Jutsu Count
E-Rank: 4 out of ~
D-Rank: 3 out of ~
C-Rank: 4 out of ~
B-Rank: 0 out of 4
A-Rank: 1 out of 2
S-Rank:
5 Nin / 3 Tai / 0 Gen
[Kekai Genkai] Ikitougou Taiyou (Solar Sympathy - *****)
Progression: Normal / Star
Effect: Accuracy with katon/raiton and taijutsu based jutsu increased by the amount of stars obtained.
Effect2: When all five stars are obtained, grants katon/raiton/kokka kasai based jutsu the ability to melt hyouton-based techniques as long as they are of equal rank.
Cost: 20 chakra per turn
Description: Through years of meditation, the members of the Kokka Kasai strengthen their Enko, and are thus able to receive a blessing of the Kasai Guardian. This blessing strengthens their combat abilities.
Limit: Kokka Kasai only.
E-Rank
[Ninjutsu] Henge no Jutsu
Progression: None
Effect: Shape shift into anything the user desires.
Cost: 8 Chakra
Description: Henge no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy . Henge allows the ninja to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
[Ninjutsu] Kawarimi no Jutsu (Replacement)
Progression: None
Effect: -10 ACC to oncoming attack (Does not work against A rank attacks or above)
Cost: 8 Chakra
Description: Kawarimi no Jutsu is a basic Ninjutsu technique. When in danger the ninja will quickly substitute themselves with another nearby object. This can be a block of wood or even another person. This allows the ninja to quickly flee and hide while the original object takes the brunt of their opponent's attack
Limits: None; can only be used ONCE per battle.
[Taijutsu] Sennen Goroshi
Progression: Normal
Damage: 1/12 Taijutsu
Effect: -3 Accuracy to one action due to Chakra being thrown out of balance.
Special: Judge decides which of oppponent's actions are effected by accuracy debuff.
Special: +3 Accuracy on any attack directly following the Sennen Goroshi.
Cost: 8 Chakra
Accuracy: x1
Description: Though it is called "Leaf's Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling.
D-Rank
[Taijutsu] Repuu
Progression: Normal
Damage: 1/9 Taijutsu
Effect: +1 Accuracy to the following attack
Cost: 24 chakra
Accuracy: x1
Description: Using their quickness and agility, the user moves low to the ground and delivers a spinning kick to sweep the opponent off their feet.
[Ninjutsu] Kaijin Kuroi (Black Ash - ** )
Progression: One Star, which reduces the wait to one action after using the jutsu, rather than two.
Effect: Increases the cost of hyouton/suiton jutsu by 20%
Special/Drawback: The user takes one action to summon a rain cloud, then must wait two actions before the cloud releases the rain.
Cost: 10 chakra per turn
Description: A technique designed during the Kokka Kasai’s invasion of the Water Tribe. By sending chakra into the sky, the Kokka Kasai was able to create black clouds that rained black soot and ash. This black soot/ash mixes with the snow, ice and water thus making it difficult to craft hyouton/suiton jutsu.
Limit: Kokka Kasai exclusive.
[Ninjutsu] Hinoto (Embers)*
Progression: One Star, which reduces the wait to one action after using the jutsu, rather than two.
Effect: Increases the cost of mokuton jutsu by 20%
Special/Drawback: The user takes one action to summon a rain cloud, then must wait two actions before the cloud releases the rain.
Cost: 10 chakra per turn
Description: A technique designed during the Kokka Kasai’s invasion of the Kokka Mokuzai. By channeling chakra into the shape of an orb, the Kokka Kasai lunges the orb into the air. There the orb spins, suspended in the air, embers that rain down. Although the embers are not hot enough to cause significant damage, they are enough to cause a disturbance for mokuton-jutsu use.
Limit: Kokka Kasai exclusive.
C-Rank
[Passive] Kessetsu no Kasai (Firebending)
Progression: Rank
Effect: User emits flames and/or lightning from their body. This technique is used along with melee attacks.
Special: Even if the melee misses, there is a chance that the opponent will be struck by the emission of flames/lightning. Kessetsu no Kasai consumes a c-rank slot in which the normal progression system takes place (similar to the summon system).
Description: Firebending uses concentrated barrages of fire to overwhelm opponents before striking a fatal blow. Swift, whirling kicks and punches generate diverse shapes for offensive attacks. Firebenders can also control the size of their flame. It has been said that elite Kokka Kasai members have been able to craft and wield intensified blue flames.
Limit: “Pure: Kokka Kasai Only.
Rank: Genin (Yellow Flame)
Effect: +1/20th Nin
Cost: 10 chakra per turn
[Ninjutsu] Goukakyuu no Jutsu (Great Fireball Technique - *****)
Progression: Normal
Damage: 1/6 Ninjutsu
Cost: 45 Chakra
ACC: x1
Description: This is a Ninjutsu technique utilizing the Fire Element. The ninja does the necessary hand seals, draws chakra from their mouth into their chest, and then immediately exhales it. They then blow a stream of fire which erupts into a large sphere of flames. To better manage the flames the ninja will bring their hand to their mouth to control it.
[Ninjutsu] Kasui no Kasai Aoi / Kasui no Dendou (Blue Fire Stream / Electric Stream)
Progression: None
Effect: +10/-10 ACC
Cost: 24 chakra
Description: By concentrating their chakra, the user is able to exert a massive amount of energy in the form of blue fire or electricity, literally propelling the user from their current location to a new one. This can be used as an evasive or offensive maneuver.
Limit: Kokka Kasai Only. Once per battle.
[Taijutsu] Ridairekuto (Redirect)
Progression: None
Effect: Allows the user to redirect a katon/ration-based jutsu away or back at the opponent.
Cost: 3/4th of the original jutsu cost if being directed away, 5/4th of the original jutsu if being directed towards the opponent
ACC: The same as the jutsu when cast
Drawback: User takes damage if the jutsu is higher than a c-rank. 1/7th for b-rank, 1/5th for a-ranks. This can not be used against s-ranked jutsu.
Description: A ancient technique developed by one of the royal family members of the Kokka Kasai. By absorbing the energy through the tips of one of their hands, the user carefully moves the energy through their chakra veins into the stomach than through the heart and out the other hand. It can prove incredibly useful against katon/ration-based techniques, however extensive training is required as failure to guide the energy properly can result in death.
Limit: Kokka Kasai Only.
A-Rank
[Passive] Instability
Progression: None
Effect: The next 'offensive action' deals double the damage to the opponent.
Effect 2: The next 'offensive action' cannot be blocked by jutsu of equal rank.
Special: Does not require an action to use.
Drawback 1: As a secondary cost, this attack burns away 1/5th Vit from the user.
Drawback 2: Must be followed by an 'offensive action'
Cost: 180 chakra
Description: The Enko of Kristilyn, which is the source to the burning / electrifying feeling that courses through her veins causes Kristilyn to go into a frenzy. Both elements fire and lightning engulf her and fluctuate, incinerating any matter than touches her. This crazed state may cause burden on Kristilyn’s physical health however it greatly increases her fighting ability.
Limit: Once per battle, Kristilyn only.