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Kirikagure No Sato ;; Steam Ninjutsu
Topic Started: Dec 19 2007, 10:31 PM (418 Views)
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Name: Jouki Soujuu (Steam Creation)
Description: In actuality, to call this jutsu Steam Creation is a misnomer, as what it actually creates is hot water. For this, the user draws on the water in the ground and atmosphere, as in Mizu Soujuu, however, depending on the user’s stats, the temperature of the water is much greater than normal. Ordinarily, water is about 18 degrees Celsius (65 Fahrenheit), but with the training of this, the basis for many, many ninjutsu, the user can create water that is hot, and masters of the jutsu are said to be able to heat water past its boiling point without it evaporating. Below shows the temperature of jutsu in each of the stages, unless the jutsu in question says otherwise. Jouki Soujuu also protects the user from his own jutsu, allowing him to not be harmed by the hot water. The user can, of course, for training purposes and a couple of jutsu, have the water be cooler than their maximum if they so desire, but they cannot go below 27 degrees Celsius (80.6 degrees Fahrenheit).
Note: This jutsu is required in order to take any other jutsu of this list. Furthermore, unless the jutsu specifies otherwise, once a Jouki Mizu jutsu is complete, the chakra will leave the water used, cooling down any residual water very rapidly.
Stage 1: 45 degrees C, 113 F
Stage 2: 55 C, 131 F
Stage 3: 65 C, 149 F
Stage 4: 75 C, 167 F
Stage 5: 85 C, 185 F
Stage 6: 95 C, 203 F
Stage 7: 115 C, 239 F

Name: Suijouki Fukurami no Jutsu (Steam Puff Technique)
Description: A basic jutsu involving creating a small ball of hot water the size of a baseball, and launching it at the opponent. The intention is that, as soon as this hits, stored chakra in it instantly heats it to boiling point and evaporates it instantaneously. Someone hit by this will feel a very fast tinge of pain, and no lasting burn of any degree will be caused.

Name: Mizu Kakusei no Jutsu (Water Purification Technique)
Description: This jutsu is useful for the shinobi who finds himself in need of clean water, and without the ability to start a fire. The user is able to heat an amount of water, enough to fill a one-person pot, to near-boiling point in order to clean it of any bacteria. However, this has no combat applications, as it takes 2 posts for the water to reach the boiling point, and in that time, the water must be in a metal container of some kind.

Name: Kiri Moufu no Jutsu (Mist Blanket Technique)
Description: Another survival tactic, this jutsu creates a tangibly thick layer of mist that, thanks to the users chakra flow, is maintained at approximately 30 degrees C (86 F), in order to keep the user warm through a cold night in the field. Because of the very low chakra consumption required to maintain the user, the chakra drawn when it is initially used will fuel it for a full night. Note that this jutsu cannot be used defensively against any kind of attack, including snow and ice ninjutsu, and requires a full post to mold enough chakra to store in the mist. This jutsu cannot be used for any other purpose aside from keeping you warm through a cold night.

Name: Jouki Mizu Bunshin no Jutsu (Steam Water Clone Technique)
Description: Creates clones made of warm water. These clones have 1/10 the user’s stats, including taijutsu bonuses. It may use one hot water jutsu that the user knows once a thread, and must meet the stat requirements for performing it. One more clone can be created for every 5 Reserves. When destroyed, the clone disperses in a cloud of steam that can serve as a handy little distraction, though it isn’t nearly hot enough to hurt anyone.


Stage 2

Name: Nenshou Joukei no Jutsu (Burning Sight Technique)
Description: For this technique, the user molds chakra into his hand, creating a ball (about the size of a ping pong ball) of hot water there. The user’s hand is shielded by a layer of protective chakra, to prevent being harmed by his own water. The user must be close to the target for this jutsu to work properly, as the user seems to try and deliver a hook to the target’s face, but in reality, ensures that the punch is short, and instead releases the ball into the target’s face, specifically the eyes. The target will be temporarily blinded, but he can recover full vision in the same post, however the area hit by the ball will suffer first-degree burns.

Name: Deguchi no Jutsu (Vent Technique)
Description: A variation of Kawarimi no Jutsu, this replaces the user with a roughly body-sized puddle of water. The first solid object the water touches, whether it is a person or the ground, will cause the water to heat up and evaporate very quickly, leaving first burn degrees on the areas of contact.

Name: Umihebi no Ibuki (Serpent’s Breath)
Description: After forming hand seals, the user puckers his lips and spits a funnel-shaped spray of hot water from his mouth. The jutsu’s range is only about ten feet, but Chuunin can maintain it for one more post after it is activated, and Jounin for two more posts after it is activated.

Name: Kagoryou no Jutsu (Lobster Pot Technique)
Description: This technique takes water from the air, earth, or other water source and collects them into puddles on the ground. The water in these puddles only start heating when the user decides, which does not have to be the same post they were created. If the user heats the water in a post after the puddles were formed, heating the water counts as his offensive move. Puddles can cover an area equal to 1 square meter for every point in Power. The technique ends four posts after the water has been heated.


Stage 3

Name: Eda Soubaku no Jutsu (Limb Confinement Technique)
Description: This jutsu causes four spouts of hot water to emerge from the ground and wrap around the user’s wrists and ankles. The water simultaneously burns the target as well as restricting the user’s movement. The jutsu lasts for one post, and can be broken if the target’s base strength exceeds the user’s power. Also, for every 6 Reserves that the user has above the requirement, the jutsu will last an additional post.

Name: Jouki no Yaiba (Steam Blade)
Description: Similar to Mizu no Yaiba, this jutsu was actually derived from it, with a few variations provided by the addition of hot water to the mix. For this, the user forms a blade covering his wrist and hand, and extended about a foot and a half from the end of the user’s fist (looking as if the user has replaced his hand with a blade). Each time that the user slices something, a bit of the hot water from the blade sticks to whatever was cut. As such, each blade can only make 10 slices before the jutsu will have too little water to retain its form, and will collapse. The user is shielded from the hot water by a thin layer of chakra, and the blade may be used defensively to block Katon jutsu through stage 2. It can also blocka stage 3, but then the blades will be instantly destroyed, and against any Katon jutsu from a stage higher than 3, the blades will be destroyed, and also the Katon will affect the user as if it had been unhindered.

Name: Wakasu no Yoroi (Boil Armor)
Description: A thin layer of water covers the user’s entirety, providing him with minor defense against katon and weaker taijutsu. When physically struck, the attacked area instantly heats up, releasing steam and burning the opponent. Chakra and stamina are required to maintain the armor as well as protect himself from the quick temperature increases, and he can only wear the armor for a number of posts equal to his ability to concentrate. Taijutsu Specialists cannot handle this Jutsu for too long..

Name: Kasui no Akki (River Devils)
Descriptions: Essentially, river devils are fish-shaped hot water “missiles” that can be created within a body of water and travel through it without losing any of their heat thanks to a shell of chakra. These fish missiles can travel in bodies of water the size of a stream or bigger and burst from the water’s surface to assault their targets. One fish can be created for every 3 Reserves, and they must be used by the post following their creation, or else they fall apart.

Stage 4

Name: Jouki no Buki Soujuu (Steam Weapon Creation)
Description: A fairly simple jutsu, this creates one universal weapon (no defensive items allowed) of the user’s choosing out of hot water, of a temperature appropriate to the user’s stats. Any weapon created has no special properties beyond its shape and the heat of the water used to make it. Weapons created by this jutsu can be used in conjunction with an appropriate taijutsu, however a ninjutsu of stage 3 or below, or a taijutsu attack of base strength 10 or below will destroy the weapon. When the user has a Control of 18, he or she can make two weapons at once.

Name: Jouki no Tate (Steam Shield)
Description: A simply straightforward defensive tactic, this jutsu causes a circular shield of hot water to form in front of the user, blocking any attacks for one post. This technique can defend against any normal (read: simply thrown, no jutsu used) projectiles, ninjutsu stage 3 and below, and will also block taijutsu attacks of base strength 15 and below.

Name: Namakura Sogekihei no Jutsu (Blunt Sniper Technique)
Description: A jutsu that is quite simple in concept, but can be put to great use. The user forms handseals and fires a volleyball-sized ball of hot water at a target, from a distance of up to 100 meters. On impact, this water has enough force to knock someone down and douse him in hot water, which can inflict second-degree burns unless the target can find something to cool him down, fast. If the opponent manages to cool himself, there will be only first-degree burns. Also, if this jutsu hits anywhere in the chest area, it can easily knock the wind out of someone, causing them to stagger for one post if the target is of a lower shinobi rank, or for only a little bit (can recover in the same post) if the target is of equal rank. An opponent of greater rank will not falter any more from a chest impact than from anywhere else.

Name: Assaku Hosu no Jutsu (Pressure Hose Technique)
Description: A fairly simple jutsu, the user forms handseals and then holds one hand in front of himself, firing a blast of hot water, about one foot in diameter, with a range of about 30 meters. The pressure of the water within the first 15 meters is a pounding 60 psi, but after that, it decreases, losing momentum to about 30 psi. In either case, the target is doused in boiling hot water, potentially inflicting mild second-degree burns.

Name: Zettai Kirigakure no Jutsu (Absolute Hidden Mist Technique)
Description: A technique created to cover a weakness in the original Kirigakure no Jutsu, this jutsu does the same thing, creating a fog in the area that drops visibility to 3 feet (about 1 meter) and distorts sounds so that someone cannot tell where someone is, or where an attack is coming from, by listening. However, the fog in this technique is warmed. It isn’t hot, but it is warm enough to mimic the thermal pattern of a person, thereby rendering all attempts to locate the user by thermal imaging useless. An additional side effect is that the area also becomes very uncomfortably humid. However, this additional power makes it more difficult to sustain for as long as its predecessor. This jutsu lasts for 2 posts, plus an additional post for every 5 reserves above the requirement.


Stage 5

Name: Koushou Jouki Bunshin no Jutsu (Advanced Steam Clone Technique)
Description: This fairly basic technique copies the user’s appearance perfectly, along with all equipment, although weapons with special abilities will lack them in their cloned forms. These clones have the same base stats as the user, but with only 1/3 of his or her taijutsu bonuses, and one clone may be made for every 12 Reserves. A clone can be destroyed with a solid hit, but when it is destroyed, the clone will explode in a puff of hot steam that will give anyone near it mild first-degree burns. This clone can use any jutsu the user knows from the hot water list of stage 3 or below.

Name: Jouki Senbon no Hisame (Steam Senbon Hail)
Description: This jutsu starts with a series of handseals, causing a hundred senbon made of hot water to form around the user, which are immediately hurled into the air. They remain in the air for one post as go up and then come back down, and they rain down on an area of a radius of about 10 meters from the user’s original position. The user can protect himself with a shield of water that is activated when the senbon are about to hit, however this shield cannot protect any allies, or defend the user against any other attacks, and in order to sustain the shield, the user cannot move for its duration. When the senbon hit, because of their heat combined with their momentum, they will sink much deeper into a target before dissipating into plain hot water a moment after impact.

Name: Zettai Kiri Shikaku no Jutsu (Absolute Mist Vision Technique)
Description: A technique usually used with Kirigakure no Jutsu or its steamy counterpart, Zettai Kirigakure no Jutsu. The Absolute Mist Vision Technique allows the user to see through heavy mist, steam, or any other condition caused by water in the air. This does not give the ability to see through smoke. The technique is passive and activates when the user's vision would otherwise be obstructed by mist.

Name: Nenshou Kirigakure no Jutsu (Burning Mist Technique)
Description: This jutsu was derived from Kirigakure no Jutsu, but shares little similarity. When this jutsu is performed, a mist will cover the entire area, however the water of this mist is at the highest temperature that the user has access to through Jouki Soujuu. Unlike Kirigakure no Jutsu, this mist does not hinder one’s eyesight or hearing. Instead, as anyone other than the user moves about inside of the mist, any mist that comes into contact with a person will stick to him or her, and retain its temperature. Obviously, when this mist is first created, some water will make contact, and stick, causing great pain. Any further movement will cause more mist to stick, burning targets in the area. The jutsu lasts for 3 posts, plus an additional post for every 10 Power.

Name: Jouki Isoname no Jutsu (Steam Surf Technique )
Description: This jutsu creates a very large amount of water in front of the user, which rushes out towards the target, arcing itself into the air, simulating an ocean wave about to break. The wave formed is easily 5 meters high, and, from end to end, 25 meters long. It rushes towards the target at a high speed, and then comes crashing down, breaking on top of the opponent, impacting him or her with great force as well as causing painful burns from the water’s temperature.

Name: Kanketsusen no Jutsu (Geyser Technique)
Description: A technique that mimics one of the most beautiful natural occurrences known to man, this jutsu has the user perform a series of handseals, then slam their hands into the ground. What begins to happen is that the user’s chakra gathers water underground and heats it, and then forces it up and out of the ground at any point that the user wishes within a 25 meter radius of himself, the eruption occurring only two seconds after the user’s hands hit the ground. This gush of water will cause any opponent caught by it to suffer second-degree burns, and be thrown about 30 feet into the air, unless it was just a limb that was hit by the geyser, in which case the opponent will simply be knocked down.


Stage 6

Name: Kukan Soubaku no Jutsu (Body Confinement Technique)
Description: This jutsu was developed for both restraining and torture purposes. The user forms handseals, and then a burst of water is shot from his hands, although fairly slowly (at about a speed of 35), and if any part of the water hits an opponent, it will stick, and the rest of the water will wrap around him, until the entire body is immersed in water, aside from a set of holes made for the nostrils and mouth, since this jutsu is not meant to be lethal. However, a shinobi caught in this will experience immensely pain as the water makes second-degree burns across the entire body. Someone with a base Strength equal to at least half the user’s Power can still move under this technique, but their speed is, at most, half their normal rate, but will be unable to move their arms with enough dexterity to form handseals. Someone with a base Strength plus Willpower that is equal to, or greater than, the user’s Power plus Control will be able to escape from the water before it can fully envelope him, or even after, if, for some reason, the opponent was unable to do so when he was first hit. At the initial impact, it will take one post for the target to be completely enveloped, during which time the target may move freely, unless their legs were the first things hit. After that, the jutsu will last for an additional post.

Name: Nenshou Kimo no Jutsu (Burning Organs Technique)
Description: Another jutsu that was developed to have uses both in combat and for torturing prisoners, this technique has a few very important requirements for use. First, the target must have an open wound on his or her chest, a wound that has to be more than just a small cut and it must be visible, or known to the opponent, and second, the user must make physical contact with the target, using his or her hand. Before contact is made, a set of handseals must be performed, causing a baseball-sized ball of water to form in the user’s hand. Once the user makes contact, the ball of water travels across the target’s body, making a beeline for the wound, and entering it. The water will disperse inside of the target’s body, causing internal burning to anything in the vicinity of the wound. The water cools down after one post, and can be very debilitating to a combatant.

Name: Mizubashira no Jutsu (Waterspout Technique)
Description: The user forms a series of handseals, then, on the last one, a swirl of water appears, ringing the target’s feet, and then spiraling upward, creating a twister around the target, approximately 3 meters in radius. This twister will pick up anything in its radius when the twister forms, which is a few seconds after the ring appears, lifting it off the ground, burning the target with the hot water that makes up the tornado. It stays stationary, at about 50 feet tall, and the target spinning around in it cannot be seen until it reaches the top, a post after the twister lifts him or her off the ground. After that post, the target reaches the top and is thrown out, towards the ground at great force.

Name: Bakuhatsu Jouki Bunshin no Jutsu (Exploding Steam Clone Technique)
Description: This jutsu causes the formation of a number of clones, one for every 7 Reserves of the user, out of hot water. These are very unique clones, as they are unable to perform any jutsu. However, their physical stats are that their Speed is equal to the user’s base Speed plus base Strength, their Stamina is equal to the user’s base Stamina, and their strength is simply 1. At the will of the user, the clones can be individually detonated, and when they explode, each one sends out a great amount of hot water, inflicting second-degree burns on anything caught within a 5 meter radius of the clone. The user can pick and choose when to detonate the clones that he wants.

Stage 7

Name: Ikari no Unabara (Wrath of the Sea)
Description: This jutsu forms the torso of a giant, watery being from the ground, around the user. From the ground to the creature’s “head” is about 40 meters, and its each of its massive arms are 50 meters long and 3 meters in diameter at the fist. Now, whenever the user moves, the giant will mimic his movement, but at half his or her speed (including taijutsu bonuses), but with tremendous strength. Whenever its fists impact the ground, it cracks beneath the force, and a great amount of boiling hot water is spilled out, burning anyone that perhaps narrowly avoided one of the punches (a 5 meter radius around the fist’s impact will be affected). The user is also somewhat guarded by the water surrounding him or her, and it takes a ninjutsu of stage 5 or above to penetrate it and possibly damage the user (although dodging is still an option as there is room to move inside of the dome that houses the user). Also, someone can penetrate through the dome with a taijutsu attack of base strength 25 or more. This jutsu lasts for 2 posts, and on the third post, the giant will leap off of the ground at any target that the user chooses, causing severe burns and blunt trauma to anything in the area of its impact. During these 3 posts, the user may not perform any other jutsu.

Name: Kanpeki Kyoshu (Perfect Defense)
Description: This jutsu forms a small, rapidly rotating sphere around the user (about 1.5 meters in radius) that shields the user from any ninjutsu stage 6 and below, as well as any taijutsu attacks under a base strength of 30. In addition, any person who attacks the user with a taijutsu attack below strength 30 will be swept into the current, burned by the extremely hot waters, and then thrown off at high speeds next post. This jutsu can be sustained for 3 posts, and no other jutsu may be used while this technique is active, and the user cannot move while it is active.

Name: Seiketsu Funkei (Clean Decapitation)
Description: Although the name says otherwise, this jutsu is actually quite messy, and its user should expect to get a lot of blood and brain bits on him or her. This jutsu requires an open wound to be on the target's head somewhere, and it must have cracked or penetrated the skull in some way. The user also must grab onto the target’s head with his or her dominant hand, after performing some handseals. Once this is done, a great amount of hot water is formed in the hand, and forces its way into the skull, until the skull cannot handle the strain from the increased pressure anymore, and explodes.

Name: Zenmetsu Nami (Annihilation Wave)
Description: This, easily one of the most destructive and feared jutsu in Mist’s arsenal, has the user form a series of handseals, gathering a massive amount of chakra around him, and then creates an immense amount of scalding-hot water, then blasts it out in all directions, covering an entire hemisphere (that is, the water goes in every direction except down). When performed, it looks as if, from a distance, the user created a giant, expanding bubble. This water is under extreme pressure, and retains a pressure of about 2000 psi until it hits its range of 100 meters in any direction from the user, and from there it starts losing momentum rapidly until it simply falls to the ground, flooding an area within a 150 meter radius of the user with boiling hot water, to a depth of about 2 feet. This water will remain in place for the rest of the thread, and can be used as a water source for both jutsu from this list or the Hidden Mist Ninjutsu list. The water will also remain heated for two posts after Zenmetsu Nami is complete, but for the first post, the user cannot perform any offensive jutsu, due to the fact that he just burned an immense amount of chakra, and must recuperate.


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