Canon Special Abilities

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  1. Horus

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    #1 Horus, Dec 31, 2016
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    Below is a list of special abilities given in alphabetic order. Special abilities are highly uncommon, as such you need special techniques or skills necessary to use them. In addition, you must have in character reason for wanting any of these special abilities.

    Special Ability Name: Chakra Kyuuin- Chakra Absorption
    Requirements: 400 Experience Points
    Description: A unique and specialized trick that the user internally keeps up at almost all times, Chakra Kyuuin drains the enemies chakra and gives it to the user. While the most typical method of draining tends to involve direct contact with a part of the enemies body (with the amount drained depending on how long you touch for), it also tends to be the hardest method to use safely. Another method is a more passive response to an attack or similar, which causes them to drain all the chakra out of any jutsu that hits them. Note that this doesn't provide any protection from the jutsu, so the fireball will still set your pretty head on fire. Finally, it allows for one to make special jutsu that are based around chakra draining.


    Special Ability Name: Fuuma Chakra
    Requirements: Must be trained as a 300 Experience Points
    Description: An unusual type of chakra, Fuuma chakra was formerly found only in those of the Fuuma clan (surprising enough) After they were split apart/tormented by the experiments of the sound ninja, they scattered to the ends of the earth, taking their rare genes with them. Eventually, they began to breed and blend in with the population, spreading this ability through the elemental nations. Fuuma chakra itself is frequently described as 'both thin and stretchy', with greater control than normally needed to shape and use it. Those with this SA get an increase to their chakra control. Additionally, due to the weird way their chakra works, they find certain types of jutsus far easier to do. Chakra string-based jutsus (that don't require this SA), cost 2 ranks less chakra to those who have it. Finally, they can learn and use chakra string based jutsu regardless of style (though they still need points in puppet use to use puppets.)

    Note: It is also necessary to utilize several unique jutsu.


    Special Ability Name: Inyu Shometsu - Secret Healing Injury Destruction
    Requirements: Must be Medical Specialist; 400 Experience Points
    Description: This is an advanced medical technique that can only be used by very few. Focusing their chakra in the area they are about to be hit, the shinobi starts the cell recreation and healing process before they even take damage. This allows them to severely reduce the damage they take after an attack, but it costs a considerable amount of chakra to be used.


    Special Ability Name:
    Jishaku Ninpou - Magnetic Ninja Arts
    Requirements: 300 Experience Points
    Description: A very unusual technique, it allows one to create magnetic fields using their chakra, allowing them to control objects that contain enough metal. They can channel this "magnetic chakra" through any object with enough metal, as long as they're touching it with their body or a metal object that's touching their body. After "charging" a metal object in this way, they can control its movement in space rather freely. Naturally, the bigger and heavier said object, the more chakra must be put into it to allow control. Actual magnetic fields can be created between several metallic objects if they are "overcharged" with magnetic chakra, which, in turn, can affect all metallic objects in a certain area (although weakly in comparison) and even a person's nervous system, if the field is strong enough. This is best used with raspings (metallic dust).


    Special Ability Name: Jujutsu: Shijihyouketsu - Sorcery: Death Controller Possessing Blood
    Requirements: Taken at creation or 1000 Experience Points. No bloodline/removes bloodline.
    Description: A unique ability that goes along with a small religion praising the evil god Jashin. It has two effects: it makes the user practically immortal and the actual technique. The immortality part allows the user to survive any injury with no noticeable effects on their performance. Even having their head cut off will not kill them, however, highly advanced medical ninjutsu or another ability with similar effects will be necessary to reattach the head and restore control over the body, and severe damage to the brain will probably be fatal. It is not known for sure but believed that those who have this ability age normally.

    The technique requires some preparations, which consist of two parts. One is tasting the enemy's blood - even one drop is enough - and the other is drawing a circle with an inscribed triangle in it on the ground, through whatever means. Once the preparations are completed, the user must step into the circle and trigger the technique. Their skin will turn black and there will be white lines on it as if projections of their bones. From that point on, every injury they receive while inside the circle will be transferred fully to the one whose blood they tasted. This technique can only target one person at a time, any new blood the user tastes "overwrites" the previous sample. The blood sample "wears off" after six hours.

    Although insanely powerful, this technique has a downside. The specific contract they sign with their god, which allows the immortality and injury transfer. They must also spend a lot of time praying and performing rituals.
    Note(s):
    • Can not ever gain, Blood Manipulation through any fashion
    • Only Three in existence at once


    Special Ability Name: Kagerou - Mayfly
    Requirements: 600 Experience Points
    Description: A special technique meant for spying, it allows one to merge with the surrounding objects such as trees, rocks, and even the ground. This allows them to avoid detection even from a relatively close distance because only the part of their body which emerges from the objects can be detected at all.



    Special Ability Name:
    Kagura Shingan - Kagura Mind's Eye
    Requirements: 400 Experience Points
    Description: This ability allows a shinobi to sense chakra within a distance of up to three miles. While anything up to 50 feet is immediately noticeable, higher distances require more concentration and effort, with maximum range sensing preventing you from doing anything else with your body. Within their ranges, they can detect any source of chakra, measuring its distance and approximate chakra amount. They can also use this SA to boost the range of other chakra detection methods that they have, in order to access information that they might be able to provide. Note: that the only ability that can hide one from the Shingan is Mayfly.


    Special Ability Name: Kao Utsushi no Jutsu - Face Copy Technique
    Requirements: 300 Experience Points
    Description: An unusual transformation technique, it completely copies the target: their face, voice, body, movement pattern, smell, chakra, and aura - making it almost impossible to tell the difference between the real person and the impostor. Although the clothes are not changed either, that can easily be fixed by using common henge or preparing some beforehand. The user, however, does not gain the target's knowledge or skills, which are the only way to tell someone's a fake. However, a smart shinobi will take that into account and take countermeasures. Unlike a normal transformation technique, this one takes a few minutes, during which the user must remain close to the target


    Special Ability Name: Kujaku Myouhou - Mysterious Peacock Method
    Requirements: Ninjutsu Major or higher; Main Special Ability costs 400 Experience Points, additionally, each technique must be learned at 200 Experience Points
    Description: This is a unique technique that makes the shinobi's chakra visible and manipulates it directly for attack and defense, something that can't normally be done. When brought out, this chakra has a transparent purple color forms the shape of a peacock's tail behind the shinobi, hence its name.
    • Su - Protect: The feathers close around the shinobi, providing powerful defense in all directions. It can protect the user against attacks of two ranks or lower below their own and halves the damage of one rank lower ones.
    • Zan - Destroy: The shinobi's chakra forms tendrils which can whip or pierce their targets. There are eight tendrils and they have the power of a jutsu two ranks below the user's own.
    • Kemono - Beast: This technique forms the chakra into two large beasts somewhat reminiscent of a wolf. These beasts only have the front part of their body, front legs and head, because their body is continued by the stream of chakra coming from the user. They primarily attack with their large claws or powerful jaws, but can also ram an enemy. They grow larger with the user's rank, starting as low as normal wolf size at E-rank and being able to crush a grown man whole with their jaws at S-rank. The two beasts can be joined into one to increase its size as well.
    • Yoku - Wing: This ability allows one to fly by forming their unique chakra into two pairs of wings, which look like a dragonfly's. It doesn't allow actual flight, but rather boosts jumping ability and lets the user plane downwards, until C-rank, but even then, the flight duration is pretty low until A-rank.
    • Nawa - Rope: A very simple technique used to constrict someone, it extends chakra ropes from the user's hands and attempts to tie the target up with them. The ropes' movement speed grows with the user's rank, but it is relatively low for their rank, so it would take some strategy to capture a formidable opponent with it. Once captured, these ropes cannot be escaped from by normal means.



    Special Ability Name:
    Kumo Ninpo - Spider Ninjutsu
    Requirements: At Character Creation or 400 Experience Points
    Description: An unusual mutation, that makes the user reminiscent of a spider, this grants the user 4 extra arms, with two on each side. Luckily for the ninja out there, these arms can be retracted into the person side. In addition to this, it also allows the user to use several unique/unusual jutsu, making the user far more spider-like. If trained after creation, consider having your character undergo surgery or something as the training. Or you could just be bitten by a radioactive spider.



    Special Ability Name:
    Nan Kaizou - Soften Modification
    Requirements: 400 Experience Points
    Description: An ability that alters the body of a shinobi, allowing it to stretch and bend at impossible angles. The shinobi will use chakra to detach their joints without harming themselves and to control their loosened body. They can also stretch any limb (arms, legs, neck) 10 feet per rank, but that requires more chakra and might make them very vulnerable.


    Special Ability Name: Shinranbanshou Douka no Jutsu - Assimilate All Creation Technique
    Requirements: 500 Experience Points
    Description: This ability allows a shinobi to mimic any technique that they have encountered at least once, much like the Sharingan, except they can also copy special and bloodline jutsu and those they don't have the element for. They get ten extra jutsu slots which can only be filled with copied techniques, and they cannot copy techniques into their general slots. The obvious difference is that these Jutsu's only have one-third of the original's power while costing the same amount of chakra.


    Special Ability Name: Shoushagan no Jutsu - Vanishing Facial Copy Technique
    Requirements: None
    Description: This technique is used for spying purposes. It removes the face of a dead person and allows the user to wear it like a mask, only much better. However, while it is better than the common Henge no Jutsu as a disguise, there are still many ways to expose someone using it.



    Special Ability Name:
    Shouten no Jutsu - Shape Changing Technique
    Requirements: 400 Experience Points
    Description: This technique allows a shinobi to be completely copied through another person. The person used for this will be transformed into the user completely and gain the ability to use any and all techniques the original shinobi can while losing their own skills temporarily. This person is controlled completely by the one who uses this technique while it is active. However, once the chakra that was given by the user to the target runs out, this technique will automatically end. It will also end if the transformed person is killed. To be used, this technique requires someone to either volunteer or be somehow forced into agreeing to serve as the medium.


    Special Ability Name: Toomegane no Jutsu - Telescope Technique
    Requirements: None
    Description: An interesting and unusual technique, this allows people to view certain people and areas by using a crystal ball. They can choose to scry anyone they have met, or area's that they have been. While they can always see the person they are scrying for, scrying places more than 50 miles away, or somewhere you have never been requiring you or an ally to place the special seal.


    Special Ability Name:
    One-handed Seals
    Requirements: 500 Experience Points
    Description: A simple ability that people can never agree on the usefulness of, this is effectively the ability to make hand signs for jutsu with merely one hand. Rather obvious by the name really, but what can you do.


    Special Ability Name: Spirit of Tobirama
    Requirements: Taken at Character Creation, Suiton as primary
    Description: Tobirama Senju was the legendary Second Hokage of Konohagakure. He was known, primarily, for his ability to cast extremely powerful Suiton jutsu without the need for a pre-existing water source. With, seemingly, no penalty for doing so. Spirit of Tobirama is a special ability that comes from the direct descendants of the Second Fire Shadow himself. One with this ability no longer suffers the penalties that most suiton users do; meaning they can cast any suiton jutsu without an existing water source and without paying the necessary chakra tax for doing so.


    Special Ability Name
    : Ability Forget
    Requirements: SA being forgotten must be stated in the request, permission to which must be granted by an Admin.
    Description: Ability forget is exactly what it sounds like. After gaining permission, the user completes a 500 Experience Point thread in which they Rp forgetting one of their Special Abilities (Other than this one). It can either be something like hitting your head or just a regular day in which you indicate that you don't use the ability anymore and would understandably forget it over time. After completing the thread, the targeted Special Ability And this Special Ability are both removed from the user's profile (if they wanted to add this one at all, kind of pointless).


    Special Ability Name:
    Suika no Jutsu - Hydration Technique
    Requirements: Must have water as a main element, cannot have any other body alteration abilities
    Description: This special ability allows the shinobi to completely turn their body into water, or rather it turns the body into water although it normally appears as a common human body. This allows them to avoid taking damage from most kinds of attacks by having the weapons/jutsu pass through their liquid body, even though they lose some chakra for doing so (the more their form is distorted, the more chakra they lose). They can also slightly alter their build, like forming additional muscles and merge with existing bodies of water to control them. While very powerful, this ability requires the user to drink a lot or them not only become unable to utilize this ability but may also die of dehydration and evaporate completely. In liquid form, they have a limited ability of movement in order to come together if blown apart. This technique does not provide protection against lightning-based ninjutsu and actually makes the user more vulnerable to them.

    Special Ability Name: Skilled
    Requirements: Can not have Elementally Skilled, Can only be taken once, Can not be Taken if you have the extra style points from "Buying them" with Experience Points.
    Description: While most people tend to specialize in their skills, and train hard to extend them, others tend to find skills coming to them naturally. As such, they have an easier time picking up new skills and abilities, or even specialties. This SA allows a shinobi to gain 2 Additional Style points.

    Special Ability Name: Elementally Skilled
    Requirements: Can not have Skilled, Can be taken twice.
    Description: Some people know how to shoot out a fireball, and punch you into the next dimension. Some people have talents in the illusionary arts and the arts of puppet spam. Some people have the skill to pull off what many would think to be impossible, to throw out a fireball, a water stream, gust of wind and a spear of earth within a short time span; this SA is for those people. This SA grants an additional 2 element slots which can be filled with either basic of special/combo elements.

    Special Ability Name: Sand Manipulation
    Requirements: Stage 1: must have either Doton(Earth) or Fuuton(Wind), unable to have a separate advanced element; Stage 2: loss of all elements, sand jutsu no longer count against limit Stage 2
    Description: An extremely potent ability. Just as its name states, it allows one to manipulate sand quite freely. While it may not sound particularly powerful, vast amounts of sands can be controlled with this ability to execute the user's any wish (as long as it makes sense), such as defending them, attacking the enemy, forming into weapons. Simpler commands like a movement of the sand are practically unrestricted, even though the sand does not travel instantly.

    This ability is extremely powerful anywhere on the ground because the user can create even greater amounts of sand by quickly eroding the ground and any sort of rocks around them by using existing sand. Additionally, since it is real sand and not one created with ninjutsu, it does not have elemental weaknesses or strengths but follows the laws of common sense and physics. The user can also opt to carry some sand around with them and infuse it with their chakra over prolonged periods of time, making it much stronger than just "ordinary" sand.


    Special Ability Name: Hachimon - Eight Celestial Gates
    Requirements: Must not be a dual bloodline character, Taijutsu Specialist
    Description: Part of the chakra circulatory system of the human body are eight valve-like formations, responsible for regulating the flow of chakra inside the body. These valves are referred to as Hachimon or Eight Celestial Gates. Normally, they let chakra through at a constant safe rate, but one can forcefully open them to use the body's full potential for a short period of time. Naturally, it gives the user a great power boost, but it also pushes them past all safeguards, wearing their body down a great deal. Each gate grants one more and more power, but the damage done to their body increases as well. To open a specific gate, one has to open all the ones that are numbered lower. These jutsu, do not take jutsu slots.

    Name: Kaimon - Opening Gate
    Type: Taijutsu
    Rank: C (Kinjutsu)
    Range: N/A
    Requirements: Hachimon - Eight Celestial Gates
    Description: First of the Eight Celestial Gates. This gate is located in the left hemisphere of the brain, and releases brains limits over the muscles of the body, allowing one to use their full strength. This increases their strength five times but strains the muscles a lot.

    Name: Kyuumon - Rest Gate
    Type: Taijutsu
    Rank: C (Kinjutsu)
    Range: N/A
    Requirements: Hachimon - Eight Celestial Gates, Kaimon - Opening Gate
    Description: Second of the Eight Celestial Gates. This gate releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started. This drains their long-term stamina a lot and will make them have to rest for a long time afterward.

    Name: Seimon - Life Gate
    Type: Taijutsu
    Rank: B (Kinjutsu)
    Range: N/A
    Requirements: Hachimon - Eight Celestial Gates, Kyuumon - Rest Gate
    Description: Third of the Eight Celestial Gates. This gate is located at the top of the spine. When one opens this gate, it releases the limit on the nervous and blood circulation systems, which makes information travel at a faster rate and increases their speed and agility two times. As a side effect, the user's skin turns red, indicating an increased blood flow speed. This drains mental energy and puts a strain on the user's lungs and blood circulation system.

    Name: Shoumon - Wound Gate
    Type: Taijutsu
    Rank: B (Kinjutsu)
    Range: N/A
    Requirements: Hachimon - Eight Celestial Gates, Seimon - Life Gate
    Description: Fourth of the Eight Celestial Gates. This gate is located at the middle of the spine, and when opened, releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use, somewhat reducing the strain on the lungs and increasing the user's stamina. However, it further strains the blood circulation system. It also shuts off the pain receptors in the brain, allowing one to ignore injuries for the most part. However, it also slows the rate at which the body heals afterward because the brain cannot properly react to the damage the body took.

    Name: Tomon - Limit Gate
    Type: Taijutsu
    Rank: A (Kinjutsu)
    Range: N/A
    Requirements: Hachimon - Eight Celestial Gates, Shoumon - Wound Gate
    Description: Fifth of the Eight Celestial Gates. This gate is located along the spine, just below the forth. It releases the limit on the amount of chakra released at one time. It allows the user to force chakra into their muscles to further double their speed, strength, and agility. However, doing so highly increases the strain on the muscles as well, and without exercising caution, one could rip their own muscles.

    Jutsu Name: Keimon - View Gate
    Type: Taijutsu
    Rank: A (Kinjutsu)
    Range: N/A
    Requirements: Hachimon - Eight Celestial Gates, Tomon - Limit Gate
    Description: Sixth of the Eight Celestial Gates. This gate is located along the spine, just below the fifth. When opened, this gate removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user, even more, stamina. Naturally, this puts a high strain on all the organs and will result in undernourishment later on.

    Name: Kyoumon - Wonder Gate
    Type: Taijutsu
    Rank: S (Kinjutsu)
    Range: N/A
    Requirements: Hachimon - Eight Celestial Gates, Keimon - View Gate
    Description: Seventh of the Eight Celestial Gates. This gate is located at the bottom of the spine. It removes the limit on how fast the body can move, removes wastes from dead skin cells to feces, and gives the body a much cleaner system to work with. This further increases the user's speed by half and results in less fatigue, but puts extreme strain on the whole body, especially the liver and kidneys.

    Name: Shimon - Death Gate
    Type: Taijutsu
    Rank: S (Kinjutsu)
    Range: N/A
    Requirements: Hachimon - Eight Celestial Gates, Kyoumon - Wonder Gate
    Description: The final gate of the Eight Celestial Gates. This gate is located at the heart. Opening this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. All the energy in every individual cell is used up, giving the user incredible power and increasing their speed, strength, and agility two times yet again. However, after opening the gate, the user will surely die, since it basically burns up all of their body's resources for maximum energy output.

    Special Ability Name: Lightning Release Armor
    Requirements: Need Raiton: Raigeki no Yoroi - Lightning Strike Armor, Raiton: Rairyuu no Tatsumaki - lightning Dragon Tornado, Primary Lightning Element, Admin Approval, 1000 Experience Points
    Description: By wrapping their body in a layer of Lightning chakra, a user can electrically stimulate the nervous system and speed up neural synapses to react faster to danger and push their physical prowess to the absolute limit, allowing them to gain tremendous raw speed and power.

    While this technique is activated the user may move at blistering speed and strike with ruthless strength. The armor also increases defense dramatically, though the user must spend chakra equivalent to an attacking technique to block it successfully otherwise they will be afforded no defense (This only deals with S Rank Ninjutsu and lower also S(Kinjutsu) Taijutsu techniques). It is worth noting that due to the way a user must focus on exerting their chakra during the technique, they are unable to perform any kind of chakra absorption while this is active.

    Exclusive Lightning Release Armor Techniques

    Name: Lightning Oppression Horizontal
    Type: Taijutsu
    Rank: B
    Range: N/A
    Requirements: Lightning Release Armor
    Description: After covering the user in his/her Lightning Release Armor, the user performs a simple backhand chop against his opponent, with a powerful and quick force of lightning chakra behind it causing a devastating amount of damage.

    Name: Elbow
    Type: Taijutsu
    Rank: A
    Range: N/A
    Requirements: Lightning Release Armor
    Description: After covering the users in his/her own Lightning Release Armor, the Raikage thrusts his elbow at his opponent with extreme force, causing an explicit amount of damage that possibly can destroy anything from large walls to large buildings with a powerful blow.

    Name: Liger Bomb
    Type: Taijutsu
    Rank: A
    Range: N/A
    Requirements: Lightning Release Armor
    Description: After covering the user in his/her Lightning Release Armor, the user grabs his/her opponent and lifts them high into the air. Then, using his extreme strength, he/her smashes them head first onto the ground in what resembles a powerbomb maneuver. This is devastating enough to shatter the ground itself on impact. This is a similar technique to a version of the Reverse Lotus, but more destructive.

    Name: Guillotine Drop
    Type: Taijutsu
    Rank: A
    Range: N/A
    Requirements: Lightning Release Armor
    Description: After covering the user in his/her Lightning Release Armor, the user jumps into the air and performs a downward kick on his opponent. This technique is very similar to a basic leg drop, but with a lot more force behind it.
     
  2. Horus

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    Updated; The Eight Celestial Gates have been added!
     
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