Name: Ice Prison Technique
Rank: B
Power: B
Cost: 10
Skill: Ninjutsu
Range: 25 meters
Element: Hyōton
Speed: B
Classification: Yuki Exclusive
Handseals: N/A
Requirements: Ice Release
Description: The user is able to create a pillar of ice around a target or themselves that is about two meters in diamter. Only one may be created per usage. This is a solid pillar of ice. This allows them to capture a target or defend themselves from attacks, though they cannot move if they choose this second option. However, the speed at which the pillar is formed means that it is a useful tool for a quick defense.
Drawbacks: The user has to break the prison for the target or them to move.
Name: Deep Freeze
Rank: A
Power: Varies
Cost: Varies
Range: Varies
Element: Hyōton
Skill: Ninjutsu
Classification: Yuki Exclusive
Handseals: Dragon-> Ox -> Boar-> Monkey
Requirements: Ice Release
Description: This technique is how the Yuki convert water into Ice. After weaving the required seals, the user is able to turn any water within range into ice. If they're touching a body of water, they may turn the entire body of water into ice providing they pay the appropriate cost. This may be used to turn even water droplets and vapor into ice for their use. As with all Ice Release techniques, this technique chills the environment around them. Opposing Suiton techniques may only be frozen if they involve water vapour or droplets, or they create a relatively still body of water such as Water Prison or Exploding Colliding Wave. Things like Water Beast and Water Whip can't be frozen, as the length of contact the user would have with them would not suffice to freeze the jutsu. The amount of chakra needed to freeze an opponent's technique is equal to the amount they paid to create the technique.
5 points: May turn a small body of water into ice, such as a small lake, with 200-500 cubic meters of water in it. This requires the entire post to accomplish. Turns water droplets or vapor for fifty meters around them into ice particles which may be used for their techniques B rank or lower.
10 points: Can now turn huge ponds and similar bodies of water into ice, equal to roughly 1,000 cubic meters of water maximum. Water droplets and vapor in the 100 meters around them are converted into ice for their usage of A rank techniques or lower.
15 points: May now turn small lakes into ice up to 4,000 cubic meters of water that takes two posts to complete, with an area equal to 200 meters around them getting all water droplets and water vapor frozen for their usage. S rank techniques may now be utilized at this level.
25 points: Intent on ruining the natural balance of the area they're in, this amount of chakra allows lakes and other such bodies of water up to 10,000 cubic meters in volume to be frozen for the user's usage. This takes three posts to fully accomplish. Water droplets and vapor within 400 meters is frozen for their usage, and the central 10 meters around the user is cold enough that those within not able to utilize Ice Release receive a minus to Coordination as the air numbs their extremities. Takes two posts to freeze water in the air. Debuff has a one point upkeep.
35 points: This level of usage is meant purely for fun, or for utter destruction of an environment. Lakes of colossal size, up to 15,000 cubic meters of water, are now able to be frozen by the user. This takes four posts to complete, but is devastating to the wildlife and livelihood of any nearby communities. Water droplets and vapor for their thread is frozen for their usage and any clouds in the sky begin to ice over which prevents further precipitation, with the central twenty meters around the user being so cold that all but the user suffer a minus to Coordination. It takes two posts to freeze all the water in the air. Debuff requires a one point upkeep.
Drawbacks: Effects everybody within the thread, allies and enemies alike, in some fashion. Whether this is due to being within the range of the cold debuff or by having all potential sources of water in an area frozen, everybody is going to be impacted somehow and probably not in a good way. The droplets and vapor all falls to the ground when frozen, meaning an opponent could potentially utilize it as shrapnel before the user gets off a second jutsu. The higher levels of usage could easily cause devastation to an environment by robbing the only source the local wildlife has for fresh water for months or even years as the thick ice slowly melts. As such, great care must be taken in order to not royally fuck up the world on accident. Unlike most Ice Release techniques, a sufficient amount of heat can melt this ice as the chakra is more widely dispersed (B rank katon). The debuff in the latter stages is only active for one post after the target leaves the area of affliction, as they warm back up enough to retain basic levels of motor skills.
Name: Adamantine Attacking Chains
Rank: A
Activation Cost: 15
Upkeep Cost: 10
Range:0m-80m
Speed:B++
Element: N/A
Skill: Fuuinjutsu
Classification: Exclusive (Uzumaki)
Requirements: -
Parent Technique: N/A
Hand Seals: N/A
Description: This technique molds the user's chakra into extremely durable chains which can be used for various purposes including restraint similar to the Adamantine Sealing Chains technique. Much like its counterpart, it can be used offensively, as well as can neutralise a target by binding and nullifying their chakra on contact. These chains are not as strong however and as such restrain at a Strength of A++. The chains also are incapable of forming a protective barrier which limits their versatility in comparison to Adamantine Sealing Chains. Like the original the the chain's speed and accuracy is governed by the Coordination stat. Up to 6 chains can be created.
Weaknesses: Because there is Fuuinjutsu underlying the chakra chains, they can be nullified like any other fuuinjutsu in accordance with the sealing breaking rules. The chains can also be broken by S Tier Strength or greater.
Name: Adamantine Sealing Chains
Rank: S
Activation Cost: 25
Upkeep Cost: 15
Range: 0m-150m
Speed: A
Element: N/A
Skill: Fuuinjutsu
Classification: Exclusive (Uzumaki)
Requirements: -
Parent Technique: N/A
Hand Seals: N/A
Description: This technique molds the user's chakra into extremely durable chains which can be used for various purposes, such as directly combating or physically restraining their targets — foes even as powerful as a tailed beast. These chains could also be used to bind the chakra of a target, completely neutralizing their ability to use chakra based techniques. The user can also manipulate the chains to erect a barrier. This barrier has X-grade hardness in terms of durability. The user's ability to control the chains is governed by the user's Coordination stat. The chains have a Strength of S++ making it extremely difficult for almost any shinobi to break out of them using raw strength. Up to 6 chains can be created.
Weaknesses: Because there is Fuuinjutsu underlying the chakra chains, they can be nullified like any other fuuinjutsu in accordance with the sealing breaking rules. The chains can also be broken by X Tier Strength or greater.
Name: Mystical Palm Technique
Rank: B
Power: A
Activation Cost: 10
Upkeep Cost: 5
Range: Touch
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: N/A
Parent Technique: -
Hand Seals: Ox → Tiger
Description: The Mystical Palm Technique is a Medical Ninjutsu which allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries.
In most cases it will take three posts to fully heal a single fatal wound. This number can be alleviated by having more Ijutsu users using this technique present, each Ijutsu user taking a post off.
Weaknesses: When healing a wound the effects take place immediately, slowing bleeding and producing new cells. Failure to complete the full healing process will have the wound open up again. The amount of time how this happens is dependent on how long you treated the wound (Healing for two posts and leaving will take two posts for the wound to open again.)