Flying Thunder God
Tue Jun 19, 2018 12:51 am
Co-Ordinate Dimensions
- Spoiler:
- Name: Co-Ordinate 1st Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: D-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the 1st Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line refer to lines and exist in the least complex of the Dimensions however it is known as the Emotional Spectrum. Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the basic framework of any seal written onto an object revolves around the 1st Dimension. The study of such complex seal theory causes one the blood vessels in the user's brain to burst consuming life-force to activate it however upon activation after a week (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Name: Co-Ordinate 2nd Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: C-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the 2nd Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line refer to shapes and exist in the second least complex of the Dimensions also known as "Limbo". Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the final formation of any seal written onto an object revolves around the 2nd Dimension. The study of such complex seal theory causes the blood vessels in the user's brain to burst consuming life-force to activate it however upon activation after a week (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Name: Co-Ordinate 3rd Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: B-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the 3rd Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line refer to the "Physical Plane" and exists in the only Dimension where life exists naturally. Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the formation of any seal etched into a physical object revolves around the 3rd Dimension. The study of such complex seal theory causes two the blood vessels in the user's brain to burst consuming life-force to activate it however upon activation after 2 weeks (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Name: Co-Ordinate 4th Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: A-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the 4th Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line refer to physical world and exists in the only Dimension where life exists naturally which is also known as the "Natural World". Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the formation of any seal that is able to establish contact with the time-stream revolves around the 4th Dimension. The study of such complex seal theory causes a few of the blood vessels in the user's brain to burst consuming life-force to activate it however upon activation after 2 weeks (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Name: Co-Ordinate 5th Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: S-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the 5th Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line refer to what is known as the "Afterlife" and exists in the only Dimension where souls collectively pass through on route to the Shinigami. Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the formation of any seal that is able to warp time-space within the physical world revolves around the 5th Dimension. The study of such complex seal theory causes multiple blood vessels in the user's brain to burst consuming life-force to activate it. Unlike the others this technique can kill the user if they do not have a medical-nin within the topic with them when attempting it, lack the required blood reserves or have not consumed blood replenishing pills before attempting to learn it and as a result if trained alone it will result in their death. However if they managed to survive the activation, after 3 weeks (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Name: Co-Ordinate 6th Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: SS-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the 6th Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line encompass the physical universe in it's present state. Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the formation of any seal that is able to travel through space-time into another location within the present physical world revolves around the 6th Dimension. The study of such complex seal theory causes most blood vessels in the user's brain to burst consuming life-force to activate it. Unlike the others this technique can kill the user if they do not have a medical-nin within the topic with them when attempting it, lack the required blood reserves or have not consumed blood replenishing pills before attempting to learn it and as a result if trained alone it will result in their death. However if they managed to survive the activation, after 3 weeks (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Name: Co-Ordinate 7th Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: SSS-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the 7th Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line encompass the physical universe in it's past state. Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the formation of any seal that is able to travel through space-time into another location within the past physical world revolves around the 7th Dimension. The study of such complex seal theory causes most blood vessels in the user's brain to burst consuming life-force to activate it. Unlike the others this technique can kill the user if they do not have a medical-nin within the topic with them when attempting it, lack the required blood reserves or have not consumed blood replenishing pills before attempting to learn it and as a result if trained alone it will result in their death. However if they managed to survive the activation, after 1 month (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Name: Co-Ordinate 8th Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: SSS-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the 8th Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line encompass the physical universe in it's future state. Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the formation of any seal that is able to travel through space-time into another location within the future physical world revolves around the 8th Dimension. The study of such complex seal theory causes most blood vessels in the user's brain to burst consuming life-force to activate it. Unlike the others this technique can kill the user if they do not have a medical-nin within the topic with them when attempting it, lack the required blood reserves or have not consumed blood replenishing pills before attempting to learn it and as a result if trained alone it will result in their death. However if they managed to survive the activation, after 1 month (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Name: Co-Ordinate Nth Dimension
Classification: Fuinjutsu/Kinjutsu
Rank: Z-rank
Class: Supplementary/Passive
Range: Self
Description: This Seal grants the user access to the Nth Dimension of the Co-Ordinate Dimension Fuinjutsu Line. All of the fuinjutsu in this line encompass the universe in it's entirety across both Time and Space. Those who have learned this technique have delved deeper into Fuinjutsu theory than any others and have learned that the formation of any seal that is able to travel through space-time into the Realm of Divinity is known as the Nth Dimension. The study of such complex seal theory causes all blood vessels in the user's brain to burst consuming life-force to activate it. Unlike the others this technique will kill the user if they do not have a medical-nin within the topic with them when attempting it, lack the required blood reserves or have not consumed blood replenishing pills before attempting to learn it and as a result if trained alone it will result in their death. However if they managed to survive the activation, after 2 months (ICly) they heal from it and it becomes passively active as the knowledge is absorbed into their mind.
Re: Flying Thunder God
Tue Jun 19, 2018 12:55 am
Name: Flying Thunder God Technique
Classification: Fuinjutsu
Rank: SSS (Activation Price Varies, Utilization Price Varies)
Class: Supplementary
Range: Contact (Marker), Varies (Distance Traveled)
Description: This is the first technique in the Flying Thunder God line and is required before any other Flying Thunder God variants can be learned. This techniques acts in place of a Base Sealing Method and can have 14 additional slots all of which are utilized to store variations on the original formula. The seal cannot be removed (except by an SSS-rank or above unsealing technique) and stays on the target forever though each seal requires an SSS-rank chakra price to place. This technique requires up to the 6th Co-Ordinate Dimension to be unlocked by the user. To activate this technique, the user places a special seal or "technique formula" (術式, jutsu-shiki) to mark an intended destination. After this is done, they can at will enter a dimensional void that instantaneously transports them to the location of the seal at such high speeds that everything around them appears moving in slow-motion (Time-Slowing Effect upon re-entry). The mark can be applied to almost any area through brief physical contact, including an opponent or other surrounding feature the only evidence of doing so being the "(Insert Color) Flash" left in their wake. Because this technique is able to affect anything that is in contact with the user or somehow connected to their chakra, they can also use this technique to teleport other objects or people (As long as they are currently in contact with them before the jump), though the size of the object dictates the amount of chakra required. Using this technique is stressful on the body as not only is the user transported but likewise when coupled with peak speed (SSS-Rank+) and reflexes (SSS-Rank+) the user expends fatigue for every jump after the activation price as been paid though this activation price will reset and have to be paid again if the size of what one is teleporting changes. The amount of fatigue expended depends on the distance while it is possible to travel outside of a topic in one go the activation price & utilization price are both magnified by the distance. In regards to the speed of the jump not meeting either of the peak requirements also doubles the fatigue price per jump as one's body is forced to adjust to the high speed rapidly thus causing additional strain, as a result it is important to first possess the very high speed and reflexes before utilizing this technique unless one wishes to tire much more rapidly.
Activation Price - Size of Target - Distance Modifier (ft)
D - Small - Within 35 (No Extra Cost)
C - Humanoid (Self) - 36-70 (Activation Price x2, ie 1 C = 2 C)
B - Medium (S-M) - 71-140 (Activation Price x3)
A - Medium (L-XL Summons use this) - 140-280 (Activation Price x4)
S - Large (S-M) - 280-560 (Activation Price x5) [Out of Topic Same Loc.]
SS - Large (L-XL Summons use this) - 560-1120 (Activation Price x6) [Dif Loc. Same Area]
SSS - Bijuu or Boss Summon - 1120-2240 (Activation Price x7) [Dif Area Same Land]
Z - Colosuss - 2240-4480 (Activation Price x8) [Dif Land Same Conti.]
X - Titanic - 4480-8960 (Activation Price x9) [Different Continent]
*User Always Pays the Activation Price to "Flash" to a pre-existing Marker, chakra price is also per passenger, and it is only paid once unless the Size of what one is trying to teleport changes.
Utilization Price (Ftg) - Distance (ft) - Distance Modifier
1 - Within 35 - (No Extra Cost)
2 - 36-70 - (Activation Price x2, ie -2 Fatigue = -4 Fatigue)
3 - 71-140 - (Activation Price x3)
4 - 140-280 - (Activation Price x4)
5 - 280-560 - (Activation Price x5)
10 - 560-1120 - (Activation Price x6)
15 - 1120-2240 - (Activation Price x7)
Varies (Min. at "Z"-rank = 1/8 Max) - 2240-4480 - (Activation Price x8)
Varies (Min. at "X"-rank = 1/8 Max times 9) - 4480-8960 - (Activation Price x9) [Preform at your own risk due to high chance of death via acute fatigue]
*User Always Pays the Utilization Price to "Flash" to a pre-existing Marker, fatigue price is per teleport and can occur as many times as one moves in between markers.
Reaction Tier/Chakra Sensory Technique - Delay till seeing "Flash" left by user - Vision Modifiers
D - 30 Seconds - SSS-Rank Speed (-1 Second Total from Delay)
C - 25 Seconds - SSS-Rank+ Speed (-1 Second from Delay)
B - 20 Seconds - SSS-Rank++ Speed (-2 Seconds from Delay)
A - 15 Seconds - Time-Slowing/Muscle Tension (-2 Seconds from Delay)
S - 10 Seconds - SSS Reaction+SSS Speed (-3 Seconds from Delay)
SS - 5 Seconds - SSS-rank+ Rea+SSS-rank+ Spd (-4 Seconds from Delay)
SSS - 3 Seconds - SSS-Rank++ Rea+SSS-Rank++ Spd (-5 Seconds from Delay)
Z - 1 Second - Eight Gates Formation (-6 Seconds from Delay)
*Any Combination of the Above can be used to reduce the delay to being able to be seen instantly. The delay in question means individuals noticing when this technique is being used due to the "Flash" it gives off as this technique is so fast that even opponents being killed who do not possess the necessary about of reaction will never even get the chance to process the fact that they died before they are sent to the afterlife.
Classification: Fuinjutsu
Rank: SSS (Activation Price Varies, Utilization Price Varies)
Class: Supplementary
Range: Contact (Marker), Varies (Distance Traveled)
Description: This is the first technique in the Flying Thunder God line and is required before any other Flying Thunder God variants can be learned. This techniques acts in place of a Base Sealing Method and can have 14 additional slots all of which are utilized to store variations on the original formula. The seal cannot be removed (except by an SSS-rank or above unsealing technique) and stays on the target forever though each seal requires an SSS-rank chakra price to place. This technique requires up to the 6th Co-Ordinate Dimension to be unlocked by the user. To activate this technique, the user places a special seal or "technique formula" (術式, jutsu-shiki) to mark an intended destination. After this is done, they can at will enter a dimensional void that instantaneously transports them to the location of the seal at such high speeds that everything around them appears moving in slow-motion (Time-Slowing Effect upon re-entry). The mark can be applied to almost any area through brief physical contact, including an opponent or other surrounding feature the only evidence of doing so being the "(Insert Color) Flash" left in their wake. Because this technique is able to affect anything that is in contact with the user or somehow connected to their chakra, they can also use this technique to teleport other objects or people (As long as they are currently in contact with them before the jump), though the size of the object dictates the amount of chakra required. Using this technique is stressful on the body as not only is the user transported but likewise when coupled with peak speed (SSS-Rank+) and reflexes (SSS-Rank+) the user expends fatigue for every jump after the activation price as been paid though this activation price will reset and have to be paid again if the size of what one is teleporting changes. The amount of fatigue expended depends on the distance while it is possible to travel outside of a topic in one go the activation price & utilization price are both magnified by the distance. In regards to the speed of the jump not meeting either of the peak requirements also doubles the fatigue price per jump as one's body is forced to adjust to the high speed rapidly thus causing additional strain, as a result it is important to first possess the very high speed and reflexes before utilizing this technique unless one wishes to tire much more rapidly.
Activation Price - Size of Target - Distance Modifier (ft)
D - Small - Within 35 (No Extra Cost)
C - Humanoid (Self) - 36-70 (Activation Price x2, ie 1 C = 2 C)
B - Medium (S-M) - 71-140 (Activation Price x3)
A - Medium (L-XL Summons use this) - 140-280 (Activation Price x4)
S - Large (S-M) - 280-560 (Activation Price x5) [Out of Topic Same Loc.]
SS - Large (L-XL Summons use this) - 560-1120 (Activation Price x6) [Dif Loc. Same Area]
SSS - Bijuu or Boss Summon - 1120-2240 (Activation Price x7) [Dif Area Same Land]
Z - Colosuss - 2240-4480 (Activation Price x8) [Dif Land Same Conti.]
X - Titanic - 4480-8960 (Activation Price x9) [Different Continent]
*User Always Pays the Activation Price to "Flash" to a pre-existing Marker, chakra price is also per passenger, and it is only paid once unless the Size of what one is trying to teleport changes.
Utilization Price (Ftg) - Distance (ft) - Distance Modifier
1 - Within 35 - (No Extra Cost)
2 - 36-70 - (Activation Price x2, ie -2 Fatigue = -4 Fatigue)
3 - 71-140 - (Activation Price x3)
4 - 140-280 - (Activation Price x4)
5 - 280-560 - (Activation Price x5)
10 - 560-1120 - (Activation Price x6)
15 - 1120-2240 - (Activation Price x7)
Varies (Min. at "Z"-rank = 1/8 Max) - 2240-4480 - (Activation Price x8)
Varies (Min. at "X"-rank = 1/8 Max times 9) - 4480-8960 - (Activation Price x9) [Preform at your own risk due to high chance of death via acute fatigue]
*User Always Pays the Utilization Price to "Flash" to a pre-existing Marker, fatigue price is per teleport and can occur as many times as one moves in between markers.
Reaction Tier/Chakra Sensory Technique - Delay till seeing "Flash" left by user - Vision Modifiers
D - 30 Seconds - SSS-Rank Speed (-1 Second Total from Delay)
C - 25 Seconds - SSS-Rank+ Speed (-1 Second from Delay)
B - 20 Seconds - SSS-Rank++ Speed (-2 Seconds from Delay)
A - 15 Seconds - Time-Slowing/Muscle Tension (-2 Seconds from Delay)
S - 10 Seconds - SSS Reaction+SSS Speed (-3 Seconds from Delay)
SS - 5 Seconds - SSS-rank+ Rea+SSS-rank+ Spd (-4 Seconds from Delay)
SSS - 3 Seconds - SSS-Rank++ Rea+SSS-Rank++ Spd (-5 Seconds from Delay)
Z - 1 Second - Eight Gates Formation (-6 Seconds from Delay)
*Any Combination of the Above can be used to reduce the delay to being able to be seen instantly. The delay in question means individuals noticing when this technique is being used due to the "Flash" it gives off as this technique is so fast that even opponents being killed who do not possess the necessary about of reaction will never even get the chance to process the fact that they died before they are sent to the afterlife.
- Variants:
Name: Flying Thunder God Technique: Second Step
Classification: Fuinjutsu
Rank: S
Class: Supplementary
Range: Self (Marker), Varies (Distance)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique. This is the first variant of the Flying Thunder God Technique and is the most important as it allows the user to actually make use of the seals on a non-static target. Once the seal from the previous technique has been established, the person who wrote the seal can instantly teleport to said seal by slipping through dimensions. It does not matter where in the world the user's seal is that he/she is teleporting to, as long as there is a second seal somewhere, the user can appear there at his/her leisure following the cost of the initial technique. The difference between it and the main seal lies in it's application the basic seal one can only "Flash" to a stationary marker otherwise the price to do so consumes from their life-force due to their body being distorted due to leaving the Physical World (4th Dimension) passing through the Afterlife (5th Dimension) and re-entering the Present (6th Dimension) in order to arrive in another marker instantaneously. With this technique depending on the user's skill level they can move to a moving marker (thus including non-immobilized opponents) without triggering the blood price.
Rank of User - Blood Price (Without Technique) - Speed of Moving Marker
D - SSS - D-Rank+ & Below
C - SS - C-Rank+ & Below
B - S - B-Rank+ & Below
A - A - A-Rank+ & Below
S - B - S-Rank+ & Below
"Z" - C - SS-Rank+ & Below
"X" - D - SSS-Rank+ & Below
Name: Flying Thunder God: Guiding Thunder
Classification: Barrier Fuinjutsu
Rank: SS (Set Up Price Varies, Activation Price Varies)
Class: Defensive, Supplementary
Range: Self (Marker), AOE (Area around Marker)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique. The Flying Thunder God: Guiding Thunder is a space-time barrier fuinjutsu technique. This barrier technique incorporates the use of the Flying Thunder God formula to erect a barrier space capable of warping away anything which comes in contact with it. In order to erect this barrier the user must first pre-establish the boundries of the barrier which has a minimum radius of 240ft with each additional marker placed requiring an additional SS-rank of chakra but doubling the size of the barrier in question. Upon establishing all of the markers the user outstretches their hand resulting in the SSS-rank chakra price to place the base Flying Thunder God which appears in the center before the entire sealing array vanishes being only able to be seen by SSS-rank chakra sensory if the individual has access to 6th Dimension Level Sealing. Once warped, the subject of the technique can be directed to another location marked by the formula with an additional price equal to the rank of the technique that is being warped. (For example, the user of this technique can create a seal in front of an incoming Ichibi Bijūdama and throw a kunai with the same seal etched into it off into the distance. The Bijuu Bomb will then instantly teleport to the kunai for an SS-rank amount of chakra price to the user.) In addition as long as their is a Guiding Thunder variant marker big enough to warp away a technique any of the smaller markers with this particular seal can be used as a gateway for double the chakra price. This is done by the user outstretching their hands while holding them apart causing the smaller marker to float in the space-time continuum in between the user's hand while they warp the technique away.
Name: Flying Thunder God: Third Step
Classification: Fuinjutsu
Rank: SS
Class: Supplementary
Range: Self (Marked Individuals), Varies (Distance Switched)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique. This technique is designed to be used in conjunction with another user of the Flying Thunder God technique or a clone. Due to Flying Thunder God being such a rare technique, it is almost always used with a clone instead of another person. This technique consists of the two users placing their respective seals on one another so they can instantly exchange places, no matter where they are. It requires the same price as the normal Flying Thunder God technique and likewise shares it's cost in regards to size of marked targets, distance and number of times preformed.
Name: Flying Thunder God Slash
Classification: Fuinjutsu/Kenjutsu
Rank: A
Class: Offensive, Supplementary
Range: Short (Slash), Varies (Marker)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique. A technique combining the use of a bladed weapon and the Flying Thunder God technique. The user teleports to a marked target, with weapon in hand, to instantaneously deliver a swift, devastating slash to the opponent, within 20ft of the user, which due to the speed of the technique distorts the fabric of space around them in order to bypass through defenses equal to the speed the user is moving. The sheer speed of this technique, is such that even an individual who possesses just a Time-Slowing Dojutsu/Muscle Tension/Reaction Hyper Pro/Eight Gates Formation or an SSS-rank Chakra sensory technique is unable to detect when it is used. In order to be able to detect it one requires at least 2 of them. By possessing that the speed at which they can use to dodge this technique is now set at Samurai Level Echoing Flash. This technique like all other variants shares the cost with the original technique in regards
Sensory Mediums - Speed to Dodge
Just 1 - Z
2 - SSS-rank+
3 - SSS-rank
4 - SS-rank
5 - S-rank
Name: Flying Thunder God: Fourth Step
Classification: Fuinjutsu
Rank: SS
Class: Supplementary
Range: Self (Marked Target), Varies (Distance Travelled)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique. Most Flying Thunder God variants deal with transporting the user to wherever they have a seal on. This technique however is different because it deals with teleporting other targets to locations that the user wishes them to be in without the user being present. This creates a link between the user and their markers as they are subconciously able to detect wherever they are due to being extensions of the user's chakra. When markers move the user is alerted and they can "Flash" to them if needed, likewise for double the chakra price the user can teleport things to them instead and finally for triple the chakra price the user can teleport things to another marker without needing to establish physical contact with them the main drawback to the majority of Flying Thunder God variants. In the case of a living target being marked they can use the user's markers as a gateway to teleport themselves to the user using their own chakra and fatigue (they use the price as the base variant with all limitations and costs). this can be done with the user of this technique willingly allowing them to do so, however if the user resists then they can still brute force their way through at the cost of sustaining SSS-rank spiritual damage. Unlike the original user those who bridge the connection are only limited to teleporting to the user of this technique Only.
Name: Flying Thunder God: Half Step
Classification: Fuinjutsu
Rank: S
Class: Supplementary
Range: Self (Marker)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique. Unlike the other variants this seal is more so a gateway than a variant, this is because learning this seal allows the user to simplify their Flying Thunder God seal in order to make a less advanced version known as Flying Thunder Beast. The less advanced version is not only more cost efficient but likewise able to be taught to others who do not possess an understanding of dimensional theory. However to make up for that not only is it slower than the original technique but if they lack knowledge of 6th Dimension Sealing Theory then it will always require more than one user in order to preform successfully. The main benefit to the Flying Thunder God Seal this Modification Seal allows however is concealment, due to compressing the sealing formula it allows markers that are placed to no longer be able to be detected by chakra sensory even if activated as long as said chakra sensory is below SSS-rank. This allows for markers to be placed to be less easily detected by skilled chakra sensors capable of identifying sealing formulas.
Name: Flying Thunder God: Fifth Step
Classification: Fuinjutsu
Rank: SSS (Activation Price Varies, Utilization Price Varies)
Class: Supplementary
Range: Self (Marker), Contact (Other Space-Time Technique)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique. This variant was created to combat other Space-Time bypassing techniques (teleportation, dimensional travelling &/or wormhole generation) as contrary to popular belief the Flying Thunder God technique is not the only one. This allows one to use a marker to bridge a connection between the other technique to allow the user to "piggyback" along with the opponent. This is also required to place markers on intangible objects & opponents whether Entity, Prime, Cryptic or even Phase Release users who lack a SSS-rank Phase Release technique geared at phasing through spiritual based techniques. The process to bridge the connection requires the marker to be in contact with the gateway (for instance if connecting to Kamui the marker must be thrown into the spiraling vortex). Due to bridging a connection between the Flying Thunder God technique and the other Space-Time bypassing technique it is more stressful to preform requiring double the activation & utilization price to cover the same amount of distance as the normal use.
Name: Flying Thunder God: Sixth Step
Classification: Fuinjutsu
Rank: SSS
Class: Supplementary
Range: Self (Marker), Contact (Other Space-Time Technique)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique & Requires Co-Ordinate 7th Dimension Sealing to learn. This technique is a prerequisite to learn the Hirashin technique, to the uninformed the Flying Thunder God and the Hirashin technique are the same thing this is incorrect. The Flying Thunder God technique is the precursor to the Hirashin technique and while they are in fact highly similar the latter is more advanced due to needing a complete understanding of Dimensional Theory in order to create and utilize it. This Modification Seal allows the user to use FTG and Hirashin to travel backwards through time creating a localized time-travel effect which opens up a host of new techniques dealing with time-travel to the past. How far back they can travel depends on their endurance tiers however it is always expensive to do so costing 3x as much in regards to the Utilization and Activation Price of FTG in order to travel the same distance as the original technique.
Name: Flying Thunder God: Chain-Lightning
Classification: Fuinjutsu/Barrier Genjutsu
Rank: SSS (Set up Price Varies, Utilization Price Varies)
Class: Supplementary
Range: Self (Marker), Contact (Other Space-Time Technique)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder God Technique and requires FTG: Sixth Step to be learned. The Flying Thunder God: Chain Lightning is a space-time Barrier Genjutsu technique capable of warping the user's consciousness back in time and supplanting their past consciousness with the one from the future due to time-paradox barring the ability to be in two places at once. Similarly due to this events proceed the same however any alteration of the past will erase that specific future time-line from existence making this technique often a one way trip. In order to erect this barrier the user must first pre-establish the boundaries of the barrier which has a minimum radius of 240ft with each additional marker placed requiring an additional SS-rank of chakra but doubling the size of the barrier in question. Upon establishing all of the markers the user, who must be within the established barrier in order for this technique to be successful, makes a cross hand seal (as if they were making a clone) resulting in the SSS-rank chakra price to place the base Flying Thunder God which appears in the center of their torso before the entire sealing array vanishes being only able to be seen by SSS-rank chakra sensory if the individual has access to 7th Dimension Level Sealing. Once warped, the consciousness of the user can be directed to the body of the user in a past time period as long as they were alive at that point in time. The original body pay the Utilization Price for the distance traveled (assuming the user's past body was not in the same or within 35ft of the user's present location) with an additional utilization price modifier which is paid by the body being warped to to successfully supplant the past consciousness with the present one. (I.e Bijuu randomly attacks a village ahead of time, FTG user is caught unaware and massive casualties occur, they use this technique to supplant their consciousness a day prior giving them foreknowledge of the random attack so they can plan accordingly to combat it.) Depending on the amount of time the user is attempting to supplant their consciousness across, the activation and utilization price of FTG undergoes a multiplier, with greater spans of time incurring a greater increase.
Past Capable of warping to - Utilization Price Modifier
Up to 12 Hours Prior - 1x
Up to 24 Hours Prior - 2x
Up to 4 Days Prior - 3x
Up to 2 Weeks Prior - 4x
Two Months Prior - 5x
Four Months Prior - 6x
Six Months Prior - 7x
1 Year Prior (Min. Z-rank Req.) - 8x
1 Decade Prior (X-rank Req.) - 9x
*Note - In all instances this technique is a risk as if one's past self lacks the stamina to pay the price to supplant their past consciousness with their then present one. Then this technique will fail resulting in SS-rank mental recoil damage to the past self instead which can leave them comatose or if young (low rank) brain dead. As a result this technique is best used to jump into a low stress situation where the past user will have enough stamina to facilitate the supplanting of their consciousness without a risk of failure.
- Flying Thunder Beast:
Name: Flying Thunder Beast Technique
Classification: Fuinjutsu
Rank: S (Activation Price Varies, Utilization Price Varies)
Class: Supplementary
Range: Contact (Marker), Varies (Distance Traveled)
Description: Req. Being taught by a FTG User who has added Flying Thunder God: Half Step to the Base formula of Flying Thunder God. This is the first technique in the Flying Thunder Beast line and is required before any other Flying Thunder Beast variants can be learned, S-rank & below Flying Thunder God variants can also be learned via this technique albeit only being able to be trained for 1-rank higher the word count (post count if dual training) normally required. This techniques acts in place of a Base Sealing Method and can have 10 additional slots all of which are utilized to store variations on the original formula. The Flying Thunder Beast seal can be attached with FTG Mod Seals however they must be equal to the rank of this seal (S-rank) or below and they will always consume 2x as much slots (I.e FTG - Slash will cost 2 FTB Slots instead of 1 FTG Slot). The seal cannot be removed (except by an S-rank or above unsealing technique) and stays on the target forever though each seal requires an S-rank chakra price to place. In order to preform this technique solo the user must possess 6th Dimension Sealing otherwise depending on the Dimensional Sealing they do possess they will require physical contact with another Flying Thunder Beast user to activate this technique (5th D. S = 2 Users Req. , 4th D. S = 3 Users Req. , 3rd D. S = 4 Users Req. , 2nd D. S = 5 Users Req. & 1st D. S = 6 Users Req.). To activate this technique, the user places a special seal or "technique formula" (術式, jutsu-shiki) to mark an intended destination. After this is done, they can at will enter a dimensional void that instantaneously transports them to the location of the seal at such high speeds that everything around them appears moving in slow-motion (Time-Slowing Effect upon re-entry). The mark can be applied to almost any area through brief physical contact, including an opponent or other surrounding feature the only evidence of doing so being the "(Insert Color) Flash" left in their wake. Because this technique is able to affect anything that is in contact with the user or somehow connected to their chakra, they can also use this technique to teleport other objects or people (As long as they are currently in contact with them before the jump), though the size of the object dictates the amount of chakra required. Using this technique is stressful on the body as not only is the user transported but likewise when coupled with high speed (S-rank+ Speed) and reflexes (S-rank+ Reaction) the user expends fatigue for every jump after the activation price as been paid though this activation price will reset and have to be paid again if the size of what one is teleporting changes. The amount of fatigue expended depends on the distance while it is possible to travel outside of a topic in one go the activation price & utilization price are both magnified by the distance. In regards to the speed of the jump not meeting either of the peak requirements also doubles the fatigue price per jump as one's body is forced to adjust to the high speed rapidly thus causing additional strain, as a result it is important to first possess the very high speed and reflexes before utilizing this technique unless one wishes to tire much more rapidly.
Activation Price - Size of Target - Distance Modifier (ft)
D - Small - Within 35 (No Extra Cost)
C - Humanoid (Self) - 36-70 (Activation Price x2, ie 1 C = 2 C)
B - Medium (S-M) - 71-140 (Activation Price x3)
A - Medium (L-XL Summons use this) - 140-280 (Activation Price x4)
S - Large (S-M) - 280-560 (Activation Price x5) [Out of Topic Same Loc.]
*User Always Pays the Activation Price to "Flash" to a pre-existing Marker, chakra price is also per passenger, and it is only paid once unless the Size of what one is trying to teleport changes.
Utilization Price (Ftg) - Distance (ft) - Distance Modifier
1 - Within 35 - (No Extra Cost)
2 - 36-70 - (Activation Price x2, ie -2 Fatigue = -4 Fatigue)
3 - 71-140 - (Activation Price x3)
4 - 140-280 - (Activation Price x4)
5 - 280-560 - (Activation Price x5)
*User Always Pays the Utilization Price to "Flash" to a pre-existing Marker, fatigue price is per teleport and can occur as many times as one moves in between markers.
Reaction Tier/Chakra Sensory Technique - Delay till seeing "Flash" left by user - Vision Modifiers
N/A - 20 Seconds - S-Rank Speed (-1 Second from Delay)
D - 15 Seconds - Blinding Light or S-rank+ Speed (-1 Second from Delay)
C - 10 Seconds - Muscle Tension (-2 Second from Delay)
B - 5 Seconds - Time-Slowing (-2 Second from Delay)
A - 3 Seconds - S-rank++ Speed or S Reaction+S Speed (-3 Second from Delay)
S - 1 Second - SS-rank- Speed or S-rank+ Rea+S-rank+ Spd (-4 Second from Delay)
SS - Instant - Precognition/Premonition or Muscle Tension+Time-Slowing (-5 Second from Delay)
*Any Combination of the Above can be used to reduce the delay to being able to be seen instantly. The delay in question means individuals noticing when this technique is being used due to the "Flash" it gives off as this technique is so fast that even opponents being killed who do not possess the necessary about of reaction will never even get the chance to process the fact that they died before they are sent to the afterlife.
Name: Flying Thunder Beast: Third Step
Classification: Fuinjutsu
Rank: A-rank (Activation Price Split among Users if Multiple, Utilization Price varies)
Class: Supplementary
Range: Self (Marker)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder Beast Technique. Since Flying Thunder God: Second Step is compatible with FTB this technique was given the name Third Step despite being the second in the FTB technique line. This technique is designed to be used in conjunction with another user of the Flying Thunder Beast technique and is most commonly used by those who lack Co-Ordinate 6th Dimension Sealing due to being unable to preform the technique alone. It requires the user to lock hands with the other user(s) to each make the Seal of Reconciliation, often when three (3) or more users are required they form a circle as each user must be connected to two others. This is also what is required for the users of this technique to not all reappear at the same marker but instead by paying their own Utilization Price they can "Flash" to different markers despite initially all being in the same place. A user who has 6th Dimension Sealing in addition to this can bridge the connection for those who lack it allowing up to two others (3 in total) to preform FTB with a reduced amount of people in comparison to what would usually be required (All must have the FTB seal already learned).
Dimension Sealing - No of User's Req.
6th (or 1st, 2nd & 3rd) - 1
5th - 2
4th - 3
3rd (or 1st & 2nd) - 4
2nd - 5
1st - 6
Name: Flying Thunder Beast: Fourth Step
Classification: Fuinjutsu
Rank: A
Class: Supplementary
Range: Self (Marked Target), Varies (Distance Traveled)
Description: This technique fills One (1) of the Modification Seal Slots in the Flying Thunder Beast Technique. Most Flying Thunder Beast variants deal with transporting the user(s) to wherever they have a seal on. This technique however is different because it deals with teleporting other targets to locations that the user wishes them to be in without the user being present. In the case of those with 6th Dimension Sealing this creates a link between the user and their markers as they are subconsciously able to detect wherever they are due to being extensions of the user's chakra. When markers move the user is alerted and they can "Flash" to them if needed & for double the chakra price the user can teleport things to them instead. In the case of those without it however it allows them to either transport themselves and another target as long as they are within the interlocked arms of the users (thus more users allow for larger targets being transported) or for double the price transport a target to one of their markers while either they remain in the same place or go to a different marker(s). A user who has 6th Dimension Sealing in addition to Third Step & this can bridge the connection for those who lack it allowing up to one other (2 in total) to preform FTB with a reduced amount of people in comparison to what would usually be required (All must have the FTB Seal already learned).
- Hiraishin:
Name: Hiraishin
Classification: Fuinjutsu
Rank: Z (Activation Price Varies, Utilization Price Varies)
Class: Supplementary
Range: Contact (Marker), Varies (Distance Traveled)
Description:This is the first technique in the Hiraishin line and is required before any other Hiraishin variants can be learned. This techniques acts in place of a Base Sealing Method and can have 16 additional slots all of which are utilized to store variations on the original formula. The seal cannot be removed (except by an Z-rank or above unsealing technique) and stays on the target forever though each seal requires an Z-rank chakra price to place. This technique requires up to the 7th Co-Ordinate Dimension to be unlocked by the user however if 8th Dimension has been learned it is takes up an SSS-rank technique slot, otherwise it takes the place of a Z-rank and will only possess 8 Slots for Modification Seals. To activate this technique, the user places a special seal or "technique formula" (術式, jutsu-shiki) to mark an intended destination. After this is done, they can at will enter a dimensional void that instantaneously transports them to the location of the seal at such high speeds that everything around them appears moving in slow-motion (Time-Slowing Effect upon re-entry). The mark can be applied to almost any area through brief physical contact, including an opponent or other surrounding feature the only evidence of doing so being the "(Insert Color) Flash" left in their wake. Because this technique is able to affect anything that is in contact with the user or somehow connected to their chakra, they can also use this technique to teleport other objects or people (As long as they are currently in contact with them before the jump), though the size of the object dictates the amount of chakra required. Using this technique is stressful on the body as not only is the user transported but likewise when coupled with either max speed (Z-rank), reflexes (Z-rank) or a peak Tier Chain of both (Z-rank- Speed or SSS-rank+ Rea+SSS-rank+ Spd) the user expends fatigue for every jump after the activation price as been paid though this activation price will reset and have to be paid again if the size of what one is teleporting changes. The amount of fatigue expended depends on the distance while it is possible to travel outside of a topic in one go the activation price & utilization price are both magnified by the distance. In regards to the speed of the jump not meeting either of the peak requirements also doubles the fatigue price per jump as one's body is forced to adjust to the high speed rapidly thus causing additional strain, as a result it is important to first possess the very high speed and reflexes before utilizing this technique unless one wishes to tire much more rapidly. Hiraishin differs from Flying thunder God not only by being a superior faster technique but also due to it's ability to bypass time in addition to space as unlike the original it can be used for instantaneous travel even through time-streams.
Activation Price - Size of Target - Distance Modifier (ft)
D - Small & Humanoid - Within 35 (No Extra Cost)
C - Medium (S-XL Summons use this) - 36-70 (Activation Price x2, ie 1 C = 2 C)
B - Large (S-XL Summons use this) - 71-140 (Activation Price x3)
A - Bijuu or Boss Summon - 140-280 (Activation Price x4)
S - Colossus- 280-560 (Activation Price x5) [Out of Topic Same Loc.]
SS - Titanic - 560-1120 (Activation Price x6) [Dif Loc. Same Area]
SSS - Past Time-Travel (Solo) - 1120-2240 (Activation Price x7) [Dif Area Same Land]
Z - Future Time-Travel (Solo) - 2240-4480 (Activation Price x8) [Dif Land Same Conti.]
X - Any Time-Travel (Not Solo) - 4480-8960 (Activation Price x9) [Different Continent]
*User Always Pays the Activation Price to "Flash" to a pre-existing Marker, chakra price is also per passenger, and it is only paid once unless the Size of what one is trying to teleport changes.
Utilization Price (Ftg) - Distance (ft) - Distance Modifier
1 - Within 35 - (No Extra Cost)
2 - 36-70 - (Activation Price x2, ie -2 Fatigue = -4 Fatigue)
3 - 71-140 - (Activation Price x3)
4 - 140-280 - (Activation Price x4)
5 - 280-560 - (Activation Price x5)
10 - 560-1120 - (Activation Price x6)
15 - 1120-2240 - (Activation Price x7)
Varies (Min. at "Z"-rank = 1/8 Max) - 2240-4480 - (Activation Price x8)
Varies (Min. at "X"-rank = 1/8 Max times 9) - 4480-8960 - (Activation Price x9) [Preform at your own risk due to high chance of death via acute fatigue]
*User Always Pays the Utilization Price to "Flash" to a pre-existing Marker, fatigue price is per teleport and can occur as many times as one moves in between markers.
Reaction Tier/Chakra Sensory Technique - Delay till seeing "Flash" left by user - Vision Modifiers
N/A - 40 Seconds - SSS-rank Speed (-1 Second from Delay)
D - 30 Seconds - SSS-rank+ Speed (-1 Second from Delay)
C - 25 Seconds - SSS-Rank++ (-2 Seconds from Delay)
B - 20 Seconds - Time-Slowing/Muscle Tension (-2 Seconds from Delay)
A - 15 Seconds - SSS Reaction+SSS Speed (-3 Seconds from Delay)
S - 10 Seconds - Z-rank- Speed or SSS-rank+ Rea+SSS-rank+ Spd (-4 Seconds from Delay)
SS - 15 Seconds - Muscle Tension+Time-Slowing (-5 Seconds from Delay)
SSS - 10 Seconds - Precognition/Premonition (-5 Seconds from Delay)
Z - 5 Seconds - Eight Gates Formation (-6 Seconds from Delay)
*Any Combination of the Above can be used to reduce the delay to being able to be seen instantly. The delay in question means individuals noticing when this technique is being used due to the "Flash" it gives off as this technique is so fast that even opponents being killed who do not possess the necessary about of reaction will never even get the chance to process the fact that they died before they are sent to the afterlife.
Name: Hiraishin: Thunder & Lightning
Classification: Fuinjutsu
Rank: SSS
Class: Supplementary
Range: Self (Marker & Past Body),
Description: This technique fills Two (2) of the Modification Seal Slots in the Flying Thunder God Technique or One (1) of the Modification Seal Slots in the Hiraishin seal. This is a unique "Get out of Jail Free Card" technique in which the user moves to another marker while still being present in another location allowing them for a brief window of time to actually be in two places at once while paying an SSS-rank of chakra per post (total) said time-window lasts. The theory behind this seal is that the user Either: Teleports to the future (2nd location) while their present self (1st Location) is merely an echo turning into a "Flash" if seen by the future self or damaged/killed OR Teleports to the past (2nd Location) while their present self (1st Location) is merely an echo turning into a "Flash" if seen by the past self or damaged/killed thus avoiding a time paradox in either outcome. This allows the user treat future/past events within a set window of time as not actually occurring (by travelling back to the past prior to said events occurring or travelling to the future during said events occurrence respectively).The amount of time that the user can be in two places at once is very limited and is dependent on the user's Endurance Tier, the "Flash" left behind follows the same delay rule as the original technique.
Endurance Tier - Time Window to utilize Thunder & Lightning (Chakra Price to Activate)
D - 1 Second (SSS)
C - 2 Seconds (2 SSS)
B - 3 Seconds (3 SSS)
A - 4 Seconds (4 SSS)
S - 5 Seconds (5 SSS)
SS - 6 Seconds (6 SSS)
SSS - 7 Seconds (1 Z-rank)
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