crab normally could for 3 posts.

Name: Mizu Tate no Jutsu (Water Shield Technique)
Requirements: Intelligence 7, Tactics 7, Control 6
Description: Water is collected and formed into a stationary cylindrical tube surrounding the user in a 5 foot radius. This water can be manipulated freely into spikes, tentacles, claws, or other limbs, so long as user remains inside the cylinder. One set of extra appendages can be formed per Stage known in this list. The cylinder is stationary and lasts for 3 posts and heats up more and more with each post, before finally boiling away into steam on the last one. The cylinder will completely evaporate against any ninjutsu. Blocks up to Level 2 physical attacks.
Stage Three: Can block up to Level 4 physical attacks
Stage Four: Can block up to Level 6 physical attacks
Stage Five: Can block up to Level 8 physical attacks

Name: Kagoryou no Jutsu (Lobster Pot Technique)
Requirements: Tactics 7, Intelligence 7, Control 6
Description: Any stationary water in sight can be heated to a boiling temperature, for 1 post. The amount of water that can be boiled this way is equal to 1 large gourd per Stage known in this list. If the user has skin-to-skin contact with another person, they may heat the water inside that person instead. This does not cause it to boil but will cause the person to feel immensely hot, causing sweating, light-headedness, and disorientation for as long as physical contact is maintained. This effect lingers for 1 post after contact is severed. Notably used during Kirigakure festivals to instantly cook shrimp and other crustaceans.

Stage Three

Name: Mizu no Yaiba (Water Sword)
Requirements: Power 8, Control 8, Reserves 6
Description: Creates a weapon with no modifiers costing no more than 3 points out of water. The weapon is translucent and possesses the Obscured modifier. The weapon can be used for a single basic attack or defense before falling apart, but can be reformed without needing hand seals in the next post if another usage is consumed.
Stage Four: Existing items may be coated with water, granting them the Obscured and Repair modifier for the rest of the thread.
Stage Five: Weapon may cost up to 4 points, with modifiers.

Name: Namakura Sogekihei no Jutsu (Blunt Sniper Technique)
Requirements: Intelligence 8, Tactics 6, Willpower 8
Description: The user forms then fires a volleyball-sized ball of hot water at a target, from a distance of up to 100 feet. It flies and strikes with a Physical Level equal to the number of Stages known in this list. If something is struck with this technique, it will emit an easy to track trail of steam high into the air for 4 posts.

Name: Mizukaisou Bunshin no Jutsu (Water Reflection Clone Technique)
Requirements: Power 9, Control 9, Intelligence 7
Description: A body of water is first transformed into a mirror. As soon as the mirror reflects another person, it transforms into a clone of that reflection. The clone possesses Chakra, Mental, and Physical stats equivalent to 1/3 the user's (not the reflections) stats, rounded up and including taijutsu bonuses. The Water Reflection Clone will sound and act likes the reflection unless the user commands otherwise. In addition the Water Reflection Clone possesses a small genjutsu component, allowing it to speak to the insecurities of the one it copies (up to the target to decide if this happens or not). All clones are destroyed by one solid hit.
Stage Four: If the first reflection is destroyed, another will emerge from the mirror until the mirror is destroyed.
Stage Five: If the mirror is destroyed, a clone with half of the stats (rounded up) of the destroyer appears.

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. This passively lets the user breathe underwater while active, but does not filter air otherwise. When the user is struck by a physical blow the armor rapidly boils into steam, spraying hot water in the direction of the attack and lessening (though not negating) its force by 1 Level, to a minimum of 1. The entire armor may be offensively evaporated in a single post, causing an explosive burst of steam to travel outwards for 10 feet in all directions. Those struck by this cloud will lose one Strength Level for that post. Lasts 3 posts or for one attack, whichever comes first.
Stage Four:: Lower physical attacks by 2 levels.
Stage Five: Can sustain 2 attacks before evaporating.

Name: Kasui no Akki (River Devils)
Requirements: Power 10, Control 10, Willpower 8
Descriptions: Tiny aquatic constructs are created on any visible wet surface, usually in the shape of fish but possibly in the shape of any marine animal no larger than a rat. These constructs can travel through any connected wet surfaces or water sources no matter how shallow. River Devils have Level 4 in all physical stats, but only when in water or attacking from it. On dry land they flap around uselessly before evaporating away. River Devils are boiling hot to the touch and emit a slight cloud of steam before they attack. They can bite or claw with kunai sharpness, or detonate into a spray of boiling hot water with a radius of 5 feet. River Devils last for 3 posts, or until they sustain one attack.
Base Effect: 3 Devils are created.
Stage 4 Effect: 5 Devils are created.
Stage 5 Effect: 7 Devils are created.

Open Slot
Requirements: Tactics 10, Intelligence 10, Control 8

Stage Four

Name: Mizu Tama (Water Ball)
Requirements: Power 12, Control 11, Reserves 10, Intelligence 12
Description: The user spits out a large ball of water that flies and hits with a physical Levels up to or equal to the highest Stage known in this list, over a distance of 100 feet. The water ball is the size of a watermelon and leaves behind a trail of water in its wake. A target struck by the ball is immediately surrounded by a restrictive bubble which prevents movement, but not actions. The bubble requires Stage Three or lower ninjutsu to break out of (or into), or Level 5 or above Strength. The bubble lasts for 2 posts.
Stage Five: Two bubbles may be formed and fired, without stacking effects if the target is hit by both.
Stage Six: Friendly targets can use the bubble to move at the user's Speed Levels.

Name: Mizu Shunshin
Requirements: Intelligence 12, Tactics 11, Willpower 10, Power 12
Description: Only usable while standing on a puddle. In a poof of vapor, the user may travel in between any two bodies of water larger than a puddle that are separated by no more than a mile. This can be used outside of combat as a means of transportation for up to 4 additional people or targets, but inside combat it can only be used to escape or to exit the thread by themselves. If the user owns a ship, this may be used to transport themselves to their vessel regardless of the distance.

Name: Suikusari no Jutsu (Water Chains Technique)
Requirements: Power 14, Control 13, Reserves 11, Tactics 10
Description: Twisted, coiled tendrils of water burst out of any wet surface in sight, stretching out for 15 feet. These tentacles attempt to wrap around and restrain a single target. The chains bind or strike with a Strength Level equal to twice the maximum known in this list. Lasts 2 posts.

Name: Assaku Hosu no Jutsu (Pressure Hose Technique)
Requirements: Intelligence 14, Tactics 13, Willpower 11, Control 10
Description: A blast of hot water is fired from the hands. The blast is one foot in diameter with a range of 50 feet and will blister the skin of those it makes contact with. The pressure hose hits with Level 4 Strength, plus 1 additional Level of Strength for each extra usage consumed when the technique is used.
Stage 5: Stage Five usages may be consumed to increase the Strength Level by 1 per usage.

Name: Kirigakure no Jutsu (Hidden Mist Technique)
Requirements: Intelligence 15, Tactics 15, Willpower 13, Power 14
Description: A thick mist materializes, covering a 200 feet radius centered on the user. The mist swirls about, obscuring vision and distorting sound. Visibility is cut down to three feet. This is a non-natural mist which obstructs view against vision-enhancing jutsu Stage Three and below. The mist may be heated to steam levels, reducing its duration by one post and causing those who breathe it in apart from the user throat and lung pain. The user of this technique can sense all movement within the mist, but only the relative speed and size of what is moving.
Base Effect: 3 posts
Stage 5: 4 posts
Stage 6: 5 posts

Open Slot
Requirements: Power 15, Control 15, Reserves 13, Intelligence 14

Stage Five

Name: Suiton: Suihou no Jutsu (Water Element: Water Cannon Technique)
Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
Description: The infamous Kirigakure Naval Chakra Cannon technique was used to brutal effect during the Seagull War. Alone, this is technique only emits a highly pressurized ball of water that explodes on impact with the force of an explosive tag, with an effective range of up to 250 feet. On official Navy ships equipped with Naval Chakra Cannons, the range and explosive power increase by an order of 10, allowing for incredibly devastating artillery bombardments.
Power 24: Given a post and a box of scraps, the user may construct or repair a stationary Naval Chakra Cannon.
Power 31: By consuming all their Stage Two and above usages, the user may fire this jutsu as if it were from a Naval Chakra Cannon.
Control 24: Three shots may be fired per usage, in the same or separate posts.
Control 32: Five shots may be fired per usage, in the same or separate posts.

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 from any water or mist or they themselves have conjured in the thread that lays within a 50 foot radius. This vision is additive, meaning the user retains their own vision in addition to the vision provided by their water, but only sees what the user's eyes would have in that same location. Genjutsu triggers are still transmitted through the sight provided by this technique. Consumes a usage per post.

Name: Doiru Suiyari no Jutsu (Drilling Water Spears)
Requirements: Power 18, Control 17, Reserves 17, Tactics 14
Description: Several spear-length and foot thick drills spiral out from any water in sight. These drills can target separate opponents or be used for defense. It takes 3 drills to nullify up to Stage 4 ninjutsu. 3 drills are created per usage.
Power 25: 5 drills are formed
Power 32: 8 drills are formed
Control 25: All drills may be used to block Stage 5 jutsu
Control 33: All drills may be used to block Stage 6 jutsu

Name: Suiton: Suise no Jutsu (Water Element: Water Torrent Technique)
Requirements: Intelligence 18, Tactics 17, Willpower 17, Control 14
Description: Two seals are placed or drawn in different locations no more than 150 feet apart. With a single hand seal the user releases a massive torrent of water from one seal, which will flood downwards with Level Four physical force until it reaches the second seal. The second seal acts as a drain, sucking up the torrent of water. Everything in between the paths of the seals will be slammed with the wave. Essentially generates raging river rapids between the two seals, which can be a maximum of 30 feet wide and a maximum of 150 feet long. Lasts for 3 posts, and can be used as a source of water for ninjutsu during that time.
Intelligence 25: A small, shorter torrent can be formed (10 feet by 50 feet), but of boiling water instead.
Intelligence 32: By consuming 3 usages instead of 1, the duration may be extended indefinitely until the user wills it to stop.

Name: Kanketsusen no Jutsu (Geyser Technique)
Requirements: Power 19, Control 19, Reserves 18, Intelligence 16
Description: At any point that the user wishes within a 50 foot radius, an eruption of steam and boiling water burst from the ground. The geyser fires 30 feet into the air in a 5 foot radius of its emergence point. Afterwards a steaming hot rain will fall on everything in a 25 foot radius from the geyser, where each drop can cause blistering burns and boils. Lasts a single post.
26 Power: Two geysers may be formed at the same time in different locations.
33 Power: By consuming 3 usages instead of 1, all geysers may last 3 posts.

Name: Seinaru Funsen no Megumi (Blessing of the Sacred Fountain)
Requirements: Intelligence 19, Tactics 19, Willpower 18, Power 16
Description: Mist’s medical division developed this jutsu to continually cleanse biological systems and purify foreign agents. A small gourd’s worth of glowing golden liquid is created. The entire quantity must be consumed to be effective. Once the liquid is consumed a 3 post ‘timer’ starts. At the end of the 3 posts the drinker’s body will regenerate back to the physical state it was at the moment the timer began (IE, the state of the body 3 posts prior). This does not affect genjutsu, mental states (memories), or chakra (usages, durations, stat penalties, etc). This doesn’t work if the drinker dies before the blessing can work its magic. Only usable once per thread per person.
Intelligence 23: The duration can be between 2 and 4 posts, but must be set when consumed.
Intelligence 30: Only a small sip from the gourd is necessary for the blessing to work, allowing it to be shared between up to 4 people.

Stage Six

Name: Suijouki no Jutsu (Steam Technique)
Requirements: Power 21, Control 20, Reserves 19, Intelligence 17, Tactics 15
Description: A mass of billowing steam in exhaled in a cone from the mouth. At close range steam is superheated and can boil skin right off the bone. After 10 feet the temperature and pressure drop off to be hot enough to only cause second degree burns. The cone is 45 degrees and extends out 50 feet
Power 28 : 20 foot superheated radius
Power 35: 30 foot superheated radius
Control 27 90 degree cone
Control 34 180 degree cone

Name: Suirou no Jutsu (Water Prison Technique)
Requirements: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15
Description: A burst of water is shot from the hands, traveling at level 4 Speed for up to 200 feet. If any part of the water hits a target a large hollow ball of water will engulf them. The user must then get to and keep one hand against the prison within the next post to maintain it. The prison 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. If desired by the user, anyone caught in this will experience immense pain as the water causes second-degree burns across the entire body. Though no ninjutsu used within the prison will break it, genjutsu may still be used by those trapped inside.
Intelligence 28: Two prisons may be launched simultaneously, still requiring one hand in each to maintain.
Intelligence 35: The water may increase in pressure and crack the bones of those caught inside, killing the prisoner if maintained for 3 posts.

Name: Suiton: Suikoudan no Jutsu (Water Element: Water Shark Blast Technique)
Requirements: Power 23, Control 23, Reserves 22, Tactics 16, Willpower 15
Description: This technique creates a large aquatic animal (usually a shark) out of water. The shark possesses Level 12 physical stats while in water and has razor sharp teeth for biting. When on dry land the shark can still flop around but only with Level 3 physical stats. If struck by any solid attack the shark will split into two smaller sharks. Each baby shark has Level 2 physical stats regardless of location. Any intact baby that survives 1 post without being hit by a solid attack will regenerate and grow back to full size and stats. Full sized sharks last 3 posts.
Power 30: Big shark has Level 4 physical stats on dry land.
Power 37: Big shark has Level 5 physical stats on dry land.
Control 30: Big shark splits into 3 sharks upon destruction
Control 37: Small sharks have Level 3 physical stats.
Reserves 29 Big shark has Level 14 physical stats in water
Reserves 36 Big shark has Level 17 physical stats in water

Name: Mizubashira no Jutsu (Waterspout Technique)
Requirements: Intelligence 23, Tactics 23, Willpower 22, Control 16, Reserves 15
Description: Can only be used on a wet target. A swirl of water appears, ringing a target’s feet and then spiraling upward in a 3 foot radius. This twister will lift anything in the radius it off the ground, searing anything inside with boiling water while it does so. The Waterspout is 50 feet tall and can move after being formed at Level 6 Speed. Lasts 3 posts.

Name: Bakuhatsu Jouki Bunshin no Jutsu (Exploding Steam Clone Technique)
Requirements: Intelligence 26, Tactics 25, Willpower 24, Power 19, Control 17
Description: Five clones of the user emerge from a source of water. These clones have no ability to use jutsu. However, they possess Speed stats twice that of the user (with bonuses), with level 1 Strength and Stamina to compensate. At the will of the user, the clones can be individually detonated with the force of an explosive tag. If struck by any attack, they will also explode. When they explode each one sends out a great amount of hot water and steam, inflicting third-degree burns on anything caught within a 5 meter radius of the clone.

Name: Suiton Kuukijuu (Water Element Air Rifle)
Requirements: Power 26, Control 25, Reserves 24, Tactics 19, Willpower 17
Description: The user positions his index and middle finger together, forming a spiked two-inch cap of water over his fingertips. This water can be released simply by pointing and aiming and is launched at a speed incredible enough to carry the water bullet for up to a mile. While in flight, the bullet is spinning to maintain accuracy and also to cause greater damage to the target, with the ability to pierce even through steel. Due to the concentration needed to perform this jutsu, it cannot be done in combat unless there is at least 100 feet of space between the user and the target

Stage Seven

Name: Ikari no Unabara (Wrath of the Sea)
Requirements: Power 30, Control 27, Reserves 26, Intelligence 22, Tactics 20
Description: This jutsu forms the torso of a giant, watery being from the ground, around the user. The being can take any shape the user desires, but must have a head and two arms. The “head” is about 100 feet from the ground, and its each of the arms are up to 100 feet long and 10 feet in diameter at the fist. When the user moves, the Wrath mimics that movement. The Wrath is made up of boiling hot water, and attacks with physical Levels equal to 14 plus 4 additional physical Levels if the user is severely injured. The user is guarded by the Wrath as well, and can nullify ninjutsu of up to Stage 5 or physical attacks below level six. This jutsu lasts for 2 posts, and on the third post, the giant will leap off of the ground at a target, dousing and slamming the designated area. During the 2 posts the Wrath is active, the user may not perform any other jutsu.

Name: Suiton: Suishouha (Water Element: Rising Blast)
Requirements: Intelligence 30, Tactics 27, Willpower 26, Power 22, Control 20
Description: By opening a gate to the ocean, the user can flood a battle field with immense quantities of sea water. A large seal is carved on a surface and from it a portal is torn open, which immediately begins pumping wave after wave of salty liquid out of it. This will quickly fill a 250 foot radius with water between 8 to 10 feet deep. The water then does not dissipate for the duration of the battle, as the portal will continue to pump water out as fast as it drains away. If the user moves away from the area of effect of the seal, the portal closes.

Name: Suiton: Suiryuudan no Jutsu (Water Element: Water Dragon Blast Technique)
Requirements: Power 32, Control 30, Reserves 28, Intelligence 24, Tactics 22
Description: A large, detailed monster is created from a water source, usually in the shape of the infamous Leviathan. The construct is large enough to rival the ancient bijuu and attacks with the same ferocity, surging forward and ravaging the land as it seeks out a single target. The creature lasts until it hits its target, striking with a physical Level of 21 but losing 2 physical Levels each post it fails to land a blow on its target. While the dragon is active the user may not use any taijutsu, ninjutsu, or move from the location they used the technique from, as they must continue doing hand seals for each post the dragon is active. Doing so immediately causes the dragon to fall apart.

Name: Tsunami no Jutsu (Tsunami Technique)
Requirements: Intelligence 32, Tactics 30, Willpower 28, Power 24, Control 22
Description: Requires an ocean to be nearby, no more than two miles away. An enormous 250 foot tall tsunami can be summoned to strike the user’s location. There is a one post delay before the tsunami makes landfall while it travels across land. This technique floods and destroys everything between its target location and the ocean. Due to the widespread and indiscriminate destruction that it wreaks, this technique is not to be used lightly.

Name: Kisokuen’en (At One’s Last Gasp)
Requirements: Power 35, Control 33, Reserves 31, Intelligence 26, Willpower 18
Description: The shinobi forms a small orb of water in his palm and launches it at the target. If the hit connects, regardless of which part of the target’s body it hit, the water will splash and scatter, then swiftly climb onto the victim’s head and reform as a layer of water that is impossible to remove. For a silent approach the water can remain in place for 4 posts, usually resulting in drowning as no sound can escape the technique. The water can also be heated to encase the target’s head in boiling water, making a loud popping noise in the process but killing in 2 posts instead. Finally, if there is an open head wound on the target, the water can be made to instantly kill them after 1 post of very noisy pressurization. Survival is possible in each case but requires drastic, immediate, and crippling action by the target to do so.

Name: Zenmetsu Nami (Annihilation Wave)
Requirements: Intelligence 35, Tactics 33, Willpower 31, Power 26, Reserves 18
Description: An immense ball of scalding-hot water is formed overhead, no more than 500 feet high. The sphere has a radius of 250 feet and is so massive it can be seen for miles, darkening the land beneath its shadow. After the first post, the steam the sphere emits will conceal it entirely, as if it has been swathed in a giant cloud. Superheated water can rain down anywhere below the levitating sphere at the user's command. The presence of this giant water sphere also passive heats up all water directly underneath it and causes it to boil. All water techniques used while the sphere is present will be passively augmented with boiling hot water as well. For the duration the user is rendered immune to damage from heat. After 3 posts the sphere evaporates peacefully and a cool rain falls from above. The sphere will always stay centered right above the users head unless otherwise made to stay put.

Last edited by Junge; 03-12-2019 at 01:00 AM..
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Old 03-10-2019, 08:55 PM   #2
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I've read this enough that I feel fairly comfortable in approving it, but if someone finds something they don't like, please yell at me.

I think the ten-fold increase in the cannon jutsu is pretty extreme, but I like it (and it's generally limited to use on ships so, go for it)


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Old 03-11-2019, 08:26 PM   #3
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Junge sent me this a while ago. Consider it approved.

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Old 03-15-2019, 10:45 PM   #4
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Approved. I’ll leave this to Grans to move because I’m not sure if this is meant to replace Steam Ninjutsu too.
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