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Old 01-31-2006, 03:54 PM   #1
Aamaxu
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Default Futoumeisei Gai Nai No (Those Lacking Opacity)

Futoumeisei Ga Nai No: "Those Lacking Opacity"
Futoumeinai Lack of Opacity

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

Description
This line of techniques is based upon what the original shinobi would have used. These are not element based, and are simple in nature, however their uses are still practical. The original shinobi were more bent upon escaping should they be engaged rather than actually engaging their enemies in combat, and as such many of these techniques are meant to be for use in the aid of escaping. There was also much spy work done by shinobi, and these techniques also reflect that job choice of old. Due to the universal nature of these techniques, they are available to all villages, but they are considered somewhat outdated and old. Those that study these tend to either be shunned, as they end up being used as spies and sneaks of both external and internal affairs.

Stage One:

Kagebuki no Jutsu (Shadow Weapons)
Requirements: Control 2, Tactics 2
Reaching into the ground and seeming to reach into his own shadow, (or any local shadow), the user seems to pull out various different weapons from nothing but the shadow alone. The user makes simple shadow versions of weapons that look real enough, but when they make contact they disperse harmlessly. The user can, however, choose to hide a real weapon inside the cloud of fakes.
Stage Two: User can hide three small projectiles or a single large one, such as a fuuma shuriken.
Stage Three: User can hide ten small projectiles or three large ones.

Utsusemi no Jutsu (Cast-Off)
Requirements: Control 3, Willpower 2
Upon seeing an attack coming towards his body, the ninja sheds a layer of clothing and falls away, leaving his clothes behind to take the blow and confuse the enemy. This is like a Kawarimi, but rather than change places with an object, the user slides out of his jacket or shirt and falls backwards behind it. As such, Utsusemi can only be used twice per thread and counts against the limit on other Kawarimi effects.

Maboroshi no Mai (Dance of Illusion)
Requirements: Power 3, Intelligence 2
The user summons mirror images of himself, which move simultaneously with him. These clones deal no damage, but are able to take separate paths, motions, and actions to attempt to confuse the enemy. The user is indistinguishable from his clones right up until an attack lands. Creates two clones, which vanish by the end of the same post. As these clones cannot directly harm a target, this jutsu does not count as an offensive action.
Stage Two: Creates four clones of the user.
Stage Three: Creates six clones of the user.

Nise Zo (False Images)
Requirements: Intelligence 3, Reserves 3
Spreading his chakra over a nearby surface, the user can change its appearance. This allows the ninja to create fake footprints along the earth, wet spots on tatami, or even bend a shadowy silhouette across a wall. These changes are purely visual and anyone who attempts to touch them easily realizes that they are essentially miniature Henge effects. False Images affects a five foot square area and lasts for two posts.
Stage Two: Affects a ten by ten square and lasts three posts.
Stage Three: Affects a fifteen by fifteen square and lasts until canceled.

Bougyou (Sabotage)
Requirements: Control 4, Power 4
By simply running chakra through an object, the user is able to sabotage machinery, forcing it to function as he wishes. This could be used to both seal or open a lock, jam a crossbow, keep a rudder locked, and so on. Once an object has been tampered with this way, the user may dispel the effect early. Lasts for two posts.
Stage Two: Lasts for three posts. The user can also detect object tampering.
Stage Three: Lasts for four posts. The user can override a lower-stage usage of Sabotage.

[Open Slot]
Requirements: Intelligence 4, Tactics 4

Stage Two:
Kanryousou Gisei (Perfect Imitation)
Requirements: Power 5, Control 4, Reserves 4
The user molds his chakra around himself, altering his appearance to that of another person. Unlike the standard Henge no Jutsu, this technique does not dispel on simple contact. Instead, the user may maintain the image as long as he likes. However, opposing chakra, such as that in an enemy ninjutsu, disrupts the image and cancels the effect.

Doujutsu: Senrigan (Eye Technique: All-Seeing Eye)
Requirements: Intelligence 5, Tactics 4, Willpower 4
Once activated, this technique allows the user to see at night. This night vision is just as clear as their daylight vision, but is in black and white. This jutsu may be maintained indefinitely with a low amount of chakra.
Stage Three: The user can also see through mundane smoke and fog.
Stage Four: The user is no longer colorblind at night – their vision has just as much color at day and at night. They may also expend a Stage Four jutsu usage to see through chakra-enhanced smoke, fog, or mist for two posts.

Ensou (Gathering Point)
Requirements: Power 6, Control 6, Intelligence 4
The user summons a horde of dark clones that home in on one target and attempt to attack collectively. While the clones all carry the user's supply of weapons, each individual strike causes only minimal damage – bruises, small cuts, and so on. However, the number of successive strikes can overwhelm unprepared targets. At this stage, four clones appear and attack a target before vanishing in the same post.
Stage Three: Eight clones appear and attack.
Stage Four: Fifteen clones appear and attack.

Bukigakure no Jutsu (Weapon Concealment)
Requirements: Intelligence 6, Tactics 6, Control 4
While shinobi are all taught how to hide weapons on their person, the user takes it one step further. Charged chakra around the body smooths weapons against the skin and hides them within cloth, making them undetectable even to a pat-down or even a strip search.

Bakuhatsu Jaan no Jutsu (Explosive Boom)
Requirements: Power 7, Control 7, Intelligence 6
The shinobi charges chakra into a smoke bomb or pellet, changing its properties. When the bomb detonates, the sound is amplified enough to create a percussive blast that disorients those nearby. The booming is accompanied by a flash of lights and sparks that explode from the smoke. The force doesn't compare to a true explosive tag, but the sparks are still able to light fires. This enhanced bomb fills a ten foot radius and the noise lasts for a full post before dying down.
Stage Three: The user can throw two standard bombs or a single bomb with double radius and duration.

Tsukurigoe (Voice Manipulation)
Requirements: Intelligence 7, Tactics 7, Power 6
Enables the user to alter his voice and change it to match someone else. This technique can make the voice of the most innocent girl into a husky man or turn an assassin's voice into the cry of a mother seeking aid for her child. Further, the user knows how to throw his voice, capable of making it emanate from anywhere within ten feet.
Stage Three: The user can create any sound, such as a dog's bark or the creaking of floorboards, and can throw his voice up to twenty feet away.

Stage Three:

Kageheri no Jutsu (Diminishing Shadow)
Requirements: Power 8, Control 8, Reserves 6
The user runs his chakra into shadows, giving him a measure of control over them. With this technique, he can have shadows rear up and strike towards an enemy. However, being immaterial, the shadow cannot inflict any damage and is thus used primarily to confuse or distract an enemy. As such, it does not count as an offensive action on the round it's used. Up to two shadows can be controlled at once.

Tookukiki no Jutsu (Distance Hearing)
Requirements: Intelligence 8, Tactics 6, Willpower 8
The user pours chakra into an object, such as a shuriken, designating it his marker. As long as this technique is active, the user can hear anything that happens around the marker, allowing him to leave his marker out to spy as he hides safely away. These sounds are enhanced, making this jutsu confusing if the user himself is around other sources of noise. Once the user attains the rank of chuunin, he can block out sounds well enough that he's no longer bothered by conflicting sources of sound.

Kageochi no Jutsu (Shadow Drop)
Requirements: Power 9, Control 9, Intelligence 7
Useful anywhere there's a shadow, the user basically falls backwards or forwards into a shadow. By focusing chakra into the shadow itself, he can lift it off a surface to cover himself, making it appear as if he has vanished into the shadow itself. In actuality, the shadow is bent around him, distorted enough to hide him. This hiding place can be maintained as long as the user focuses and even holds up against enemy attack – though the user may be stabbed through the shadow cover, as long as no one touches the shadow itself, the user is still hidden.

Kagetegakari no Jutsu (Shadow Trace)
Requirements: Intelligence 9, Tactics 9, Power 7
A tracking technique that allows the user to transfer a piece of his shadow into another using chakra. To activate this jutsu, the user must be close enough that his shadow overlaps the target, which can be another person's, an animal's, or even an objects. A small shard of his shadow breaks off and hides within the other shadow – once that's happened, the user always knows which direction the target is in and can find his way back to it. This technique may only track one target at a time and the user may recall the shard of his shadow at any time.

Yashi no Eisei (Charlatan's Death)
Requirements: Power 10, Control 10, Willpower 8
The user turns their chakra against their own body in a moment of practiced meditation to initiate this technique. This allows them to stop all bodily functions while preserving their health and mind. Blood ceases flowing, heart stops beating, and the body starts to cool. For the duration, all medical tests register the user as dead. In truth, the user is in a coma-like near death state. Ten hours after the technique has been used, the user spasms back to life, provided nothing else has happened to their body in the meantime.
Stage Four: The user can now set a time to wake up: the technique lasts anywhere from five minutes to 48 hours.

[Open Slot]
Requirements:
Intelligence 10, Tactics 10, Reserves 8

Stage Four:

Eikangoku no Jutsu (Shadow Prison)
Requirements: Control 12, Power 11, Reserves 10, Intelligence 12
The user charges chakra through his hands and places them open palm on a target's chest. The chakra releases and lifts a spherical shadow around the target, creating a prison. Nothing can get in or out of the shadow, which lasts for a single post, allowing the user time to escape or set up an attack.
Stage Five: The prison lasts for two posts.

Hantoumei na Buki (Translucent Weapons)
Requirements: Intelligence 12, Tactics 11, Willpower 10, Control 12
Focusing chakra around his weapons, the user dampens and alters the reflection of light around them. While not making a weapon entirely transparent, this jutsu makes them much harder to see. This technique is difficult to maintain while attacking, so the user may only keep it active on a single larger weapon, such as a katana, at once. However, up to four small projectiles can be made translucent at once.
Stage Five: The user can keep two large weapons translucent or affect up to ten projectiles at once.

Kiseisaku no Jutsu (Spirit Diminish)
Requirements: Control 14, Power 13, Reserves 11, Tactics 10
By actively focusing on masking his chakra signature, the shinobi can attempt to hide himself in a number of ways. First, he registers as a non-shinobi to any technique that distinguishes shinobi from civilian, whether its mundane or bloodline. Second, as long as he isn't actively attacking, he can mask his presence from any technique that would otherwise reveal him, whether it be by tripping over a chakra string, stepping into a warded area, or by detecting killing intent. As long as the user remains out of combat, all jutsu-based means of detecting him fail. Once the user enters combat, Spirit Diminish eats a jutsu usage for every post that it remains active, even if the user himself is not attacking.

Otonai no Jutsu (No Sound)
Requirements: Intelligence 14, Tactics 13, Willpower 11, Power 10
The user sets six boundaries with his tags, creating the shape of a cube with a tag on each face. The cube can cover the size of a large room with ease and, while active, does not allow sound to pass the boundary in either direction. This creates a portable safe zone for secret diplomacy, torturers, and parties. The boundaries function as long as the user remains within them and the tags are intact.
Stage Five: The user may instead affix the tags directly to his person, creating a ten foot sphere centered around himself. This version of the technique is mobile and lasts for up to three posts before needing to be reactivated.

Tsumisugi no Jutsu (Overload)
Requirements: Power 15, Control 15, Reserves 13, Intelligence 14
This technique allows the user to make all the colors of everything in the area around more vibrant through a stream of chakra exiting the body. Effectively, the user overloads everyone else's senses with intense stimulus – anyone within eyesight who sees the user is blinded and disoriented for a single post. This technique can be kept active for up to three posts, affecting targets multiple times during that duration, but is taxing enough that there is a two post cooldown once the technique ends.

[Open Slot]
Requirements: Intelligence 15, Tactics 15, Willpower 13, Control 14

Stage Five:

Mahi na Kage (Numbing Smoke)
Requirements: Control 17, Power 16, Reserves 16, Intelligence 15
Clapping his hands together, the user creates a cloud of vapor that rushes away from him to cover a twenty foot circle around him. The thin smoke is a numbing agent that affects any exposed skin it comes in contact with. A shinobi's ability to function depends on tactile feedback to the point that the numbed sensations create a serious struggle: holding a weapon, forming hand seals, or moving at full speed become extremely difficult. Smoke's effects remain two posts after exposure before fading.
Power 24: The poisonous smoke covers thirty-five feet around the user.
Power 31: The poisonous smoke covers fifty feet around the user.

Minokosu Ippozenshin (Unseen Step)
Requirements: Intelligence 17, Tactics 16, Willpower 16, Control 15
The shinobi may move between areas that are not being actively watched instantaneously, as though moving from one place to another in a single step. So long as he can see a place with his own eyes, he can step to it provided no one is watching the end point. Each of these steps takes great care, making them possible only in moments of relative peace – Unseen Step is perfect for infiltration, but impractical to use in combat.

Yosai (Fortification)
Requirements: Control 18, Power 17, Reserves 17, Tactics 14
The user focuses chakra into a makibishi or other caltrop before tossing it into the air. The caltrop splits and multiplies before hitting the ground, creating dozens of identical pieces of metal, enough to thickly coat a twenty foot square. The caltrops are coated in a poison that does two things once it enters the bloodstream: it distorts the victim's sight and raises the victim's heart rate. While the hazards remain indefinitely, the poison lasts for two posts, but gets worse with each successive dose. Three doses causes near blindness and serious heart strain; more than that can become fatal.
Power 25: Creates a thirty foot square.
Power 32: Creates a forty foot square.
Control 24: The user can walk over the caltrops, standing on their points without sinking onto them.
Control 31: The user can bend shadows over the caltrops, rendering them virtually undetectable.

Jigen no Tobira (Dimension Door)
Requirements: Intelligence 18, Tactics 17, Willpower 17, Power 14
The user cuts away a piece of his own shadow and leaves it dormant within the shadow of anything else. The two shadows are thereafter linked like two sides of the door, allowing the user to send objects through his own shadow and causing them to reappear at the other. Further, the user may entering his own shadow, transporting himself to the second shadow while immediately severing the connection between the two. This technique can be used to completely escape combat, but is the only action the user can take that post if used that way.

[Open Slot]
Requirements:
Power 19, Control 19, Reserves 18, Intelligence 16

[Open Slot]
Requirements:
Intelligence 19, Tactics 19, Willpower 18, Control 16

Stage Six:

Kanashibari no Jutsu (Temporary Body Paralysis Technique)
Requirements: Control 21, Power 20, Reserves 19, Intelligence 17, Tactics 15
An advanced ninjutsu that's used to temporarily bind a target. The user first weaves his chakra around a weapon, which he must keep in hand for a full post as he prepares the technique. Once prepared, the jutsu activates when the weapon makes contact with a target. The implanted chakra jumps from the weapon into the target's body and immediately paralyzes them completely for two posts.
Power 26: The weapon may paralyze twice before the chakra dissipates.
Control 26: Targets are paralyzed for two posts, then weakened for an additional two posts.

Meisaigakure no Jutsu (Hiding With Camouflage Technique)
Requirements: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15
This technique allows the user to blend into the background for as long as the skill is held, even modifying his own skin tone. The user creates a tightly woven net of chakra around his body and changes color and visual texture to disguise himself among his surroundings. While easily used in barren landscapes and at night, the user skilled enough to hide virtually anywhere. As long as this technique is active, the user can only use stage one and two jutsu at the same time.
Intelligence 28: The user can use stage three jutsu while still hiding.
Tactics 27: The user can extend his chakra net, hiding a single additional person at the same time.

Araidasu (Revelation)
Requirements: Power 23, Control 23, Reserves 22, Tactics 16, Willpower 15
The user emits a pulse of chakra that spreads out over a two hundred foot radius, moving through walls. This pulse lingers and detects other living humans, creating a kind of sonar. Additionally, the user is able to separate shinobi, samurai, and other chakra-users within the radius from non-users, allowing them to tell both number and direction in relation to himself. The pulse lasts for three posts before it must be refreshed, but continues to provide feedback within those posts.

Anshitu (Dark Room)
Requirements: Intelligence 23, Tactics 23, Willpower 22, Control 16, Reserves 15
An especially complicated ritual, Anshitu begins with the user outlining a door on any flat surface wholly of sealing tags. The process is slow, painstaking and includes extended calculations of space and parameters of the world that the human mind was not built to comprehend. Once done, they fill the ‘door’ with their shadow, and the shadow becomes a true doorway to the user’s own personal storage area. Their own square room, five meters in every direction. Each shinobi has their own uses for it. Some warriors store entire arsenals of weapons, insidious doctors hide patients, corpses and forbidden experiments while hunters are known for using it as a makeshift prison. The only limits are the user's imagination. This is a non-combat technique.

[Open Slot]
Requirements: Control 26, Power 25, Reserves 24, Intelligence 19, Tactics 17

[Open Slot]
Requirements: Intelligence 26, Tactics 25, Willpower 24, Power 19, Power 17

Stage Seven:

Koutou Gisei (Transcendent Imitation)
Requirements: Control 30, Power 27, Reserves 26, Intelligence 22, Tactics 20
This jutsu allows for the complete and utter imitation of another person. They must acquire some part of the subject they wish to imitate, picked within a day, in order for it to work. After a long series of seals they close the jutsu and adopt their target’s form and body flawlessly, and may maintain it until they wish for it to end or until they die. They retain a shadow of the person’s memories, allowing them a rough guideline from which to judge their subject’s mannerisms and their relations with other persons on a daily basis, including names, faces and usual routines, though the intricate details are lost to them. This jutsu does not convey knowledge of specific jutsu or shinobi techniques that the subject knew and the user did not.

Norite Sakai (Mental Passenger)
Requirements: Intelligence 30, Tactics 27, Willpower 26, Power 22, Power 20
Given an hour to work with a subject, the user places a sealing tag on their forehead, rests their palm upon it and lets this jutsu wash over them. Over this hour, a second self is lodged firmly in the back of the subject’s mind. It can, if it chooses, attempt to spur them onward toward certain actions or simply wait in the back of their mind, observing. When the technique is done, the subject is disorientated by the experience and unable to accurately recall the last couple of hours. If the user ever uses this technique again on someone who has already been subject to it, they can pluck information about everything the subject has experienced from the mental passenger, using the subject as a sort of unwitting spy.

[Open Slot]
Requirements: Control 32, Power 30, Reserves 28, Intelligence 24, Tactics 22

[Open Slot]
Requirements: Intelligence 32, Tactics 30, Willpower 28, Intelligence 24, Tactics 22

Kamumeishi (Making Nobody)
Requirements: Control 35, Power 33, Reserves 31, Tactics 26, Willpower 18
Clapping their hands together after a complicated series of handseals, the user causes a sudden reaction in the air that spreads to cover the area of a small town. All those within this area, enemies, allies and bystanders alike, have a sudden and drastic change in perception. They are rendered unable to distinguish any person from another through faces, body-type, clothing worn or even the sound of their voices. Every person is made anonymous. It takes around a day for those afflicted to work the effects of the jutsu out of their system.

[Open Slot]
Requirements: Intelligence 35, Tactics 33, Willpower 31, Control 26, Reserves 18
__________________

Last edited by Kaen; 04-17-2014 at 10:21 PM..
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