- Crimson Gathering:
- Name: Crimson Gathering
Rank: D
Type: Iryō Ninjutsu | KKG
Used For: Supplementary
Element:
Range: 10m Radius
Duration: Instant
Hand Seals/Charge up: Rat
Description: Simple technique, so simple explanation, the Jutsu allows the user to gather any blood that belongs to them within a 10 meter radius. This technique holds no offensive or defensive capabilities of its own, and is only used to gather the blood necessary for techniques that require a large quantity of blood, such as Crimson Drilling Impact.
Weakness: No offensive or defensive capabilities. Gathers the user’s blood and the user’s blood alone. Only really useful if there’s a rather large amount of the user’s blood on the field.
- Crimson Tornado:
- Name: Crimson Tornado
Rank: C
Type: Iryō Ninjutsu | KKG
Used For: Offense
Element:
Range: 3m radius [Max]
Duration: Maintainable
Hand Seals/Charge up: Rat -> Dragon -> Boar -> Ram
Description: Like the technique it’s based on, Crimson Tornado utilizes the blood of a Shurajo to create a fast spinning, vortex of blood around themselves. Capable of acting as a barrier between the user and their opponent, as well as acting as a deterrent for Taijutsu and Kenjutsu users. This is not to be confused with Crimson Vortex.
Weakness: Goes into a 3 post cool down immediately after. Taijutsu and Kenjutsu techniques of B and higher can get through the barrier.
- Blood Prison:
- Name: Crimson Prison
Rank: B
Type: Iryō Ninjutsu | KKG
Used For: Offense
Element:
Range: Arm Reach
Duration: Maintainable
Hand Seals/Charge up:
Description: Water Prison? That’s perhaps the first thought that would cross the mind of anybody who witnesses the technique, albeit they would be wrong. Having once witnessed the water technique, Shinku has managed to make a replica except it utilizes her blood as well as its properties instead of water. Much like the technique it replicates, the one who has the misfortune of being trapped within the bloody sphere shall be unable to breath, thus forced to hold their breath. Ingesting any of the blood shall allow for the effects of the Shurajo’s poison to take effect.
Weakness: Must maintain contact with the sphere of blood or technique shall automatically deactivate. Requires a large quantity of blood.
- Crimson Whip:
- Name: Crimson Whip
Rank: D
Type: Iryō Ninjutsu | KKG
Used For: Offense
Element:
Range: 10m [Max]
Duration: Maintainable
Hand Seals/Charge up: -
Description: A simple technique that allows the Shurajo to create a whip from their own blood, capable of restricting the movement of the target as well as dealing shallow cuts that do nothing more than cause a stingy pain as well as a way for the blood of a Shurajo to enter a target’s body.
Weakness: Easily broken by kunai, shuriken, etc.. Deal little damage to the target. Broken by other D techniques.
- Crimson Regeneration:
- Name: Crimson Regeneration
Rank: D-S
Type: Iryō Ninjutsu | KKG
Used For: Supplementary
Element:
Range: Self
Duration:
Hand Seals/Charge up: Rat -> Dog -> Horse -> Ox
Description: Crimson Regeneration is a technique created and utilized by the Shurajo siblings, which consist of Chikara and Shinku Shurajo. It’s their primary healing technique, capable of healing a variety of wounds so long as they have the chakra needed to regenerate them. The effects this technique has is based upon the amount of chakra sacrificed, and is listed below. [Note: Iryō Ninjutsu Masters can utilize this technique without hand seals.]- D - Allows for abrasions of the skin, bruises, minor cuts, and 1st degree burns to be healed within 2 post.
- C - As well as maintaining the capabilities of the previous rank, simply cutting down the wait time by 1 post, this allows for fractures, 2nd degree partial thickness burns, and lacerations (deep cuts) to be healed in 3 post.
- B - Maintaining the capabilities of the previous ranks, simply cutting down the wait time by 1 post, this allows for minor internal damage, 2rd degree full thickness burns, and tissue damage to be healed in 4 post.
- A - Maintaining the capabilities of the previous ranks, simply cutting down the wait time by 1 post, this allows for major internal damage, muscles, and 3rd degree burns to be healed in 5 post.
- S - Maintaining the capabilities of the previous ranks, simply cutting down the wait time by 1 post, this allows for the regeneration of severed limbs and the healing of 4th degree burns to be repaired in 6 post.
Weakness: For the duration of the technique, the user is unable to utilize any techniques ranked over B, C in the case of the S version of the technique. Twice a thread, S version. 4 post cooldown, all versions. - D - Allows for abrasions of the skin, bruises, minor cuts, and 1st degree burns to be healed within 2 post.
Last edited by Frost Princess on Fri Dec 12, 2014 6:56 am; edited 2 times in total