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 Wind Ninjutsu

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PostSubject: Wind Ninjutsu   Sat Jan 17, 2009 11:01 pm

Wind Ninjutsu
======================

Stage One (Academy Skills)

Name: Fuuton: Kaze Bunshin (Wind Element: Wind Clone)
Description: Wind Clone is a basic technique learned by many Academy students, creating a basic clone of the user from the very wind itself. This copy looks exact like its creator, though it does appear slightly translucent. If it meets the requirements for a Wind jutsu, it can use that jutsu, dispelling itself automatically afterwards. Normally, these clones are dispatched after receiving a solid hit.
Base Effect: Creates one clone.
Stage Two Effect: Creates two clones.
Stage Three Effect: Creates three clones.
Stage Four Effect: Creates four clones.

Name: Fuuton: Kaze Fuuchuufuyuu (Wind Element: Wind Levitation)
Description: Through repeated uses of Wind Levitation, the user becomes more adept at Wind Ninjutsu overall, for this technique embodies almost all the fundamentals required to manipulate the power of the breeze. Controlling the wind, the user forces a hefty amount beneath an object with a sharp burst to cause it to “jump” into the air. While this can be used on inanimate objects to scoop them up deftly without having to reach down, Genin tend to use this technique to boost their jump with a little extra oomph.
Base Effect: The wind burst has the power to boost a jump two feet.
Stage Two Effect: The wind burst has the power to boost a jump four feet.
Stage Three Effect: The wind burst has the power to boost a jump six feet.

Name: Fuuton: Yadama Furooseigyo (Wind Element: Projectile Control Skill)
Description: As a rather advanced skill for Academy students, Projectile Control Skill is a technique that has evolved from merely guiding the trajectory of thrown weapons to a dual offense and defense skill. By imbuing the air around them with Chakra, circular currents of wind form about the user, carrying projectiles. While the projectiles themselves don’t revolve with a terrifying speed, it can be a fearsome-looking deterrent. Furthermore, the projectiles can be thrown through releases of wind.
Base Effect: The currents last for two posts. Projectiles are released with half of the user’s normal throwing speed.
Stage Two Effect: The currents last for three posts. Projectiles are released with three quarters of the user’s normal throwing speed.
Stage Three Effect: The currents last for four posts. Projectiles are released with the user’s normal throwing speed.

Name: Fuuton: Hanpatsu Kaze no Jutsu (Wind Element: Retrieving Wind Technique)
Description: Creating a localized vortex of wind, the user crafts the wind to pull things towards himself. It lasts for only a second, but the vortex is so strong that it can draw whatever is untied towards the user without a problem. In terms of people and animals, though, they tend to be too strong to be pulled in by a simple gust and thus are merely thrown off balance if they are within the technique’s range.
Base Effect: The range of the vortex is five feet around the user, and only small objects can be pulled in.
Stage Two Effect: The range of the vortex is seven feet around the user, and objects as large as a katana can be pulled in.
Stage Three Effect: The range of the vortex is nine feet around the user, and objects as large as a cleaver sword can be pulled in.

Name: Fuuton: Chiisa Kaze Setsudanki (Wind Element: Tiny Wind Cutter)
Description: While initially intended for cutting apart locks, Tiny Wind Cutter has been adopted as a support offensive technique that can be used in the most clutch of moments. The user points out his index and middle finger and forms a rapid torrent of wind to circulate along the sides, creating a miniature chainsaw like effect. While this is too small to too any real damage or cut through armour plating without prolonged exposure, it is effective in tearing through skin and flesh. However, by itself it is not extremely dangerous in combat as to actually penetrate deep beyond the skin, it requires constant exposure to slowly dig into the flesh (ie. a medical patient lying still). Mere glancing blows will only inflict scratches and cuts. This technique lasts two posts before dissipating. The chainsaw extends two inches from the fingers.

Stage Two (Beginner Genin)

Name: Fuuton: Boufuu Kyouzuu no Jutsu (Wind Element: Gale Surge)
Description: Gale Surge is the first in the line of truly offensive Wind techniques. By drawing back their hands and charging them with Chakra, when the user thrusts both hands forwards with open palms, gusts of wind will shoot forth to strike a target with sheer blunt force. The assailing torrents can be maintained for longer periods of time, depending on the skill of the user. While the power of Gale Surge is nothing to tremble at, to be caught within its direct path would feel like being punched rapidly, non-stop..
Base Effect: Can be maintained for two posts.
Stage Three Effect: Can be maintained for three posts.
Stage Four Effect: Can be maintained for four posts.

Name: Fuuton: Kaze Bakuhatsu (Wind Element: Wind Explosion)
Description: Wind is gathered with chakra into a swirling ball that is hurled towards the opponent. The blast explodes on impact, causing minor cuts on the target's body if a direct hit. The actual force of the explosion of the Kaze Bakuhatsu feels like a punch of 10 Strength (levels according to the user’s Rank). The orbs, though, can be formed in mid-air and forced to hover and swirl around the user ominously and be launched via Chakra.
Base Effect: One ball can be formed.
Stage Three Effect: Two balls can be formed.
Stage Four Effect: Four balls can be formed.

Name: Fuuton: Henshin Bakuha (Wind Element: Deflection Blast)
Description: Deflection Blast is the exact opposite of Retrieving Wind. Instead of producing an attractive vortex, the user creates a repulsive vortex to blow things like projectiles out of the air. While people and such possess too great a bulk to actually blast away, the gust hits them with blunt force and can force them off balance for a moment if caught within range. While small projectiles can easily be blown away, larger weapons such as fuuma shuriken are simply thrown off course.
Base Effect: The vortex reaches four feet with a force of 5 Strength (Strength levels according to the user’s rank).
Stage Three Effect: The vortex reaches six feet with a force of 10 Strength (Strength levels according to the user’s rank).
Stage Four Effect: The vortex reaches eight feet with a force of 15 Strength (Strength levels according to the user’s rank).

Name: Fuuton: Okuridashi Kaze (Wind Element: Propelling Winds)
Description: Loosing a short blast of air from their hands, the user is able to propel themselves five feet in the opposite direction with considerable force. This jutsu is ideally suited to Wind Ninjutsu specialists who often tend to favour avoidance of attacks rather than powerful defences. This technique can be used to either move very quickly to the side, or even propel themselves into the air.

Name: Kaze Kawarimi (Wind Replacement)
Description: As an elemental version of the standard replacement technique, the Wind Replacement causes the user to burst into wind and reform from a safe distance away. The explosion of wind, while not dangerous, hits the assailant with mere blunt force. This counts towards the user's given two Kawarimi uses per thread.

Stage Three (Advanced Genin)

Name: Fuuton: Kamaitachi no Jutsu (Wind Element: Slashing Wind Skill)
Special Requirement: A weapon of wakizashi size or larger (ideally a fan).
Description: The user uses chakra and a weapon usually to create large bursts of wind at an extent. In reality it is not an actual burst of wind but a tornado that comes from the user. The wind slashes objects; at most it can cut tree branches. Like a real tornado, the wind expands as it goes farther and hits larger targets. The wind disappears after being shot for twenty feet and at most it widens to fifteen feet. While the knockback of this technique leaves something to be desired, it holds the potential to gash the flesh of an opponent and even dispel low level enemy Ninjutsu, though it extinguishes itself as well.
Base Effect: Range of ten feet, spreads five feet, and can neutralize Stage One Ninjutsu techniques.
Stage Four Effect: Range of fifteen feet, spreads ten feet, and can neutralize Stage Two and lower Ninjutsu techniques.
Stage Five Effect: Range of twenty feet, spreads fifteen feet, and can neutralize Stage Three and lower Ninjutsu techniques.

Name: Fuuton: Shinkuutai Naihatsu (Wind Element: Air Pocket Bursts)
Description: Focusing on the air around them, the user is capable of causing parts of the wind to “burst” suddenly with the force of an explosive pouch, causing anything nearby to be knocked aside. While bursts can do minimal damage, their purpose is to interrupt and leave the enemy open for further attacks. However the bursts can only at spots they are able to see.
Base Effect: Two bursts can be created.
Stage Four Effect: Four bursts can be created.
Stage Five Effect: Six bursts can be created.

Name: Fuuton: Bouseki Tate no Kaze (Wind Element: Spinning Shield of Winds)
Description: Focusing on an area in front of them, the user dispels Chakra to cause the wind to spin rapidly in a circular motion, creating something akin to a miniature tornado. Instead of deflecting attacks however the vortex, spinning at a ferocious speed, will draw in whatever is near it and hurl it back at the opponent. Several of these, placed in strategic points on the battlefield, can prove to be an effective defense. If a person were to touch one of these whirling storms, though, their skin would be rubbed raw in a matter of seconds. Each tornado only lasts two posts, and the technique has a three post cooldown.
Base Effect: One tornado can be created with a suction range of three feet. It can reflect Ninjutsu up to Stage One.
Stage Four Effect: Two tornadoes can be created, each with a suction range of four feet. Each can reflect Ninjutsu up to Stage Two.
Stage Five Effect: Three tornadoes can be created, each with a suction range of five feet. Each can reflect Ninjutsu up to Stage Three.

Name: Fuuton: Kaze no Yoroi (Wind Element: Armour of Wind)
Description: The user utilizes his chakra and the wind around him to create a whirlwind around himself. The wind forms a six foot circle around the user. The wind picks up debris and acts as shield for the user. The Armour of Wind lasts for three posts, but if hit by an enemy Ninjutsu, it will immediately dispel afterwards. Debris and projectiles thrown towards the wind also become part of the armour.
Base Effect: The Armour can shield up to Stage Two Ninjutsu.
Stage Four Effect: The Armour can shield up to Stage Three Ninjutsu.
Stage Five Effect: The Armour can shield up to Stage Four Ninjutsu..

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PostSubject: Re: Wind Ninjutsu   Sat Jan 17, 2009 11:01 pm

Stage Four (Beginner Chuunin)

Name: Fuuton: Kaze Shunshin no Jutsu (Wind Element: Wind Instantaneous Body Skill)
Description: An ability which allows the user to transport from one area to another in a gust of wind. The user has to have been to the area before, and be able to sense the location with his own Chakra before being able to transport himself there. This means that the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the Shinobi has attacked or defended.

Name: Fuuton: Daikamaitachi no Jutsu (Wind Element: Grand Slashing Wind Skill)
Special Requirement: Slashing Wind Skill
Description: A much stronger form of Kamaitachi that creates a much larger gust of wind. This jutsu, because of its severity, has the power to be both an offensive and defensive move all at once. A much larger tornado is shot forth horizontally and instead of cutting mere branches down it has the capability of ripping the greatest of trees to shreds and ripping slash marked across a victim’s body. Through the teachings of the famed Temari, the Grand Slashing Wind can even be used to blow waves of Chakra and even cancel out enemy Ninjutsu, though it extinguishes itself as well.
Base Effect: Range of twelve feet, spreads nine feet, and can overpower up to Stage Two Ninjutsu techniques.
Stage Five Effect: Range of seventeen feet, spreads fourteen feet, and can overpower Stage Three and lower Ninjutsu techniques.
Stage Six Effect: Range of twenty-two feet, spreads nineteen feet, and can overpower Stage Four and lower Ninjutsu techniques.

Name: Fuuton: Kaze Ryuu (Wind Element: Wind Dragon)
Description: This technique creates a dragon formed from wind. The dragon looks like a large serpent red serpent with golden claws and an icy blue mane; bulbous eyes and wood-like horns with large nostrils make up its face. It’s roughly twenty feet in length and can ride easily enough on the breeze, though its size makes it a big target. Stage Three or higher Ninjutsu can fell the beast, or a physical attack of stage 3. If the user is Jounin in rank, the created dragon possesses the ability to turn nearly transparent, making it extremely difficult to see (though doujutsu such as the Byakugan would still be able to see the dragon clearly)

Name: Fuuton: Tei Hakusha (Wind Element: Air Riding)
Description: As Wind Ninjutsu is typically more focused on ranged combat rather than close combat such as what Taijutsu specialists favour, it was necessary to create a jutsu that made them as hard to hit as possible. As a result, the Wind Riding technique was created. The technique in essence has the user form a ball or board (akin to a snowboard in appearance) of rapidly swirling air beneath their feet upon which they typically sit or stand. The user is left hovering several feet above the ground, and is able to control the ball or board to move quickly in any direction, essentially allowing the user a high degree of speed and agility while they remain on the ball, and due to the hovering nature of the ball combined with its speed, it is quite natural for users of this technique to move across walls and ceilings. All of this makes this an excellent jutsu for Wind manipulators when forced into a corner, or even can be used when scouting is necessary. Air Riding lasts for three posts, and if not in combat, doubles normal movement speed; in combat, though, the boost is practically negligible since focus is elsewhere.

Name: Fuuton: Kaze Kushi (Wind Element: Wind Skewer)
Description: Wind Skewer is an excellent technique usually taught to Chuunin who are beginning to specialize in the art of hunting. By crafting the wind into several trident-like shapes, the user places his target within great danger as each wind trident can pierce like a normal one; they are comprised from enormous volumes of wind crammed into a tight space, making them even solid to the touch. Although they rarely possess killing potential – unless someone was stabbed in the face or neck – they can still be rather handy in a pinch. The tridents can be created in the air and launched through bursts of Chakra to shoot forwards and pin whatever is in the way – and that is the true purpose of the jutsu: pin and capture a target to the ground. Typically the tridents are formed above the target to rain down and catch loose folds of clothing. The tridents last for two posts.
Base Effect: Three tridents are formed and can be launched thirteen feet.
Stage Five Effect: Five tridents are formed and can be launched fifteen feet.
Stage Six Effect: Seven tridents are formed and can be launched seventeen feet.

Stage Five (Advanced Chuunin)

Name: Fuuton: Hikui Tenkuu Assaku no Jutsu (Wind Element: Low Air Pressure Technique)
Optional Accessory: Sealing Tags
Description: This technique makes the air pressure in a room drop dramatically, causing anyone inside to fall asleep after two posts (if they remain in the room). It can only work in an enclosed area like a sealed building or isolated room. However, this can potentially be used outdoors as well due to research and development. If the user places four Sealing Tags on the ground in a square or rectangular pattern, Low Air Pressure can be applied to the space within the tags, though it requires three posts instead of two to take effect in which anybody who stays within the area will feel a significant change in the environment; they grow gradually more sluggish and tired until finally passing out.

Name: Fuuton: Kaze no Yaiba (Wind Element: Wind Sword)
Description: By channelling Chakra into his fist, when the user punches, he summons a violent gust of wind, moving so fast that if caught within the blast an enemy will suffer vicious blade like wounds from the wind slashing them so strongly. Due to its nature it is difficult to block but can be seen as a lance of rippling air and thus avoided if adroit enough. The injuries look very much like that of a sword wound, which is where the name originated. The sword can be fired a range of twelve feet before dissipating harmlessly.

Name: Fuuton: Kaze Gyorai no Jutsu (Wind Element: Wind Torpedo)
Description: The user gathers a large amount of wind into his lungs and expels it in a single blow, similar to the projectile deflection blast. This version however is significantly more devastating as the wind forms a torpedo that is near invisible that launches towards the opponent. Upon contact it explodes with a shocking amount of force.
Base: A torpedo explodes with the force of two explosive tags.
Stage 1: A torpedo explodes with the force of three explosive tags.
Stage 2: A torpedo explodes with the force of four explosive tags.
Stage 3: A torpedo has a range of fifteen feet before exploding automatically.
Stage 4: A torpedo has a range of nineteen feet before exploding automatically.
Stage 5: A torpedo has a range of twenty-three feet before exploding automatically.
Stage 6: One torpedo can be created.
Stage 7: Two torpedoes can be created.
Stage 8: Four torpedoes can be created.

Name: Fuuton: Tatsumaki Wana (Wind Element: Tornado Trap)
Special Requirement: Sealing Tags
Description: By pumping a Sealing Tag full of Chakra, the user creates a trap by planting the tag in the ground or within any inanimate object. The next person to step within range of the dormant tag will then be caught within the jutsu. Released from the tag is a fierce tornado large enough to surround the enemy and keep them inside with little room to move. The opponent will find themselves trapped inside the eye of this tornado, unharmed by the winds but unable to move without touching the tornado. If they attempt to escape they will find the swirling winds will push them back inside the center, with several minor cuts and scratches due to the ferocity of the winds. However just as what’s inside cannot leave what is outside cannot enter; any attacks or projectiles will simply be deflected back out.
Base: One tag can be charged and made into a trap.
Stage 1: Two tags can be charged and made into traps.
Stage 2: Three tags can be charged and made into traps.
Stage 3: The trigger range for each tag is three feet.
Stage 4: The trigger range for each tag is four feet.
Stage 5: The trigger range for each tag is five feet.
Stage 6: Each trap, once activated, lasts for two posts with a three post cooldown.
Stage 7: Each trap, once activated, lasts for two posts with a two post cooldown.
Stage 8: Each trap, once activated, lasts for three posts with a two post cooldown.

Name: Fuuton: Kaze no Nagaiyaiba (Wind Element: Wind Longsword)
Special Requirement: Tiny Wind Cutter
Description: This technique is initiated almost exact like Tiny Wind Cutter, but a Bird seal is tacked onto its tail end. While the principle is the same, the power level is on an entirely different level, able to shear off whole limbs and cut down enemy Ninjutsu. Even the number is increased, as with Tiny Wind Cutter only one could be formed, a Wind Longsword can be created on each hand (with the index and middle fingers) for a “dual wield” effect. While this disables the use of other Nin and Genjutsu for the duration of the technique, its power more than compensates for that. This technique lasts for three posts with a one post cooldown.
Base: The chainsaw stretches two feet beyond the fingers.
Stage 1: The chainsaw stretches three feet beyond the fingers.
Stage 2: The chainsaw stretches four feet beyond the fingers.
Stage 3: The chainsaw can cut through mundane metals in two posts.
Stage 4: The chainsaw can cut through mundane metals in one post.
Stage 5: The chainsaw can cut through mundane metals almost instantly.
Stage 6: The chainsaw can cut through Ninjutsu techniques up to Stage Two.
Stage 7: The chainsaw can cut through Ninjutsu techniques up to Stage Three.
Stage 8: The chainsaw can cut through Ninjutsu techniques up to Stage Four.

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PostSubject: Re: Wind Ninjutsu   Sat Jan 17, 2009 11:02 pm

Stage Six (Beginner Jounin)

Name: Fuuton: Mugensajin Daitopa (Wind Element: Great Infinite Sandblast Breakthrough)
Description: The user inhales deeply and then exhales a vicious stream of wind more terrible than even most natural storms can conjure. Though this technique does not deal slashing and cutting damage like other Wind jutsu, it compensates with sheer force of power. Trees can eventually be uprooted and wooden shacks are torn apart in seconds; even concrete buildings can be worn down with time as bricks and chunks fly away in the wind. People are also subject to this great strength as well, able to be blown fifty feet away if they're caught widen open. If used in the desert the wind is capable of stirring up enough sand to create a huge sand storm in their area.
Base: The blast of wind extends twenty feet.
Stage 1: The blast of wind extends twenty-five feet.
Stage 2: The blast of wind extends thirty feet.
Stage 3: The blast of wind can be held for two posts.
Stage 4: The blast of wind can be held for three posts.
Stage 5: The blast of wind can be held for four posts.
Stage 6: A four post cooldown is required.
Stage 7: A three post cooldown is required.
Stage 8: A two post cooldown is required.

Name: Fuuton: Kyoushu no Tosshin (Wind Element: Assassin’s Rush)
Description: Expelling a great deal of chakra, the user forces a vast amount of wind out behind them. This blast of wind has two effects, first, anything behind the user will likely be knocked over by the blast, secondly it propels the user extremely quickly in their desired direction, and the user may use the wind to make continual adjustments to their trajectory during this short dash. The dash lasts for barely a second, but in that time the user can cover considerable distance, making this an excellent assassination jutsu as the name implies. This technique requires a two post cooldown before it is able to be used again.
Base: The user can cover twenty-five feet.
Stage 1: The user can cover thirty feet.
Stage 2: The user can cover thirty-five feet.

Name: Fuuton: Boufuu Bakuhatsu Bunshin no Jutsu (Wind Element: Wind Explosion Clone)
Special Requirement: Wind Clone
Description: Building upon the original Wind Clone technique, Wind Explosion Clone modifies the elementary jutsu to an advanced degree. First and foremost, the clone possesses the exact same statistics of its creator (with half Taijutsu bonuses). While it can’t use any Nin or Genjutsu, it can mimic the user’s Taijutsu perfectly and comes equipped with the suitable weapon if the style is a weapon based style. Upon receiving a single, mortal blow, the clone will abruptly explode violently with a deadly force, able to inflict serious damage to anyone caught within even the peripheral edges of the blast.
Base: The clone explodes with the force of three explosive tags.
Stage 1 The clone explodes with the force of five explosive tags.
Stage 2: The clone explodes with the force of seven explosive tags.
Stage 3: The explosion has a range of ten feet.
Stage 4: The explosion has a range of fifteen feet.
Stage 5: The explosion has a range of twenty feet.
Stage 6: One clone can be created.
Stage 7: Two clones can be created.
Stage 8: Three clones can be created.

Name: Kuchiyose: Kirikiri no Mai (Summoning Skill: Execution Whirl)
Special Requirement: Grand Slashing Wind Skill, a weapon of katana size or larger, as well as a blood sacrifice.
Description: After the user wipes their own blood on their chosen weapon, they lash out viciously to release a hellish blast of wind. This is a much more intensified gust of wind that is able to chop down trees with ease and shred human beings into pieces. Within the storm of wind, a large, snow white weasel armed with a long pole, twin sickles, and a lantern take form and dance about, slashing whatever it can at random.
Base: Execution Whirl can extend up to thirty feet.
Stage 1: Execution Whirl can extend up to thirty-five feet.
Stage 2: Execution Whirl can extend up to forty feet.
Stage 3: Stage Three and lower Ninjutsu can be overpowered and nullified.
Stage 4: Stage Four and lower Ninjutsu can be overpowered and nullified.
Stage 5: Stage Five and lower Ninjutsu can be overpowered and nullified.
Stage 6: A three post cooldown is required.
Stage 7: A two post cooldown is required.
Stage 8: A one post cooldown is required.

Name: Fuuton: Kaze Sanpo (Wind Element: Wind Walk)
Special Requirement: Sand GM Approval
Description: There are those who can walk on walls, water, and even jump off of air, but only those elite Shinobi who learn this passive technique can truly walk on the wind itself. After initiating this technique, the user simply begins to walk upwards like climbing a hill until he reaches a desired height – though ascending too high could be dangerous due to a lack of oxygen. However, using a technique above Stage Three or any offensive tactic will immediately cancel this jutsu, causing the user to plummet; depending on the skill of the user, he can land safely on the ground with a cushion of wind from a certain height.
Base: The user can walk thirty feet in the air.
Stage 1: The user can walk forty feet in the air.
Stage 2: The user can walk fifty feet in the air.
Stage 3: The user can fall from twenty feet safely.
Stage 4: The user can fall from thirty-five feet safely.

Stage Seven (Advanced Jounin)

Name: Fuuton: Renkuudan (Wind Element: Steroid Blanks)
Description: The user collects Chakra in his fist, summoning wind in “blank rounds,” and then pounds the fist into his stomach, directing the Chakra through his stomach and out his mouth as six powerful blasts of swirling wind embedded with incredible amounts of chakra that can clear whole stretches of forestry. To be hit directly with one of these laundry machine sized pockets of wind wouldn’t leave enough of your body to be identified.

Name: Fuuton: Teikiatsu Enchuu (Wind Element: Cyclone Cylinder)
Special Requirement: Opponent permission or a death enabled thread.
Description: By holding both fists out with a few inches of space in between, the user funnels an incredible amount of wind as an extension of his arms that rotates in a tight cylindrical tube. The force of suction is amazing; anything in front of the user will eventually be drawn in and crushed to the size of a tennis ball by the sheer pressure and rotation. However, everything behind the user remains undisturbed, and it is very unwieldy and awkward for the user to try and turn around for it takes every ounce of concentration to not get sucked in himself. As such, it takes one full post for the user to turn to assail a different direction, and in that moment of turning, the suction power is greatly reduced. The cylinder is ten feet in length and two feet in diameter; Cyclone Cylinder can be maintained for three posts and afterwards depletes nearly fifty percent of the user’s Chakra.

Name: Fuuton: Sansai no Ketteiteki Shikiichi (Wind Element: Final Threshold of the Three Calamities of Fire, Flood and Storm)
Special Requirement: A weapon of cleaver sword size or larger.
Description: When a tornado is formed it picks up debris and sometimes other elements. Using this jutsu, the user performs it like they would Grand Slashing Wind Skill, swinging his weapon confidently to stir up a breeze which picks up to become a torrential storm. The tornado hits extra (natural, non-Chakra infused) elements to take up new forms, though is not required at all. Each element and form is a calamity.
Flood: If the tornado hits a body of water a massive whirlpool-like tornado is sent towards the victim. When it hits the ground or victim a large flood is sent forward that could crush or drown the victim(s)
Fire: If the tornado hits a fire it would pick up the flames and still be shot forward towards the victim. The tornado would take flame qualities and a “flaming spin-cycle” would ensue. If it hit the ground or victim an explosion would occur and a large fire would be started.
Storm: If the tornado absorbs electricity or a cloud the tornado would turn grey with lightning flashes being seen in the tornado. It would be a thunder storm crossed with a tornado shot towards a victim.
If the technique does not touch one of the three listed elements, it simply progresses as a normal tornado, picking up regular pieces of debris on the battlefield. The user can control the movement of the tornado but most be careful as even he can be sucked into the whirling storm. This technique lasts for two posts, continuously draining the user of Chakra until only a small amount is left (the user can only use Stage One jutsu until the end of the thread).

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