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 Yoshihara Anzu: The incredible techniques of the Tsuchikage

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Yoshihara Anzu
Tsuchikage


Female Posts: 52
Join date: 2010-11-16
Age: 20
Location: Sweden

PostSubject: Yoshihara Anzu: The incredible techniques of the Tsuchikage   Tue Nov 16, 2010 12:45 pm

E-RANK

Name: Kawarimi no Jutsu
Rank: Academy Student
Element: None
Type: Ninjutsu
Description: This technique needs handseals. A basic skill involving quickly switching the body with another plant, animal or inanimate object that has been previously prepared. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.


Name: Bunshin no Jutsu
Rank: Academy Student
Element: None
Type: Ninjutsu
Description:
This technique needs handseals. A basic technique which creates false clones of the user. The clones
are used as a diversion while the user attacks. The clones are
incapable of attacking and disappear if directly hit.


Name: Ikimono Benkou [Animal Speech]
Rank: E
Element:
Type: Ninjutsu
Description: This allows the user to learn the speech of animals deviating from the user. Meaning, that this jutsu is needed to speak to any species of animal/insect/reptile, that is different from the user. This is commonly used for pets to better to communicate.

Name: Henge no Jutsu
Rank: Academy Student
Element: None
Type: Genjutsu
Description: This technique needs handseals. This genjutsu causes the user, including any equipment he may be carying, appear different. You can appear up to 1 foot taller or shorter. You may appear thin, fat, or inbetween. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. This jutsu does not give the user any special ability to mimic mannerisms, nor does it change tactile or sound aspects of the user.


Name: Nawanuke no Jutsu - Escaping Skill
Rank: E
Element: -
Type: Ninjutsu
Description: This jutsu gives you the ability to easily free yourself from a rope or any other object made from something similar to a rope. This jutsu works merely by inserting chakra into the rope, and requires no hand seals.

GENIN

Name: Kūchū fuyō(Levitate)
Rank: D
Range: 5 meters, range increases 5 meters each rank up.
Element: none
Handseals: none, although lower rank shinobi must keep their hands in the Tiger seal shape to keep the effects. Jounins and higher can use the effects without holding the seal.
Type: Kekkei Genkai
Description: The most basic of the Yoshihara Kekkei Genkai abilities, it allows the user to manipulate one or several objects, including oneself, causing them to levitate. The name may fool one, for this ability can do more than levitate objects. It can for instance throw or pull them. Other objects than the user must be made of metal or have at least 30% mass of metal to levitate. At higher levels the user will learn to levitate several objects at once(size matters much though).
Shuriken sized objects: Genin: 5 Chuunin: 10 Jounin: 15 Kage: 20

Name: Jiki-ken(Magnetic Fist)
Rank: D
Range: Self
Element: none
Handseals: none
Type: Kekkei Genkai/Taijutsu/Defensive
Description: The Jiki-ken is the only taijutsu technique that has been developed for the Kekkei Genkai so far. The user creates a magnetic field around a bodypart of his/her choice, for example the arms or legs. The technique cannot cover the whole body at once if set at push mode(see below).
The magnetic field can either be set to push or pull, but not both at once. Push pushes metal objects away from the body part, but the user cannot hold metal objects. Pull causes the wearer to have a iron grip over his/her weapon, making it seemingly impossible to drop it.


Name: Denji kōkei(Electromagnetic Sight)
Rank: D
Range: Self
Element: none
Handseals: none
Type: Kekkei Genkai/Scouting
Description: A Kekkei Genkai that causes the users amber eyes to gain square pupils that spin in opposite directions of each other. This allows the user to see in a state that resembles heat vision(which means they'll have a somewhat distorted sight as everything is tinted blue), but instead they see all electromagnetic fields and metal objects, even through other objects. Electromagnetic fields is shown as red, while metal objects are shown as yellow.

CHUUNIN


Name: Aiandasutokabā(Iron dust cover)
Rank: C
Range: Self
Element: none
Handseals: none
Type: Kekkei Genkai/Defensive
Description: The user covers him/herself with Iron dust particles(Enough dust must be provided somehow, for example with the Kinzoku hōkai) which provide a powerful shield that blocks forces such as punches. The dust will spread at impact, leaving visible spots, but can be held in place by the Jiki-ken pull.
The user cannot block Fire and Lighting element techniques in this state, as the dust leads lightning and gets heated by fire. There's a cooldown of 1 post after the user gets rid of the cover.

Name: Kinzoku Hōkai(Metal Disintegration)
Rank: C
Range: Touch
Element: none
Handseals: 1 post, Ram-Boar-Bird
Type: Kekkei Genkai/Ninjutsu/Defensive
Description: The next metal object the user touches will be turned to Iron dust. Lasts two posts or until an object is touched. Cooldown 5 posts.

Name: Katon: Magumaburesu(Magma Breath)
Rank: C
Range: 10 meters total area in a cone in front of the user.
Element: Fire
Handseals: 1 post, Horse-Dragon-Rat
Type: Kekkei Genkai/Ninjutsu/Offensive
Description: Though not literally magma, the user uses his/her internal chakra to mix the fire element with metal and then breathes the liquid metal out of his/her mouth. An incredibly dangerous technique, direct exposure will cause a sixth-degree burn. This applies for anyone, even the user. The metal will be at place for 10 posts before cooling down, leaving a metal coating on the ground(it's still hot! Just not fatal). The cooling process can be quickened by using water abilities.


JOUNIN

Name: Jiki shōgekiha
Rank: A
Range: 10 meters around the user
Element: none
Handseals: none
Type: Kekkei Genkai/Defensive
Description: Magnetic forces pushes out around the user, pushing and blocking any object or jutsu affected by magnetism or heavy wind(hurricane level, powerful enough to move cliffs) can also be used offensively. 4 posts cooldown.


Name: Kinzoku dasutofīrudo(Metal dust field)
Rank: A
Range: 20 meters around the user
Element: none
Handseals: 1 post, Ox-Monkey-Bird
Type: Kekkei Genkai/Area Genjutsu/Defensive
Description: The user creates a field of metal dust that hovers in the air. Each particle has its own magnetic field. The field will interfere with the electrical impulses the brain uses to control the body, causing any movement to occur one post after it's been initiated by the user(This includes Kai and thoughts). The field is easily spotted though, so one could easily figure out that they are in a genjutsu. The field lasts for a maximum of 10 posts, but can be canceled at any time by the user. 5 post cooldown after the dust has disappeared.


S-ranked Techniques

Name: Tetsu-ko no tatsumaki(Iron Dust Tornado)
Rank: S
Range: 10 meters of dust, 20 meters suction area
Element: none
Handseals: 1 post, Dog-Horse-Snake
Type: Kekkei Genkai/Ninjutsu/Offensive
Description: The user creates a tornado of dust particles that will destroy anything in its vicinity. Despite its nature, no wind element is needed to use this jutsu as the movement is purely controlled by magnetism. The tornado itself will rip anything apart with destructive force, while it sucks anything nearby into it. A strong force is needed to withstand the suction. Just as all the other Iron Dust jutsus, this jutsu requires that Iron dust is provided externally.

Name: Jiki Shin'o(Magnetic Epicenter).
Rank: S
Range: 20 meter epicenter area, 80 meter lesser effect area(Total of 100 meters)
Element: Earth
Handseals: 2 posts, Rabbit-Dragon-Tiger-Ox-Monkey-Ram
Type: Kekkei Genkai/Ninjutsu/Area of Effect/Offensive
Description: After performing the handseals the user will put his/her hands to the ground, resonating with all the metal particles in the ground to create a huge earthquake that causes the earth to crack and bend over itself, crushing anything nearby. Outside of the epicenter the ground will shake heavily and crack, causing enemies to fall over and hinders their movement. Even here the risks of getting crushed are large.
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