Jutsu

## Template

**Jutsu Name**

* Jutsu Description
## Jutsu Type

**Standard Jutsu** – Any single target technique. These jutsu tend to have no special effects. All techniques unlabeled are considered 'Standard Jutsu"

**Multi Target Jutsu** – These techniques are capable of targeting multiple individuals in the same action. These Jutsu cannot be used to target the same individual repeatedly.

**Scaling Jutsu** – The damage and effects of these techniques scale with characters development. These techniques are typically unique or clan jutsu.

**Defensive Jutsu** – These techniques erect defense barriers or effects at the user’s discretion. Unlike other types of techniques, defensive Jutsu react instantly unless otherwise specified.

**Area Of Effect** **(AOE) Jutsu** – These techniques target a specified zone or area when selecting targets that will be effected by the jutsu.

**Penetrative** **Jutsu** – These techniques are designed to ‘penetrate’ defensive barriers or effects. These techniques do not increase the damage dealt to players, and any additional 'penetrative' bonuses only apply when damaging defensive structures.

Click Here (Put link here to combat guide of jutsu types) for more information about Jutsu Types.

## Basic Jutsu

**E-Rank**

**Basic: Transformation Technique**

* This technique allows the user to transform to whatever object they desire. A shinobi of Genin rank or higher will see through this illusion without issue This technique is one of four jutsu that users learn in order to join a villages shinobi ranks.
	+ Damage/Effect: Non-Combat
	+ Speed: N/A
	+ Cost: N/A
	+ Range: N/A
	+ Handseals: N/A
	+ Extra: This technique can only be taught by another ninja, instructor, or scroll. Admin help when teaching these basic techniques.

**Basic: Body Replacement Technique**

* With this technique, users replace their own body with some other object, generally with a block of wood. This technique is simple and slow, cannot be used in combat and will be easily spotted by shinobi of Genin or higher rank. This technique is one of four jutsu that users learn in order to join a villages shinobi ranks.
	+ Damage/Effect: Non-Combat
	+ Speed: N/A
	+ Cost: N/A
	+ Range: N/A
	+ Handseals: N/A
	+ Extra: This technique can only be taught by another ninja, instructor, or scroll. Admin help when teaching these basic techniques.

**Basic: Clone Illusion**

* A very simple illusory clone of the user's body appears. The clone acts at the user's will, but is unable to be used in combat in any way.. Any shinobi of Genin or higher rank will see through this illusion without issue. This technique is one of four jutsu that users learn in order to join a villages shinobi ranks.
	+ Damage/Effect: Non-Combat
	+ Speed: N/A
	+ Cost: N/A
	+ Range: N/A
	+ Handseals: N/A
	+ Extra: This technique can only be taught by another ninja, instructor, or scroll. Admin help when teaching these basic techniques.

**Basic: Surface Walking**

* The user has to be emitting a constant stream of chakra from the bottom of the their feet and using the repellent force to walk across the water's surface and up vertical walls. This technique is more difficult to master because the amount of chakra that needs to be emitted changes constantly. This technique is one of four jutsu that users learn in order to join a villages shinobi ranks.
	+ Damage/Effect: Permanently applied unless the user is out of chakra
	+ Speed: N/A
	+ Cost: N/A
	+ Range: N/A
	+ Handseals: N/A
	+ Extra: This technique can only be taught by another ninja, instructor, or scroll. Admin help when teaching these basic techniques.

## Elemental Ninjutsu

### Katon

**D-Rank**

**Fire Release: Exploding Flame Shot**

* By creating a spark from their hands, this technique allows the user to throw a ball of flames at unsuspecting foes.
	+ Damage/Effect: Users Control (D+ Cap) This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D+ Chakra
	+ Range: 4 Tiles
	+ Hand Seals: 4

**Fire Release: Ball of Light (Scaling) (AOE)**

* The user gathers a ball of concentrated light which hovers above their palm to illuminate their surroundings, similar to a lantern.
	+ Damage/Effect: Illuminates your surrounding as if by torch/lantern light. User cannot be ambushed by enemies hoping to use natural darkness to hide their presence. This technique has a one turn cooldown.
	+ Speed: X
	+ Cost: E+
	+ Range: 7x7
	+ Hand Seals: 1

**Fire Release: Heat Blaze**

* The user is able to create and blow a flammable gas from their lungs. Once it comes in contact with the air it sparks and ignites into a large flamethrower.
	+ Damage/Effect: Users Control (Cap D) This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D
	+ Range: 6 Tiles
	+ Hand Seals: 4

**Fire Release: Swift Ignition**

* Striking their hands together like flint on steel, the user shower's their foe with a cloud of sparks that immediately catch fire on the target's clothing
	+ Damage/Effect: Users Control (Cap D-) Targets agility is -1 step the next round. This technique has a one round cooldown.
	+ Speed: D
	+ Cost: D
	+ Range: 6 Tiles
	+ Hand Seals: 4

**C-Rank**

**Fire Release**: **Dragon Fire(AOE)**

* The user breathes fire along a cord or any other type of long object, which rushes forward in a straight line catching the enemy on fire. The flames are meant to target, and assault the enemy's upper body.
	+ Damage/Effect: Users Control (Cap C-) Con (C-) Burns target and causes an additional E+ Damage the next round. This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C
	+ Range: 6x1 Tiles
	+ Hand Seals: 5

**Fire Release: Phoenix Sage Fire (Multi Target)**

* This technique creates a volley of small fireballs, which are sent flying in an unpredictable manner assaulting the enemy. In addition, the flames are controlled individually with chakra, so avoiding them all is extremely difficult. Shuriken can also be concealed within the flames, creating an unexpected secondary surprise attack.
	+ Damage/Effect: Users Control (Cap C) This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C- (For each jutsu, max of three)
	+ Range: 6 Tiles
	+ Hand Seals: 5

**Fire Release: Burning Edge**

* By swinging their weapon through the air, the user can ignite their weapon, making it into a living flame.
	+ Damage/Effect: Weapon Damage +1 Step (Melee only) This technique can exceed any caps. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 step
	+ Range: N/A
	+ Hand Seals: 6

**Fire Release: Fists of Flame**

* The user gathers fire into their fist to form a flaming hand.
	+ Damage/Effect: Melee Damage +1 Step (Melee only) This technique can exceed any caps. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 step
	+ Range: N/A
	+ Hand Seals: 6

**Fire Release: Running Fire**

* This technique creates a stream of fire that can be manipulated into several forms (so far, rings of fire that runs on the ground or a circle of fire flying through the air) before striking the target.
	+ Damage/Effect: Users Control (C-) Targets suffer -1 step to speed the next round. This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C-
	+ Range: 7
	+ Handseals: 6

**Fire Release: Hiding in Fire (Scaling)**

* Using this technique, a user can hide themselves inside a flame. Upon leaving concealment, flames burn, revealing the user.
	+ Damage/Effect: The user conceals themselves in the flames and gains the Sneaking bonus (+1 step reflex) as long as they stay hidden and not moving in the fire. If the flames are removed or the user leaves them, the sneaking bonus is dropped immediately. The bonus is also lost after the user makes an offensive action. This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 Grade
	+ Range: N/A
	+ Handseals: 5

**Fire Release: Fire Clone (Scaling)**

* A burst of fire flares up at the user's command and forms into a visual duplicate of the user... While short-lived, the clone packs a punch if it impacts an enemy and can move on its own (still acts during the user's turn).
	+ Damage/Effect: Users Control -1 Step (Cap A-) User creates a copy of themselves out of fire.  The clone's stats will match the original user of the technique with an additional +1 to tile movement.  If this clone is struck by any object or technique it explodes and releases a 3x3 of flames.  If the clone does not reach its target in the round it was summoned, it explodes.  This technique has a one round cooldown.
	+ Speed: Users dodging/action movement tiles +1
	+ Cost: Users Control -1 step
	+ Range: N/A
	+ Handseals: 1

**Fire Release: Great Fireball (AOE)**

* A technique where chakra kneaded inside the body is converted into fire and expelled from the mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The scope of the attack is altered by controlling the volume of chakra that is mustered. The released flames will engulf their target, and leave a crater in the ground's surface.
	+ Damage/Effect: Users Control (Cap C) This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C+
	+ Range: 6 Tiles 3x3
	+ Handseals: 8

**Fire Release: Blazing Tiger**

* The user releases a massive wave of flames into the air that assumes the shape of a flaming tiger. The burning beast shoots forward aiming to swallow its enemies in a mass of fire and burns.
	+ Damage/Effect: Con (C+) This technique has a one round cooldown.
	+ Speed: C+
	+ Cost: C+
	+ Range: 4
	+ Handseals: 6

**B-Rank**

**Fire Release: Animal Hunter**

* The user transforms their spit into a flaming ball of hair that assumes the shape of an animal engulfed in flames, which then continually splits into individual and similarly ablaze hairs. These flaming projectiles pursue the intended targets before exploding, once they come into contact with an object.
	+ Damage/Effect: Users Control (Cap B) Target suffers an additional C- Damage the next round from burns. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B
	+ Range: 7
	+ Handseals: 14

**Fire Release: Hiding in Ash and Dust Technique (AOE)**

* The user expels chakra-infused ash that blanket a wide area and ignites it, burning anyone who comes in contact with it. The user doesn't need their hands to be free nor does this technique require hand seals.
	+ Damage/Effect: Users Control (Cap B-) If a target is struck by this technique, they take an additional C- damage next round. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B
	+ Range: 6 Tiles 3x3
	+ Handseals: 1

**Fire Release: Great Flame Flower (Multi Target) (AOE)**

* Kneading his chakra and then converting it to fire, the user creates a multitude of fireballs at the same time which then rain down on the target causing severe, widespread damage around the field. This technique cannot be shot multiple times at the same target.
	+ Damage/Effect: Users Control (Cap B-) This technique has a one turn cooldown.
	+ Speed: B-
	+ Cost: B- (For each jutsu, max of five)
	+ Range: 7 Tiles 3x3
	+ Handseals: 12

**Fire Release: Dragon Veins**

* The user shoots purple flames from their mouth, akin to a dragon breathing fire. The flames are great, intense, and scalding hot. The attack leaves a residue of purple flames around the area.
	+ Damage/Effect: Users Control (Cap B+) Users hit by this technique lose -1 tile movement for the their next round due to burns. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B
	+ Range: 3
	+ Handseals: 12

**Fire Release: Demon Lantern (Multi Target)**

* This technique releases many floating fireballs around the user, which take the shape of ghosts at the final stage of the technique. After performing the required hand seal, they attack the opponent in swarms. Each fireball creates a huge flame at the moment of impact. The technique itself can only be done when the user it feeling intense emotions. This technique cannot be shot multiple times at the same target.
	+ Damage/Effect: Users Control (Cap B+) This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B (For each jutsu, max of three)
	+ Range: 7
	+ Handseals: 14

**Fire Release: Great Dragon Fire Technique**

* The user compresses a large amount of chakra built up inside their body and changes it into a dragon head-shaped fireball. The user then skillfully manipulates that great fire, and attacks their opponent. Even outside of the attack range, its power and reliability are stressed. The flames have a high temperature, which can create an upward movement of air currents which in turn can give rise to thunder clouds.
	+ Damage/Effect: Users Control (Cap B+) Users struck by this technique suffer -1 step to endurance for the next round. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B+
	+ Range: 5
	+ Handseals: 18

**Fire Release: Flame Whirlwind (AoE)**

* Fire erupts around the user's body in a spiralling manner which is then launched with his hands towards the target. Once the technique hits the target, the opponent covered in a massive wave of flames.
	+ Damage/Effect: Users Control (Cap B-) If a user is struck by this technique they suffers -1 step to speed for one round. This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B+
	+ Range: 5 Tiles 3x3
	+ Handseals: 16

**A-Rank**

**Fire Release: Fire Dragon Flame Bullet (AOE) (Multi Target)**

* The user kneads their chakra into flames, which are then manipulated into a genuine-looking dragon. Since the art of having the flames obey the user's will is outrageously difficult, its mastery is restricted to a limited number of skillful shinobi. The flames are divided to launch a left side, right side, and frontal assault in all three directions at once, turning the enemy into ash in a matter of seconds.
	+ Damage/Effect: Users Control (Cap A-) Targets suffer -2 tile movement for the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A- (For Each Jutsu, max of three)
	+ Range: 5 Tiles 3x3
	+ Handseals: 26

**Fire Release: Crimson Flame (AOE)**

* The user accumulates fire in their hand and triggers a barrage of fiery blasts. After colliding against the target, it will explode in red flame blasts. This technique is powerful enough to demolish a small area.
	+ Damage/Effect: Users Control (Cap A-). This technique has a one round cooldown. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A-
	+ Range: 6 tiles 3x3
	+ Handseals: 24

**Fire Release: Ray of Consuming Flames (AOE)**

* By tightly controlling their flame chakra, the user launches a concentrated ray of white hot flame in a devestating line.
	+ Damage/Effect: Users Control (Cap A+). This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A
	+ Range: 7x1
	+ Handseals: 26

**Fire Release: Flaming Needles (AOE)**

* The user forms the proper handseals before unleashing a destructive blast in the form of pyroclastic needles that aim to sear their target's legs.
	+ Damage/Effect: Users Control (Cap A) Target suffers -1 step to speed for the next turn. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A-
	+ Range: 8
	+ Handseals: 28

**S-Rank**

**Fire Release: Great Fire Annihilation (AOE)**

* Chakra kneaded inside the body is converted into fire, and then expelled from the mouth and shaped into a massive inferno, which covers an entire landscape incinerating everything. This makes the technique extremely difficult to either avoid or contain, making it the pinnacle of fire-based techniques
	+ Damage/Effect: Users Control (Cap S-) This technique has a two round cooldown. Targets suffers -1 tile movement speed the next round.
	+ Speed: S-
	+ Cost: S-
	+ Range: 7 tiles 5x5
	+ Handseals: 36

**Fire Release: Infernal Cannon (AOE)**

* Focusing your chakra so finely down to a single point, you are able to release a beam of pure fire with such force that it punches through target after target for massive damage.
	+ Damage/Effect: Users Control (Cap S) This technique has a two turn cooldown.
	+ Speed: S
	+ Cost: S
	+ Range: 12x1
	+ Handseals: 34

### Doton

**D-Rank**

**Earth Release: Ground Splitting**

* After forming the necessary hand seals, the user slams their hands into the ground which causes the earth to erupt below their target's feet.
	+ Damage/Effect: -2 Steps Speed -1 Tile Movement (Lasts One Turn) This technique has a one turn cooldown.
	+ Speed: E+
	+ Cost: D-
	+ Range: 4 Tiles
	+ Handseals: 4

**Earth Release: Sludge Cannon**

* User smashes their hand into the ground and a linear spurt of wet, compressed mud launches outwards at a singular target.
	+ Damage/Effect: Users Control (Cap D) This technique has a one turn cooldown.
	+ Speed: D+
	+ Cost: D
	+ Range: 6 Tiles
	+ Handseals: 4

**Earth Release: Mudshot**

* The user gathers chakra deep within their stomachs and spews pure earth essence in the form of mud at their enemies.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one turn cooldown.
	+ Speed: D
	+ Cost: D
	+ Range: 5 Tiles
	+ Handseals: 4

**Earth Release: Rock Shelter (Defensive) (AOE)**

* The user surrounds themselves with earth, taken from the immediate vicinity and creates a formation of rock that is capable of protecting both the user and others in close proximity, if desired. Doing so, seemingly leaves the surrounding terrain unaltered, even when the quantity of earth used is enough to form a complete dome around multiple individuals.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one turn cooldown.
	+ Speed: N/A
	+ Cost: D
	+ Range: 3x3
	+ Handseals: 4

**C-Rank**

**Earth Release: Earth Clone (Scaling)**

* A clone of the user manifests from available earth (dirt, rocks, etc). The clone is short lived, but packs a punch if it impacts an enemy and can move on its own (still acts during the user's turn).
	+ Damage/Effect: Users Control -1 Step (Cap A-) User creates a copy of themselves out of earth.  The clone's stats will match the original user of the technique with an additional +1 to tile movement.  If this clone is struck by any object or technique it explodes and releases a 3x3 of mud.  If the clone does not reach its target in the round it was summoned, it explodes.  This technique has a one turn cooldown.
	+ Speed: Users dodging/action movement tiles +1
	+ Cost: Users Con -1 step
	+ Range: N/A
	+ Handseals: 1

**Earth Release: Hammer Technique (Scaling)**

* By jabbing their weapon into an earthen surface, the user channels their chakra to gather rocks to encompass it. Several rocks will come together to encase the weapon into a hammer type shape.
	+ Damage/Effect: Weapon Damage +1 Step (Melee only) This technique can exceed any caps. This technique has a two turn cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 step
	+ Range: N/A
	+ Handseals: 6

**Earth Release: Sandstone Fist (Scaling)**

* The user gathers sand and sediment around their fists and are able to deliver punches capable of bringing even the toughest fighters to their knees with a solid contact.
	+ Damage/Effect: Melee Range +1 Step (This does not apply to projectiles) This technique has a two turn cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 step
	+ Range: N/A
	+ Handseals: 6

**Earth Release: Flying Thrown Stones (Multi Target)**

* After slamming the users hands on the ground, the user sends a multitude of rocks, stones, and pebbles from the ground to fly at the target.
	+ Damage/Effect: Users Control (Cap C) This technique has a one turn cooldown.
	+ Speed: C-
	+ Cost: C (Each stone thrown, max of three)
	+ Range: 6 Tiles
	+ Handseals: 8

**Earth Release: Bedrock Coffin**

* This technique allows the user to control multiple sections of rock and move them around their opponent. The user then forms two gigantic sections that aim to crush the opponent.
	+ Damage/Effect: Users Control (Cap C+) This technique has a one turn cooldown.
	+ Speed: C
	+ Cost: C+
	+ Range: 5 Tiles
	+ Handseals: 5

**Earth Release: Violent Heavenly Earth Needle**

* The user channels chakra to the ground before them, allowing for the needle to build itself from the ground out of earth, before shooting out to impale the intended target.
	+ Damage/Effect: Users Control (Cap C-) This technique has a one turn cooldown.
	+ Speed: C+
	+ Cost: C
	+ Range: 6 Tiles
	+ Handseals: 4

**Earth Release: Earth Style Wall**

* The user creates a solid wall of earth as a form of defense, manipulating pre-existing ground to form the wall. The earth then instantly rises up and takes form.
	+ Damage/Effect: Users Control (Cap C+) This technique has a one turn cooldown.
	+ Speed: X
	+ Cost: C-
	+ Range: 1x5 Tiles
	+ Handseals: 8

**Earth Release: Earth River Flow**

* The user shifts the earth under their opponents, knocking them off balance and making it easier to land attacks.
	+ Damage/Effect: Target suffers -2 steps to speed and -1 step to agility for the next turn. This technique has a one turn cooldown.
	+ Speed: D+
	+ Cost: C-
	+ Range: 7
	+ Handseals: 8

**B-Rank**

**Earth Release: Rock Armor(Scaling)**

* The user flows earth-chakra through their body, absorbing the properties of earth around them to form a skin-deep armor that is transparent and is only visible when light reflects off it. The armor is shown to be able to defend from all forms of blunt-force trauma. At the same time, it enhances the user's strength, allowing them to deliver powerful strikes and break free of restraints. Because this technique works by constantly absorbed earth properties, yet still needs a sufficient amount of stone to be performed.
	+ Damage/Effect: -1 Step of damage from all incoming physical sources while active.User gains +1 Step to Strength while active. This technique can be used once per battle.
	+ Speed: User suffers -1 tile movement per turn
	+ Cost: Users control -1 Grade per turn.
	+ Range: N/A
	+ Handseals: 12

**Earth Release: Tracking Projectiles Technique**

* By utilizing overpowered earth-based chakra the users send forward a massive rock towards the target and will explode. This technique is capable of causing a landslide due to damaging the earths surface, even the solid rock.
	+ Damage/Effect: Users Control (Cap B-) This technique has a one turn cooldown.
	+ Speed: B-
	+ Cost: B-
	+ Range: 7 Tiles
	+ Handseals: 12

**Earth Release: Rock Gun (Multi Target)**

* Bullet-sized bits of rock are expelled from the user's mouth with great speed and force. After they are fired, the chunks expand into huge boulders to catch opponents off guard.
	+ Damage/Effect: Users Control (Cap B) This technique has a one turn cooldown.
	+ Speed: B-
	+ Cost: B (For each jutsu, max of three)
	+ Range: 6 Tiles
	+ Handseals: 12

**Earth Release: Iron Fist Prison (Defensive)**

* The user creates a circular arena surrounded by tall walls which emerge from the earth. The field is then completely changed, becoming a large trench with the soil exposed, not leaving any trace of the original vegetation. This technique can be used to wall in opponent, of if the users prefers, it can be created to just make a wall in front of the user.
	+ Damage/Effect: (Defense) Users Control (Cap B+) Walls are 7 tiles tall if attempting to climb. This technique has a one turn cooldown.
	+ Speed: N/A
	+ Cost: B
	+ Range: 7x7 or 1x7
	+ Handseals: 14

**Earth Release: Great Mud River (AOE)**

* The user transforms the ground underneath their opponent into a river of mud that throws them off balance and away from the user.
	+ Damage/Effect: Targets suffer -2 steps speed mitigation for one turn. -1 tile movement speed. Pushes targets back target 2 tiles. This technique has a one turn cooldown.
	+ Speed: C+
	+ Cost: B
	+ Range: 6x1
	+ Handseals: 18

**Earth Release: Fissure (AOE)**

* After the hand seals are formed, a large fissure, spanning a considerable distance is formed. Unsuspecting victims will sink in and be pelted with the falling rock.
	+ Damage/Effect: Users Control (Cap B-) Targets suffer -2 steps to reactive agility for the next round. This technique has a one turn cooldown.
	+ Speed: B-
	+ Cost: B
	+ Range: 6x3 Tiles
	+ Handseals: 16

**Earth Release: Earth Flow Wave**

* The user creates and rides a wave of earth that can branch off to attack from a distance. The user can also use it to skilfully manipulate the terrain around them and their opponent.
	+ Damage/Effect: Users Control (Cap B-) Increase the players movement speed +1 tile if moving in the direction of the technique. This technique has a one turn cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 6 Tiles
	+ Handseals: 18

**Earth Release: Rock Slab Technique**

* The user manipulates several flat wide slabs of stone to attack opponents at close range.
	+ Damage/Effect: Users control (B) This technique has a one turn cooldown.
	+ Speed: B+
	+ Cost: B+
	+ Range: 4
	+ Handseals: 12

**A-Rank**

**Earth Release: Earth and Stone Bamboo Shoot**

* This technique condenses the soil and rock in the area to sprout out in the form of four large spikes which attack the target from four separate directions in an attempt to skewer the opponent making it harder to evade.
	+ Damage/Effect: Users Control (Cap B) This technique has a two turn cooldown.
	+ Speed: A-
	+ Cost: B+
	+ Range: 6 Tiles
	+ Handseals: 22

**Earth Release Barrier: Earth Prison Dome of Magnificent Nothingness (Defensive)**

* This technique traps themselves and their victims inside a self-repairing dome of earth which is almost instantaneously able to reform. The user is able to absorb the chakra of anyone trapped inside.
	+ Damage/Effect: Users Control -1 Step (Cap A) The user must be inside the technique when it is created. All targets trapped inside the technique are drained chakra each turn equal to their targets control -1 grade. This effect ends if the defensive structure is penetrated or the user leaves the affected area.This technique may only be used ONCE per fight.
	+ Speed: B+
	+ Cost: A
	+ Range: 5x5 around the user
	+ Handseals: 28

**Earth Release Barrier: Rolling Mud Breaker (AOE)**

* After molding their chakra from their body and to the earth around them through the appropriate handseals, the user makes the ground shift and shove back anybody within the area of affection while also threatening to crush their legs.
	+ Damage/Effect: Users Control (Cap A-) Targets are knocked back 2 tiles. This technique has a two round cool down.
	+ Speed: A-
	+ Cost: A
	+ Range: 6x5
	+ Handseals: 28

**Earth Release: Swamp of the Underworld (AOE)**

* By changing the surface of an object beneath the target into mud and creating a swamp, the user can sink their target into the mud. The adhesive, chakra-infused mud ensnares the body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
	+ Damage/Effect: Targets suffer -1 Grade to speed, -2 tile movements for one round. This technique has a two turn cool down.
	+ Speed: B+
	+ Cost: A-
	+ Range: 7x7 around the user
	+ Handseals: 24

**S-Rank**
**Earth Release: Mountain Stone Dragon (AOE)**

* What appears to be a mountain of earth, unravels into a monstrous dragon made and crashes into foes and landscape alike to devastating effect.
	+ Damage/Effect: Con (S-) This technique has a two round cooldown.
	+ Speed: S-
	+ Cost: S-
	+ Range: 7x1 Tiles
	+ Handseals: 36

**Earth Release: Earth-Style Wall of Ten Thousand Ri (Defensive)**

* A massive earthen wall erupts from the earth to block off incoming foes and damage with height and density to rival the hearty strength of mountains. This technique has a two round cool down.
	+ Damage/Effect: Users Control (Cap S) This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: S
	+ Range: 7x2 Tiles wide
	+ Handseals: 34

### Suiton

**D-Rank**

**Water Release: Water Whip**

* The user molds water present in the environment to create a long whip. The redeeming feature of this technique is the range the whip gives the users to strike their foes.
	+ Damage/Effect: Users Control (Cap D) This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D
	+ Range: 6
	+ Handseals: 4

**Water Release: Water Wave (AOE)**

* By bringing forth their water chakra, the user can pool a large source of water in their stomach to bring forth, which can then be shot at their feet and push all nearby people, ally and foe alike, away from themselves.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: D-
	+ Range: 1x3
	+ Handseals: 4

**Water Release: Raging Current (AOE)**

* The user raises their hands as if summoning the ocean's might and their molded water chakra responds. Shoving forward, a rushing wave of water smashes into all foes in its path.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: D
	+ Cost: D+
	+ Range: 1x3 Tiles
	+ Handseals: 4

**Water Release: Archerfish**

* Chakra builds inside the stomachs of users until ultimately an intense stream of water leaves their lips often catching would be foes off guard.
	+ Damage/Effect: Users Control (Cap D) This technique has a one round cooldown.
	+ Speed: D
	+ Cost: D
	+ Range: 6 Tiles
	+ Handseals: 4

**C-Rank**

**Water Release: Water Shield (Defensive)**

* Utilizing the water present in the ground beneath their feet, the user erects a gleaming barrier of mineral water serving to protect users at a moments notice.
	+ Damage/Effect: Users Control (Cap C+) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: C-
	+ Range: 1x1
	+ Handseals: 6

**Water Release: Mouth Shot**

* A technique where the user spits out a single senbon-shaped droplet of water with high velocity which is hard to avoid. Once the droplet hits anything, it forcefully bursts and hurts the target. While the technique lacks the force to seriously endanger somebody, it can be used to weaken enemies while they are distracted.
	+ Damage/Effect: Users Control (Cap C-) Lowers targets reflexive agility -1 step for one round. This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C-
	+ Range: 7
	+ Handseals: 6

**Water Release: Wavehammer**

* A densely compressed orb of water surrounds the user's fists, increase the impact of their punches to new heights of damage.
	+ Damage/Effect: Melee Damage +1 Step (This does not apply to projectiles) This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 Step
	+ Range: N/A
	+ Handseals: 6

**Water Release: Flowing Water Blades**

* By running a fine layer of water rapidly across the blade of their weapon, the user is able to cut deeper and more quickly than every before.
	+ Damage/Effect: Weapon Damage +1 Step (Melee only) This technique can exceed any caps.This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 Step
	+ Range: N/A
	+ Handseals: 6

**Water Release: Hiding In Water Technique (Scaling)**

* The user melds with water to be undetected by the enemy. It was shown that this technique is usable even in water as shallow as a puddle. While leaving concealment, water simply appeared on the floor and rose up, revealing the user.
	+ Damage/Effect: The user can conceal themselves if standing on water and gains the Sneaking Bonus (+1 step reflex) as long as they stay hidden and unmoving in the water. If the water is removed or the user moves, the sneaking bonus is dropped immediately. This technique has a one round cooldown.
	+ Speed: X
	+ Cost: Users Control -1 Grade
	+ Range: X
	+ Handseals: 5

**Water Release: Water Clone (Scaling)**

* A perfect duplicate of the user springs forth. While short-lived, the clone packs a punch if it impacts an enemy and can move on its own (still acts during the user's turn).
	+ Damage/Effect: Users Control -1 Step (Cap A-) User creates a copy of themselves out of water.  The clone's stats will match the original user of the technique with an additional +1 to tile movement.  If this clone is struck by any object or technique it explodes and releases a 3x3 of pressurized water.  If the clone does not reach its target in the round it was summoned, it explodes.  This technique has a one round cooldown.
	+ Speed: Users dodging/action movement tiles +1
	+ Cost: Users Control -1 step
	+ Range: X
	+ Handseals: 1

**Water Release: Bullet Orca (AOE)**

* The user sends a huge surge of water crashing down onto the enemy, which with the intensity of the waves produced, restricts their movements.
	+ Damage/Effect: Users Control (C+) Targets struck by this technique are knocked back one tile. This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C+
	+ Range: 6x3
	+ Handseals: 10

**Water Release: Feeding Sharks (Multi Target)**

* From the tips of the user's five fingers, chakra is released changing it into the form of ferocious sharks. The sharks circle the target with high speed while sharp teeth tear into the enemies.
	+ Damage/Effect: Users Control (C-) This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C (For Each Jutsu, max of three)
	+ Range: 5
	+ Handseals: 8

**Water Release: Mire**

* This technique summons thick, viscous water around the legs of a target within close range. The water weighs heavily on the target and slows their movement.
	+ Damage/Effect: Users Control (C-) Target loses 2 tile movement for the next round. Target must be on water, or in path of previously shot techniques. This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C
	+ Range: 3
	+ Handseals: 6

**Water Release: Thrashing waters**

* Your chakra viciously churns up standing water, making it difficult to find solid footing to dodge incoming attacks.
	+ Damage/Effect: Target suffers -1 step to speed, -2 steps to agility for one round. This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: C-
	+ Range: 6
	+ Handseals: 8

**B-Rank**

**Water Release: Lashing Whip (Penetrative)**

* After kneading chakra in the stomach and converting it to high-viscosity water. This intense pressure can be used to penetrate structures and shred through the toughest of opponents.
	+ Damage/Effect: User's Control (Cap B) +2 steps of damage when this technique clashes with structures. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B
	+ Range: 7
	+ Handseals: 12

**Water Release: Purify**

* The user utilizes their knowledge of water chakra and causes all harmful impurities to be removed from water in the surrounding area. This makes the water suitable for human usage and is easier to manipulate by Suiton.
	+ Damage/Effect: This user temporarily increases the potency of all water in the area. +1 step to damage for the next 2 rounds to all water techniques performed in this area. This water is usuable by any user. This technique can only be used in this area once per fight.
	+ Speed: N/A
	+ Cost: B-
	+ Range: Current Map
	+ Handseals: 12

**Water Release: Water Spirit Wave (Multi Target)**

* The user points their hand at a target, mimicking a gun with their fingers. They then generate a ball of water at their fingertip, shooting it at the opponent with incredible speed.
	+ Damage/Effect: Users Control (Cap B-) This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B (For each jutsu, max three)
	+ Range: 6 Tiles
	+ Handseals: 14

**Water Release: Water Armor (Scaling)**

* The user covers their entire body with chakra-infused water, making it like a sturdy suit of armour able to withstand heavy blows from your enemies. This technique is only usable on yourself.
	+ Damage/Effect: Users takes -1 Step of damage from all incoming physical sources while active. User gains +1 step to strength while active. This technique can be used once per battle.
	+ Speed: Users suffers -1 tile movement while active
	+ Cost: Users Control -1 Grade Per round
	+ Range: X
	+ Handseals: 12

**Water Release: Snakes Mouth (AOE)**

* The user generates a spinning column of water which takes the form of a snake with a gaping jaw. This snake can twist and follow its targets and swallow them. After it has swallowed them, it turns into a river that carries the targets away.
	+ Damage/Effect: User's Control (Cap B-) Knocks all targets backwards by one tile. Target suffer -1 step to speed next turn. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B+
	+ Range: 7x3
	+ Handseals: 18

**Water Release: Starch Syrup Binding Rope**

* After kneading chakra in the stomach and converting it to high-viscosity water, the user spits it out, in the form of ropes that restrains the target's movement. Because of the viscosity of the water, it is even more difficult for them to escape its confines.
	+ Damage/Effect: Target suffers -2 steps to speed and -2 tile movement for the next round. This technique has a one round cooldown.
	+ Speed: C+
	+ Cost: B
	+ Range: 5
	+ Handseals: 14

**Water Release: Tidal Protection (Defensive)**

* The user manifests water from their gullet and spits it out in a constant spray in front of themselves that projects to protect themselves and others next to them in a near wall-like fashion.
	+ Damage/Effect: Users Control (Cap B+) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: B
	+ Range: 1x5
	+ Handseals: 12

**A-Rank**

**Water Release: Rising Water Slicer (AOE)**

* The user releases a linear wave of water that travels at high speeds to attack the target. It is strong enough to slice clean through rock.
	+ Damage/Effect: Users Control (A-) Target suffers -1 step to endurance the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: 6x3
	+ Handseals: 24

**Water Release: Rain Water Shark Wave (Multi Target)**

* The user slams their palm downwards, sending a large surge of water into the air. This water then forms into a number of water sharks, which then rush towards the target from above. This technique cannot be shot multiple times at the same target.
	+ Damage/Effect: Users Control (A) Targets suffer -1 Tile movement speed the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A (For each jutsu, Max of four.)
	+ Range: 7
	+ Handseals: 26

**Water Release: Pillar Encirclement (Defensive)**

* The user creates four water pillars which then circle around the user as a protective barrier.
	+ Damage/Effect: Users Control (Cap A+) This technique has a two round cooldown.
	+ Speed: X
	+ Cost: A-
	+ Range: 3x3 Around the user
	+ Handseals: 22

**Water Release: Water Dragon Technique (Penetrative)**

* Shapes a large amount of water from their stomach into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage.
	+ Damage/Effect: Users Control (Cap A-) When this technique clashes against defensive barriers it gains +2 steps to damage used to penatrate the structure. This technique has a two round cooldown.
	+ Speed: B+
	+ Cost: B+
	+ Range: 7
	+ Handseals: 24

**Water Release: Instant Swamp (AOE)**

* The user molds their chakra within their core while forming handseals before unleashing a massive torrent of murky water to mix with the terrain underneath them. Targets caught in the water will find their bottom halves much more incapable of overall movement and stink a horrendous amount.
	+ Damage/Effect: Targets suffer -2 steps to agility and speed for the next round. Targets suffer -2 tile movement next round. This technique has a two round cooldown.
	+ Speed: B+
	+ Cost: A-
	+ Range: 6x5
	+ Handseals: 28

**S-Rank**

**Water Release: A Thousand Feeding Sharks (AOE)**

* The user creates one thousand sharks out of water that enter into a wall formation and rain down to attack the opponent.
	+ Damage/Effect: Users control (S- Cap) Targets suffer -2 steps to tile movement speed the next round. This technique has a two round cooldown.
	+ Speed: S-
	+ Cost: S
	+ Range: 5x7
	+ Handseals: 32

**Water Release: Wave of Extinction (AOE)**

* This technique requires a considerable amount of chakra and control, but upon completion of the handseals and chakra concentration, the user will manipulate the very moisture in the air around them and amplify the near-ocean amount of liquid they spew from their stomach. By summoning such a massive amount of water, the user then concentrates it into a massive tidal wave that unleashes it's torrental power upon those in front of the technique, threatening to crush their skeletal structure while also washing them off the feet.
	+ Damage/Effect: Users control (S-). Targets are knocked back 3 tiles backwards. This technique has a two round cooldown.
	+ Speed: S-
	+ Cost: S
	+ Range: 5x7
	+ Handseals: 34

**Water Release: Water Prison Shark Dance Technique**

* The user acts as the centre of the resultant giant dome of water. Once this technique has been activated, the dome alters its position in order to reflect the direction of his movements, making it difficult for his target to escape as long as he continues his pursuit. This technique provides the user a tremendous field advantage, as their fused form grants them the ability to breathe and freely move underwater, while their target continues to take damage as they attempt to futilely escape the large body of water. This technique is extremely effective in one on one fights
	+ Damage/Effect: Users Control (Cap S-) This technique lasts three rounds. Any targets inside the AOE suffer -2 steps to speed and -2 tile movement for one round. The user inside this zone gains +1 steps to speed. This technique can be used once per fight.
	+ Speed: S-
	+ Cost: S+
	+ Range: 5x5 Around the user
	+ Handseals: 34

### Fuuton

**D-Rank**

**Wind Release: Flagrant Gust**

* Specially kneaded chakra within the mouth is blown into a heavy gust of wind, pushing a single target with a powerful thrust.
	+ Damage/Effect: Users Control (Cap D) Targets that are hit by this technique are pushed back one tile. The push can only be used once per target. This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D+
	+ Range: 6
	+ Handseals: 4

**Wind Release: Shield of the Wind Count (Defensive)**

* A self-proclaimed invincible barrier; using hand gestures, the user is able to create a temporary protective barrier of wind capable of cushioning blows. This ability repels small projectiles as well.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: D-
	+ Range: 3x3
	+ Handseals: 4

**Wind Release: Swift Gust**

* With a lightning quick motion, the user channels a high speed gust of wind through their extended palms and releases it towards their opponent.
	+ Damage/Effect: Users Control (Cap D-) This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: D
	+ Range: 6
	+ Handseals: 4

**Wind Release: Gale Force**

* The user raises their arms in the air and with a strong downward force, the user launches heavy winds towards their foe.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: D
	+ Cost: D
	+ Range: 5
	+ Handseals: 4

**C-Rank**

**Wind Release: Vacuum Sword (Scaling)**

* The user's blade whistles with a razer edge of wind chakra. The enhanced blade does additional damage thanks to the biting wind energy.
	+ Damage/Effect: Weapon Damage +1 (This does not apply to projectiles) This technique can exceed any caps. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 step
	+ Range: N/A
	+ Handseals: 6

**Wind Release: Gale Palm (Penetration)**

* A simple technique whereby when the user clasps their hands together, wind is compressed and transformed into a powerful gale. This technique, when used as an isolated attack, has the power to cause devastating destruction.
	+ Damage/Effect: Users Control (Cap C) This technique gains +2 steps to damage when against a defensive structure. This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C-
	+ Range: 6
	+ Handseals: 5

**Wind Release: Wind Cutter (Multi Target)**

* Using their chakra or a ninja tool such as a fan to manipulate or create an external source of wind, the user can create one to three blades of wind, which are capable of slicing through their target with ease. This technique cannot be shot multiple times at the same target.
	+ Damage/Effect: Users Control (Cap C-) This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C- (Each jutsu, max of 3)
	+ Range: 6
	+ Handseals: 5

**Wind Release: Wind Clone (Scaling)**

* A slice of wind whips around at the user's command and forms into a visual duplicate of the user.. While short-lived, the clone packs a punch if it impacts an enemy and can move on its own (still acts during the user's turn).
	+ Damage/Effect: Damage/Effect: Users Control -1 Step (Cap A-) User creates a copy of themselves out of water.  The clone's stats will match the original user of the technique with an additional +1 to tile movement.  If this clone is struck by any object or technique it explodes and releases a 3x3 of pressurized wind.  If the clone does not reach its target in the round it was summoned, it explodes.  This technique has a one round cooldown.
	+ Speed: Users Dodging/Action movement tiles +1
	+ Cost: Users Control -1 step
	+ Range: N/A
	+ Handseals: 5

**Wind Release: Hardliner Gale Fist (Scaling)**

* By covering one's own hand with wind-natured chakra, the user attacks the enemy with it. The force of the strike is great enough to produce a powerful shock wave that can cause noticeable fissures without direct contact.
	+ Damage/Effect: Users Strength +1 Step (This does not apply to projectiles) This technique can exceed any caps. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 step
	+ Range: N/A
	+ Handseals: 6

**Wind Release: Great Breakthrough**

* The wind from the squall can blow away all things in the user's line of sight. The technique can also be used in the form of a devastation stream of wind expelled from the user's mouth.
	+ Damage/Effect: Users Control (Cap C) If a target is hit by this technique they're pushed back two tiles, this push cannot be used again on the same target. This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C
	+ Range: 5
	+ Handseals: 6

**Wind Release: Piercing Blast**

* The users forms hand seals and shoves them forward sending a spinning blast of wind chakra forward, aiming to cut into their target's defenses and slicing heavily into the soft flesh beneath.
	+ Damage/Effect: Con (Cap C-) Target suffers -2 steps to endurance the next round. This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C+
	+ Range: 5
	+ Handseals: 8

**Wind Release: Beast Tearing Palm (AOE)**

* A powerful technique of wind nature chakra that can cut and slash through any material. The user activates it by summoning win chakra in their right hand, and then swipes a slicing chakra wave.
	+ Damage/Effect: Users Control (Cap C) This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C+
	+ Range: 6x3
	+ Handseals: 8

**B-Rank**

**Wind Release: Barrier of Winds (Defensive)**

* The user summons a swirling stream of wind, encasing the user and repelling incoming attacks. It can also be expanded to protect others near the user.
	+ Damage/Effect: (Defense) Users Control (Cap B+) This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: B-
	+ Range: 1x3 in front of the user
	+ Handseals: 12

**Wind Release: Vacuum Wave (AOE)**

* The user takes a deep breath and spins while exhaling, compressing the released air into a solitary blade of wind that covers a substantial area around the user, due to their circular motion. The resulting sharpened blast is large enough to slice through multiple targets located at a significant distance from the user, causing grievous injuries to those hit.
	+ Damage/Effect: Users Control (Cap B) This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B-
	+ Range: 5 Tiles, Every direction from the user
	+ Handseals: 12

**Wind Release: Favorable Winds (AOE)**

* The user selects three friendly targets and grants them the favor of the winds, boosting their agility and reflexes.
	+ Damage/Effect: Three targets (This user + 2, or 3 others) gain +2 steps to speed (offensive and defensive) for the next 2 rounds, does not stack with itself. This technique can be used once per fight.
	+ Speed: N/A
	+ Cost: B+
	+ Range: 4 Tiles
	+ Handseals: 14

**Wind Release: Divine Wind (AOE)**

* The users creates a targeted funnel of wind that produces a powerful suction effect that damages and repositions their foes
	+ Damage/Effect: Users Control (Cap B-) Targets who are struck by this technique are moved one tile towards the direction of the users choosing. Targets suffer -1 tile movement speed after being struck.This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B
	+ Range: 5x3
	+ Handseals: 14

**Wind Release: Divine Mountain Wind**

* This technique creates a vortex of wind to blast at a target aiming to slam them in a destructive force of wind.
	+ Damage/Effect: Users Control (Cap B) This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B+
	+ Range: 7 Tiles
	+ Handseals: 14

**Wind Release: Great Vacuum Cannon (Penetrative)**

* The user shoots small, powerful and near-invisible blasts of wind that concuss hard in a straight shot their person.
	+ Damage/Effect: Users Control (Cap B-) (+2 steps to damage against defensive structures) This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 8 Tiles
	+ Handseals: 18

**Wind Release: Vacuum Serial Waves (Multi Target)**

* The user takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions.
	+ Damage/Effect: Users Control (B-) This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B (Each Jutsu, max of three)
	+ Range: 6 Tiles
	+ Handseals: 14

**A-Rank**

**Wind Release: Vacuum Tunnel (Multi Target)**

* Controlling the air currents in a designated area, one may be able to sustain a high velocity wind current and embearable air pressure. Useful in corridors or long hallways, victims that are trying to proceed past the tunnel will find it impossible to progress as well as the air is literally sucked from their lungs. The manipulated air currents may be sustained for a period of time.
	+ Damage/Effect: Users Control -1 step (Cap A-) Targets that are hit by this technique are pulled backwards towards the user by two tiles. This technique can be maintained each round. The user must stay Rooted in order to maintain the technique. This technique can only be activated once per fight.
	+ Speed: B+
	+ Cost: B+ (For each target, no max)
	+ Range: 7 tiles
	+ Handseals: 26

**Wind Release: Cleaving Gale (Penetrative)**

* The user channels their wind-natured chakra and calls forth a rapid set of invisible blades that launch forth and threaten to cleave their target in half.
	+ Damage/Effect: Users Control (Cap A) This technique gains +2 steps when against a defensive structure. This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A+
	+ Range: 6 Tiles
	+ Handseals: 28

**Wind Release: Whirlwind of Destruction (AOE)**

* The user forms a set of handseals rapidly before unraveling one of the most potent of fuuton techniques known to man. A giant whirlwind is unleashed from their person, tearing the very environment asunder and threatening to pull trees from the earth.
	+ Damage/Effect: Users Control (Cap A+) Targts suffer -2 steps to agility next round. This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A+
	+ Range: 6x1
	+ Handseals: 22

**Wind Release: Pressure Damage (AOE)**

* This tornado-like mass is compressed until it has a very high density before being released. The blast can hit a vast range, inflicting massive damage on both the target and their close surroundings.
	+ Damage/Effect: Users Control (Cap A-). Targets suffers -1 step to speed for the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: 7 Tiles 3x3
	+ Handseals: 26

**S-Rank**

**Wind Release: Malicious Hurricane (AOE) (Multi Target)**

* Spanning the landscape and shaping the very heavens, intense winds are gathered of low and high pressure. Winds from all cardinal directions form a very large circular barrier capable of trapping those inside and pulling or pushing the victims. The user may move unhindered as their victims movements are quickly taken away. At the users whim, the winds may change directions designating whether the victims will be pushed or pulled.
	+ Damage/Effect: Users Control (Cap S-) All targets can be pulled two tiles towards the user, or pushed two tiles away from the users. This technique has a two round cooldown.
	+ Speed: S-
	+ Cost: S+
	+ Range: Targets every player selected by the user on screen.
	+ Handseals: 36

**Wind Release: Vacuum Nightmare**

* The user chooses to compress the entirety of a inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.
	+ Damage/Effect: Users Control (Cap S) Targets suffer -2 steps to endurance for the next round. This technique has a two round cooldown.
	+ Speed: S-
	+ Cost: S
	+ Range: 7
	+ Handseals: 34

### Raiton

**D-Rank**

**Lighting Release: Ball of Light (Scaling) (AOE)**

* The user gathers a ball of concentrated lightning which hovers above their palm to illuminate their surroundings, similar to a lantern.
	+ Damage/Effect: Illuminates your surrounding as if by torch/lantern light. User cannot be snuck up on by enemies hoping to use natural darkness to hide their presence. This technique has a one turn cooldown.
	+ Speed: X
	+ Cost: E+
	+ Range: 7x7
	+ Handseals: 1

**Lighting Release: Thunderclap**

* After producing seals the user stomps the ground. The earth crackles with lightning and sends a shock towards its intended target.
	+ Damage/Effect: Users Control (Cap D-) This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D
	+ Range: 6
	+ Handseals: 4

**Lighting Release: Raikyuu**

* The user manifests a crackling ball of lightning within the small of their palms that can then be launched off at their opponent.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D+
	+ Range: 5
	+ Handseals: 4

**Lighting Release: Splinter (Penetrative)**

* The user condenses lightning into their hand to form a small rod that can be thrown towards a target or defensive structure.
	+ Damage/Effect: Users Control (Cap D) This technique gains +2 steps to damage when trying to penetrate a defensive structure. This technique has a one round cooldown.
	+ Speed: D-
	+ Cost: D
	+ Range: 5
	+ Handseals: 4

**C-Rank**

**Lighting Release: Jibashi**

* Lightning is charged into the ground by the user sending a swift attack up from the earth towards chosen targets.
	+ Damage/Effect: Users Control (Cap C+) This technique has a one round cooldown.
	+ Speed: C+
	+ Cost: C+
	+ Range: 5
	+ Handseals: 6

**Lighting Release: Shocking Grasp**

* Lightning is charged into the ground by the user sending a swift attack up from the earth towards chosen targets.
	+ Damage/Effect: Users Control (Cap C) Target suffers -1 tile movement the next round. This technique has a one round cooldown.
	+ Speed: C+
	+ Cost: C
	+ Range: 2
	+ Handseals: 8

**Lighting Release: Fist of Storms (Scaling)**

* A hum of charged current courses through your body and expels with the powerful blows of your melee attack.
	+ Damage/Effect: Melee Damage +1 Step This technique has a two turn cooldown.
	+ Speed: X
	+ Cost: Users Control -1 step
	+ Range: X
	+ Handseals: 6

**Lighting Release: Lighting Blade (Scaling)**

* Lightning chakra crackles down the length of your weapon, increasing its destructive power.
	+ Damage/Effect: Weapon Damage +1 Step (This does not apply to projectiles) This technique can exceed any caps. This technique has a two round cooldown.
	+ Speed: X
	+ Cost: Users Control -1 step
	+ Range: X
	+ Handseals: 6

**Lighting Release: Lighting Rod**

* Channeling lightning from the air above, you designate your target as a conduit and slam the devastating power into them.
	+ Damage/Effect: Users Control (Cap C-) Targets suffers -1 step to speed for the next round. This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C-
	+ Range: 7
	+ Handseals: 6

Lig**hting Release: Thunderstroke (Penetrative)**

* Target ting the user's weak points, you call upon lightning from the heavens and channel it through your body. The shocking blast crashes through enemies in a short range, ignoring their hardened defenses.
	+ Damage/Effect: Users Control (C) This technique gains +2 steps of damage when against defensive structures.This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C
	+ Range: 5

**Lighting Release: Lightning Clone (Scaling)**

* Lightning infused Chakra is forged into a clone at the user's command and forms into a visual duplicate of the user.. While short-lived, the clone packs a punch if it impacts an enemy and can move on its own (still acts during the user's turn).
	+ Damage/Effect: Damage/Effect: Users Control -1 Step (Cap A-) User creates a copy of themselves out of lightning.  The clone's stats will match the original user of the technique with an additional +1 to tile movement.  If this clone is struck by any object or technique it explodes and releases a 3x3 of pressurized water.  If the clone does not reach its target in the round it was summoned, it explodes.  This technique has a one round cooldown.
	+ Speed: Users Dodging/Action movement tiles +1
	+ Cost: Users Con -1 step
	+ Range: X
	+ Handseals: 1

**Lighting Release: Forked Bolts (Multi Target)**

* The user hurls a bolt of concentrated lightning that splits to launch towards three seperate targets. This technique cannot be shot multiple times at the same target.
	+ Damage/Effect: Users Control (Cap C-)This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C (For Each Jutsu, Max of three)
	+ Range: 5
	+ Handseals: 8

**Lighting Release: Arc Lightning (AOE)**

* The user charges a large mass of lightning on their palm before shoving it towards the ground. It immediately explodes into a mass of lightning around them.
	+ Damage/Effect: Users Control (Cap C) This technique has a one round cooldown.
	+ Speed: C+
	+ Cost: C
	+ Range: 3x3 Around the user
	+ Handseals: 6

**B-Rank**

**Lighting Release: Thunderbolt (Multi Target)**

* The user extends both arms, releasing a high discharge through both palms, targeting multiple opponents simultaneously. This technique cannot be shot multiple times at the same target.
	+ Damage/Effect: Users Control (Cap B-) This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B (For each Jutsu, max of three)
	+ Range: 5
	+ Handseals: 14

**Lighting Release: Thunder Binding (Multi Target)**

* If a target has already been struck by a lightning technique, the user can activate the charge built inside the target, frying their senses and causing internal pain.
	+ Damage/Effect: Users Control (Cap B-) The user suffers -2 steps of speed mitigation for the next round. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B+
	+ Range: 6
	+ Handseals: 12

**Lighting Release: Spider Web**

* After kneading chakra in the body and converting it to lightning, the user places their hand on the ground which creates a surge of electricity which originates from them and spans out around the user creating a web of electricity around them. Anyone caught within this web is electrocuted by the lightning's effect.
	+ Damage/Effect: Users Control (Cap B) This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 5x5 Around User
	+ Handseals: 12

**Lighting Release: Depth Charge (AOE) (Penetrative)**

* After enveloping themselves with lightning chakra, the user can charge a massive amount of condensed lightning that explodes towards its targets in a wave of electricity.
	+ Damage/Effect: Users Control (Cap B) +2 steps of damage when hitting defensive structures. This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B+
	+ Range: 7x3
	+ Handseals: 12

**Lighting Release: Thundering Beam (AOE)**

* The user creates a condensed surge of lightning in their fist. Upon doing so, the user thrusts it forward, unleashing a powerful lightning bolt that shocks the targets body.
	+ Damage/Effect: User's Control (Cap B-) Targets suffers -1 step to endurance for the next round. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 6
	+ Handseals: 14

**Lighting Release: Hell Stab**

* The user concentrates a considerable amount of lightning chakra into just the finger-tips of a single hand and then performs a thrusting motion, which allows them to pierce a target.
	+ Damage/Effect: User's Control (Cap B) Targets suffer -1 tile movement for one round. This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B
	+ Range: 3
	+ Handseals: 14

**Lighting Release: False Darkness**

* The user emits lightning in the shape of a spear from its mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential.
	+ Damage/Effect: User's Control (Cap B+) Target suffers -1 step to agility for one round. This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B+
	+ Range: 7
	+ Handseals: 12

**A-Rank**

**Lighting Release: Thunderstorm**

* The user sends static charge into the sky to create a lightning storm. Thunder and lightning rule the sky, dominating weather and boosting the power of lightning techniques.
	+ Damage/Effect: All Lightning Release abilities increase by +1 step to damage while active in the visible area. Thunderstorm lasts 4 round. This technique has a two round cooldown.
	+ Speed: X
	+ Cost: B+
	+ Range: Visible Area
	+ Handseals: 12

**Lighting Release: Violent Quake (Multi Target)**

* The user releases a discharge of electricity that fires several destructive disks of electricity which home in on a max of four targets. This technique cannot be shot multiple times at the same target.
	+ Damage/Effect: Users Control (Cap A-) This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A- (For each jutsu. Max of four.)
	+ Range: 7 tiles
	+ Handseals: 22

**Lighting Release: Paralyzing Breath (AOE)**

* The user exhales and expels lightning from inside their body towards their intended target. The lightning has been condensed and aims to strike the targets nervous system.
	+ Damage/Effect: User's Control (Cap A-). Targets suffers -2 steps to speed the next round. This technique has a two round cooldown
	+ Speed: A-
	+ Cost: A
	+ Range: 6x3
	+ Handseals: 22

**Lighting Release: Lightning Cannon (Penetrative)**

* The user extends a single finger and unleashes a concentrated attack aimed to pierce through anything it comes in contact with.
	+ Damage/Effect: Users Control (Cap A) This technique gains +2 steps when against a defensive structure. This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A
	+ Range: 7
	+ Handseals: 24

**Lighting Release: Absolute Desolation**

* The user folds through the appropriate handseals before unleashing a devastating lightning blast from their fingertips that, upon being struck, the target will find their nervous system absolutely fried and all physical movement impaired. The sheer crackling boom that is associated with this technique often leaves those in the vicinity terrified.
	+ Damage/Effect: Users Control (Cap A+) Targets suffer -1 tile movement the next round. This technique has a two round cooldown.
	+ Speed: A+
	+ Cost: A+
	+ Range: 5
	+ Handseals: 26

**S-Rank**

**Lighting Release: Thundergods Breath**

* The user expels a writhing mass of lightning chakra long kneeded within their body that takes shape as a dragon. The dragon crashes through opponents jumping from body to body with devastating effect.
	+ Damage/Effect: Users Control (Cap S-) This technique has a two round cooldown. This technique has no maximum range, and will strike as many targets as exist so long as no two are further than 3 tiles from one another. Does not pass through buildings/walls/structures. Technique does halt once there are no targets available. This technique has a two round cooldown.
	+ Speed: S
	+ Cost: S
	+ Range: X
	+ Handseals: 34

**Lighting Release: Kirin (AOE)**

* The wrath of the heavens lashes out with wild abandon, firing enormous bolts of lighting at everything within range. The level of destruction caused by Kirin is incalculable.
	+ Damage/Effect: Con (S+). This technique damages all targets within a massive zone, friend and foe alike, whether they can be seen or not. This technique requires a naturally occuring thunderstorm or a jutsu that specifically creates a thunderstorm effect. This technique can be used once per fight.
	+ Speed: S+
	+ Cost: S+
	+ Range: 7 Tiles 7x7
	+ Handseals: 34

### Boil

**B-Rank**

**Boil Release: Erupting Propulsion Fist**

* After increasing their chakra temperature to the boiling point, the user releases boiling steams from his body and delivers a steam-enhanced punch that sends his opponent flying far away.
	+ Damage/Effect: Users Control +1 step (Cap B+). Targets suffer -1 tile movement next round. This technique has a one round cooldown.
	+ Speed: Users Control -1 Step
	+ Cost: B
	+ Range: 3 tiles
	+ Handseals: 1

**Boil Release: Steam Dash (Scaling)**

* After increasing their chakra temperature to its boiling point, the user releases boiling steam from their body, after which, they dash straight at the opponent in a straight line, taking the similar approach to a steam locomotive. The user needs to recharge after using this technique due to the strain on the body.
	+ Damage/Effect: If the user has already used a boil technique, they gain +1 tile movement at any point on activation. To use a second time, they must use another boil technique. This technique does not require a combat action. This technique has a two round cooldown.
	+ Speed: X
	+ Cost: Users Control -2 steps
	+ Range: N/A
	+ Handseals: X

**Boil Release: Skilled Mist Technique (AOE) (Penetrative)**

* The user creates a cloud of mist which they release from their mouth. This mist is highly acidic in nature, capable of melting bodies, and even chakra-based defenses. The technique has an inherent disadvantage in that its effects are indiscriminate, limiting its usage to areas that do not contain allies. In the event that the mist escapes the containment area, the user can adjust the pH level of the mist to safer levels. Though the mist is corrosive to all around it, the user seems to be immune to it.
	+ Damage/Effect: Users Control (Cap B) This technique gains +4 steps of penetration when against defensive structures. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 7x3 in front of the user
	+ Handseals: 12

**Boil Release: Boil the Blood (AOE)**

* The user increases the temperature of chakra to the boiling point, generating large amounts of super heated steam in a zone around them. The zone boils the skin and blood of everyone it contacts without discimination of targets
	+ Damage/Effect: Users Control ( Cap B+) This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B-
	+ Range: 5x5 Around the user
	+ Handseals: 12

**Boil Release: Melting Flesh**

* After the user makes the proper handseals, their chakra takes on the form of a highly heated steam that lashes out at a target and clings to the person's skin, making them more perceptable to damage.
	+ Damage/Effect: Users Control (B) Target suffers -2 steps to endurance. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B-
	+ Range: 6 tiles
	+ Handseals: 12

**Boil Release: Muscular Dystrophy**

* By increasing their chakra temperature, the user unleashes a potent spray of steam focused on their target's legs with the intent of burning their muscular structure.
	+ Damage/Effect: Target suffers -4 steps to speed next round, and -1 tile movement for next round. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B (For each jutsu, max three.)
	+ Range: 6 tiles
	+ Handseals: 16

**A-Rank**

**Boil Release: Boundless Vapour (AOE)**

* Channeling their chakra into the surface, or exhaling it out, the user will cause an evaporating substance to arise from the ground to create a corrosive mist that will raise in temperature overtime, eventually melting anything.
	+ Damage/Effect: Users Control +1 step (A) Target suffers -2 steps of endurance for the next round. This technique has a two round cooldown.
	+ Speed: A+
	+ Cost: A
	+ Range: 6x3
	+ Handseals: 24

**Boil Release: Acid Coat**

* The user coats their body with corrosive acid that has a low pH level. This makes the armour extremely acidic and will burn anything that touches it. In addition to the obvious enhanced protection it provides, it can also be used offensively in that anybody and anything surrounding the user will take extreme amounts of damage.
	+ Damage/Effect: Users Control (A-) Targets suffer -1 steps to endurance the next turn. This debuff is re-applied every round next to this user. This technique lasts three turns. This effects anyone in melee range of the user. This technique has a three round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: Melee
	+ Handseals: 26

**Boil Release: Acidic Veil (AOE) (Penetrative)**

* The user creates a cloud of mist which they release from their mouth. This mist is highly acidic in nature, capable of melting bodies, and even chakra-based defences.
	+ Damage/Effect: Users Control +1 step (A) +1 Grade of penetration to defensive structures. This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A
	+ Range: 7x3
	+ Handseals: 26

**S-Rank**

**Boil Release: Gaseous Deconstruction (AOE) (Penetrative)**

* Reaching the pique of Boil Release and ascending to powers rivaling that of the gods, the user creates a large series of disks, which are then hurled at the intended target. The disks properties allow it to nullify any chakra-induced technique, as well as corrode through any substance. Upon coming into contact with the disks, the liquids within its targets begin to boil, which deconstructs foes from the inside out. Blood, and bone ooze from the very pores of his enemies.
	+ Damage/Effect: Users Control (Cap S) Targets suffer -1 Grade to endurance for the next round. This technique gains +2 steps to damage when against a defensive structure. This technique has a two round cool down.
	+ Speed: S
	+ Cost: S+
	+ Range: 7x5
	+ Handseals: 34

### Explosion

**S-Rank**

**Explosion Release: Explosive Landscape of Decimation (AOE)**

* The user stores a massive amount of chakra and hurls it forward. The targeted area is instantly destroyed by countless explosions. Targets within the zone that are lucky enough to escape with their lives so so shell-shocked they are unable to properly defend themselves.
	+ Damage/Effect: Users Control (Cap S+) Targets suffer -2 steps to endurance and speed the next round. This technique has a two turn cooldown.
	+ Speed: S
	+ Cost: S
	+ Range: 5 tiles 5x5
	+ Handseals: 36

**A-Rank**

**Explosion Release: Terrain Detonation (AOE)**

* A series of blasts set off just below the surface of the ground destroy any chance at solid footing within a target area. Not only do enemies in the zone suffer heavy damage, but with the terrain destroyed they are slower to respond to incoming techniques later.
	+ Damage/Effect: Users Control +1 Step (Cap A+) Targets suffer -2 steps to speed and -1 tile movement the next round.
	+ Speed: A
	+ Cost: A+
	+ Range: 5x5 around the user
	+ Handseals: 26

**Explosion Release: Piercing Burst (AOE)**

* With a swift thrust of their hands, the user releases a line of deadly detonations designed to penetrate even the toughest of defenses.
	+ Damage/Effect: Users Control (Cap A+) Targets suffer -1 steps to speed the next round. This technique gains +2 steps to damage when against defensive structures.
	+ Speed: A
	+ Cost: A
	+ Range: 7x1
	+ Handseals: 26

**Explosion Release: Armor Melting Blast (AOE)**

* Specially molded chakra is formed to create an explosion designed to destroy the defenses of all foes caught in the blast.
	+ Damage/Effect: Users Control +1 step (Cap A+) Targets suffer -2 steps to endurance the next round
	+ Speed: A-
	+ Cost: A
	+ Range: 5x3
	+ Handseals: 26

**B-Rank**

**Explosion Release: Exploding Palm (AOE)**

* The user creates a small explosion in their palm. Properly timed and angled this technique is thrown to explode on a target with incredible force.
	+ Damage/Effect: User's Control +1 Step (Cap B+) This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B
	+ Range: 6 tiles
	+ Handseals: 14

**Explosion Release: Landmine Fist (AOE)**

* A swift punch forward releases a powerful detonation at short range. This explosion is powerful enough to severely damage an opponent far larger than the user. Due to the directionality of the blast, the user minimizes any potential repercussions, such as being struck by resultant debris and even recoil appears to be completely negated.
	+ Damage/Effect: Users Control +1 Step (Cap B+) Pushes the target back two tiles and lowers the targets speed -1 step for the next round. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B+
	+ Range: 3x1
	+ Handseals: 12

**Explosion Release: Remote Detonation (AOE)**

* The user generates a devastating explosion at a point of their choosing, while surprising and destroying unaware foes.
	+ Damage/Effect: Users control +1 step (Cap B+) This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B
	+ Range: 6 Tile Range, 3x3 Area of Effect
	+ Handseals: 14

**Explosion Release: Destructive Burst (Penetrative)**

* After performing the proper handseals, the user can unleash a potent burst of explosive energy on to a singular target. This technique has so much destructive power, that it can burst many defensive structures.
	+ Damage/Effect: Users control (Cap B) This technique gains +1 Grade of penetration when against defensive structures. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B-
	+ Range: 7 Tile Range
	+ Handseals: 12

**Explosion Release: Ray of Destruction**

* The user forms the proper handseals and then extends their hand, causing a ray of pure explosion to strike into their target's midsection, tearing through their personal defenses.
	+ Damage/Effect: Users Control (Cap B) Target suffers -2 steps of endurance the next round. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B
	+ Range: 5 Tiles
	+ Handseals: 14

### Lava

**B-Rank**

**Lava Release: Rubber Wall (Defensive)**

* The user creates an enormous torrent of lava from the ground directly in front of them, which then forms into a wall possessing immense durability due to its rubbery consistency that allows the material to deform when attacked, meaning it can both absorb and dissipate the force behind a blow rather than just simply obstruct it. This technique can also be used to provide reinforcement to a pre-existing barrier.
	+ Damage/Effect: Users Control +1 Step (Cap A-) This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: B
	+ Range:1x5
	+ Handseals: 8

**Lava Release: Melting Apparition Technique (AOE)**

* The user changes chakra inside their body into a powerful super-heated fluid that will melt anything and spits out the viscous fluid from their mouth. Both the shape and the amount are determined by the user. By spitting it out at short-range the technique's speed increases. By distributing the liquid across a vast range, the user creates a wall of lava. Anything that touches it will crumble and lose its shape.
	+ Damage/Effect: Users Control +1 step (Cap B), +1 Grade to damage when penetrating a defensive technique. If the target is struck by this technique, they will be incapable of creating another defensive structure the next round due to lava melting the field around them. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 7x1
	+ Handseals: 14

**Lava Release: Scorching Stream Rock Technique (Multi Target)**

* The user expels a large amount of lava from their mouth, which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. Due to their composition, the boulders can melt through most objects with ease, and because a considerable number are dispersed over a wide range in quick succession, they are also difficult to avoid.
	+ Damage/Effect: Users Control (Cap B-) Users struck by this technique suffer -1 step to endurance for the next round. If a user is hit by this technique, they will take an additional C+ damage the next round from the lava residue. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B (Each thrown, max of three)
	+ Range: 6
	+ Handseals: 12

**Lava Release: Disintegrating Torrent (AOE)**

* The user unleashes a massive blast of chakra in the form of lava after forming the proper handseals. The intent of this technique is to completely melt and destroy their targets upon being hit.
	+ Damage/Effect: Users Control (Cap B+) Targets hit by this technique take an additional C- damage the next round. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B+
	+ Range: 7x5
	+ Handseals: 18

**Lava Release: Liquefied Carnage**

* The user prepares the proper handseals before unleashing a spray of lava outwards and directly into their target's midsection, intending to melt the person into nothingness.
	+ Damage/Effect: Users Control +1 Step (Cap B) Targets hit by this technique suffer C damage the next round. This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B-
	+ Range: 6
	+ Handseals: 12

**A-Rank**

**Lava Release: Crimson Flame (Penetrative)**

* The user accumulates fire and/or lava chakra in their hand and triggers a series of fiery flame projectiles. After colliding against the target, it will explode in red flame blasts. This technique is powerful enough to demolish solid rock with pure ease.
	+ Damage/Effect: User's Control +1 step (Cap A) This technique gains +2 steps to penatration when hitting defensive structures. If a user is hit by this technique, they will take an additional B- damage the next round from the lava residue. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: 6
	+ Handseals: 26

**Lava Release: Burning Ignition (AOE) (Penetrative)**

* The user expels balls of lava at the target. Due to it's properties, it ignites when it comes into contact with the air instantly turning it into a powerful fireball with an extremely high heat capable of burning through steel.
	+ Damage/Effect: Users Control +1 step (Cap A) +2 two steps of damage when against a defensive structure. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A-
	+ Range: 6x3
	+ Handseals: 26

**Lava Release: Magma Collision**

* The user generates an immense amount of chakra to course through their skin before unleashing outwards from their mouth in a menacingly vile fashion, striking their target with melted rocky debris. Upon coming into contact with their target, the heat will rapidly die down and cause rocks to solidify around the target, slowing them down considerably.
	+ Damage/Effect: Users Control +1 step (A+) Target suffers -2 tile movement the next round. This technique has a two round cooldown.
	+ Speed: A+
	+ Cost: A+
	+ Range: 7 tiles
	+ Handseals: 26

**S-Rank**

**Lava Release: Divine Judgement (AOE)**

* This technique allows the user to summon lava like meteorites, which fall from the sky on their intended destination. Once the meteorites hit a surface, they explode releasing molten magma to flood the surrounding area and encompass any caught in the blast radius.
	+ Damage/Effect: Users Control (Cap S) Targets suffer -2 steps to endurance the next round. The next lava technique used gains +2 steps of damage. This technique has a three round cooldown.
	+ Speed: S-
	+ Cost: S
	+ Range: 7x3
	+ Handseals: 34

### Wood

**B-Rank**

**Wood Release: Wood Locking Dome (Defensive)**

* This technique uses chakra to activate the roots in the ground and, using the user of the technique as a reference point, makes wooden pillars appear from left and right. The wooden pillars join together in a dome-shape with the user at the center. This functions as an easy shelter against the enemy's long-distance attacks.
	+ Damage/Effect: Users Control +1 Step (Cap A-) This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: B-
	+ Range: 5x5 around user
	+ Handseals: 12

**Wood Release: Branch Barrage**

* A versatile technique where the user can launch small seeds from their body to use them as long-range projectiles. The seeds are triggered remotely to grow instantaneously into branch-like spikes hurtling through the air.
	+ Damage/Effect: Users Control +1 step (Cap B+) Targets suffer -1 Grade of endurance the next round. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B-
	+ Range: 7
	+ Handseals: 12

**Wood Release: Dragon Uprising (AOE)**

* The user creates a gigantic wooden dragon, which they can use to momentarily restrain their target with its mouth and slowing their forward movement.
	+ Users Control (Cap B+) Targets hit by this technique suffer 1 Grade of speed and -2 tile movement for the next round. This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B
	+ Range: 8x1
	+ Handseals: 16

**Wood Release: Living Wall (Defensive)**

* The user creates countless wooden branches that grow at high speed from the ground. The branches interlace to form a wide, net-like wall with an impressive defensive power.
	+ Damage/Effect: Users Control +1 Step (Cap A-) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: B-
	+ Range: 8 tiles, 1x3
	+ Handseals: 16

**Wood Release: Entangling Roots (Multi Target)**

* The user causes many wooden roots to sprout up out of the ground, attempting at locking their opponent into place.
	+ Damage/Effect: Target suffers -1 Grade speed and -1 Grade of endurance. Targets suffers -3 Tile movement speed the next round. The target is knocked back one tile. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B (For each jutsu, no max)
	+ Range: 7 tiles
	+ Handseals: 14

**A-Rank**

**Wood Release: Sea of Trees (AOE) (Scaling)**

* The user is able to turn an area into a vast forest in a matter of mere moments complete with trees and even grass growing out of any terrain the user is on.
	+ Damage/Effect: Any user using wood release gains +1 step to con to all techniques for the duration of the battle. This technique does NOT cost a combat action.
	+ Speed: X
	+ Cost: Users Control -2 steps
	+ Range: All Allies In Sight
	+ Handseals: 26

**Wood Release: Mother Nature's Guardian (Defensive) (Scaling)**

* The user causes the very earth to tear asunder before erupting with a multitude of branches that elongate and stretch out in front of themselves, blocking incoming attacks as a shield. The unique earth chakra makes this technique immune to penetration techniques.
	+ Damage/Effect: (Defense) Users Control +1 Step (Cap S-) This technique is immune to penetration damage
	+ Speed: X
	+ Cost: Users Control -1 step
	+ Range: 5 tiles 1x5
	+ Handseals: 26

**Wood Release: Armor of the Forest King (Scaling)**

* This technique makes Wood-chakra flow through the body, converting the properties of the enhanced wood around the user to form a skin-deep armor that is translucent giving the user a sort of dulled coloration and is only fully visible when light reflects off it. Despite encasing the user's body, the armor has no apparent affect on the user's speed or agility. The armor is shown to be able to defend from all forms of blunt-force trauma while being enough to even stop penetration from piercing based strikes.
	+ Damage/Effect: -2 steps of damage from all incoming sources. User gains +2 steps to strength while active. This technique has a two roundcooldown.
	+ Speed: X
	+ Cost: Users control -2 steps per round
	+ Range: X
	+ Handseals: 26

**S-Rank**

**Wood Release: Wooden Dragon Technique (AOE) (Multi Target)**

* The user creates a gigantic wooden dragon, which they can use for a multitude of purposes including restraining a target, or for offensive purposes. The dragon that the user creates can vary in terms of appearance. It also has the ability to absorb chakra from its target, slowly rendering them unable to use techniques by biting into the target and draining them almost in a vampiric fashion. Upon finalization of the attack, the dragon erupts, causing additional destructive damage to lash out at any caught in the zone.
	+ Damage/Effect: Users Control (Cap S+) Targets suffer a chakra drain cost equal to their own control +1 step. Explosion from excess chakra is factored into listed damage. This technique has a three round cooldown.
	+ Speed: S
	+ Cost: S+ (This does not cost the user chakra for each target, max of five)
	+ Range: 8 tiles 3x3
	+ Handseals: 36

### Dust

**B-Rank**

**Dust Release: World of Reduction (Multi Target) (Penetrative) (Scaling)**

* Letting chakra escape the user's body in an almost invisible fashion, all focus is made onto a defensive technique of their choosing. The defense is soon reduced to nothingness, as the technique itself eradicates any defense from the inside out.
	+ Damage/Effect: User's Control (Cap B+) This technique gains + 2 Grades of penetration when striking a defensive structure. This technique can only be used on defensive structures, deals no damage to humans. This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: Users Con -1 step for each structure targeted
	+ Range: 12
	+ Handseals: 14

**Dust Release: Effortless Reality Drift (AOE) (Scaling)**

* Forming a seemingly invisible dome using dust release, the users movements are greatly enhance while in this field. Colors and shapes are slightly distorted when looking behind the dome when moving inside. It is as if time slows and the outside world begins to move further away.
	+ Damage/Effect: Speed 1+ grade for the user and all allies within range. This techniques buff lasts three rounds. This technique can be used once per battle.
	+ Speed: A-
	+ Cost: Users Control
	+ Range: 5x5
	+ Handseals: 16

**Dust Release: Field of Eradication (AOE) (Multi Target) (Scaling)**

* The user targets several zones and unleashes their chakra out in a menacing manner, intent on completely annihilating everyone and anything in the vicinity of the blast zones.
	+ Damage/Effect: Users Control +1 Step. (No Cap) Targets suffer -2 steps to speed for the next round. This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: Users Control -1 step for each target, no limit.
	+ Range: 7 Tiles 3x3
	+ Handseals: 14

**Dust Release: Devouring Dust Cloud(Defensive) (Scaling)**

* The dust user creates an incredibly thick cloud of dust before them. The cloud is infused with chakra that makes it so dense it is capable of absorbing an unimaginable level of impact.
	+ Damage/Effect: Users Control +1 Step. This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: Users Control
	+ Range: 1x7
	+ Handseals: 12

**Dust Release: Quicksand (Scaling)**

* The user forms handseals and utilizes the full power of their dust by manipulating the molecules of the ground beneath their target, causing it to be like soup and consume them whole.
	+ Damage/Effect: Target suffers -1 Grade of speed, endurance and agility for the next turn. Target suffers -3 tile movement for the next round. This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: Users Control
	+ Range: 5
	+ Handseals: 14

**A-Rank**

**Dust Release: Timeless Pyramid (AOE) (Penetrative)**

* The user is able to incase their chakra into a transparent pyramid capable of the greatest destructive power known to ninjutsu.
	+ Damage/Effect: Users Con +2 Steps (S-) This technique gains +1 grade to penatration when targeting defensive structures. This technique can puncture defensive structures and deal full to targets in the area. This technique has a two round cooldown.
	+ Speed: A+
	+ Cost: A+
	+ Range: 7 tiles 5x5
	+ Handseals: 26

**Dust Release: Antigravity Disruption (AOE)**

* The user goes through the array of required handseals before placing ther palm upon the ground and causing everything within the surrounding area to suddenly lose weight. Those within the range of the technique will find it extraordinarily difficult to maneuver around.
	+ Damage/Effect: Targets suffer -1 grade of speed and -1 grade to agility for the next round. Targets suffer -3 tile movement speed the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: 7x5
	+ Handseals: 26

**Dust Release: Absolute Decimation (AOE) (Penetrative)**

* This technique is one of rumor and legend, due to the lack of people who understand dust nature and the even fewer who have reached this pinnacle of power. The user will gather a large amount of Dust Release chakra into one of their hands and release the chakra as a large stream that completely decimates the target from a considerable distance.
	+ Damage/Effect: Users control +2 steps (Cap S-) Targets suffer -1 grade to endurance the next round. This technique gains +2 steps to damage when against a defensive structure. This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A
	+ Range: 12x1
	+ Handseals: 26

**S-Rank**

**Dust Release: World of Annihilation (AOE) (Multi Target)**

* Utilizing the Dust Release, the user is able to directly invert the electric charge and spin of the atoms of anything within the confines of the technique, causing it to become antimatter. The antimatter violently reacts with any matter it comes into contact with, resulting in complete annihilation of the initial chakra itself and the target as its power is further boosted with the contribution of subsequent energy release.
	+ Damage/Effect: Users Control +1 Grade. No Cap. Targets suffer -2 steps to every stat for the next round. This technique can be used once per fight This technique has a three round cooldown.
	+ Speed: S+
	+ Cost: S+ (This does NOT cost the user chakra for each target, max of five)
	+ Range: Any Visible Target
	+ Handseals: 36

**Dust Release: Detachment of the Primitive World Technique**

* The user uses Dust Release to create a structure, with a sphere located at its centre, between the palms of his hands. The structure expands rapidly in size when being propelled towards its intended target and traps them inside its confines. The sphere then seems to explode with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius, resulting in the destruction of everything and anyone caught within as they are pulverised into minute particles of dust.
	+ Damage/Effect: Users Control +2 steps (Cap S+) This technique hits an opponent twice (maximum 2xS+ damage). Target suffers -1 grade to endurance the next round. This technique can be used once per battle.
	+ Speed: S+
	+ Cost: S+
	+ Range: 5 tiles
	+ Handseals: 36

### Storm

**B-Rank**

**Storm Release: Laser Circus (Multi Target)**

* This technique creates several beams and shoots them at the enemy. First, a halo of bright energy spreads around the user's hands as this technique is activated, then it encircles the user's hand and from that, the beams are shot out towards the enemy. The user is able to alter the beam's direction after being shot, making it possible to strike multiple enemies with pinpoint accuracy
	+ Damage/Effect: Users Control (B) Targets suffers -1 step to endurance the next round. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B (For each jutsu, max 4 targets)
	+ Range: 7
	+ Handseals: 12

**Storm Release: Light Fang (AOE) (Penetrative)**

* The user generates a sharp thin stream of light from their mouth, that said to run at the near speed of light. Being made of energy, the penetration factor of this technique is considerably high.
	+ Damage/Effect: Users Control (B) This technique gains +1 grade of penatration when targeting a defensive structure. This technique has a one round cooldown.
	+ Speed: B+
	+ Cost: B+
	+ Range: 7x1
	+ Handseals: 14

**Storm Release: Paralyzing Beam**

* The user prepares the proper handseals before launching off a single laser from their fingertips with the intent of electrifying their neurons and disrupting the user's nervous system, making it more difficult to move.
	+ Damage/Effect: Users Control (B-) Target suffers -2 steps to speed the next round. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 6 tiles
	+ Handseals: 14

**Storm Release: Cloud of Terror (AOE)**

* The user forms handseals and combines their lightning and water chakras to create a cloud in the sky that sends electrical blasts down into a field in a rapid fire.
	+ Damage/Effect: Users Control +1 Step (B) Targets suffer -2 steps to agility for the next round. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B+
	+ Range: 6x3
	+ Handseals: 12

**Storm Release: Son of Zues**

* The user forms handseals and then raises their hands into the sky, calling forth a bolt of lightning to come down onto themselves and electrify their very person, as well as harm anyone around them.
	+ Damage/Effect: Users Control +1 (Cap B+) This technique grants the user +2 tile movement the next round. This technique creates 'Thunder Clouds' in the sky. This technique has a two round cooldown.
	+ Speed: B-
	+ Cost: B+
	+ Range: 3x3 around the user
	+ Handseals: 14

**A-Rank**

**Storm Release: Thunder Cloud Inner Wave (AOE)**

* The user generates a thick ring of thunderclouds and electricity around him, creating an offensive and defensive ward. The user can then use these clouds as a medium for lightning techniques, and as an electrified perimeter, effectively preventing his enemies from getting close.
	+ Damage/Effect: Users Control +1 step (A) Targets suffer -2 steps to speed the next round. The user gains +1 tile movement speed the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: 5x5
	+ Handseals: 26

**Storm Release: Bombardment Array (AOE) (Penetrative)**

* This technique is very similar to Storm Release: Laser Circus in the aspect that it's a beam of unbridled chakra energy manifesting the storm nature. As this is unleashed towards the target, it threatens to destroy and eradicate anything in it's path, including some of the best of defenses.
	+ Damage/Effect:  Users Control +1 step (A) This technique gains +1 grade of damage when against a defensive structure. This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A
	+ Range: 6x3
	+ Handseals: 26

**Storm Release: Zap Cannon (Multi Target)**

* The user starts by first building up the storm nature chakra in their body, combining the water and lightning chakra natures that form the storm release. They then release the chakra from their mouth in a blood curdling scream that resembles a storm infused with pure white lightning manifested into a beam that aims to strike directly into a target. Upon being hit, the target will find their nerve endings numb.
	+ Damage/Effect: Targets suffer -1 grade of speed and -2 steps agility for the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A- (For each target, no max)
	+ Range: 7 tiles
	+ Handseals: 26

**S-Rank**

**Storm Release: Thor's Enlightenment (AOE)**

* By utilizing the storm release chakra circle as a base, the user creates numerous "rods" of storm chakra which he proceeds to surround himself with. Upon the creation of eight of these rods, he proceeds to direct these towards his opponents. The rods, upon making physical contact, proceed to explode in a massive explosion that can dwarf very large areas with great ease, proceeding to destroy the environment around them. While a very powerful technique, it holds a lack of control, making it unused by the user unless circumstances require it.
	+ Damage/Effect: Users Control (Cap S) Targets suffer -2 steps to speed the next round. This technique has a two round cooldown.
	+ Speed: S
	+ Cost: S+ (This does NOT cost the user chakra for each target, max of four)
	+ Range: 8 tiles 3x3
	+ Handseals: 36

## Taijutsu

**D-Rank**

**Taijutsu: Violent Upbringing (Scaling)**

* The user is able to rapidly and relentlessly bombard his target whilst pin-pointing the weak points on their body. This style, comprised of sheer unpredictable movements, can easily catch his opponents off-guard.
	+ Damage/Effect: Users Strength -1 step. When the user lands this strike, the targets endurance drops -2 steps for the next round. This technique has a two round cooldown.
	+ Speed: Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: X

**Taijutsu: Dynamic Entry (Scaling)**

* Utilizing superior athletic ability, the user bounds forward and stretches a single leg in an attempt to uproot and catch the enemy by surprise.
	+ Damage/Effect: Users Strength -1 step. The user can launch forward +2 tiles to hit a target. These additional tiles are not counted towards their turns tile movement. They must use this technique aimed at an opponent. This technique has a three round cooldown.
	+ Speed: Agility
	+ Cost: Users Control step
	+ Range: 2
	+ Handseals: X

**C-Rank**

**Taijutsu: Knuckle Tap (Scaling)**

* Understanding how to breakdown their opponent, the user is able to strike an opponent to cripple them in any efforts to get away.
	+ Damage/Effect: Users Strength -2 steps. When the users land this strike, the targets is debuffed -1 tile movement speed and -1 to Speed for the next turn. This technique has a two turn cooldown.
	+ Speed: Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: X

**Taijutsu: Righteous Spear (Scaling)**

* Turning their bodies into instruments of war, the user is able to overcome any obstacle being that of a defensive nature. Forming their hand into that of a blade or spear, they able to effectively penetrate even the hardest of defenses.
	+ Damage/Effect: The users strength +1 step damage when striking a defense structure. This technique has a two round cooldown.
	+ Speed: Agility
	+ Cost: Users Control -1 Step
	+ Range: Melee
	+ Handseals: X

**Taijutsu: Energy Pulse (Scaling)**

* Tightening their already impressive muscles, the user is able to push further forward with a resolve to attack their enemies.
	+ Damage/Effect: User gains +1 tile movement speed immediately. This does not cost them a combat action.This technique has a three round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -2 Steps
	+ Range: N/A
	+ Handseals: X

## Genjutsu

**D-Rank**

**Genjutsu: Kai (Scaling)**

* By sharpening your senses you are able to send a singular thought piercing through your consciousness. This strong mental focus breaks the hold of Genjutsu on you or an Ally that you are touching.
	+ Damage/Effect: The user can remove genjutsu targeting themself (some exceptions apply) if their control is within 2 steps (or higher) of the incoming genjutsus Control. This effect immediately ends the silence/debuff effects of Genjutsu but does NOT prevent the damage. Furthermore, when successfully broken out using Kai, the defender is immune to Genjutsu silence and debuffs for 1 round. Using Kai is a combat action, you cannot attack in the same turn.

For example, a user with B- Control can kai a genjutsu user with B+ Control. This same user would not be able to kai if the genjutsu control was A- or higher. Kai can be used on allies. The person using kai on an ally must meet the requirements for it to be effective but gain a +2 steps to control when attempting to release the genjutsu for a partner. This technique has no cooldown.

* + Speed: N/A
	+ Cost: Users Control -1 Grade
	+ Range: Melee
	+ Handseals: 1

**Genjutsu: Auditory Mental Manipulation (Scaling)**

* Using a particular sound as its trigger, this technique traps the target in an auditory hallucination for as long as they are in range and you wish to maintain it. The target's inner ear is disrupted and they suffer a loss of agility while under the effects. Note: Crafting your Genjutsu is up to you in RP, but it should be relevant to the trigger and not imply effects that do not actually occur ("Your arm is impaled by huge spikes" has nothing to do with an auditory hallucination that reduces agility). User must be standing still while maintaining the genjutsu, unless a perk states otherwise.
	+ Damage/Effect: Users Control - 2 Steps per round. If user's Control is equal to or higher than target's Control, target suffers -1 tile movement speed and is silenced while active. The user must remain rooted while maintaining this technique to keep the genjutsu active, unless a perk states otherwise. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 Step each round active
	+ Range: 8 tiles
	+ Handseals: 1

**Genjutsu: Optical Illusion (Scaling)**

* A visual trigger causes the target to fall under your mental influence. While under the effects they are unable to determine the source of attacks in order to properly defend themselves. Note: Crafting your Genjutsu is up to you in RP, but it should be relevant to the trigger and not imply effects that do not actually occur ("Your arm is impaled by huge spikes" has nothing to do with an auditory hallucination that reduces agility). User must be standing still while maintaining the genjutsu, unless a perk states otherwise.
	+ Damage/Effect: Users Control -1 step per round. If user's Control is equal to or higher than target's Control, target suffers -1 step to endurance and is silenced while active. The user must remain rooted while maintaining this technique to keep the genjutsu active, unless a perk states otherwise. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: Users Control each round active
	+ Range: 6 Tiles
	+ Handseals: 1

**Genjutsu: Olfactory Deception (Scaling)**

* A peculiar odor triggers a falsified memory to flash through the mind of the target, slowing their reaction speed while they relive a moment that never occurred. User must be standing still while maintaining the genjutsu, unless a perk states otherwise.
	+ Damage/Effect: Users Control per round. If user's Control is equal to or higher than target's Control, target suffers -1 step to speed and is silenced while active. The user must remain rooted while maintaining this technique to keep the genjutsu active, unless a perk states otherwise. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: Users Control per round active each round active
	+ Range: 4 tiles
	+ Handseals: 1

**C-Rank**

**Genjutsu: Falsified Tactile Feedback (Scaling)**

* With a touch to the target, their sensory perception slows dramatically as a cornucopia of inputs appear from all over their body. This causes the target's movement speed to slow in order to process. User must be standing still while maintaining the genjutsu, unless a perk states otherwise.
	+ Damage/Effect: Users Control +2 Steps per round. If user's Control is equal to or higher than target's Control, target suffers -1 step speed, -1 tile movement, and is silenced while active. The user must remain rooted while maintaining this technique to keep the genjutsu active, unless a perk states otherwise. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: Users Control +1 Step per round active each round active
	+ Range: Melee
	+ Handseals: 1

**Genjutsu: Pack Hallucination (Scaling) (Multi Target)**

* By partitioning your mind you're able to attack the thoughts of multiple targets with vicious effect while locking down their ability to retaliate. User must be standing still while maintaining the genjutsu, unless a perk states otherwise.
	+ Damage/Effect: Users Control -1 Step per round. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: User's Control -1 Step each round active for each target. No cap on targets.
	+ Range: 6 Tiles
	+ Handseals: 6

**Genjutsu: Reality Misconception (Scaling)**

* A true illusory deception, this technique traps a portion of the target's mind and places it in such a state that it can barely respond to the body's commands. User must be standing still while maintaining the genjutsu, unless a perk states otherwise.
	+ Damage/Effect: Users Control -4 Steps. If user's Control is equal to or higher than target's Control, he user can force the target to see an illusion that if successful will cause a -1 Grade debuff to the users choosing. The user will have free choice as to what stat they are debuffing based on the illusion. For example, if the user wanted to make to debuff a targets strength, they could make the targets hands look like paper. If I wanted to debuff their agility, I could make them see multiple targets. Etc. The user cannot choose stamina (health). The user must remain rooted while maintaining this technique to keep the genjutsu active, unless a perk states otherwise. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: Users Control +1 Step each round active
	+ Range: 6 Tiles
	+ Handseals: 8

## Fuinjutsu

**D-Rank**

**Fuinjutsu: Sealing / Unsealing (Scaling)**

* This technique allows the users to seal and unseal objects using scrolls or inanimate objects. They must draw a 'Kanji' onto a scroll or have a scroll prepared with the 'Kanji' in order to seal the object. These objects are typically small, such as weaponry, materials, and general moderate sized objects.
	+ Damage/Effect: N/A
	+ Speed: N/A
	+ Cost: N/A
	+ Range: Melee
	+ Handseals: 1

**C-Rank**

**Fuinjutsu: Unsealing In Motion (Scaling)**

* This technique allows the user to unseal weaponry and objects in motion. This technique requires a great deal of chakra control in order to set the objects in motion, but the effects are both surprising and deadly.
	+ Damage/Effect: User's Control - 1 Step (Cap A) This technique has no cooldown.
	+ Speed: Users Control (Cap A)
	+ Cost: Users Control -1 Step
	+ Range: 6
	+ Handseals: 1

**Fuinjutsu: Five Elements Sealing/Unsealing (Scaling)**

* A slow but powerful technique that is used to block or disturb the target's chakra flow. Once the seal is completed, the target is unable to manipulate a single elemental chakra type and a portion of their body's chakra pool. The user is also trained in unsealing existing seals of this type. (NOTE: Admin help to apply/remove the seal. This technique is NOT usable in combat)
	+ Damage/Effect: This is an out of combat technique that must be used on a willing target or a target that is unable to resist due to being unconscious or completely immobilized. When completed, the target is completely unable to mold chakra of a specific element. This effect is permanent until the seal is undone. GM Help to apply seal to character's profile. Only one elemental seal can be applied to a target at any given time.
	+ Speed: N/A
	+ Cost: Users Control +1 Step
	+ Range: Melee
	+ Handseals: 7

**Fuinjutsu: Root Sealing**

* This seal applies a very special modification to the target that disables their ability to perform a specific roleplay type of action. For example, the target cannot speak about a specific event or person. This disability CANNOT effect combat in any way. GM Help to Apply Root Seal. User may not apply more than one Root Seal to any given target.
	+ Damage/Effect: See Description
	+ Speed: N/A
	+ Cost: N/A
	+ Range: Melee
	+ Handseals: N/A

**B-Rank**

**Fuinjutsu: Barrier (Scaling)**

* Erupting forth from two separated seals, a barrier forms at the user's beckoning.
	+ Damage/Effect: This technique can be used in combat or in preparation. Two seals within 6 tiles of each other can be activated by this user to create a wall like barrier. The defensive power of the barrier is based on the amount of chakra the user spends while creating it. Defense equals the amount of chakra used +1 step. Cap (S) This user can only have two walls in use at a time. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Choice
	+ Range: 1x6
	+ Handseals: 1

**A-Rank**

**Fuinjutsu: Reactive Sealing/Unsealing (Scaling)**

* With lightning quick motion, the user seals or unseals even the most devastating of techniques and turns them on new targets.
	+ Damage/Effect: The user can seal away incoming jutsu and techniques causing them to be ineffective. Sealing the techniques will cost this user chakra equal to the damage that the technique would have done. The user then has 3 rounds to release the technique or it will dissipate. If the users chooses to unseal the captured technique, it will cost the users an additional chakra equal to the jutsu damage to unseal it. The sealing of a technique swallows it entirely, it will not apply debuffs to the user. Targets struck by unsealed techniques that would cause a debuff still debuff those targets. This technique has no cooldown.
	+ Speed: Releases at the speed of the original technique.
	+ Cost: Cost chakra equal to the Damage of the sealed technique. To unseal the technique, it will cost the user an additional chakra cost equal to the damage of the sealed technique.
	+ Range: Range of the original technique.
	+ Handseals: 1

## Bukijutsu

**D-Rank**

**Bukijutsu(Weapon): Malicious Strike (Scaling)**

* This attack damages the defenses of the target temporarily, increasing penetration of future attacks
	+ Damage/Effect: Users Strength -1 step. When the user lands this strike, the targets is cut or bludgeoned and their endurance drops -2 steps for the next round. This technique has a two round cooldown.
	+ Speed: Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: X

**Bukijutsu(Weapon): Champions Lunge (Scaling)**

* With their weapon fully extended the user lunges forward in a dashing strike
	+ Damage/Effect: Users Strength -1 step. The user can launch forward +2 tiles to hit a target. These additional tiles are not counted towards their rounds tile movement. They must use this technique aimed at an opponent. This technique has a three round cooldown.
	+ Speed: Agility
	+ Cost: Users Control
	+ Range: 2
	+ Handseals: X

**C-Rank**

**Bukijutsu(Weapon): Powerful Culling (Scaling)**

* The user executes a bruising or cutting blow to the enemies tendons causing slowed movement temporarily so that you can obtain the upper hand.
	+ Damage/Effect: Users Strength -2 steps. When the users land this strike, the targets is debuffed -1 tile movement speed and -1 Speed for the next round. This technique has a two round cooldown.
	+ Speed: Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: X

**Bukijutsu(Weapon): Penetrating Blow (Penetrating) (Scaling)**

* Locating a weak point in their target, the user destroys both shields and their wielders alike with this penetrating attack
	+ Damage/Effect: The users strength +1 step damage when striking a defense structure. This technique has a two round cooldown.
	+ Speed: Agility
	+ Cost: Users Control -1 Step
	+ Range: Melee
	+ Handseals: X

**Bukijutsu(Weapon): Enhanced Pacing (Scaling)**

* With practiced efficiency, the user charges lightning fast into the fray
	+ Damage/Effect: User gains +1 tile movement speed immediately. This does not count as a combat action. This technique has a three round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -2 Steps
	+ Range: N/A
	+ Handseals: X

## Gates: Taijutsu/Bukijutsu(Weapon)

**Taijutsu: Heavenly Gate One**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: User Gains +1 step to Strength while active. This technique does not count as a combat action. Note: Only gate techniques may be used while gates are opened, normal attacks still allowed.
	+ Speed: N/A
	+ Cost: Users Stamina -1 Step Per round
	+ Range: N/A
	+ Handseals: N/A

**Taijutsu: Heavenly Gate One Front Lotus**

* User kicks the target into the air and appears behind them, mimicking their pose. The user then entraps and pile drives themselves and their foe into the ground with tremendous force.
	+ Damage/Effect: Users Strength and Target suffers -1 tile movement for one round.
	+ Speed: Users Agility
	+ Cost: Users Control -1 Step
	+ Range: Melee
	+ Handseals: X

**Taijutsu: Heavenly Gate Two**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +1 step to Strength and Speed while active. Note: Opening this gate opens all previous gates, opening gates does not take up your turn's combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed.
	+ Speed: N/A
	+ Cost: Users Stamina -1 Step Per round
	+ Range: N/A
	+ Handseals: X

**Taijutsu: Heavenly Gate Three**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +1 step to Strength, Speed, and Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your turn's combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina -1 Step Per round
	+ Range: N/A
	+ Handseals: X

**Taijutsu: Heavenly Gate Three Reverse Lotus**

* A more deadly lotus technique, the user kicks the target into the air and continually slams them with attacks. At the peak of their flight, a devastating punch and kick send the target plummeting toward a deadly impact with the ground below.
	+ Damage/Effect: Users Strength and target suffers -1 step to speed for one round. This can be used once per fight.
	+ Speed: Users Agility
	+ Cost: Users Control -1 Step
	+ Range: Melee
	+ Handseals: X

**Taijutsu: Heavenly Gate Four**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +2 steps to Speed and +1 step to Strength and Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your turn's combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina Per round
	+ Range: N/A
	+ Handseals: X

**Taijutsu: Heavenly Gate Five**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +2 steps to Strength and Speed and +1 step to Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your turn's combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina Per round
	+ Range: N/A
	+ Handseals: X

**Taijutsu: Heavenly Gate Six**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +2 steps to Strength, Speed, and Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your turn's combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina +1 Per round
	+ Range: N/A
	+ Handseals: X

**Taijutsu: Heavenly Gate Six Morning Peacock**

* After launching the target into the air, the user punches the target so rapidly that the friction between fist and air ignites their attacks. The resulting barrage of flaming punches resembles a peacock with feather's of flame extending behind the target.
	+ Damage/Effect:Users Strength and target suffers -1 endurance tone round. This technique can be used once per fight.
	+ Speed: Users Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: X

**Taijutsu: Heavenly Gate Seven**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +3 steps to Strength and +2 steps to Speed and Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your turn's combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina +1 Per round
	+ Range: N/A
	+ Handseals: X

**Taijutsu: Heavenly Gate Seven Daytime Tiger**

* User forms a unique hand seal resembling a tiger with one hand. The other performs a concentrated punch with such speed and force that it rapidly compresses an immense amount of air pressure. The pressure releases over the hand seal to form a tiger-shaped explosion that launches forth with massive size and destructive capacity.
	+ Damage/Effect: Users Strength. This technique can be used once per fight.
	+ Speed: Users Agility
	+ Cost: Users Control +1 Step
	+ Range: 7x5
	+ Handseals: X

**Taijutsu: Heavenly Gate Eight**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +3 steps to Strength and Speed, +2 steps to Agility, and +3 tile movement speed while active. Note: Opening this gate opens all previous gates, opening gates does not take up your turn's combat action. Note: Only gate techniques may be used while gates are opened, normal attacks still allowed. Note: User immediately dies when the eight gate closes at the end of 3 rounds. It is possible to revive the character but only by miraculous means
	+ Speed: N/A
	+ Cost: No Cost; Death upon completion
	+ Range: N/A
	+ Handseals: X

**Taijutsu: Heavenly Gate Eight Evening Elephant (Multi Target)**

* Five punches that each condense enough air to form huge cones of pressure each of which is strong enough to punch deep holes within the earth.
	+ Damage/Effect: Users strength and knocks targeted players back two tiles. This technique can be used once per fight.
	+ Speed: Users Agility
	+ Cost: No Cost, max of five targets.
	+ Range: 6 Tiles
	+ Handseals: X

**Taijutsu: Heavenly Gate Eight Night Guy**

* The user's chakra and blood are forcefully pushed from their body, forming the image of a burning red dragon. Launching forward with impossible speed, the target cannot possibly dodge or defend themselves. The user delivers a kick so powerful it shatter's their leg bones instantly and immediately ends their eigth gate and their life.
	+ Damage/Effect: This technique hits three times for User’s strength +2 Steps. This character can teleport and strike this technique on anyone on the visible map. All defensive structures obstructing this player from its target are immediately destroyed. This technique happens instantly making the targets speed mitigation unable to apply. If this technique 'KOs' a target, they will die without immediate medical treatment. The user’s gates end after this technique lands resulting in the user’s death.
	+ Speed: Users Agility
	+ Cost: No cost. This technique can be used once per fight.
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate One**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: User Gains +1 step to Strength while active. This technique does not count as a combat action. Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina -1 Step Per round
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate One Front Lotus**

* User knocks the target into the air with their weapon and appears behind them, mimicking their pose. The user then entraps and pile drives themselves and their foe into the ground with tremendous force.
	+ Damage/Effect:Users Strength and Target suffers -1 tile movement for one round. This technique can be used once per fight.
	+ Speed: Users Agility
	+ Cost: Users Control -1 step
	+ Range: Melee
	+ Handseals: X

**Bukijutsu(Weapon): Gate Two**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +1 step to Strength and Speed while active. Note: Opening this gate opens all previous gates, opening gates does not take up your rounds combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina -1 Step Per Round
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate Three**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +1 step to Strength, Speed, and Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your round combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still
	+ Speed: N/A
	+ Cost: Users Stamina -1 Step Per Round
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate Three Reverse Lotus**

* A more deadly lotus technique, the user knocks the target into the air with their weapon and continually strikes them with attacks. At the peak of their flight, a devastating hit and augmented kick send the target plummeting toward a deadly impact with the ground below.
	+ Damage/Effect: Users Strength and target suffers -1 step to speed for one round. This technique can be used once per fight.
	+ Speed: Users Agility
	+ Cost: Users Control -1 Step
	+ Range: Melee
	+ Handseals: X

**Bukijutsu(Weapon): Gate Four**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +2 steps to Speed and +1 step to Strength and Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your rounds combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina Per Round
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate Five**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +2 steps to Strength and Speed and +1 step to Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your rounds combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina Per Round
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate Six**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +2 steps to Strength, Speed, and Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your rounds combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina +1 Step Per Round
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate Six Morning Peacock**

* After launching the target into the air, the user strikes the target with their weapon so rapidly that the friction between weapon and air ignites their attacks. The resulting barrage of flaming attacks resembles a peacock with feather's of flame extending behind the target.
	+ Damage/Effect: Users Strength and target suffers -1 endurance tone round.This technique can be used once per fight.
	+ Speed: Users Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: X

**Bukijutsu(Weapon): Gate Seven**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +3 steps to Strength and +2 steps to Speed and Agility while active. Note: Opening this gate opens all previous gates, opening gates does not take up your rounds combat action. Extra Note: Only gate techniques may be used while gates are opened, normal attacks still allowed
	+ Speed: N/A
	+ Cost: Users Stamina +1 Step Per Round
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate Seven Daytime Lion**

* User forms a unique hand seal resembling a tiger with one hand. The other performs a concentrated strike with such speed and force that it rapidly compresses an immense amount of air pressure. The pressure releases over the hand seal to form a lion-shaped explosion that launches forth with massive size and destructive capacity
	+ Damage/Effect: Users Strength. This technique can be used once per fight.
	+ Speed: Users Agility
	+ Cost: Users Control +1 Step
	+ Range: 7x5
	+ Handseals: X

**Bukijutsu(Weapon): Gate Eight**

* The Eight Gates are eight specific tenketsu on a person's Chakra Pathway System which limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
	+ Damage/Effect: All gates activated up to this point grant user +3 steps to Strength and Speed, +2 steps to Agility, and +3 tile movement speed while active. Note: Opening this gate opens all previous gates, opening gates does not take up your turn's combat action. Note: Only gate techniques may be used while gates are opened, normal attacks still allowed. Note: User immediately dies when the eight gate closes at the end of 3 rounds. It is possible to revive the character but only by miraculous means
	+ Speed: N/A
	+ Cost: No Cost; Death Upon Completion
	+ Range: N/A
	+ Handseals: X

**Bukijutsu(Weapon): Gate Eight Evening Elephant (Multi Target)**

* Five swings of their weapon each condense enough air to form huge cones of pressure each of which is strong enough to penetrate deep holes within the earth.
	+ Damage/Effect: Users strength and knocks targeted players back two tiles. Used once per fight. This technique can be used once per fight.
	+ Speed: N/A
	+ Cost: No Cost. Max of five targets.
	+ Range: 6 Tiles
	+ Handseals: X

**Bukijutsu(Weapon): Gate Eight Night Guy**

* The user's chakra and blood are forcefully pushed from their body, forming the image of a burning red wyvern. Launching forward with impossible speed, the target cannot possibly dodge or defend themselves. The user delivers a strike with their weapon so powerful it shatters not only their weapon instantly, but their arm's bones as well and immediately ends their eighth gate and their life.
	+ Damage/Effect:This technique hits three times for User’s strength +2 Steps. This character can teleport and strike this technique on anyone on the visible map. All defensive structures obstructing this player from its target are immediately destroyed. This technique happens instantly making the targets speed mitigation unable to apply. If this technique 'KOs' a target, they will die without immediate medical treatment. The user’s gates end after this technique lands resulting in the user’s death.
	+ Speed: Users Agility
	+ Cost: No Cost.
	+ Range: Any visible target
	+ Handseals: X

## Medical Ninjutsu

**D-Rank**

**Medical: Mystical Palm (Scaling)**

* A medical ninjutsu which allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery. It is vital to match the amount of chakra used to the severity of the affliction or injury. By sending an excess amount of chakra into the patient's body, the user can overload the patient's normal circulation, trapping them in a comatose state.
	+ Damage/Effect: This techniques effectiveness is based on the users Yin or Yang Proficiency. The amount the target is healed and the recovery time is based on the users expertise. Note: Please refer to the in game forum entry for "Mystical Palm/Shosen" when attempting to heal a target. Contact admins if needed. No cooldown.
	+ Speed: N/A
	+ Cost: Users Control +2 Steps
	+ Range: Melee
	+ Handseals: 1

**Medical: Yin - Low-Grade Poison**

* With special training unique to the Yin Medical Ninja, the user is able to emit a poisonous chakra from the pores of their body. This chakra coats their body and possessions in a poison of their choosing (refer to poison rules). When the user strikes offensively with a melee weapon or physical object from their person they may apply poison effect(s) Note: Poison damage can be applied a maximum of once per turn per attacker, regardless of number of poisoned attacks from that attacker. Poison effects do not stack. A stronger poison effect will override a weaker. This technique can be applied by any melee range technique, or physical projectiles.
	+ Damage/Effect: Unmitigated D damage. Note: Poison damage can only be applied once per round per user. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: D- per turn used
	+ Range: N/A
	+ Handseals: N/A

**Medical: Yin - Poison Mist (Scaling) (AOE)**

* Chakra is kneaded within the body and then changed into special chemical substances which is then ejected through the mouth. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of poison. This applies the poison they have learned to create within their bodies in a hazardous zone before them
	+ Damage/Effect: The damage of the poison is based on the users 'Poison Grade'. It is applied to all those in contact. This technique has no cooldown.
	+ Speed: Users Control -1 steps
	+ Cost: Users Control -1 Step
	+ Range: 3x3
	+ Handseals: 7

**C-Rank**

**Medical: Yang - Chakra Enhanced Strength (Scaling)**

* A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet, and releasing it onto the target with pinpoint timing. With this strength, the user deals devastating damage with a single punch or kick.
	+ Damage/Effect: User's Control -1 Steps. Melee damage is based on users control when using this technique. Targets are pushed back 1 tile away from the user after each attack. This technique has no cooldown.
	+ Speed: Users Control -2 steps
	+ Cost: Users Control -1 step
	+ Range: Melee
	+ Handseals: N/A

**Medical: Yin - Medium-Grade Poison**

* The poisonous chakra created within the user's body has increased in efficacy, causing increased damage and effect NOTE: Poison damage can be applied a maximum of once per turn per attacker, regardless of number of poisoned attacks from that attacker. Poison damage is static/unmitigatable. Apply this damage directly, do not mitigate via speed, endurance, etc. This technique can be applied by any melee range technique, or physical projectiles.
	+ Damage/Effect: Unmitigated C- damage. Note: Poison damage can only be applied once per round per user. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: C- per turn used
	+ Range: N/A
	+ Handseals: N/A

**Medical: Yin - Venomous Fatigue**

* The Yin Medical Ninja has learned to mutate the poisonous chakra their body produces. When their poison is activated, not only does it apply additional damage but it also slows muscular response time. Note: This effect does NOT stack with the effects of Noxious Chakra
	+ Damage/Effect: This user poisons now apply an additional debuff of -2 step to targets speed. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: N/A
	+ Range: N/A
	+ Handseals: N/A

**Medical: Yin - Noxious Chakra**

* The Yin Medical Ninja has learned to mutate the poisonous chakra their body produces. When their poison is activated, not only does it apply additional damage but it also disrupts the flow of their chakra usage temporarily. Note: This effect does NOT stack with the effects of Venomous Fatigue
	+ Damage/Effect: The targets chakra costs increase by +2 steps for the next turn. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: N/A
	+ Range: N/A
	+ Handseals: N/A

**Medical: Delicate Illness Extraction Technique (Scaling) (Multi Target)**

* When a person has been afflicted by a pathogen or toxin, this medical ninjutsu can be used to draw out the harmful agent and inoculate them against being poisoned again temporarily.
	+ Damage/Effect: This users makes themselves and their selected allys immune to poison for the next two rounds. This technique has a three turn cooldown.
	+ Speed: N/A
	+ Cost: Users Users Control -1 step for each ally selected
	+ Range: 3
	+ Handseals: 1

**Medical: Yin - Long-term Poison**

* The Yin medical user is able to create long-term poisons that apply very slowly with varied effects. These are only applicable outside of combat, and cannot be used to affect any combat-related activity. Example uses are Truth Serum, Color-blindness, or Amnesia
	+ Damage/Effect: See Description
	+ Speed: N/A
	+ Cost: N/A
	+ Range: N/A
	+ Handseals: N/A

**Medical: Yin - Chakra Scalpel (Scaling)**

* This medical technique forms one's chakra into a small, sharp blade. Unlike regular scalpels, the chakra scalpel can make cuts inside the body without actually creating an open wound, limiting the risks of an infection. In heated combat, even the greatest medical-ninja won't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, damaging their ability to move with long-lasting effect.
	+ Damage/Effect: User’s Control -2 steps. Every time this strikes a target they suffer -1 step to speed. The maximum amount of debuff it can apply is -1 grade to speed (3 successful hits) These injuries are permanent until medically treated or healed. (Refer to "Moderate Injury" rules) This technique has no cooldown.
	+ Speed: User's Control - 2 Steps
	+ Cost: Users Control -1 Step
	+ Range: Melee
	+ Handseals: 1

**B-Rank**

**Medical: Yin - High-Grade Poison**

* The noxious chakra kneaded within the user's body has reached the height of virility. The damage and effects become truly debilitating to their unfortunate foes. NOTE: Poison damage can be applied a maximum of once per turn per attacker, regardless of number of poisoned attacks from that attacker. Poison damage is static/unmitigatable. Apply this damage directly, do not mitigate via speed, endurance, etc. This technique can be applied by any melee range technique, or physical projectiles.
	+ Damage/Effect: Unmitigated B damage. Note: Poison damage can only be applied once per turn per user. This technique has no cooldown.
	+ Speed: N/A
	+ Cost: B- per turn used
	+ Range: N/A
	+ Handseals: N/A

**Medical: Yang - Chakra Enhanced Strength - Shockwave (Scaling) (AOE)**

* A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet, and releasing it onto the target with pinpoint timing. With this strength, the user deals devastating damage with a single punch or kick.
	+ Damage/Effect: Targets suffer -2 steps to speed and -1 tile movement for one round. This technique has a one round cooldown.
	+ Speed: Users Control -1 Grade
	+ Cost: Users Control -2 steps
	+ Range: 5x3
	+ Handseals: 1

**Medical: Healing Wound Destruction**

* A medical ninjutsu where one anticipates the spot the enemy will attack and preemptively applies medical treatment to it, reducing damage to a minimum. The user concentrates chakra to that area and begins the cell recreation process even before the targeted area becomes damaged. The technique will continue to heal damage until the user runs out of chakra, leaving the possibility that the damage will not be completely mended when the technique ends.
	+ Damage/Effect: Heals user equal to their Control (Cap A) This technique does not cost a combat action. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Control +1 Step
	+ Range: N/A
	+ Handseals: X

**Medical: Cooperative Regeneration**

* This technique is so difficult that it requires two or more Yang Medical Ninja to perform. By working together they can perform an elaborate, ritualistic technique in order to create an artificial replacement for a lost limb or section of the body. Note: This technique's difficulty is very high, but can be lowered with the assistance of more users
	+ Damage/Effect: The user and a medical partner who also has this technique can reaplce lost limbs, eyes, organs, etc. Note: Restored eyes do NOT have doujutsu.
	+ Speed: N/A
	+ Cost: B+
	+ Range: N/A
	+ Handseals: N/A

**A-Rank**

**Medical: Master Grade Poison**

* The act of poisoning opponents has surpassed all expectations. So potent is this user's poison that enemies wither away just getting within range.
	+ Damage/Effect: Unmitigated A- damage. Note: Poison damage can only be applied once per round per user. This technique has no cooldown. This technique can be applied by any melee range technique, or physical projectiles.
	+ Speed: N/A
	+ Cost: B+ per turn used
	+ Range: N/A
	+ Handseals: N/A

**S-Rank**

**Medical: Yang - Creation Rebirth**

* The Creation Rebirth technique is the absolute pinnacle of medical ninjutsu and the ultimate regeneration technique. At the cost of ones chakra reserve, damage inflicted to ones body may be regenerated instantly.
	+ Damage/Effect: Heals user equal to chakra spent. This can occur any number of times in a single round so long as the cost is paid. This can be used once per fight.
	+ Speed: X
	+ Cost: Users Control
	+ Range: X
	+ Handseals: 1

**Medical: Yin - Body Pathway Destruction**

* By transforming the chakra within one's body and giving it the properties of electricity, one creates an electric field. As soon as a strike of the hand lands, electricity is poured into the enemy's nervous system, severing the signals and deranging their body control.
	+ Damage/Effect: Target loses their combat action for the next round. Target suffers -1 Grade of endurance, and -2 steps to speed for the next round. This can be used once per fight.
	+ Speed: A
	+ Cost: S+
	+ Range: Melee
	+ Handseals: 1

## Summoning

**D-Rank**

**Summoning: Contract written in Blood (Scaling)**

* With a sacrifice of their own blood and chakra, the user calls forth a mighty beast through a blood contract. The beast acts as a combat companion and ally at the user's direction.
	+ Damage/Effect: The user is capable of summoning their contracted beast with the use of their blood and a handseal. The stats of the summoning can be found by double clicking the summon. The size/strength of the summoning is based on the users summoning perk. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Unique to Summon
	+ Range: Melee
	+ Handseals: 1

**S-Rank**

**Summoning: Sage Mode**

* Sage Mode is an empowered state that can be entered by blending natural energy with one's chakra, creating senjutsu chakra. Sage Mode allows users to tap into the natural force of the world, opening up new techniques to them and allowing them to power up existing ones with the new senjutsu chakra.
	+ Damage/Effect: While active the user gains +2 tile movement speed, +1 step to control, speed, endurance, strength. This can be activated once per fight. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users control -1 step per round active.
	+ Range: Melee
	+ Handseals: 1

## Jinchuriki Ninjutsu

**C-Rank**

**Tailed Beast: Cloak I (Scaling)**

* Expelling the purest of chakra from the users pores, the chakra form envelopes the body enhancing overall combative abilities and pushing the body to it's utmost limits. Under extreme duress, users features are obscured from view due to the immense chakra taking shape.
	+ Damage/Effect: The user in this state gains +1 step to strength and speed, +2 steps to endurance, and +1 tile movement. If this user does not have Jinchuuriki: Bestial Synergy ll they are in berserk mode. This means they cannot cast jutsu or willingly choose their targets. Admins must be contacted to resolve combat in berserk state. If the user has Jinchuuriki: Bestial Synergy ll or higher they are capable of controlling the transformation and casting techniques while cloaked. If this technique is activated due to a jinchuuriki losing all of their stamina, they heal stamina equal to their highest stat +1 Grade (max S) instantly. If the user chooses to activate the cloak, they do not heal upon activation. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Control -1 step each round. This technique has no cost if the user is in berserk mode.
	+ Range: N/A
	+ Handseals: N/A

**B-Rank**

**Tailed Beast: Cloak II (Scaling)**

* The condensed chakra mesh may be further tapped into, as users learn to adapt under the effects of the chakra cloak.
	+ Damage/Effect: The user in this state gains +2 steps to strength and speed, +2 steps to endurance, and +2 tile movement. If this user does not have Jinchuuriki: Bestial Synergy lll they are in berserk mode. This means they cannot cast jutsu or willingly choose their targets. Admins must be contacted to resolve combat in berserk state. If the user has Jinchuuriki: Bestial Synergy lll they are capable of controlling the transformation and casting techniques while cloaked. If this technique is activated due to a jinchuuriki losing all of their stamina, they heal stamina equal to their highest stat + 4 steps (max S) instantly. If the user chooses to activate the cloak, they do not heal upon activation. EXTRA: Upon activation of Tailed Beast: Cloak ll a shockwave is emitted from the user. Anyone in sight is knocked back one tile. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Con Each round. This technique has no cost if the user is in berserk mode.
	+ Range: N/A
	+ Handseals: N/A

**Tailed Beast: Bomb (Scaling) (AOE)**

* Users must gather and balance this chakra in their mouths, shape it into a sphere, and then fire it at their target. Once the chakra has been gathered, the chakra sphere is consumed and is expelled out of the mouth as a brilliant beam of pure energy.
	+ Damage/Effect: Damage: Users Highest Stat +2 steps (Cap S+). This technique gains +4 steps to penetration when striking defensive structures. Extra: If this technique is used in berserk mode, there is a one round cool-down between each use. There is no cool-down if the user is utilizing this technique with Tailed beast: Controlled Cloak. This technique can NOT be used in cloak ll unless the user is in berserk mode. This technique has a two turn cool down.
	+ Speed: Users Highest Stat
	+ Cost: Users Highest Stat +2 steps. This technique has no cost if the user is in berserk mode.
	+ Range: 7x7
	+ Handseals: N/A

**S-Rank**

**Tailed Beast: Controlled Cloak**

* Mastered the form of their tailed beast cloak, users become sentinels derived from energy. Considered "absolute control", the user of controlling said technique is highly regarded as a monster.
	+ Damage/Effect: The user in this state gains +1 to control +2 steps to strength and speed, +1 grade to endurance, and +2 tile movement. This user can now freely enter this cloak and any lower tier cloaks freely and with complete control. The user is now capable of creating Tailed Beast: Bomb freely. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Control +1 Step each round
	+ Range: N/A
	+ Handseals: N/A

## Clan Techniques

###

### Akimichi

**D-Rank**

**Akimichi: Human Bullet Tank (Scaling)**

* A threatening taijutsu trick that converts the user's large frame into a destructive weapon. The user first uses Multi-Size Technique to make themselves into a human-sized ball, then they tuck in their limbs and use chakra to propel themselves into a powerful roll. It is difficult for the user to turn in this form.
	+ Damage/Effect: Users Strength -1 Step (Cap A) The user is re-positioned wherever the technique ends. This technique has a two round cooldown.
	+ Speed: Users Speed
	+ Cost: Users Control -1 steps
	+ Range: 6x1
	+ Handseals: 1

**Akimichi: Multi-Size Technique (Scaling)**

* The user can freely alter their size at will when using this technique, and can use it for an extensive period of time. A common application of the techniques gives the user a very round appearance by mostly increasing the size of the abdominal section. Other, more common applications increase the size of the entire body, turning the user into a giant.
	+ Damage/Effect: User's body becomes 2x2 size. They user suffers -2 tile movement speed and gains +1 step to endurance and strength while active. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Control -1 step per round
	+ Range: N/A
	+ Handseals: 1

**C-Rank**

**Akimichi: Partial Multi-Size Technique (Scaling)**

* This is a practical application of the Multi-Size Technique, which lets one expand their own body. The point of swelling a single part of the body is to use the weight to increase the power of one's physical attacks. The speed of the expansion is exceedingly sudden, which makes it extremely difficult to avoid. This technique requires a considerable amount of chakra.
	+ Damage/Effect: User gains +1 range on their melee strike when this is activated. This can stack with 'Akimichi: Expansive Reach. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control - 2 steps
	+ Range: N/A
	+ Handseals: 1

**B-Rank**

**Akimichi: Super Multi-Size Technique (Scaling)**

* This technique multiples the user's body to a size beyond belief. The attack method depends on the situation and the user's inventiveness, but massive punches, kicks and body slamming is common. However, the abnormally extreme physical change also places a large burden on the user’s body. The clothes of the user also expand along with the body.
	+ Damage/Effect: User's body becomes 3x3 size. They user suffers -4 tile movement speed and gains +2 step to endurance and strength while active. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Control -1 step per round
	+ Range: N/A
	+ Handseals: 1

### Yuki

**D-Rank**

**Yuki Ice: Needle Barrage**

* The user forms needles of ice similar in nature to senbon and release them at their opponents all at once. Do to the nature of the needles, this technique boasts high speed and penetration.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D
	+ Range:5 Tiles
	+ Handseals: 4

**Yuki Ice: Winters Chill**

* Using the moisture present in the air, the user summons snow and sleet in an area around them. The blizzard like conditions make movement and perception very poor.
	+ Damage/Effect: Users Control (D) Users agility -1 step for the next round. This technique has a one turn cooldown.
	+ Speed: D
	+ Cost: D+
	+ Range: 5
	+ Handseals: 4

**Yuki Ice: Paralyzing Cold**

* A breath of pure winter expelled from the user's mouth causes the target's muscles to rapidly numb and fail to respond.
	+ Damage/Effect: Targets speed -2 steps for the next round. This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D-
	+ Range: 6
	+ Handseals: 4

**Yuki Ice: Wall of Snow (Defensive)**

* A thick barrier of snow forms up in front of the user in the shape of a curved bunker wall to intercept the aggression of their foes.
	+ Damage/Effect: Con (D+) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: D-
	+ Range: 1x3
	+ Handseals: 4

**C-Rank**

**Yuki Ice: Needle Storm (Multi Target)**

* This technique creates a cluster of ice needles in the air in front of the user, which the user then launches at the opponent. These needles can change direction in midair and will maim the opponent with their precision.
	+ Damage/Effect: Users Control (Cap C) (Max of five needles) This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C- (For Each Needle, maximum of five)
	+ Range: 6 Tiles
	+ Handseals: 8

**Yuki Ice: Ice Dome (Defensive)**

* This technique freezes the surrounding air and create an ice dome around themselves and/or allies to act as a defense. It is strong enough to withstand the assault of many explosive tags at once, remaining almost undamaged.
	+ Damage/Effect: Users Control (Cap C+) This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: C-
	+ Range: 3x3
	+ Handseals: 10

**Yuki Ice: Frozen Blood**

* A river of ice launches across the ground and spikes upwards towards its target, aiming to strike them with a chilling blow.
	+ Damage/Effect: Users Control (Cap C-) Target Suffers -2 steps to endurance. This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C+
	+ Range: 5
	+ Handseals: 8

**Yuki Ice: Flash Freeze**

* A blast of arctic energy shoots forth from the user's molded chakra. Deadly chunks of ice hurtle through the air to strike the unsuspecting target.
	+ Damage/Effect: Users Control (Cap C) This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C
	+ Range: 6
	+ Handseals: 7

**B-Rank**

**Yuki Ice: Black Dragon Blizzard (AOE)**

* A Yuki Ice technique formed from already existing ice. After forming the needed hand seal, the user will thrust their arms to send out a black ether-like dragon to strike his opponent. As it flies through the air it will begin to turn. When it hits the target it will shatter the technique, and the victim will take massive blunt trauma.
	+ Damage/Effect: Users Control (Cap B+) User must have already used a Yuki technique in this battle in order to use this technique. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B+
	+ Range: 6x1
	+ Handseals: 18

**Yuki Ice: Floating Disk Dance (Scaling)**

* The user has further mastery of Yuki Ice: Disk Launcher to stand on disks in mid-air. They can be strung together and used as platforms to step on as well.
	+ Damage/Effect: While the user is standing on the disk they are considered 'flying' and will recieve +1 step to tile movement while active. If the disk can be launched towards an opponent at any time. Refer to "Yuki Ice: Disk Launcher" for offensive stats. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Control -1 Grade each round
	+ Range: N/A
	+ Handseals: 12

**Yuki Ice: Disk Launcher**

* This technique turns the moisture particles in the air into an ice disk. They can be hurled with tremendous force at a target and are hard to dodge because of their transparency.
	+ Damage/Effect: Users Control (Cap B) This attack requires 'Floating Disk Dance' to be active. This technique does not require a combat action. This technique can be used once per battle.
	+ Speed: B+
	+ Cost: B+
	+ Range: 6 Tiles
	+ Handseals: X

**Yuki Ice: Let It Go**

* The Yuki's power flurries through the air and through the ground, causing a large icicle to fly forth and aim to tear their target asunder.
	+ Damage/Effect: Users Control (Cap B-) This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B-
	+ Range: 5
	+ Handseals: 12

**Yuki Ice: Winterfell (Defensive)**

* With one thought that unleashes an icy burst, the Yuki creates frozen fractals all around and brings it to their front to compact and solidify into a defensive barrier.
	+ Damage/Effect: Users Control (Cap B+) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: B
	+ Range: 3x1
	+ Handseals: 12

**A-Rank**

**Yuki Ice: Twin Dragon Blizzard (AOE)**

* An advanced version of Yuki Ice: Black Dragon Blizzard in which the user releases two dragons of black snow that merge into a spiral formation towards the opponent.
	+ Damage/Effect: Users Control (Cap A-). This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: 7x2
	+ Handseals: 24

**Yuki Ice: Winter's Hunger (Multi Target)**

* The user breathes to life several fluffy winter clouds, joyfully filled with snow and winter fun. The clouds relentlessly hunt down their prey and bombard their body with sharp chunks of icey hail
	+ Damage/Effect: Users Control (A-) . This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A- (For Each Jutsu, max of three)
	+ Range: 6
	+ Handseals: 26

**Yuki Ice: Icy Impalement**

* The Yuki creates such a harsh chill throughout the vicinity that it begins to wilt and kill all wildlife in the vicinity. From this new cold, in addition to the required handseals, the user unleashes a flurry of ice needles that penetrate and rupture a target in several locations.
	+ Damage/Effect: Users Control (A+) Targets suffer -2 steps to speed the next round. This technique has a two turn cooldown.
	+ Speed: A-
	+ Cost: A+
	+ Range: 6 tiles
	+ Handseals: 24

**Yuki Ice: Frozen Barricade (Defensive)**

* The user shoves both hands forward and frost launches from their hands. A massive wall of ice solidifies and quickly forms in front of them.
	+ Damage/Effect: Users Control (A+) This technique has a two round cooldown.
	+ Speed: X
	+ Cost: A
	+ Range: 5x1
	+ Handseals: 24

**Yuki Ice: Ice Mirrors (Defensive) (Scaling)**

* An abominable and tremendous ability, it was passed down only within the Yuki clan. It is a technique wrapped up in many mysteries. It was said that no method in existence can defeat this technique. In an instant, multiple mirrors of ice are created around the enemy, reflecting nothing but the user and trapping their target inside. The mirrors are incredibly durable, and reflect an image of the user on each sheet. Senbon launch from each mirror in rapid succession, aiming to penetrate their opponent's muscles to do devastating amounts of damage.
	+ Damage/Effect: Users Control -1 Step (A+) the user must be inside the technique when it is created. All targets are trapped inside the technique with the user unless they the structure is penetrated or broken. While inside, targets will suffer -2 steps to speed and -3 steps to tile movement while trapped inside.This technique can be used once per battle.
	+ Speed: Users Control -2 steps
	+ Cost: Users control
	+ Range: 5x5
	+ Handseals: 28

**S-Rank**

**Yuki Ice: Death From Above (AOE)**

* The Yuki folds handseals together in a rapid succession, causing the clouds above to darken into a black cloud. From it, ice begins to rapidly form in the sky above them and connect together into a grand scale icicle that will fall from the heavens and rupture any targets standing in it's radius.
	+ Damage/Effect: Users Control (S-) Targets suffer -2 steps to endurance the next round. This technique has a two round cooldown.
	+ Speed: S
	+ Cost: S+
	+ Range: Any Visible Target
	+ Handseals: 36

**Yuki Ice: Snow Day (AOE)**

* The user raises both hands into the air causing the atmosphere to chill. A storm brews; chilling the air and making it rain down a wave of shrapnel in a mass of destruction.
	+ Damage/Effect: Users Control (S+) Target suffers -2 steps to speed the next round. This technique has a two round cooldown.
	+ Speed: S
	+ Cost: S+
	+ Range: 5 tiles 3x3
	+ Handseals: 36

###

### Hyuuga

**D-Rank**

**Hyuuga: Byakugan (Scaling)**

* This dōjutsu usually is manifested as very distinctive eyes, characterized by their enlarged and featureless white irises with no visible pupils. While active, the pupils become more distinct and the veins near their temples bulge. The user gains nearly 360 degree vision, is able to denote chakra with high distinction, and can differentiate between sources of chakra such as Clones
	+ Damage/Effect: User is now capable of seeing targets chakra and gains a +1 to Agi. Note: If the user has "Hyuuga: Ocular Mastery" they will gain a total +2 Agi and suffer no drain from this technique. This technique has no cooldown. Activating this technique does not count as a combat action.
	+ Speed: N/A
	+ Cost: E+ Every round Active
	+ Range: N/A
	+ Handseals: N/A

**Hyuuga: Eight Trigrams Sixteen Palms**

* This technique is used to close off the flow of chakra through chakra points of an opponent's chakra pathway system. This eliminates their ability to use chakra effectively and makes it difficult for them to move. The technique causes extensive internal damage as well.
	+ Damage/Effect: Users Control (Cap D+) Increases the targets chakra costs of all techniques by +1 step for the next round. This technique can be reapplied but does not stack. This technique has a one round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: 1

**C-Rank**

**Hyuuga: Eight Trigrams Thirty-Two Palms**

* This technique is used to close off the flow of chakra through chakra points of an opponent's chakra pathway system. This eliminates their ability to use chakra effectively and makes it difficult for them to move. The technique causes extensive internal damage as well.
	+ Damage/Effect: Users Control (C) Increases the targets chakra costs of all techniques +2 steps for the next round. This technique can be reapplied but does not stack. This technique has a one round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: 1

**Hyuuga: Eight Trigrams Sixty-Four Palms**

* This technique is used to close off the flow of chakra through chakra points of an opponent's chakra pathway system. This eliminates their ability to use chakra effectively and makes it difficult for them to move. The technique causes extensive internal damage as well.
	+ Damage/Effect: Users Control (B-) Increases the targets chakra costs of all techniques +3 steps for the next round. This technique can be reapplied but does not stack. This technique has a two round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control
	+ Range: Melee
	+ Handseals: 1

**Hyuuga: Gentle Fist Art One Blow Body (AOE)**

* A technique born from their innate ability to expel chakra from every tenketsu on their body, a member of the Hyuuga clan can hit their opponent with a blast of chakra that will send them flying away from the user.
	+ Damage/Effect: Users Control -1 Grade (A) The user pushes back everyone in range away from the user by two tiles. This technique has a two round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Con -2 steps
	+ Range: 3x3 centered on the user
	+ Handseals: 6

**Hyuuga: Eight Trigrams Palms Revolving Heaven (Scaling) (Defensive)**

* This technique utilities the chakra control gained through Gentle Fist training to release a huge amount of chakra from all the chakra points on the user's body. It is also a defensive maneuver to compensate for the Byakugan's blind spot as the released chakra blocks any possible attack on the user. The technique is also capable of reflecting an opponent's chakra against them.
	+ Damage/Effect: Users Control (A) If any enemies are in range of this technique they are knocked back 1 tile. This technique has a three round cooldown.
	+ Speed: N/A
	+ Cost: Users Con -1 Step
	+ Range: 3x3
	+ Handseals: 1

**Hyuuga: Eight Trigrams Vacuum Palm (Scaling) (AOE)**

* The user precisely pinpoints the enemy's vital points with the Byakugan and releases a high-speed palm thrust. A "vacuum shell" compressed using the Gentle Fist is formed to attack the opponent's vitals from a distance, blowing them off their feet with tremendous force before they even notice they were hit.
	+ Damage/Effect: Users Control -1 Step (Cap B) Pushes targets back 1 step. This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: Users Con -1 Step
	+ Range: 3x3
	+ Handseals: 4

**B-Rank**

**Hyuuga: Eight Trigrams One Hundred Twenty-Eight Palms**

* This technique is used to close off the flow of chakra through chakra points of an opponent's chakra pathway system. This eliminates their ability to use chakra effectively and makes it difficult for them to move. The technique causes extensive internal damage as well.
	+ Damage/Effect: Users Control (Cap A-) Increases the targets chakra costs of all techniques +4 steps for the next round. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control +1 Step
	+ Range: Melee
	+ Handseals: 1

###

### Inuzuka

**D-Rank**

**Inuzuka: Dynamic Marking**

* This technique involves a ninkin urinating on a target, marking it with a strong odor that allows both him and the user to easily track it by scent. Ninkin are very skilled in this, being able to hit targets very accurately, and even multiple targets at once. This is a prerequisite for using the Fang Wolf Fang, as the speed of the technique makes it impossible for the user to track targets by sight while using it.
	+ Damage/Effect: Targets that are marked can be tracked by this user for one OOC day. Contact admins when following a scent. No cooldown.
	+ Speed: N/A
	+ Cost: N/A
	+ Range: N/A
	+ Handseals: N/A

**Inuzuka: Four Legs Technique (Scaling)**

* This technique grants animal-like accelerated fighting instinct and reflexes to the user. By enveloping their entire body in chakra and moving on all fours, they can obtain high speed movement and reflexes like that of a wild animal. Taught only to the members of the Inuzuka clan, this technique forms the basis of a Inuzuka clan member's taijutsu fighting style, and will add even more to their feral-like appearances; their canine teeth, their finger and toenails grow to claw-like length, their eyes also become more wild with their pupils becoming slits.
	+ Damage/Effect: Increases the users speed by +1 Step. Note: Activating this technique does not count as a combat action but must be noted in players roleplay. No cooldown.
	+ Speed: N/A
	+ Cost: Users Control -1 grade
	+ Range: N/A
	+ Handseals: N/A

**Inuzuka: Passing Fang (Scaling)**

* The user spins at a ferocious speed and delivers many powerful beast-like attacks when contact is made with the target. The technique can inflict extreme damage on a human target, as it can readily tear through thick tree branches and chakra reinforced earth wall; all of which with a radius thicker than the user itself.
	+ Damage/Effect: Users Strength -1 steps (Cap A) This technique will launch the user 2 steps forward towards the target, regardless of movement tile speed. This technique has a two round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control -1 steps
	+ Range: 2 Tiles Forward
	+ Handseals: X

**C-Rank**

**Inuzuka: Fang Passing Fang (Scaling) (Penetrating)**

* The user and their ninken partner spin at a ferocious speed and deliver many powerful beast-like attacks when contact is made with the target. The force of this attack is strong enough to drill through stone. When this attack is done alone, it is called Passing Fang.
	+ Damage/Effect: Users Strength -1 steps (Cap A) This technique will launch the user and his ninken 2 steps forward towards the target, regardless of movement tile speed. This technique gains +2 steps to damage when penetrating a defense. User must be within 1 tile of their ninken to activate. This technique has a two round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control -1 Step
	+ Range: 2 Tiles Forward
	+ Handseals: 1

**B-Rank**

**Inuzuka: Human Beast Combination Transformation: Double-Headed Wolf (Scaling)**

* A Combination Transformation where the user and their ninken become a single entity. It is a specialty of the Inuzuka clan, they fuse into a two-headed wolf, thus drastically increasing their size, and power. In their direct attacks, they demonstrate great efficiency. Furthermore, using techniques in addition to this gives birth to an extraordinary destructive power.
	+ Damage/Effect: The user now combined with its ninken is a 2x2 size. The user gains +2 step to strength +2 tile range when using melee attacks. This technique can be used once per battle.
	+ Speed: X
	+ Cost: Users Control Per Round
	+ Range: Increases melee range +2 tiles
	+ Handseals: 10

###

**Inuzuka: Human Beast Combination: Fang Wolf Fang (Scaling) (Penetrating)**

* Man and beast transform into a single two-headed, gigantic animal thanks to the Human Beast Combination Transformation: Double-Headed Wolf technique, and have their body spin in a violent assault against the enemy. The ultra-violent rotation creates a vacuum vortex in its surroundings, that tears the enemy apart even without touching them directly. The excessively high speed of the rotation strips the user of their field of vision, but marking the enemy beforehand makes it possible to tail them with the sense of smell. Such power is not without its drawbacks however, as it can quickly tire the user out.
	+ Damage/Effect: Users strength. This technique will launch the large beast 3 steps forward towards the target, regardless of movement tile speed. This technique gains +2 steps to penetration when striking defensive structures. This technique has a two round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control
	+ Range: 2 Tiles Forward
	+ Handseals: 1

### Kaguya

**D-Rank**

**Kaguya: Bone Weapon Density Enhancement (Scaling)**

* To obtain the strongest-absolute hardest weapon, a considerable amount of chakra is needed. Enhanced to the highest degree-maximum solidity due to the dense compression, the bone weapon is exceedingly large. Since its destructive power has no meaning if the blow does not connect with the opponent.
	+ Damage/Effect: Weapon Damage +1 Step (Melee only) This technique can exceed any caps. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -2 steps
	+ Range: N/A
	+ Handseals: N/A

**Kaguya: Hollowed Bone Flight (Scaling)**

* By thinning the density within their bone structure, the user is able to temporarily increase their speed in order to close in on their foes and launch an attack
	+ Damage/Effect: Users Strength -2 steps. User gains +2 tile movement for one round .This technique has a two turn cooldown.
	+ Speed: Users Speed
	+ Cost: Users Control -1 Step
	+ Range: Two Tiles Forward
	+ Handseals: X

**C-Rank**

**Kaguya: Spinal Fley**

* The user grabs hold of their spine, yanking it from their body and whipping it out across its targets legs in attempts to slow their movement.
	+ Damage/Effect: Users Strength -1 Grade. Target suffers -1 step to speed and -1 tile movement next round. This technique has a one round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control
	+ Range: 3
	+ Handseals: X

**Kaguya: Ten Finger Drilling Bullets**

* Hardened bones from the fingertips are shot at the enemy, with a spinning motion added to the skeletal bullets. A direct hit will excavate skin, flesh, and bone. Since the bones of the user can be regenerated, the rate of fire from the user's arsenal is limitless.
	+ Damage/Effect: Users Strength -1 Step This technique has a one round cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control
	+ Range: 6
	+ Handseals: 10

**B-Rank**

**Kaguya: Wicked Boneyard (Scaling)**

* Countless bones rise from underground in a hideously macabre display. The user is able to blend in with the bones in the field, granting them the 'sneaking' status (see rules post). Every turn the user ends within the field re-applies the 'sneaking' state.
	+ Damage/Effect: The user conceals themselves in the bones and gains the Sneaking bonus (1+step reflex) as long as they stay hidden in the 5x5 of bone. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Control -1 Grade
	+ Range: 5x5 around the user
	+ Handseals: 10

**Kaguya: Wicked Boneyard: Savage Bones**

* The raised bones from within Wicked Boneyard lash out and attack foes within reach as if they had mind's of their own.
	+ Damage/Effect: Users Strength -1 Grade. The user can use this technique on a target every round, as long as theyre still in the boneyard. This technique does not cost the user an action. This technique cannot be activated the same turn as Wicked Boneyard. No cooldown.
	+ Speed: Users Agility
	+ Cost: Users Control -2 Steps
	+ Range: Target must be within 'Boneyard'
	+ Handseals: N/A

###

### Kami

**D-Rank**

**Kami: Paper Weaponry**

* A technique that consists of using chakra to harden and shape paper into small flying weapons. The user can fold the paper shuriken into different shapes, including the normal four-pointed star shape and a more kunai-like shape.
	+ Damage/Effect: Users Control (Cap D) This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D
	+ Range: 6 Tiles
	+ Handseals: 4

**Kami: Paper Blades On the Wind**

* The user causes many large blades of sharpened paper to hurtle through the air at high speed aimed straight for the target's weak points.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: D
	+ Cost: D
	+ Range: 5 Tiles
	+ Handseals: 4

**Kami: Folded Shield (Defensive)**

* The character reaches out in front of them and creates a multi-layer folding shield to soak the impact of an oncoming attack.﻿
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: D-
	+ Range: 1x1
	+ Handseals: 4

**C-Rank**

**Kami: Paper Wings (Scaling)**

* Using the multitude of paper at their disposal, the user creates massive wings out of paper that are capable of flight.
	+ Damage/Effect: The user obtains the "flying" status, see rules post, and gains +1 tile movement speed while both wings are out. If any of the wings is destroyed or used, the movement speed is lost. This technique does not require an action. This technique can be used once per battle.
	+ Speed: N/A
	+ Cost: Users Control - 1 grade per round
	+ Range: N/A
	+ Handseals: 10

**Kami: Paper Wall**

* The user brings forth the paper within their body to solidify it into a large and sturdy wall, offering a grand defense against all incoming sources.
	+ Damage/Effect: Users Control (Cap C+). This technique has a one round cooldown.
	+ Speed: X
	+ Cost: C-
	+ Range: 1x3
	+ Handseals: 6

**Kami: Font Of Needles**

* A blast of paper needles unleashes outwards in a rapid torrent, aiming to shred their opponent to smithereens.
	+ Damage/Effect: Users Control (Cap C). This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C
	+ Range: 6 Tiles
	+ Handseals: 6

**Kami: Spiral Parchment Strike** **(Multi Target)**

* Tightly coiling paper into spears, the user raises their hands causing them to launch forward aiming to pierce

their targets.

* + Damage/Effect: Users Control (Cap C) This technique has a one round cooldown.
	+ Speed: C
	+ Cost: C (Per target, max of three)
	+ Range: 5 Tiles
	+ Handseals: 6

**B-Rank**

**Kami: Paper Wings: Feather Rain (Scaling)**

* As long as the user has 'Paper Wings' active, they can unleash their wings towards a target for devastating damage.
	+ Damage/Effect: Users Control (Cap B+). This technique requires and uses up both wings. This technique has a two round cooldown.
	+ Speed: Users Control -1 steps
	+ Cost: Users Control
	+ Range: 7 Tiles
	+ Handseals: 16

**Kami: Guardian Angel (Scaling) (Defensive)**

* The user enhances the paper around there body, hardening it as a form of protection from incoming techniques.
	+ Damage/Effect: The user can reduce the damage of one incoming technique -2 steps. This technique can be used once per fight. Using this technique does not count as a combat action. This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: Users Control -2 steps
	+ Range: N/A
	+ Handseals: N/A

**Kami: Paper Blast Zone (Multi Target) (AoE)**

* The user forms several handseals and unleashes a flurry of explosive papers that launch off at the targets, erupting upon contact.
	+ Damage/Effect: Users Control (Cap B-) This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B+ (Each Jutsu, max two targets)
	+ Range: 5 tiles 3x3
	+ Handseals: 12

**Kami: Paper Vortex**

* The user forms several handseals and from their hands, a torrent of paper whirls forth into a vortex and lashes out at a single target.
	+ Damage/Effect: Users Control (Cap B) This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 6 tiles
	+ Handseals: 14

**Kami: Paper Shredder**

* The user scatters paper out at a target's feet before forming handseals, causing them to erupt upwards and shred the target's legs asunder.
	+ Damage/Effect: Users Control (Cap B-) Users speed -1 step for the next round. This technique has a one turn cooldown.
	+ Speed: B-
	+ Cost: B-
	+ Range: 5 tiles
	+ Handseals: 12

**A-Rank**

**Kami: Paper Chakram**

* The user combines a large quantity of paper sheets into a single chakram-like shape, which they then throw at the intended target.
	+ Damage/Effect: Users Control (Cap A). This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A-
	+ Range: 7 Tiles
	+ Handseals: 24

**Kami: Flock of Flensing Fowl (Multi Target)**

* By channeling the chakra required through the usage of several handseals, the user manipulates their paper into several small birds that strike out at a target and impale them with their beaks. After being impaled, the beaks on the birds open and cause the skin to separate, making them more perceptible to further sources of damage.
	+ Damage/Effect: Users Control (Cap A-) Targets suffer -1 step to endurance the next round. This technique has a two round cooldown.
	+ Speed: A
	+ Cost: A- (For each jutsu. Max of three)
	+ Range: 6 Tiles
	+ Handseals: 26

**Kami: Swiftly Blinding Parchment (AOE)**

* The user channels their chakra intently to form a rather large sheet of paper that encases the target's head temporarily before disintegrating, causing them to have a delayed reaction to incoming techniques and attacks.
	+ Damage/Effect: Users Control (Cap A) Targets suffer -1 step to agility the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: 6x3
	+ Handseals: 24

**Kami: Entombing Paper Flurry (AOE)**

* The user forms a set of handseals and causes the paper that forms their body to separate from themselves, unleashing outwards and wrapping around the targets trapped within the paper storm.
	+ Damage/Effect: Targets suffer -2 steps to speed and agility for the next turn. Targets suffer -1 tile movement for the next round . This technique has a two round cooldown.
	+ Speed: B+
	+ Cost: A
	+ Range: 7x3
	+ Handseals: 26

**S-Rank**

**Kami: Origami Doom (AOE)**

* Numerous origami cranes float peacefully through the air in an astonishingly beautiful display. Every time a crane comes into contact with skin they instantly incinerates like white-hot fire, melting flesh away to the bone.
	+ Damage/Effect: Users Control (Cap S+) Cannot damage defensive structures. This technique has a two round cooldown.
	+ Speed: S-
	+ Cost: S
	+ Range: All Visible Targets
	+ Handseals: 34

**Kami: Paper World**

* Placing their hands firmly upon the ground, the user channels a volume of paper beyond comprehension. The entire landscape around them rapidly overlays with paper, changing shape and color to perfectly mimic reality in a new shape. Targets trapped inside are unable to tell paper reality from true reality, and cannot react properly to threats.
	+ Damage/Effect: Targets suffer -1 Grade to speed, and agility for one round. Targets suffer -2 tile movement for one round . This technique has a two round cooldown.
	+ Speed: A+
	+ Cost: S+
	+ Range: All Visible Targets
	+ Handseals: 1

###

### Nara

**D-Rank**

**Nara: Shadow Sewing**

* The user changes the shape of their shadow into several sharp needles and controls each separately. They can then attack several targets simultaneously and at the same time snatch away their ability to move by sewing them stuck with the shadow threads. Because it is a physical attack, it is impossible to capture someone without harming them. This technique is usually used to go through the target and capture them, but depending on the opponent, it can also be used as an attack to bring them down.
	+ Damage/Effect: Users Control. This technique has no cooldown.
	+ Speed: Users Control -2 steps
	+ Cost: Users control -1 Step (For each shadow applied)
	+ Range: 5 Tiles
	+ Handseals: 1

**C-Rank**

**Nara: Fatiguing Shades**

* The user's shadow launches hundreds of minuscule shadow pins into their enemy's legs, reducing their speed heavily.
	+ Damage/Effect: The target suffers -2 tile movement speed and -2 steps to Speed for the next round. This technique has no cooldown.
	+ Speed: Users Control -1 Grade
	+ Cost: Users control -1 Step (For each shadow applied)
	+ Range: 6 Tiles
	+ Handseals: 1

**B-Rank**

**Nara: Shadow Clutch**

* The user materializes their shadow and increases its power, becoming like steel. The user then captures the target's shadow and forcibly moves them about. The techniques strength is proportionate to the chakra put into it, with enough strength even giants can be moved. Unlike with the Shadow Imitation Technique, though the two shadows are connected, the target is not forced to copy the user's movements, allowing them to retain their own range of motion.
	+ Damage/Effect: Users Control -2 steps. The target struck by this technique can be shoved 2 tiles in the direction of the users choosing. This technique has no cooldown.
	+ Speed: Users Control - 1 Grade
	+ Cost: Users control -1 Step (For each shadow applied)
	+ Range: 6 Tiles
	+ Handseals: 1

**A-Rank**

**Nara: Black Spider Lily**

* Utilizing the binding shadows of their already afflicted foes, the Nara user launches an assault at blinding speed and massive range to connect a web of their opponents shadows.
	+ Damage/Effect: Users Control +1 step. This technique can only be used after a target has been hit by any other Nara technique. This technique originates from that target, and branches out to new targets from that point. This technique has a one round cooldown.
	+ Speed: Users Control - 2 Steps
	+ Cost: Users Control (For each target struck)
	+ Range: 7 tiles from any existing binding
	+ Handseals: 1

###

### Shoton

**D-Rank**

**Crystal Release: Hexagonal Shuriken**

* The user creates crystal shuriken to launch in a deadly hail at a target
	+ Damage/Effect: Users Control (Cap D) This technique has a one round cooldown.
	+ Speed: D+
	+ Cost: D
	+ Range: 6 Tiles
	+ Handseals: 4

**Crystal Release: Crystal Impalement**

* Similar to that of the The user creates a giant crystal shuriken, and throws it at the enemy.
	+ Damage/Effect: The user creates one large crystal shuriken that launches towards their opponent. This technique has a one round cooldown.
	+ Speed: D
	+ Cost: D
	+ Range: 5
	+ Handseals: 4

**Crystal Release: Crystallized Barrier (Defensive)**

* Bringing their arms together in quick upward motion, a sharp formation of crystal springs forth from the ground forming a hard personal shield.
	+ Damage/Effect: Users Control (Cap D+) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: D-
	+ Range: 1x1
	+ Handseals: 4

**Crystal Release: Crystallized Spikes**

* User smashes their palms in to the ground and causes a surge of crystals to rise up underneath their opponent's feet, intent to damage and impair their target from moving any further forward.
	+ Damage/Effect: Targets suffers speed -2 steps and -1 tile movement for one round. This technique has a one round cooldown.
	+ Speed: E+
	+ Cost: D-
	+ Range: 4
	+ Handseals: 4

**C-Rank**

**Crystal Release: Crystal Wheel (Scaling)**

* The user creates a ring-shaped wheel out of crystal and that spins rapidly over them. It increases the users mobility and drives them forward as the ring digs through the landscape.
	+ Damage/Effect: User gains +1 step to tile movement until struck by an enemy technique. This technique does not cost the user an action.
	+ Speed: N/A
	+ Cost: Users Control -2 Steps
	+ Range: N/A
	+ Handseals: 6

**Crystal Release: Crystal Needles (Multi Target)**

* The user creates three large crystal needles that shoot at targets at extremely high speeds with pinpoint accuracy. This technique cannot be shot multiple times at the same target.
	+ Damage/Effect: Users Control (Cap C) This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C (For each jutsu, max 3)
	+ Range: 6 Tiles
	+ Handseals: 8

**Crystal Release: Wall of Thickened Shards (Defensive)**

* Pulling from the environment, shards of crystal fly through the air to form a bristling wall to block incoming attacks.
	+ Damage/Effect: Users Control (Cap C+) This technique has a one round cooldown.
	+ Speed: X
	+ Cost: C-
	+ Range: 1x3
	+ Handseals: 8

**Crystal Release: Crystal Lance (Scaling) (Penetrative)**

* This technique allows the user to create a large and sharp spear-like crystal surrounding their forearm, which they can use to impale their target.
	+ Damage/Effect: Users Control -2 steps (A) When this technique strikes a defensive technique it gains +2 steps to damage in order to penetrate. This technique has a two round cooldown.
	+ Speed: Users Control - 2 steps
	+ Cost: Users Control -1 Step
	+ Range: 2
	+ Handseals: 8

**Crystal Release: Lucent Pillar**

* A transparent pillar of purest crystal launches upward from the earth to impale the target's feet and legs.
	+ Damage/Effect: Users Control (Cap C+) Target suffers -1 step to speed for the next round. This technique has a one round cooldown.
	+ Speed: C-
	+ Cost: C+
	+ Range: 5
	+ Handseals: 6

**B-Rank**

**Crystal Release: Crystal Dragon (AOE)**

* The user crystallizes a material in the area, and then turns it into a massive crystalline dragon. The dragon then launches forward aiming to crash into anything in its path.
	+ Damage/Effect: Users Control (B+) This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B+
	+ Range: 7x1
	+ Handseals: 18

**Crystal Release: Crystalline Fortress (Defensive)**

* The user creates a dome of crystal to surround a target. Placing both hands on the ground, the dome emerges from beneath the ground to surround the victim. It is highly durable from both external and internal attacks.
	+ Damage/Effect: Users Control (Cap B+) This technique has a one round cooldown.
	+ Speed: N/A
	+ Cost: B
	+ Range: 5x5
	+ Handseals: 18

**Crystal Release: Crystal Armour (Scaling)**

* This technique allows the user to cover their skin with a thin sheet of crystal that improves their defense against physical attacks. The crystal is transparent and can only be noticed by light reflecting off it.
	+ Damage/Effect: -1 Step of damage from all incoming physical sources while active. +1 Step to Strength while active. This technique can be used once per battle.
	+ Speed: User suffers -1 tile movement while active
	+ Cost: Users con -2 Steps per round
	+ Range: N/A
	+ Handseals: 12

**Crystal Release: Crystal Shrapnel**

* After making the proper handseals, the user unleashes a flurry of crystal shards that penetrate a target's skin and leave them visibly less durable for the resounding duration.
	+ Damage/Effect: Users Control (Cap B-) Target suffers -1 step to endurance the next round. This technique has a one round cooldown.
	+ Speed: B
	+ Cost: B
	+ Range: 5
	+ Handseals: 12

**Crystal Release: Sole Spike**

* After forming handseals, the user causes a crystaline surface to form at the bottom of a target's soles, impaling their feet with spikes and causing them to have a more difficult time to react to incoming abilities due to the pain.
	+ Damage/Effect: Users Control (Cap B) Target suffers -1 step agility the next round. This technique has a one round cooldown.
	+ Speed: B-
	+ Cost: B
	+ Range: 6
	+ Handseals: 12

**A-Rank**

**Crystal Release: Crystal Encampment Wall (Defensive)**

* The user sends out a wave of chakra, which then turns into an almost impenetrable crystal wall, given the fact that it repairs itself when damaged.
	+ Damage/Effect: Defense (Cap A) This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: A-
	+ Range: 1x5
	+ Handseals: 22

C**rystal Release: Crystal Mirror Reflection (Defensive)**

* With immense precision and care, the user creates a perfect mirror of crystal. When aimed at a target, the target's attacks are reflected back at them for surprising and devastating effect.
	+ Damage/Effect: This technique reflects an attack back at its opponent. This technique can be used once per battle. This technique has a two round cooldown.
	+ Speed: N/A
	+ Cost: The chakra cost is equal to the damage of the incoming technique +1 step.
	+ Range: Same range as the original technique
	+ Handseals: 30

C**rystal Release: Crystal Devestation (Multi Target)**

* The user manipulates their hands through the appropriate handseals in order to form crystal stalagmites that grow from the ground around them and break off, before unleashing at their targets with great speed. Each large enough to completely impale a person's torso.
	+ Damage/Effect: Users Control (A). This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A (For each jutsu, max 3)
	+ Range: 6 tiles
	+ Handseals: 26

C**rystal Release: Crystalline Crippler (AOE)**

* After moulding their chakra through the proper handseals, the user causes crystal to form around the legs of a user before striking inwards, tearing through armor and flesh both, before erupting and causing massive harm.
	+ Damage/Effect: User's Control (Cap A-) Targets suffer -2 steps to speed for the next round. This technique has a two round cooldown.
	+ Speed: A-
	+ Cost: A
	+ Range: 5 tiles 3x3
	+ Handseals: 28

**S-Rank**

C**rystal Release: Crystal Coffin**

* The user focuses their immense control and manipulation of crystal onto a single target and, after forming handseals, they encase their visible target entirely in a crystalline structure. Upon the target being captured, the user then clenches their hand into a fist and causes the crystal to erupt with the target inside, intent on exploding them into nothing more than a bloodied mass.
	+ Damage/Effect: Users Control (S+) Targets suffer -2 steps to endurance the next round. This technique has a two round cooldown.
	+ Speed: S
	+ Cost: S+
	+ Range: 7
	+ Handseals: 36

C**rystal Release: Crystal Storm**

* After channeling their chakra and making the proper handseals, the user lifts their hands into the sky and channels their chakra into the clouds above. From the sky, a hail-strike of pure crystal falls down and threatens to impale any and all people caught inside of the radius.
	+ Damage/Effect: Users Control (S-) Targets suffer -2 tile movement the next round. This technique has a two round cooldown.
	+ Speed: S
	+ Cost: S+
	+ Range: All visible targets
	+ Handseals: 36

###

### Uchiha

**D-Rank**

**Uchiha: Sharingan l**

* This dōjutsu manifests as a vibrant red iris containing a black ring encircling the pupil. On the ring rests a single curved teardrop shape known as a "Tomoe". The Sharingan is a form of dōjutsu with varied forms and powerful effects. In its simple state with a single Tomoe the user has enhanced vision and the ability to see Chakra.
	+ Damage/Effect: User is now capable of seeing targets chakra and gains a +1 to Agi Note: This technique has no drain with "Uchiha: Ocular Endurance" This technique has no cooldown. Activating this technique does not count as a combat action.
	+ Speed: N/A
	+ Cost: E+ Drain Per Round
	+ Range: N/A
	+ Handseals: N/A

**C-Rank**

**Uchiha: Sharingan ll**

* The user's Sharingan has evolved and developed a second Tomoe. They have unlocked the secrets to utilizing unique abilities such as Eye of Hypnosis and Eye of Insight.
	+ Damage/Effect: While active the user gains +2 steps to agility and is capable of seeing targets chakra. Note: If the user has the "Uchiha: Ocular Endurance" they suffer no drain from keeping it active. This technique has no cooldown. Activating this technique does not count as a combat action.
	+ Speed: N/A
	+ Cost: D- Drain Per Round
	+ Range: N/A
	+ Handseals: N/A

**B-Rank**

**Uchiha: Sharingan lll**

* The Sharingan has fully matured and developed its third and final Tomoe. This unlocks the ability to master the Eyes of Hypnosis and Eye of Insight.
	+ Damage/Effect: While active the user gains +2 steps to agility, +1 step to control, and is now capable of seeing targets chakra. Note: Suffer no drain from keeping it active with Occular Endurance. Activating this technique does not count as a combat action.
	+ Speed: N/A
	+ Cost: C+ Drain Per Round
	+ Range: N/A
	+ Handseals: N/A

###

### Hozuki

**D-Rank**

**Hozuki: Suika**

* The Hozuki clan member is able to liquify their body in response to attacks at the cost of their chakra
	+ Damage/Effect: Negate damage by expending chakra equal to Damage +1 Grade. Negate damage by expending chakra equal to Damage +1 Grade. This does not use a combat action. The user still suffers debuffs from the incoming techniques. Has no cooldown.
	+ Speed: N/A
	+ Cost: Damage +1 Grade
	+ Range: N/A
	+ Handseals: N/A

**Hozuki: Great Water Arm**

* By putting the Absorption Technique into practical use, the muscles of the arm are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the entire arm, like an instant pump-up. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high. The technique gives the user superhuman strength, capable of breaking through both rock walls and steel doors with ease.
	+ Damage/Effect: Users Control (Cap A) This technique has a one round cooldown.
	+ Speed: Users Control - 1 steps
	+ Cost: The cost is equal to the users control -1 step per round.
	+ Range: Melee
	+ Handseals: N/A

**C-Rank**

**Hozuki: Water Gun**

* The user mimics a fire gun with his hand and, through the Hydrification Technique, compresses a drop of water in their index finger, firing it with tremendous force and speed similar to a gunshot.
	+ Damage/Effect: Con (A) Targets suffer -1 step to agility for one round. This technique has a one turn cooldown.
	+ Speed: Users Control -2 steps
	+ Cost: Users Control
	+ Range: 6
	+ Handseals: N/A

**A-Rank**

**Hozuki: Second Coming of the Demon**

* After using Absorption Technique to merge with a water source, the user can form a giant wave that resembles a demon-like fish. Becoming the living embodiment of an ancient beast of the sea, this technique makes the user second to none when submerged in water. The user can use this form to battle larger opponents.
	+ Damage/Effect: While the user is using Second coming of the Demon their melee attacks extend 3 tiles from the creatures body and deal damage equal to User's Control (Cap A+). The user gains +1 Grade to endurance while in this state for defense purposes. This technique can be used once per battle.
	+ Speed: Users Control -1 step.
	+ Cost: The cost is equal to the users control +1 step per round.
	+ Range: The jutsu is as large as a 5x5. The jutsus melee range is increased to 3 tiles. 3x3
	+ Handseals: 30