Approved Open Custom Techniques
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Approved Open Custom Techniques
- Kumo Exclusive:
- Name: Jump step
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Village Exclusive (Kumo), Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Similar to the Tree Climbing jutsu and Water walking Jutsu, the Jump Step was created in the Land of lightning as a method to gain better chakra control as well as facilitate mountain climbing. To do this, the user emits a quick burst of chakra from their feet providing a platform for them to jump from in midair. Platforms made in this manner will disburse immdately after jumping from them as they are only stable enough to allow for a brief moment of contact.
Weaknesses: Creates the force necessary for a double jump, but in no way makes you jump any higher than you normally could.
Name: Grazing Flash Strike
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 20 meters
Speed: N/A
Element: N/A
Skill: Kenjutsu + Taijutsu
Classification: Village Exclusive (Kumo), Open
Requirements: Speed is required to hit S-Rank for the technique to work, meaning that the user must have a minimum of A-Rank speed when initiating the move.
Parent Technique: N/A
Hand Seals: N/A
Description: Pushing his body to its limits Akashi has focused this technique on his enhanced speed and ability to move between several points in the time that previously would take to move once, raising his Speed by 1 Tier. Only possible when used within an area ranging 20 meters and the target being within said area. The attack begins with a sudden dash designed to clip the target with either blade, foot or fist, followed by a return dash upon contact with a jumping point within the designated range. This sequence can be repeated two more time for a total of three per post, starting with with Kenjutsu or Taijutsu and alternating between the two with each strike to whittle their opponent down. Each time the technique is initiated the user must choose which strike they will begin with as it will dictate the following two strikes with the alternating nature of the move.
Weaknesses: Requires an environment that has at least two different jumping points within the range, the more the better as they lower the number of predictable outcomes once the technique is recognized. Not only are these footholds requires to be in the immediate area but they must by at points that allow for the user to graze their target, meaning the foothold much be in the direct line of action being taken. Being that the technique is fairly basic in its alternating strikes, any opponent who encounters this technique will subsequently gain a tier of Perception for any additional use of it against them.
Name: Red Viper Fake Out
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 20 meters
Speed: N/A
Element: N/A
Skill: Kenjutsu + Taijutsu
Classification: Village Exclusive (Kumo), Open
Requirements: Speed is required to hit S-Rank for the technique to work, meaning that the user must have a minimum of A-Rank speed when initiating the move.
Parent Technique: Grazing Flash Strike + Shadow Clone
Hand Seals: N/A
Description: This technique is more or less designed for opponents who have begun to analyze the simple method to his Grazing Flash Strike technique, though it can still be used on its own and grants the user a single tier in Speed. It begins the exact same, a single dash towards an object just beyond their target to rebound off of. Immediately upon contact the user must form a one handed Clone seal to create a clone of themselves and have them expend the same level of speed so they can dash in opposite directions. This allows for Akashi and his clone to pincer the target with their second dash's that concludes with one using Kenjutsu and the other Taijutsu. These technique as well as its parent both suffer from having two tells with Akashi and the clone only having Kenjutsu and Taijutsu approaches to switch between for the finale.
Weaknesses: After witnessing this technique the target is able to gain a tier advantage when encountering it again in terms of Perception. This technique is more expensive then its parent as it both requires the creation of a clone but it must also expend the same activation cost of 3 to keep up with the user and be able to follow up with the pincer move.
Name: Flying Elbow Flash Strike
Rank: C
Power: C
Activation Cost: 3 + 3
Upkeep Cost: N/A
Range: 20 meters
Speed: N/A
Element: N/A
Skill: Kenjutsu + Taijutsu
Classification: Village Exclusive (Kumo), Open
Requirements: Both Speed and Coordination are required to hit S-Rank after boosts are applied for the technique to work, meaning that the user must have a minimum of A-Rank Speed and Coordination when initiating each sequence of the move.
Parent Technique: N/A
Hand Seals: N/A
Description: Drawing the user's hand to either their hip or back to grab a fasted sword a sudden dash is performed before the drawing of the weapon. The reaching for the weapon is designed as a feint for an elbow strike aimed at the face, intending to smack the target’s head either left or right depending on the arm used. After exerting a C-Rank activation cost the user then spends another C-Rank cost to move their hand with greater haste back to the desired blade followed by a swift downward plunge into their target for a potentially fatal blow. Speed is increased by 1 tier for the initial boost and and Coordination is increased by 1 tier for the purpose of drawing the blade and performing the downward strike.
Weaknesses: Once seen this technique loses its feint advantage, giving the assailant an increase of 1 tier to Perception on the second plus encounter.
Name: Electrifying Tendrils Curse
Rank: B
Power: B
Activation Cost: B
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: Raiton
Skill: Fuuinjutsu
Classification: Kumo Exclusive, Open
Requirements: Fuuinjutsu
Parent Technique: Self-Cursing Seal
Hand Seals: N/A
Description: Similar to the parent this seal is used on contact and is flowed through a sword to be enacted when pierced into an enemy, a slash will not suffice. The seal travels through the blade and inside the target and spreads all over in an inelegant fashion, coating bone and organs alike in an electric blue seal that releases a terrible shock upon vigorous movement. This is designed to allow for interrogation of a target as well as subduing them with the threat of their own life being taken if they move too much for those of weaker fortitude. Any movement beyond talking, breathing and/or slowly changing position will cause varying levels of pain dependant on the target’s Constitution for continuous movement:
E - Target enters shock immediately and will die in the second post without medical attention.
D - Target is able to move for one post, goes into shock in the second post and dies by the third without medical attention.
C - Target is able to move for two posts, goes into shock on the third and dies on the fourth without medical attention.
B - Target is able to move for three posts and is knocked unconscious on the fourth without medical attention.
A - Target is able to move for five posts, receives a C-Rank decrease to all physical stats for two posts then is back to normal and the seal exhausted.
S - No effect
X- No effect
Weaknesses: Requires the user’s sword to remain inside the target, allowing for an easy release of the technique through pulling the blade out.
- Iwagakure Exclusives:
- Name: Hard-Soft Style
Rank: C
Activation Cost: -
Upkeep Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Village Specific (Iwa): Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description: Being the Taijutsu standard enforced for experienced Taijutsu users and those capable to learn it effectively, Hard-Soft Style is one based around striking primarily with speed and precision first before dedicating a powerful attack when an opening comes within a weakened opponent. This technique revolves around softening up an opponent's defenses using their hands and sometimes legs to execute accurately timed strikes to gradually weaken their opponent before using dedicated leg-only Taijutsu to deliver the powerful kick to cripple their opponent.
The style itself is based around the soft style. When using this Taijutsu the user loses -1 advantage to their Strength and gain +2 advantages to Coordination and +2 advantages to Perception in regards to saves and perceiving your opponent's actions maximizing your ability to land successful attacks.
Weaknesses: N/A
Name: Art of War
Rank: C
Activation Cost: -
Upkeep Cost: 3
Range: -
Speed: -
Element: -
Skill: Bukijutsu
Classification: Open (Iwa)
Requirements: -
Parent Technique: -
Hand Seals: -
Description: This is the standard weapon practice passed among the Shinobi of Iwagakure. Those who have invested a practice into Bukijutsu are taught how to utilize all common and unique weapons which fall under the Bukijutsu branch. This fighting style focuses on the speed and precision of the user believing the tool is designed to deal the damage output.
When using Art of War the user's Coordination increases by +1 tier when using any weapon that does not fall under Kenjutsu or Kyujutsu.
Weaknesses: N/A
Name: Gentle Way
Rank: D
Power: C
Activation Cost: -
Upkeep Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Village Specific (Iwa): Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description: Gentle Way was designed for its simplicity and ability for Iwagakure's military to adopt despite not being Taijutsu professionals. This technique focuses on grapples and redirecting an attacker's energy, utilizing the strength an experienced close-quarters user would have and pin it against them. This would in turn give the weaker opponent an advantage and allow them to either flee to a safer distance or quickly finish off a weakened opponent.
As mentioned, this style revolves around redirecting an attacker's energy into powerful throws or slams. Because of this, the technique is purely defensive in nature. The user gains +1 tier in Coordination when taking control of an opponent or sprawling. When a throw or take-down becomes successful, the user's strength and opponent's strength of the attack are combined to determine impact force. Upon a successful throw or slam the +1 tier in Coordination becomes +1 tier in Strength.
Weaknesses: Due to the defensive nature and dedication this technique takes the user has to remain completely stationary, or in sprawling cases be working around a stationary opponent. In addition, the power is determined of the combined strengths of the user and attacker. This will also only on creatures equal or lower to the user's size.
Name: Cradle Bind
Rank: D
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Village Specific (Iwa): Open
Requirements: Gentle Way
Parent Technique: N/A
Hand Seals: -
Description: This technique is a powerful bind using the user's legs to wrap around the target and using their muscles to constrict the opponent's body. The goal is to put tremendous pressure on a muscle group, in most common cases the abdomen, to lock the muscles from contracting robbing the victim of their control. When locking the attacker from the abdomen this naturally disables their legs leaving them nearly helpless by only leaving their arms free.
This technique increases the user's Strength by +1 tier for the leg bind.
Weaknesses: In order for the technique to be executed properly the user must have equal or greater the victim's strength in order to successfully bind them. Having less strength would allow the victim to break free.
Name: Hard Style: Rock Smash
Rank: C
Activation Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This technique is a simple ax kick done by generating momentum through a somersault done while airborne. Common targets include the top of the head or clavicle to deal an incapacitating blow.
This technique grants a single +1 tier to the user's Strength upon landing a successful kick.
Weaknesses: N/A
Name: Hard Style: Boulder Smash
Rank: B
Activation Cost: 5
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This technique focuses on the user's strength to overwhelm the opponent. The technique is a spinning back kick which allows the user to build up impressive speed to drive into their opponent.
This technique grants the user +1 tier and +1 advantage to their Strength as well as +2 advantages to their Speed. In turn, the user receives a -2 advantage penalty to their Perception.
Weaknesses: N/A
Name: Hard Style: Great Mountain Summit
Rank: B
Activation Cost: 10
Range: -
Speed: -
Element: -
Skill: Taijutsu/Ninjutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: Shadow Clone Technique
Hand Seals: Clone Seal
Description: This combo attack utilizes the Shadow Clone Technique as its primary function, though can easily be done by multiple people who know this particular combo. The target is sent airborne usually by an upward palm strike to their bottom jaw. The user may then perform the Shadow Clone Technique when the user is stunned if they haven't already. Four clones must be used to execute this combo properly. Upon pursuing the stunned victim airborne the four clones will attack in unison with lateral kicks in a single direction, each kick striking a different location on the victim's body (four locations being: leg, waist, upper torso, and the head.) The different angles, location, and physical finesse of the user makes it almost impossible for a helpless opponent to protect against.
These kicks generate enough force to spin the victim violently. Two of the clones disperse while the remaining two deliver a spinning back kick to the victim's body sending him straight towards the ground. The original user, who anticipates this, prepared a final ax kick maximizing the impact force from the fallen victim.
Each of the Shadow Clone's kick patterns gain +1 tier to their Strength. The user gains +1 tier and +1 advantage to their Strength for the final ax kick.
If more than two of the lateral kicks are successful the victim is spun violently in air, dropping their Perception by -1 tier.
Weaknesses: This technique relies on the user always having the upper hand on the opponent leaving no room to focus on other events around them. The user receives a -2 advantage to their Perception when using this technique. In addition to this the technique suffers the same drawback as the Shadow Clone Technique does due to it being a major part of the technique.
Name: Soft Style: Nervous Breakdown
Rank: C
Activation Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This technique is a simple three-hit combo involving striking the target with three consecutive jabs. The user concentrates their strength and precision with each jab in their first two knuckles to deliver a short, forceful series of attacks. Normally the user would target sensitive areas such as major nerves or where the skin meets the bone to maximize the stunning potential allowing them to move onto a Hard Style technique.
This technique increases the user's Strength by +2 advantages to Strength and +1 advantage to Coordination.
Weaknesses: N/A
Name: Soft Style: Preemptive Break
Rank: C
Activation Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This technique is a single side-handed strike designed to counter-attack an enemy's incoming aggression. The user must play defensively being ready to react to an enemy's attack. They will then target a sensitive area, such as the nose or wrist to gain maximum potential from this technique.
The user's Coordination is increased by +2 advantages while their Perception is increased by +1 advantage.
Weaknesses: N/A
Name: Soft Style: Will Breaker
Rank: C
Activation Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This is a two-hit combo involving a straight kick using the front of their foot followed by a dropping heel kick. The attack happens in quick succession, similar to the one-two combo commonly practiced in boxing. The jab, being the straight kick to the bottom of the target's jaw, then the powerful cross-punch being the ax kick.
The straight kick gives the user a +1 advantage to Coordination and +2 advantage to Strength. The dropping ax kick changes the Coordination buff to Strength, giving the user an overall total of +1 tier to their Strength.
Weaknesses: N/A
- Sunagakure exclusive:
- Name: Poison Liquid
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-1m
Speed: D
Element: N/A
Skill: Chemistry & Ijutsu
Classification: Village Exclusive - Sunagakure
Requirements: The user must have created the poison they are spewing or have sufficient analyzed or learned another poison in order to reproduce it within their body. The poison must be able to take a liquid form.
Parent Technique: Poison Mist
Hand Seals: Ram
Description: Chakra is kneaded within the body and transformed into a chemical substance (specifically a poison that the user already knows well), which then comes out of the mouth. The liquid poison can either be spit from the mouth or can be dripped onto something. Each use has the strength of one dose. The poison expires within the topic. When learning this technique you must learn it with each different poison you make. The rank of the poison being used can be equal to the technique rank or lower.
Weaknesses: This can only be used with liquid poisons and has a very short range.
Name: Medicine Liquid
Rank: A
Power: A
Activation Cost: 15
Upkeep Cost: -
Range: Self
Speed: N/A
Element: N/A
Skill: Chemistry & Ijutsu
Classification: Village Exclusive - Sunagakure
Requirements: The user must have created the medicine they are perspiring or have sufficient analyzed or learned another medicine in order to reproduce it within their body. The medicine must be able to take a liquid form (no pills).
Parent Technique: Poison Mist
Hand Seals: Bird
Description: Chakra is kneaded within the body and transformed into a chemical substance (specifically a medicine that the user already knows well), which then perspires out onto the hands of the user. Each use has the strength of one dose. When learning this technique you must learn it with each different medicine you make. The rank of the medicine being used can be equal to the technique rank or lower. The medicine expires within the topic.
Weaknesses: This can only be used with liquid medicines and has a very short range.
Name: Ventriloquism
Rank: E
Power: E
Activation Cost: 1
Upkeep Cost: 1
Range: 60m
Speed: N/A
Element: N/A
Skill: Kugutsu
Classification: Sunagakure
Requirements: Chakra Strings + Kugutsu Skill
Parent Technique: Puppet Technique
Hand Seals: N/A
Description: A secret technique of the puppeteers of Suna who have furthered the art more than any other, this allows the puppeteer to vibrate the strings which manipulate the puppet and create sound, acting as a long range voice box as the name would imply. They an also modulate the voice to their liking.
Weaknesses: Voice modulation is dependent on the user's coordination, able to fool those with a perception of equal to or lower than said coordination.
- Kiri exclusive:
- Name: K.B.S.D.S (Kirigakure Basic Self Defense Skills)
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: User
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Kirigakure Specific, Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: K.B.S.D.S is a basic course of taijutsu techniques targeted specifically at self-defense. This style is provided to anybody who wishes to learn it, regardless of their skill at taijutsu, so that anybody within the village is able to adequetely defend themselves in a number of different scenarios. The course centers around reading moves to block, different ways to parry or counter, how to defend against common weapons (swords, kunai, daggers, etc), as well as a few offensive maneuvers comprised mostly of basic punches, elbows, throws, and a few submission techniques. Nothing is overly complicated, relying on basic footwork that anybody can learn and master and basic movements to accomplish the goals.
Provides a single plus to Strength and Coordination.
Weaknesses: A bit lacking on the offensive side of things, so it does not receive the boost to Strength when engaging as the aggressor.
Name: Pit Style
Rank: A
Power: A
Activation Cost: N/A
Upkeep Cost: 7
Range: User
Speed: N/A
Element: N/A
Skill: Taijutsu (Bukijutsu, Kenjutsu optional)
Classification: Relatively Open
Requirements: Live through enough fights in the Pits, C rank in every single physical skill and Perception minimum
Parent Technique: N/A
Hand Seals: N/A
Description: The style of the Pit is one found only in the archipelago of the Land of Water. The clans that used to rely on piracy frequently pay to see people fight in a pit, finding it to be a great source of entertainment. The people who fight in the pit gain more than entertainment though, both in fame and in personal skill. It's a style bred out of pure desperation, adjusting itself to suit the situation at hand. In the Pit, you don't know what weapon you'll be given. Sometimes you're given none and must take one from somebody else. Every fight is to the death, should the crowd wish it, and any means required to win is used by those who have truly grasped what it means to be a Pit Fighter. Being agile is a requirement since rigidity only gets you a knife in the back when you're in the Pit.
Pit Style revolves around using any kind of weapon you can get your hands on, and barring that possibility, breaking your opponent and then killing them as efficiently and ruthlessly as possible. Knives, axs, rocks, swords, sticks, even dirt and sand are fair game. Anything to help you win. This ability to transform literally anything into an effective weapon is incredibly Dirty tactics are right at home, with eye gouging and shots to the groin frequently used. Biting, headbutts, knees, anything and everything you can utilize to break your opponent before they break you. A few grappling maneuvers and throws are taught, just as a way to help balance the style, and a few lessons are devoted on what to do if you find yourself fighting on the ground. The official lessons given are not that complex or difficult, since most of the ins and outs of each individual's style is hammered out in the Pit where they either adapt or die.
Favored tactics are generally disarming your opponents regardless on whether you're armed or not, followed by breaking or otherwise disabling some part of your opponent to make killing them easier. Practitioners frequently practice interruption tactics, making this a style that is very good at countering. This really only applies to opponents around the same level of strength as you, as weaker opponents can typically be overwhelmed. This is because a great emphasis on speed is put into the style, since you rarely ever face a fair fight in the Pit. Killing people slowly only increases the chances of you being killed yourself, after all. This means fighters must be in peak physical condition and must have a decent awareness of their surroundings. They're taught the hardest way possible, through constant life and death situations, that being aware of all the enemies around you and being able to react to them is required to survive in the Pit. This experience also makes each practitioner's version of the style unique, with no two fighters fighting the same way once they get some experience under their belts.
This style grants a maximum of four pluses that may be distributed to Speed or Coordination any way the individual practitioner wishes. In addition, the absolutely ruthless approach in regards to interrupting and destroying your opponent through extremely close range fighting makes fighting against it within this comfort zone exceptionally difficult. This results in a - to either the opponent's Speed or Coordination and can't be changed for the rest of the topic once chosen. This ability applies to each target individually, allowing for great flexibility in the user's approach to the fight. This same ferocity also protects Pit fighters from the methods of interruption present in styles like it, decreasing debuffs to Speed or Coordination given by fighting styles by one minus. Only one stat may be chosen for protection in this manner.
Weaknesses: The style must be learned through constant struggling in the Pits of the Land of Water. This is a life threatening area, with death being a very real possibility. In addition to being forced to put your character's life on the line, they must also pay one-hundred experience per plus of boosts in order to access that boost- this displays their growth in the style's execution by constant victories in the Pit. Each plus also requires one victory in the pit, and the secondary effects cost another 100 experience and victory in the pit. This is the level of skill with the style that true champions possess, unmatched in personal combat.
In order to prevent boosts to someone else's stats via their styles, the user must also possess the skill said style belongs to so they have the personal knowledge and experience to work around these particular styles. Similarly, they must have the skill and equal Perception minimum if they wish to be immune from stat debuffs by opposing styles. Uniquely, those who know Pit Style may negate both the debuffs and the protections of another practitioner.
Name: Chikushou no Ken [畜生拳 lit. Brute Fist]
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 3
Range: Self
Speed: -
Element: -
Skill: Taijutsu
Classification: Kirigakure Exclusive Style
Requirements: Taijutsu skill, D-Rank in Coordination & Speed
Parent Technique: N/A
Hand Seals: N/A
Description: This fighting style focuses on exploiting the target's weak spots, and attacking with raw power and speed. The style is occasionally used in tandem with Ninjutsu created to be befitting of it. This fighting style boosts the user's Strength by ++ and their Speed by a +.
Weaknesses: If an opponent has countermethods to the especially-pinpoint fighting style, it's fairly difficult to pull off within combat.
Name: Quick Step
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: Chikushou no Ken
Hand Seals: Chikushou no Ken
Description: More or less a technique used for supplementary means, the Quick Step sticks true to its name. Through the combined use of the Surface Walking technique, albeit in a unique use, and proper positioning of their foot, the user is able to capitalize on the flow of chakra to their sole, using it as a means to propel themselves forward in a quick burst, simultaneously kicking off with the foot they've just lifted the heel of, for a brief propulsion. ++ to Speed for the duration.
Weaknesses: N/A
Name: Mirage Step
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: Chikushou no Ken, Clone Technique
Hand Seals: Ram → Snake → Tiger
Description: After forming the handseals pertaining to the Clone Technique, the user amps it up. Whether sprinting, jogging or even sauntering, they employ the academy technique in the form of a consistent trail of afterimages behind them, mirroring the movements of the creator, but doing nothing else aside from that. When used by someone with incredible speed, the technique becomes especially effective, as they can cloak themselves in a consistent "stream" of afterimages. For every 3 chakra used, five afterimages are created, and last within the post they're created.
Weaknesses: Easily distinguishable with doujutsu or sensory. Additionally, if the opponent's Perception can track the user's Speed, they're able to distinguish the real user from the afterimages. Additionally, despite making duplicates of the user, these afterimages do not have a physical form.
Name: Art of Precision
Rank: C
Power: C
Activation Cost: -
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Kenjutsu/Taijutsu
Classification: Village Exclusive (Kiri), Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This fighting style focuses on implanting a great focus for the user for use in either the way of the sword, or in hand-to-hand combat, granting a 1 tier bonus to coordination for when this is turned on.
Weaknesses: N/A[/quote]
Name: Suiton Release: Draw Current
Rank: D
Power: D+
Activation Cost: 3
Upkeep Cost: ---
Range: 15 Meters
Speed: C+
Element: Suiton
Skill: Ninjutsu
Classification: Village Specific (Kiri)
Requirements: Existing Body of Water.
Parent Technique: ---
Hand Seals: Monkey > Bird > Dog > Ram
Description:
Chakra flows from the hands and into the body of water. Like pulling on rope the hands moves to their body and the current pulls at the caster’s direction. Like pushing a cart the hands move forward and the current pushes away from caster. This technique is best used in calm bodies of water, but it is possible to affect strong currents with more effort. It is mainly used to quickly change course on a ship or to rescue people in water.
Weaknesses:
Can only affect a section of water equivalent to 6 meters in radius. When used on strong currents it is impossible to go against the current. The only thing the caster can affect is directing the affected area in a bending motion.
Name: Hantā no ken (Hunter's Sword)
Rank: E - D - C - B - A - S (Each Rank must be learned in ascending order before the next can be learned. You cannot only know the E-Rank of this style and go on to learn C rank afterward.)
Power: Equal to technique Rank
Activation Cost: --
Upkeep Cost: E - 1, D - 1, C - 3, B - 3, A - 5, S - 10
Range: --
Speed: --
Element: --
Skill: Kenjutsu
Classification: Kirigakure Exclusive
Requirements: Kenjutsu
Parent Technique: --
Hand Seals: --
Description: A style of Kenjutsu brought to Kirigakure near its founding, said to have originated from a band of pirates that ceded to the Hozuki before the founding of the village. This style revolves around using one's speed to overwhelm and outperform the opponent while using well placed strikes to take an opponent out quickly before having to move on to another. Most associate its users with assassins, and while it's true that in recent time it's been used as such, it was originally used to be able to combat equally sized or even larger crews on ships, take what they had, and escape quickly. Focusing on slashes to joints, stabs to the abdomen and to vital spots between a target's ribs, an ideal fight to a Hantā no ken user is one that ends after one or two moves. No action is wasted, no step is without intent, there is no attack made without thought or purpose. Hantā no ken is designed to be efficient above all else, lacking flashy swordplay. Being used by pirates, there aren't many that still use Hantā no ken to give it notoriety or to give themselves fame. The only thing many find they gain from it is pride in results.
When active. Hantā no ken gives the user the following buffs to the appropriate stats depending on what rank of the ability they use.
E - Rank: +Speed
D - Rank: + Speed +Coordination
C - Rank: ++ Speed +Coordination
B - Rank: ++ Speed ++Coordination
A - Rank: 1 Tier to Speed ++Coordination
S -Rank: 1 Tier to Speed 1 Tier to Coordination
Weaknesses: Because of the focus on out-speeding your opponent, when a user encounters someone who can either keep up in sheer speed or is even faster, they often have difficulty utilizing this style of Kenjutsu against them. Also because of the style's focus on precision and quick strikes, users tend to be beat out by heavily armored individuals, or those that can simply withstand their onslaught of attacks.
- Konoha Exclusive:
- Name: Swift Pole Arts
Rank: C
Activation Cost:-
Upkeep Cost: 3
Range: Self
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements: Bukijutsu skill, Polearm (blade/blunt)
Parent Technique: -
Hand Seals: -
Description: A martial arts style taught within Konoha to those wanting to be proficient with polearms. The Swift style is unforgiving in its art of taking advantage of openings and quickly dealing out punishment from a distance in a flurry of rapid strikes, fast hand placement, and flawless footwork. The style relies heavily on fluid body transition, graceful acrobatics, and sharp senses to continuously maneuver around opponents and strike from numerous angles, while always keeping their weapon in line to defend.
This style boosts the user's speed by ++ and coordination by +. These boosts can be swapped when on the defensive to block, parry and repel attacks.
Weaknesses: N/A
Name: Swift Twirl
Rank: D
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements: Bukijutsu skill, Polearm (blade/blunt)
Parent Technique: Swift Pole Arts
Hand Seals: -
Description: A technique of the Swift style, where the user applies both hands to quickly twirl their polearm in a show of proficiency. This is done in a number of ways be it to their right side, left side, or overhead. However, this isn't just a flashy maneuver. Whether stationary or moving this technique is done in preparation to attack as it boosts the user's speed by + for the following attack whilst debuffing the target's perception by -. This technique is often quicky used between attacks and blocks and thus can be kept up in such a way when in close combat.
Weaknesses: The twirl can be interrupted by catching the polearm in some manner to render it unmovable, thus overpowering the wielder. Or clashing with it prematurely to establish a deadlock.
Name: Swift Flourish
Rank: D
Activation Cost: 1
Upkeep Cost: -
Range: -
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals: -
Description: A simple technique. The user proceeds to unleash a flurry of rapid thrusts at their target aiming to either pierce them many times or pummel them in the case of blunt polearms. The onslaught of strikes are delivered with a speed that creates a number of afterimages of the weapon debuffing the target's perception and coordination by a -.
Weaknesses:
Name: Swift Style: First Thrust
Rank: C
Activation Cost: 3
Upkeep Cost:
Range: -
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals: -
Description: The first big step to working towards the advanced Rend style of the Pole arts. The training for this technique works along the arm muscles to harness them for optimal use. The user brings the polearm to their side and pulls it back bending the elbow and pushing it outward. The wrist is quickly rotated clockwise before in a burst of speed the polearm is jutted forth whilst rotating the wrist counter-clockwise to deliver a deadly strike of force. The process of how the weapon is thrust forward boosts the user's strength by ++ and speed by +.
Weaknesses: The technique leaves a mere moment of time before actually initiating. If the arm holding the weapon is struck at this moment the built up muscle tension acts against the user dropping the strength and coordination in that arm by - for three posts.
Name: Swift Parry
Rank: D
Activation Cost: 1
Upkeep Cost:
Range:
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals:-
Description: A staple technique of the Swift style, the user clashes with the opponent's attack(limbs, projectiles, weapon) in such a way to redirect it off course and away from the user. In the swift style, the practitioner uses their speed and coordination to offset the opposing strength to successfully parry. Thus in the situation of either being higher than the opposing strength tier by more than a +, however, both must be within the same tier or higher as the strength, a parry is possible. If successfully done against a weapon in hand of the opponent, they are thrown off balance. This debuffs their coordination by -. This technique can defend against multiple projectiles, as well as disrupt and end multi-strike techniques as long as one of the strikes is successfully parried.
Weaknesses: If the speed tier of the incoming attack is above the user's own speed by more than a +, this technique would be rendered ineffective.
[/quote]
Name: Swift Slam
Rank: D
Activation Cost: 1
Upkeep Cost:
Range:
Speed:
Element:
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals:
Description: One of the basic techniques of the Swift style. The user swings their polearm overhead and down to slam into their target or the ground itself. When making contact with the target or the ground the user can choose to use them as leverage to launch themselves airborne by five meters. This distance increasing by five for every tier above D-rank strength the user has. Boosts strength and speed by +.
Weaknesses:
Name: Swift Sweep
Rank: D
Activation Cost: 1
Upkeep Cost:
Range:
Speed:
Element:
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals:
Description: A simple side swing of the user's polearm to bash the target in their ribs with the shaft of the weapon. This technique is often employed instantly in the instance a target evades around a strike and tries to close in on the user. Boosting strength by ++. If succesful, the target is tossed away by three meters.
Weaknesses:
Re: Approved Open Custom Techniques
- Bukijutsu :
- Name: Boomerang throw
Rank: D
Power: D
Activation Cost: E
Upkeep Cost: N/A
Range: Same as normal based on projectile rules
Speed: Same as normal based on projectile rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: C rank Corrdination
Parent Technique: N/A
Hand Seals: N/A
Description: A technique to throw small to moderate sized objects such as kunai, shuriken or batons and have it act in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it
Name: Advanced Boomerang throw
Rank: C
Power: C
Activation Cost: D
Upkeep Cost: N/A
Range: Same as normal based on projectile rules
Speed: Same as normal based on projectile rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: B rank Corrdination, C rank strenghth
Parent Technique: Boomerang Throw
Hand Seals: N/A
Description: A technique to throw medium sized objects such as a fuma shruiken in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it
Name: Oversized Boomerang throw
Rank: B
Power: B
Activation Cost: C
Upkeep Cost: N/A
Range: Same as normal based on projectile rules
Speed: Same as normal based on projectile rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: A rank Corrdination, B rank strenght
Parent Technique: Advanced Boomerang throw
Hand Seals: N/A
Description: A technique to throw large sized objects such as the Kubikiribōchō and have it act in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it
Name: The world is my boomerang
Rank: A
Power: A
Activation Cost: B
Upkeep Cost: N/A
Range: Same as normal based on projectile rules
Speed: Same as normal based on projectile rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: S rank Corrdination, A rank strenght
Parent Technique: Oversized Boomerang throw
Hand Seals: N/A
Description: A technique to throw pretty much any object a user can lift regardless of size and shape as and have it act in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it.
Name: Manipulated Tools Technique
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: E
Range: Varies (Equal to Chakra Strings)
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: Bukijutsu/D-Rank Coordination/Chakra Strings
Parent Technique: Chakra Strings
Hand Seals: N/A
Description: This is a rather unique and iconic technique with which users make use of their cultivated marksmanship and dexterity intermingled with controlling thrown weapons. With this technique a chakra thread is attached to a throwing weapon, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the weapon in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite. The user's level of Coordination allows more complex weapons to be used alongside this technique and within this style, as well as increases the speed at which the weapons are capable of moving when manipulated.
D-Rank Coordination = Projectile/Giant Projectile (Senbon, Shuriken etc.)
C-Rank Coordination = Flowing (Chains, Whips, Kusari etc.)
B-Rank Coordination = 1-H Melee (Swords, Clubs etc.)
A-Rank Coordination = 2-H Melee (Greatswords, Hammers etc.)
S-Rank Coordination = Polearms (Tridents, Scythes etc.)
Weaknesses: N/A
Name: Flash Step
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: N/A
Range: 30 meters
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user will focus for a moment and suddenly dash at their target slashing with their weapon toward the opponents torso, this will give them a +Boost to Speed and Cordination.
Weaknesses: They can only move in straight lines and once on course are unable to stop or change direction.
Name: Savage Strikes
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Close
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user will take a spear or long bladed weapon and rush the opponent stabbing three times in quick sucsession and power toward the chest. This will have an incease of strength by ++.
Weaknesses: This is a quick thrusting combo so once they aim to strike three times it must aim where the first blow aims, this means if the first blow misses the rest will miss as well.
Name: Flash Dance
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 50 meters
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: Flash Step
Parent Technique: Flash Step
Hand Seals: N/A
Description: This is a more advanced version of the flash step as the user will add two more attacks forming a triangle of attacks from three directions on the opponent. This will increase the users speed and cordination by ++ But due to the strain put on their body once they finish using this jutsu they will suffer -- constitution for two posts.
Weaknesses: After the Jutus use the user will be winded for two posts suffering -- constitution for two posts.
Name: The Unyielding
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 3
Range: Self
Speed: N/A
Element: N/A
Skill: Kenjutsu/Bukijutsu
Classification: Open
Requirements: C tier Coordination w/o Ken/Bukijutsu. D tier Coordination w/ Ken/Bukijutsu. | Requires a shield.
Parent Technique: N/A
Hand Seals: N/A
Description:
Whether it is with a knife or a hammer, The Unyielding is a mixture of weapons yet no matter what the weapon there is always a shield. It is designed so that when evasion fails and there appears to be no way out then the shield would help the user endure punishment to an extent. It is mainly a protection based fighting style and doesn’t rely on evasion. A skilled user with the shield can defend a small group of people from projectiles and ward off most physical attacks.
Boosts Strength by +1 tier.
Weaknesses:
It is physically impossible to protect themselves against attacks that are meant to target areas. So if someone launches a Fireball for example at the user, sure the user can allow the shield to take the immediate impact, but because it is such an large attack the flames would just go around the shield and at the user.
Name: Bulwark Shield
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: Melee
Speed: C
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: Shield | The Unyielding
Parent Technique: The Unyielding
Hand Seals: ---
Description:
By focusing all of your energy into defense you can ward off a heavy blow. This can range from someone with tremendous strength to a boulder tumbling down the cliff. You root your stance so that you may not falter nor knocked away. This usage of defense increases your Constitution by +1 tier..
Weaknesses:
Not effective against intangible matter.
Name: Bull’s Shield
Rank: C
Power: C+
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: C
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: The Unyielding | Requires a shield.
Parent Technique: The Unyielding
Hand Seals: ---
Description:
Sometimes the shield is not in your hand just to save your neck from that barrage of shurikens. Sometimes you just gotta take your shield and smack your enemy on the face with it. Often this attack is used as a counter to achieve maximum effect, but otherwise this is to cause the opponent to stagger away. Creates some distance for you and gives you a breather from someone who has been hurling one too many attacks on you. Boosts your Strength by +1 tier.
Weaknesses:
Obviously if the opponent steps back outside of your reach then you’re out of luck. Proceeding to step forward when the opponent is expecting it would be overextending yourself and can leave yourself vulnerable to a nasty counter.
Name: Bulwark Wall
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 1 per shield active
Range: 10 meters
Speed: B
Element: Wind
Skill: Bukijutsu/Ninjutsu
Classification: Open
Requirements: The Unyielding | Requires a shield
Parent Technique: The Unyielding | Bulwark Shield
Hand Seals: Half Ram > Half Dragon > Half Bird
Description:
A strong defense technique that tampers on the ninjutsu field. You pick a target within 15 meters of you or you can pick yourself as the target. A wall of multiple shields materialize within 5 meters around the target. It means to cover all sides including covering the view to the sky. The shields are copies of the true shield you possess, and they have a natural hardness of B rank. If the true shield holds a stronger grade, then this technique tries to duplicate that hardness by +1 advantage per tier higher than B.
The number of shields that are able to be produced from this technique is at maximum of 5. One in front, one in left side, one in right side, one in rear side, and finally one above you.
When these shields are struck it triggers an additional function. The attacked area releases a strong blast of air with mini sickle wind blades in the mix. Capable of warding projectiles and techniques at B rank or lower. At the same time, the sickles cuts into whoever or whatever struck it. This function exists due to the chakra judging the amount of damage it is taking. This function can be altered to where it only goes off when sustaining up to B rank attacks. Because this requires one hand on the shield, for those who are not already suffering from the 1 handed seal ability you will take a -1 tier Coordination. If you already have the UA then this won’t stack. For the select few who have the UA without the drawback then you won’t take this penalty.
Weaknesses:
The manifested shields are obviously made up of chakra, and despite the hardness if the wind blasts trigger then that shield(s) will dissipate. It doesn’t end the technique from one lost shield, but if triggered enough times either from multiple attacks or even AOE the shield wall will shatter. This dome of shields is not exactly impenetrable either. There are still small gaps usually where it is just big enough for a kunai or arrow to slip through. Granted this still requires a precise shot of not only it going through this small gap, but to also land a solid hit. Finally, once this function has been set when the Half Bird is formed it cannot be changed.
Name: Athangia
Rank: C
Power: C
Activation Cost: ---
Upkeep Cost: 3
Range: Self
Speed: ---
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: C-tier Strength | C-tier Coordination
Parent Technique: ---
Hand Seals: ---
Description:
A scythe oriented fighting style that originated from farmers who defended themselves against bandits and raids when the officials could not. The scythe, though a farming tool, can be used to perform simple attacks such as harvesting the calves limiting their enemy’s movement and progress to more fluid advanced uses of the tool. However, the style does not just use the blade even though most of the lethality comes from that side. The user can use the shaft of the large tool as both a defensive mechanism and to fight similar to Bo-Staves.
Boosts the user’s Strength by ++ and Coordination by +.
Weaknesses:
N/A
Name: Defensive Twirl
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: C
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: Athangia
Parent Technique: Athangia
Hand Seals: ---
Description:
A twirl of the scythe in rapid movement can ward projectiles away from the user equivalent to the user’s Coordination. Be mindful that just because the user wards it doesn’t mean they are protected as some projectiles pack more power than the user can handle.
Boosts the user’s Coordination by +1 tier.
Weaknesses:
Cannot ward against AOE or attacks from the side/behind that isn’t covered by the scythe.
Name: Moonlit Performance
Rank: C
Power:-
Activation Cost:-
Upkeep Cost: 3
Range: 2 meters around the user
Speed:-
Element:-
Skill: Bukijutsu
Classification: Open
Requirements: Polearm weapon
Parent Technique:
Hand Seals:-
Description: From extensive training with polearm weaponry, the practitioner has become adjusted and well versed in utilizing the length of the weapon to a high degree. Because of how long polearms are their wielders excel in dishing out and dealing with attacks at a distance. Due to this, their senses have grown accustomed to reacting quicker when things enter a two-meter range within their vision. Boosting perception by ++ and coordination by +.
Weaknesses: This only works when encountering things that are within the user's field of vision before them. Thus attacks from behind or that they are not aware of cause this boost to be lost when dealing with them.
- Kenjutsu:
Name: Red Tiger Style
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: ---
Parent Technique: ---
Hand Seals: ---
Description:
A common swordstyle that most people and beginners start off and even most often than naught they unknowingly doing it. The style focuses around strikes from the katana that are both simple and efficient to use. The normal stance for the Red Tiger is to place the dominant foot in front of you as you shift your body sideways so to speak. Your other foot should be behind you as it will serve as your root while the one up front is the accelerator. Sword wise it should always be facing in front of you at the opponent. Using this style boosts the user’s Speed and Coordination by 1 advantage.
Weaknesses: N/A
Name: Zangeki no Sora ”Slashing Sky”
Rank: D
Power: E
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A simple upperslash that heavily boosts in speed. It is mainly a defensive technique to block an attack coming from above, but it can be used to get a scratch on the opponent. Boosts Speed by 2 advantages.
Weaknesses: ---
Name: Nikko ”Sunlight”
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Moonlight
Hand Seals: ---
Description:
It is considered as a cheap trick to some practitioners, but basically the user angles their sword at just the right spot to direct the blinding sunlight at the opponent’s eyes. Then the user will continue the motion to lunge forward while simultaneously slashing horizontally at the target in that moment of weakness. Boosts Coordination by 2 advantages.
Weaknesses:
Due to the fact that it requires light equivalent in brightness as the sun it is mainly used outdoors. The Sunlight cannot be used while in dim lighting and in the dark. Also if the opponent is quick and aware of it then they can just close their eyes against it on time to resist the blinding aspect.
Name: Akai Rubi ”Red Ruby”
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: ---
Range: Melee
Speed: C
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: ---
Hand Seals: ---
Description:
The Red Ruby was given that name simply because this attack is power oriented. It takes on the katsugi waza technique in terms of aspect as the user brings the sword to their left shoulder. Then after taking a step forward the user brings a heavy strike around the opponent’s upper torso. The technique is meant to break through the opponent’s guard, but should there be no armor then the katana would very likely slice a limb off or at least half way. Boosts Strength by 1 tier.
Weaknesses:
Due to the stance the user would be considered vulnerable at the lower body.
Name: Akai Mikadzuki ”Red Crescent”
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A counter based technique that requires near perfect timing to execute properly to have maximum effect. When the opponent moves to attacking the user either by weapon or body, the user may react to it by evading it. The process starts by leaning to the rear foot and using the dominant foot to pivot into a spinning motion. Using the ball of the rear foot for balance, the practitioner effectively side-steps out of the opponent’s trajectory. The full spin ends in a single swift motion as the user would slash horizontally at the opponent’s arm, leg, or the sides. Using this technique boosts Coordination by 2 advantages.
Weaknesses:
As mentioned beforehand, this technique requires the opponent to initiate an attack that is frontal or simply charging within the 120 degree view of the user’s sight. As such the user must be aware of the attack and it must be within melee range. Ninjutsu being externalized at a distance such as a Fireball for example would render this counter ineffective.
Name: Agehacho ”Swallowtail”
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: C
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Crescent/Red Tiger Style
Hand Seals: ---
Description:
An advanced counter that follows the same concept as the Red Crescent. The user avoids the opponent’s incoming melee attack by sidestepping or in some cases even backstepping. Instead of swinging the katana in a horizontal arc however, the user instead precisely slashes at the opponent’s palm side of the wrist or forearm. Should there be no armor present, this technique will cut into the muscles at just the right depth to practically render them useless from carrying weapons. It makes any sign weaving clumsy with the affected limb, and forming a fist will be a struggle on its own. Boosts Coordination by 2 advantages and Speed by 1 advantage.
Weaknesses:
Again this is a counter, so naturally it won’t go off if the opponent is not the one attacking. Additionally if the opponent is wearing armor around the arms then it’ll be a contest of blade against armor. In most cases the technique won’t hinder the opponent’s arm, but it will still leave a mark be it skin or armor.
Name: Twin Divide
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 3
Range: Melee
Speed: ---
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: C-tier Coordination
Parent Technique: ---
Hand Seals: ---
Description:
This style consists of two variants of swordplay. It requires at least two blades at the length of a wakizashi. It is possible to wield a katana with a wakizashi in this style. Practitioners has been seen to unleash devastating combos, but in most cases they lack power. For the true purpose behind this style is not to overpower the opponents, but rather to distract with one attack while swinging for a lethal blow at a different angle. Defense is not the forte of this style.
Boosts Coordination by 1 tier.
Weaknesses:
Requires two bladed weapons.
Name: Ken Hamano
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
A feint attack where one blade will thrust forward towards the opponent’s chest while the other simply slashes low at the lower body in a horizontal arc. The thrust is mainly a feint as the user may have the option to suddenly pull it back to block a counter or even another attack from a second opponent. For the true aim is the low slash from the second blade. Boosts Speed and Coordination by 1 advantage.
Weaknesses: N/A
Name: Hasami Ken
Rank: D
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
This is one of the few techniques from Twin Divide that actually focuses on power. This is because the user performs something close to a scissor at the opponent. Which can be done by swinging both bladed weapons in a horizontal arc. One coming from the right, and the other coming from the left. Leaving the opponent right in the middle where both blades begin to meet and slice open the stomach area if left unprotected. Boosts Strength by 2 advantages and Coordination by 1 advantage.
Weaknesses:
When armor is involved around the stomach area it is a contest between the weapons and the armor. In some cases the weapons will cut through to an extent for the power will be dropped to D rank.[/quote]
Name: Kenbu
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: Melee
Speed: C+
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
Kenbu is translated as Sword Dance, and another term for it is a dance of sword and poetry. In this instance the user unleashes a flurry of slashes at the target in multiple angles. Total amount of strikes is six can be launched from a single use of this technique, and this is because three strikes would be unleashed from each sword in hand. How this technique can initiate is versatile since it can launched low, chest level, head level, or all of the above. It should never reach higher than six for the boosts this technique would be lost.
Boosts Coordination by +1 tier.
Weaknesses: ---
Name: Hiyaku Ken
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 10 Meters.
Speed: C++
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide/Speed C-Tier
Parent Technique: Twin Divide
Hand Seals: ---
Description:
What one cannot reach with their sword must close the distance as quickly as possible. The user crouches with arms folded and blades pointing behind the practitioner. By building up the strength within the legs; practitioner leaps at the target within 10 meters in a straight line. When the user reaches the target, practitioner can swing his/her blades either at the shin area or the alternative practitioner can immediately rise to standing position. Where the user can swing two attacks around the midsection and torso of the target.
Boosts Speed by +1 Tier.
Weaknesses: ---
- Ijutsu:
Name: Cleanse
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Within reach
Speed: -
Element: Yoton
Skill: Ijutsu
Classification: Open
Requirements: C-Rank Intelligence
Parent Technique: -
Hand Seals: Ram
Description: The user’s hands emit a green light, similarl to the mystical palm technique, and when put over someone effected by a poison of C-rank or lower, will be healed and cleansed of the poison’s effects (like a D-rank medicine).
Weaknesses: Only works with poisons and cannot be used to treat even minor injuries such as small cuts and bruises.
Name: Cauterize
Rank: C-Rank
Power: D-Rank
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: 15 m/s
Element: Fire
Skill: Ijutsu
Classification: Open
Requirements: Ijutsu Skill
Parent Technique: Chakra Palm
Hand Seals: Tiger
Description:
Utilizing the principles brought forth by the Chakra Palm technique, the user combines their Medical Chakra with Fire Chakra which coats their hands and upon making direct contact with the flesh of a wounded individual begins to burn the wound lightly enough as to not cancel out the numbing effect of the ordinary Chakra Palm technique while being hot enough to close an open wound so long as the damage is external.
It is worth noting that this technique requires at least one post to repair surface-level cuts and deeper cuts will require up to three posts to cauterize depending on severity. This technique cannot heal wounds larger than a limb in size and cannot repair organs.
Unlike Healing Hands, however, this technique is capable of stopping the bleeding on larger physical wounds so long as they do not fall under the aforementioned exceptions and is primarily of use when a patient has lost a limb or has suffered a wound requires bleeding to be staunched immediately, such as a deep stab-wound or a wound involving an artery.
Weaknesses:
- If interrupted, the technique must be restarted to take effect.
Name: Pharma Spray
Rank: B
Power: -
Activation Cost: 10 CP
Upkeep Cost: -
Range: 0 - 20 m.
Speed: C
Element: N/A
Skill: Ijutsu
Classification: Ijutsu (Open)
Requirements: Poison Gas
Parent Technique: Poison Gas
Hand Seals: N/A
Description:Much like Poison Gas, the user either makes, or analyzes chemicals (in this case drugs or medicine), and releases it from the body. But unlike cloud, is instead a stream of chemicals that shoot out from the finger tips and into a general direction. This is good for both dosing patients from afar, or getting drugs to those who need them faster.
Weaknesses:A strong breeze, or any barrier between them and the person can result in the pharmaceuticals not making it in time.
Name: Dissection Blade
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: D
Range: Varies
Speed: N/A
Element: N/A
Skill: Ijutsu/Taijutsu
Classification: Open
Requirements: Ijutsu; D-Rank Coordination
Parent Technique: Chakra Scalpel
Hand Seals: N/A
Description: This is a fighting style created to diversify the utilization of the Chakra Scalpel Technique, and to increase it's application in both medical uses as well as for combat purposes. Like the original technique even the most skilled medic is unable to utilize the Chakra Scalpel technique to deliver fatal cuts without the proper levels of Coordination, however this fighting style is aimed towards improving the viability of using the Chakra Scalpel technique in conjunction with normal combat. This fighting style, rather than granting boosts to any stats, reduces the Coordination requirement to use the Chakra Scalpel technique effectively in combat by two tiers. Despite perverting the original intentions of the technique Dissection Blade remains at it's core a Medical Ninjutsu fighting style as it's combat applications can also be applied to surgery.
Weaknesses: -
Name: Dissection Blade: Extension
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: E
Range: Varies
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: Ijutsu; Dissection Blade
Parent Technique: Dissection Blade
Hand Seals: N/A
Description: This technique focuses on extending the length of the user's Chakra Scalpels as in it's base form the chakra scalpel technique surrounds the user's palms and thus has a very small blade length 2 inches to be exact. By applying more chakra onto the base fighting style, the user is capable of increasing the length of the scalpel by an amount based on their Coordination, 2 Inches per Tier in the stat for a maximum of 12 Inches at S Tier. This will also cost an additional point of stamina per two inches added to the scalpel's length. This not only increases the danger of the chakra scalpel technique in combat likewise allows it to be used for surgeries with large animals and not just humans.
Weaknesses: -
Name: Dissection Blade: Focusing
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: D
Range: N/A
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: Ijutsu; Dissection Blade
Parent Technique: Dissection Blade
Hand Seals: N/A
Description: By focusing more chakra to the user's palms they are able to produce a sharper, tangible Chakra Scalpel. While it does consume a constant chakra price to maintain in this focused form it does make it more viable for combat purposes as well as cutting through something that may pose a danger to their patient's life, or it can be used to block blows from another weapon due to the tangible nature. Offensively, it makes it more dangerous as the cuts inflicted by a focused Chakra Scalpel are incapable of healing naturally, requiring an Ijutsu technique to be used to heal the wound. As a result the scalpel looses its ability to cause internal wounds without breaking the skin, while becoming capable of being blocked by metal armors C-Rank or higher, or non-metal armors B-Rank or higher.
Weaknesses: -[/quote]
Name: Seitai Soshiki no Hozon Jutsu ('Living Tissue Preservation Technique')
Rank: A
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: 1m
Speed: N/A
Element: N/A
Skill: Iryo-Fuuinjutsu
Classification: Open
Requirements: A tier Int, Fuuinjutsu Skill, Ijutsu Skill, 5x Blank Sealing Tag, 1x Small Scroll
Parent Technique: N/A
Hand Seals: Tiger>Ram>Bird (Last seal Held for 10 seconds)
Description: The user must place a freshly harvested organ on a Small Scroll, and the user must write the sealing formula around organ with their own blood onto the scroll. 5 Blank Sealing tags must be placed in a pentagon around the organ. Once these steps have been done, the user will perform the required hand seals. The tags will float as well as the sealing target, the tags wrapping around it in a protective shroud, before it lands back onto the Scroll. Then, the sealing formula written in blood will rip from the pages of the scroll and surround the covered organ. Finally, the entire thing sinks into the scroll, and takes up one of the 5 Item slots in a small scroll--leaving a marking within the scroll. This completes the entire process, taking 10 seconds after the last hand seal has formed. The organ is perfectly preserved within the sealing for future examination, implantation, or experimentation, and is locked away within the scroll, only the user able to readily summon it--as its written in their blood. Anyone else must unseal it first, following Fuuinjutsu unsealing rules. With this jutsu, the user may seal up to 5 organs within the small scroll--be it Eyes, Heart, Lungs, Kidneys, Liver, or even a brain. This jutsu may be used with Senju blood in a 2l jar, in which the tags seal the cork of instead of covering the organ.
Weaknesses: While protected perfectly within the scroll, if the scroll is destroyed so is the item within, and it is a physical item that can potentially be stolen.
- Taijutsu:
Name: Body of the Bear
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: Self
Speed: ---
Element: ---
Skill: Taijutsu
Classification: Open
Requirements: Constitution D tier w/o Taijutsu
Parent Technique: ---
Hand Seals: ---
Description:
Body of the Bear is a term being used because the user braces themself to withstand punishment to an extent. It is best used for an instant for keeping it up becomes draining. The user’s muscle mass hardens as it adds protection against physical brunt force. Boosts Constitution by 2 advantages against physical attacks.
Weaknesses:
Ninjutsu that have no physical form such as fire and wind ignores the boost. The only exception is earth release since it usually possess some form of physical matter. This is because it is preparing the body to withstand against powerful taijutsu and even other weapons.
Name: Counter of the Ram
Rank: C
Power: C+
Activation Cost: 5
Upkeep Cost: N/A
Range: Melee
Speed: C
Element: ---
Skill: Taijutsu
Classification: Open
Requirements: ---
Parent Technique: Body of the Bear
Hand Seals: ---
Description:
The Counter of the Ram is literally using the forearm or shin to block a physical attack and still potentially damage the attacker. This is because the user is focusing power and energy around the forearm, elbow, and/or shin to aid in warding off damage. Boosts Constitution by +1 Tier
Weaknesses: Useless against Ninjutsu.
Name: Rude Rough-housing technique
Rank: B
Power: -
Activation Cost: 8
Upkeep Cost: 2
Range: arm's length/how far can you run?
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Coordination B
Parent Technique: -
Hand Seals: -
Description:
In effect this is a simple, yet effective way of throwing a multitude of continuous punches towards the opponent with the sole intent of overwhelming them and breaking through any physical guard they are attempting to set up. It is literally a form of brawling, where style has less emphasis than brutal force and physical punishment.
As long as this technique is maintained, the user will gain ++ in strength and + in coordination.
Weaknesses: -
Name: Insane Rough-housing technique
Rank: A
Power: -
Activation Cost: 15
Upkeep Cost: 4
Range: arm's length
Speed: -
Element: -
Skill: -
Classification: Open
Requirements: Coordination A
Parent Technique: Rude Rough Housing technique
Hand Seals: -
Description:
Just like the Rude Rough housing technique, this technique meets out punishment in the form of a flurry of brutal and harsh punches, yet in this form the technique simply becomes more brutal, more deadly and more precise. As it is always with skills that have been honed, in this form the punches become more precise, more likely to hit at specific places and more capable of breaking through an opponent's physical guard, going so far that if sufficient strength was available and being applied, weaker armors would simply crumble under the full brunt of this technique's onslaught.
Weaknesses: -
Name: Blitz Parade
Rank: A
Power: A
Activation Cost:
Upkeep Cost: 10
Range: N/A
Speed: N/A
Element:
Skill: Taijutsu
Classification: Open
Requirements: B-Rank Speed
Parent Technique: N/A
Hand Seals: N/A
Description: The user focuses their chakra on increasing their speed for a single combo, adding 1 tier++ to Speed for this technique. This combo begins with a strike to the front of the enemies torso, hitting directly in the diaphragm. After this, the user quickly moves around the target, striking from a different spot around them. This can be from the side, back, or even from above if the user is fast enough. If multiple opponents are close together, than the user can choose to switch between opponents rather than striking the same opponents multiple times. The maximum range for this target switching is 1 meter for B Rank speed, 3 meters for A-Rank, and 5 meters for S-Rank and above.
Weaknesses: The technique is draining if used continuously, and can't be used over a great distance. Because of this, if the target is able to get away in the first post, then the jutsu cannot usually be used effectively. It also doesn't increase strength like many other taijutsu, meaning that if the user is weak, than the strikes will still not be very damaging.
Name: Spring Chant
Rank: D
Power: C
Activation Cost: N/a
Upkeep Cost: 3
Range: Self
Speed: N/a
Element: N/a
Skill: Taijutsu
Classification: Open
Requirements: C rank Coordination w/o taijutsu skill or D rank with the taijutsu skill.
Parent Technique: N/a
Hand Seals: N/a
Description: This style of combat focuses on fast, flowing combinations utilizing basic principles of Taijutsu. The style uses sheer speed and number of attacks to achieve its goals in contrast to other more strength reliant Taijutsu styles. While those who aren't trained in Taijutsu find that faster strikes tend to lose out on power, a Taijutsu user who has trained in the skill can utilize this style without losing any of their striking power, allowing body mechanics to make up for any power lost. Boosts coordination by one tier with the taijutsu skill and by one plus without it.
Weaknesses: The boosts are lowered by -- if the user doesn't have the taijutsu skill. Their strength is also lowered by - if they don't possess the Taijutsu Skill to represent their lack of true effort in mastering their body.
Name: Rising Side Kick
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user swiftly launches their leg from standstil position into an at most 6-7' high side-swipe kick. While using this technique, if the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses: -
Name: Rising Scissor Kick
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: -
Range: melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user raises on leg 180° into the air from standstill, dropping said leg/foot onto an opponent. This can also be used while jumping. If the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses:-
Name: Rising Defense Kick
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: melee
Speed:N/A
Element: -
Skill:Taijutsu
Classification: Open
Requirements: Taijutsu
Parent Technique: -
Hand Seals: -
Description:
When facing a low ranked (D at most) attack or technique of a solid nature (won't work on raiton for instance) the user rather than defending with their hands, raise their leg and use the soles of their shoes/feet to defend and redirect the attack to the ground.
Weaknesses: -
- Genjutsu:
Name: Lost Soul
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0-25m
Speed: -
Element: -
Skill: Genjutsu
Classification: Open
Requirements: Intelligence D Tier
Parent Technique: -
Hand Seals: Dragon
Description:
By gazing at the user’s body they initiate the trigger to this technique. The affected target would see a ghostly white figure just behind the user. The figure generally has only one distinguished feature and that happens to be the doll-like face. A face that is identical to the target as it stares at them with eyes that possess no emotion or indication that it is alive.
Weaknesses: Those who have equivalent tier in Perception would see it for what it is. A mere shadow cast from the user. It is mostly harmless by itself as it is only meant to shake the children up a bit. [/quote]
- Fuuinjutsu:
Name: Lightning Flash Puppet Creation
Rank: B
Power: B
Activation Cost: D (Sealing) E (Unsealing)
Upkeep Cost: N/A
Range: Close Contact
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Fuuinjutsu
Parent Technique: Unsealing Technique/Lightning Flash Blade Creation
Hand Seals: N/A
Description: This is a special "puppet summon" that allows the user to seal puppets or large scale constructs into a scroll or their clothes beforehand, allowing them to be called upon when needed. The puppets can be summoned in an instant just by touching the sealing "marks" which can be drawn anywhere. The greatest advantage of this technique is that the time between taking out a puppet. Furthermore, because the summoned puppets can remain hidden until right before they are used there are an exceptional number of possible tactics. 10 puppets can be stored within each sealing mark, which can make the efficiency of this technique last longer. The seal is about 4 inches and is the Kanji for puppet.
Weaknesses: N/A
- Kugutsu:
Name: Nimble Fingers
Rank: D
Power: D
Activation Cost: 2
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Kugutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: A puppeteer's hands are quick and nimble as a result of years of training. They have mastered the art of using chakra to increase their coordination in general and their dexterity for their hands in particular. The user's Coordination is increased by a + and their coordination for the purpose of anything involving their hands or arms are increased by a ++. Lasts 5 posts.
Weaknesses: N/A
- Kyujutsu:
Name: One with Nature
Rank: S
Power: S
Activation Cost: -
Upkeep Cost: 20
Range: Self
Speed: -
Element: N/A
Skill: Kyujutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: An archery fighting style focused on attuning oneself with the world around them to allow the user to expand their senses and perceive threats they wouldn't notice otherwise. While in use the user gains a 2 tier boost to their perception.
Weaknesses: N/A
Name: One Beside Nature
Rank: C
Power: C
Activation Cost: -
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Kyujutsu
Classification: Open
Requirements: N/A
Parent Technique: One with Nature
Hand Seals: N/A
Description: An easier version of it's parent technique, this derivative was made for those beginning the path of Kyujutsu, but are unable to grasp Kyujutsu at it's fullest potential. Shinobi do not need to know One with Nature in order to learn this technique. While in use the user gains a 1 tier boost to their perception.
Weaknesses: N/A
Name: Focused Shot
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Kyujutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user focuses chakra into the string of the bow, strengthening the tension of the bow, allowing for a more powerful shot, this shot packs a bit more of an impact or can be shot a lightly farther range. (increase strength + for the shot)
Name: Charge Signal
Rank: E
Power: N/A
Activation Cost: E
Upkeep Cost: N/A
Range: 100m
Speed: N/A
Element: N/A
Skill: Kyujutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram
Description: The use hold the arrow in hand imbuing it with a small portion of chakra. When this shot if fired it travels until the user hold a hand sign of the ram. The arrow then lets out a discharge of bright light and a loud frizzling sound as a signal
Re: Approved Open Custom Techniques
- Katon:
Name: Flaring Embers
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: ---
Range: 15m
Speed: C
Element: Katon
Skill: Ninjutsu
Classification: Open
Requirements: Pre-existing Fire
Parent Technique: ---
Hand Seals: Tiger
Description:
By pouring their katon chakra into the source of fire, the user causes a sudden eruption within the heat. Capable of exploding up to a small campfire-sized fire scattering stones, burning wood, ashes, etc within a 5 meter radius. Causing flammable materials to ignite and cause light physical trauma and minor burns. The eruption also creates an audible bang that can be heard within 100 meter radius.
Weaknesses: No fire means no bang.
- Fuuton:
Name: Wind Release: Breakthrough
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: 15m
Speed: C
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dog-Horse-Bird
Description:
After making the handseals and gathering chakra in their stomach while holding the Bird handseal, the user expels said accumulated chakra as a violent gust of wind. This technique is powerful enough to knock grown adults off their feet. This technique can also be used for supplementary purposes such as breaking someone's fall or repel common projectiles such as senbon, kunai and shuriken (not fuuma or giant shuriken though)
Weaknesses: N/A
Name: Wind Release: Concussion
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: 20m
Speed: C
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique:
Hand Seals: Ox-rat-dog
Description:
The user pressurizes chakra with the wind nature into a small sphere with a radius of one inch and launches it towards their intended target, when this sphere hits anything solid, it will erupt with loud, almost deafening bang. It doesn't do much damage, but the sound may act as a confusion and can spook enemy shinobi. The sphere can reach a max distance of up to twenty meters before it explodes. The force of this explosion is enough to deliver shallow cuts due to its wind nature's cutting abilities, but only reaches about one meter in radius.
This jutsu can also be used on loose ground or sand to provide visual cover, whipping up a cloud of dust or sand of about two meters in radius for a single post.
Weaknesses: Highly unstable, will explode even when touching a leaf in a tree.
Name: Gentle Step
Rank: D
Power: E
Activation Cost: 5
Upkeep Cost: 3
Range: Varies on Speed (50 Meters Max)
Speed: D+
Element: Wind
Skill: ---
Classification: Open
Requirements: Tree Climbing Practice | Water Walking Practice
Parent Technique: Tree Climbing Practice | Water Walking Practice
Hand Seals: ---
Description:
The process of this technique is as simple as the parent techniques. By focusing chakra on the user’s feet the user can apply the Fuuton Chakra to gain a special ability. Temporarily the user can ‘step’ on the air as if it was solid ground. Gravity still applies and for the brief moment the user steps it seems solid. But if the user stands still he/she will begin to fall. Gentle Step can be used to step up higher or the user can sprint through the air as their movement. While using this technique the user is treated like he/she has 1 advantage on Speed since the user travels slightly faster when using this technique.
Weaknesses:
Cannot stand still or else the chakra dissipates and the user will begin falling to the ground. Additionally if the user was falling from greater heights and they suddenly use this technique they still take damage from inertia and such. Least to say it is still going to hurt. Be warned that this technique applies for a whole second.
Name: Gentle Descent
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: Self
Speed: D+
Element: Wind
Skill: Ninjutsu
Classification: Open
Requirements: Gentle Step
Parent Technique: Gentle Step
Hand Seals: Bird
Description:
To correct an error this technique was developed so when the user finds him/herself falling from greater heights they have an option to remedy that. By focusing the kneading Fuuton chakra to either the bottom of their feet or even their palms the user release a strong current of air by manipulating the surrounding wind to cushion and slow his/her fall. This technique allows for safe landing from great heights without worry of gravity damaging the body. The user may carry a single person provided they’re not over 200 lbs as they descend, and the user can more or less glide equivalent to 10 meters.
Weaknesses:
With elemental problems in effect it is possible that a small fire could get excited from the manipulation of wind and momentarily blaze bigger than it should. Negating this technique and potentially damage the user in the process. Additionally the winds are not strong enough to deflect projectiles so it is normally not used in combat.
Name: Gentle Surf
Rank: B
Power: D
Activation Cost: 5
Upkeep Cost: 3
Range: 50 meters
Speed: C+
Element: Wind
Skill: Ninjutsu
Classification: Open
Requirements: Gentle Step | Gentle Descent | Requires at least 25+ mph wind
Parent Technique: Gentle Step | Gentle Descent
Hand Seals: Dog > Ox > Bird
Description:
Ever imagine what it is like riding with the wind and see where it takes you? Well with this technique it will literally take you wherever you wish to go. The user concentrates their Fuuton Chakra onto their feet, and when accumulate enough practice this can be implied on their hands. Where there is a breeze rustling the leaves is enough to seemingly fly through the air as the user rides on the current. Of course once you have caught the current the technique will carry you up to 100 meters, but once the wind slows to where it is nearly still you will start to descend. Luckily the descent is rather slow allowing 5 seconds at most for the wind pick back up and carry you off even further. It does wonders if it is raining and/or a windy day which makes traveling much easier.
If the natural winds is traveling higher speed than 25 mph then this technique will receive a temporary + for every 5 mph over 25 mph.
Weaknesses:
Requires at least a 25 mph strong wind in order to work. If the user touches the ground or there isn’t enough wind to ride on then this technique won’t work and you’ll be wasting chakra.
Name: Fūton: Zangeki no yumi [Wind Release: Slashing Blow]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: D-(10m)
Speed: N/A
Element: Fuuton
Skill: N/A
Classification: Ninjutsu
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake,Tiger
Description: The user will first mold Fūton chakra within their lungs. Before letting out the wind in a steady stream while holding the handseal they are capable of expelling Fuuton from their mouth moving their head in a slicing motion to slice small objects, it is incapable of slicing through the human body or anything denser however it can make minor cuts. The wind itself is invisible as all winds techniques are, and if not used in a slicing motion can merely send someone back if aimed at them.
Name: Fūton: Sutorīmu [Wind Release: Stream]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: D-(20m)
Speed: N/A
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake, Tiger, Boar
Description: A basic Fūton no Jutsu that a Shinobi uses to blow a powerful stream of wind from their mouth. The technique is mostly used to change directions in mid-air. In this case, the strength of the stream is powerful enough to move the source body at high speeds. On the ground, it can be used to blow up a cloud of dust, masking the caster's movements. It can also be used offensively to stagger an opponent's movement.
Name: Fūton: Hakike Peretto [Wind Release: Gagging Pellet]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: D-(20m)
Speed: 20mps
Element: Futon
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake, Boar
Description: A relatively simple technique where the user places a small rock or pellet in their mouth and then fires it like a bullet through quickly releasing a large sum of wind-infused chakra air behind it using their mouth itself as a barrel; essentially making them a living air gun. Depending on what they are made of these pellets are capable of denting wood and leaving welts on individuals.
Name: Fūton: Kaze Sanpo [Wind Release: Wind Walk]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: N/A
Speed: 20mps
Element: Futon
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description:This technique allows the user to create a wind like base under their feet, reducing friction and enhancing the user's speed. The user doesn't seem to be levitating unless under close inspection which they seem to be about 1.5 - 2cm off the ground. This jutsu particularly give a ++ boost is also "helpful for evading projectiles with ease."
- Suiton:
Name: Water Cloak armor
Rank: C
Power: -
Activation Cost: 5
Upkeep Cost: -
Range: self
Speed: -
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: Rat-ox-dog
Description:
After the user forms the handseals rat-ox-dog, they expell a small amount of chakra which will act as a coating of water over their torso (also over any armor they'd already be wearing). If the user is not wearing any armor, it will temporarily grant a boost of 1 tier their constitution or grant an extra rank of quality to the worn armor of the user to a maximum in constitution and armor quality of B rank.
Weaknesses: As it is a suiton element technique, when this coating of water is in place, any raiton element technique now has a 100% chance of leaving severe burns whenever they hit due to electrocution.
Name: Water release- Water drill technique
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 3
Range: Self
Speed: -
Element: suiton
Skill: ninjutsu/taijutsu
Classification: open
Requirements: -
Parent Technique: Water Release: Water Whip
Hand Seals: Rat-dog-ox
Description:
By envelopping their arms just like with the parent jutsu, the user creates two whiplike appendages around their forearms, but forces the water current to rise tremendously, turning the two whips into powerfull drills of about 1m long starting at just shy of the user's elbow to about 4-5 inch beyond the user's hands. These can be used to pierce though any armor with a hardness of C or lower. Just like the parent technique, this one also conducts lightning, though this ofcourse can act as both an advantage and a disadvantage.
Weaknesses: -
Name: Clapping Wave technique [Hakushu no nami no gihō-拍手の波の技法]
Rank: A
Power: A
Activation Cost: 15
Upkeep Cost: -
Range: 40m
Speed: A
Element: -
Skill: Ninjutsu
Classification: Open
Requirements:
Parent Technique: Water Whipe Technique
Hand Seals: Rat-Ox-Snake-Dog
Description:
After making the necessary handseals, the user coats their arms with water, which will burst out in two large walls off 40m long and 20m high in a mere moment, at which point the user can clap their hands together, forcing the two water walls to crash violently onto eachother. Anyone caught in the middle of this, depending on their constitution, can be crushed by the weight of these watery walls, with broken bones and heavily bruised tissue not out of the question, all who have been caught will be affected by the heavy swirl and violent thrashing of the water, being dazed and disoriented for one post unless their constitution outranks this technique's power.
Weaknesses: must have a pre-existing water source nearby [body of water or at least B rank technique's remains
Name: Suiton Release: Tail Slap
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: C+
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: Existing body of water.
Parent Technique: Water Whip
Hand Seals: Dog > Ox
Description:
By kneading the chakra from the user’s hands to the nearby existing body of water. The chakra appears to be like a veil as it sticks the water’s surface and with a pull the chakra forms a line of water. It is dense enough to absorb projectiles and with the speed to slam onto targets. It cannot reach past 10 meters from the user or else the water would just fall and splash the ground. By kneading more chakra, the user can spend the Upkeep Cost on the turn they activate it in order to boost this tech’s Speed by 2 advantages. Effectively putting the Speed at B tier, but in doing so causes this technique to end early.
Weaknesses:
Must remain around the user at 10 meters at all times. With a Speed of C+ should the user move faster than this tier and more than 10 meters the water will lose control.
Name: Suiton Release: Water Creation
Rank: D
Power: E
Activation Cost: 3
Upkeep Cost: ---
Range: 5 meters
Speed: D
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: ---
Parent Technique: Waterfall Basin Technique
Hand Seals: Bird > Ox
Description:
The technique is simple for it only does one thing. By kneading the chakra on the hand the user touches the soil. By drawing the water inside the ground this technique reveals water equivalent to 5x5 meters. It lacks firepower because the technique is meant to produce water. The water is clean and will remain even when the chakra runs out.
Weaknesses:
Cannot work in concrete, iron, wood, etc. Can only function in sand or soil.
Name: Ninja Art: Suiton Mist
Rank: D
Power: E
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: D+
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: ---
Parent Technique: ---
Hand Seals: Dog > Bird
Description:
More of a fire reducing technique than a harmful technique. The user molds chakra in their hand before multiple thin streams of water pours out of the palm. It is directed wherever the hand directs it, and it is particularly useful on putting out small fires. Additionally if used against Fire Style technique the Suiton Mist will reduce the Power of the attack by 2 disadvantages.
Weaknesses:
If electricity was to touch the streams of water the electric current will quickly travel at B tier Speed up to the palm. If it is not done by a tech then it varies in terms of power. Weak electric currents would possess C tier Power, Moderate B tier, and Strong A Tier. Otherwise the Power is increased by +2 advantages.
- Doton:
Name: Wall of Earth
Rank: D-Rank
Power: D-Ranked
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: Instant
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Pre-existing Earth
Parent Technique: N/A
Hand Seals: Tiger
Description: The user creates a wall of soft soil 2x2meters the shield themselves from incoming attacks. The Structural integrity of the wall is removed when the user channeling chakra into the wall. At that point the wall starts to crumble and becomes a heap of loose dirt.
Weaknesses: N/A
- none elemental ninjutsu:
Name: Fusee
Rank: E
Power: E
Activation Cost: E
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Created as a chakra control exercise. The user projectcs chakra from their hand to generate a small orb typically between the size of a marble and a golfball. One formed the orb uses the energy stored inside of it to glow with a bright heatless light. This light is the users color of choice and will last for up to an hour before burning out. This function is independet of the orginal caster.
As a source of illuimantion it's commonly used to indicate obstacles or advise caution on roadways at night as well as to perform hand signals.
Weaknesses: Having a bright light on you is a great way to give away your position.
Name: Flare gun technique
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: N/A
Range: 150m
Speed: C
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: Fusee
Hand Seals: Dragon
Description: The user takes a Fusee orb and infuses it with even more chakra inducing an overload that will cause it to launch off like a rocket. Shooting rapidly up to a height of about 150m they explode with a loud bang and release a brightly burning flare that drifts very slowly downward, maximizing the amount of time for which it can be seen. Extemely conspicuous this flare can been spotted up to 25 miles or so in good visibility.
It's also not intented for offensive use making it extemely limited in that regard to the point that even taking one directly to the face will do little more then cause tempoary blindness in a similar manner to a flash bang grenade.
Weaknesses: Did I mention they are conspicuous? Using this jutsu will absolutely give the users position away.
Name: Claw Creation Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: Self
Speed: C
Element: Non-Element
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: ---
Description:
This technique allows the user to temporarily enhance the normal growth of the nails on both their hands and feet. Causing them to grow considerably longer in a short space of time as a result. It also enhances the hardness of the nails as C-Grade hardness, allowing them to even clash against swords without breaking.
Weaknesses:
Should the claws break the user will experience that unnerving feeling when something cuts or snaps their nail off. Capable of causing minor bleeding around the nails and bruise the finger due to the physical trauma.
Name: Neko Chakra Claw Technique
Rank: B
Power: B
Activation Cost: ---
Upkeep Cost: 5
Range: Self
Speed: B
Element: Non-Elemental
Skill: Ninjutsu
Classification: Open
Requirements: Claw Creation | Chakra Flow
Parent Technique: Claw Creation | Chakra Flow
Hand Seals: ---
Description:
A specific flow of chakra while Claw Creation is active that further enhances the claws’ durability and sharpness. The claws’ hardness is equivalent to B-Grade and has the ability to slice through items that is below B-Grade hardness quite easily.
Weaknesses:
This chakra flow does not extend the nails in any way as it is solely meant to harden the claws and sharpen them. The claws are still prone to break, it is just a little bit harder to do so.
- Summon Jutsu:
- Name: Summon: Food Cart Destroyer
Rank: B
Power: B
Activation Cost: 10 + Summon Cost
Upkeep Cost: -
Range: 30m
Speed: B
Element: -
Skill: Kuchiyose
Classification: Open
Requirements: Summon Contract (Any)
Parent Technique: N/A
Hand Seals: Summon Method
Description: Known by many names, by putting extra chakra into the summoning technique the user is able to summon with additional force, creating an effect similar to falling from a great height, possibly pinning whatever is underneath. The damage dealt is equal to the Strength Stat of the Summon +1 tier.
Weaknesses: N/A
Name: Summon: Quick Beheading Dance
Rank: B
Power: B
Activation Cost: 10 + Summon Cost
Upkeep Cost: -
Range: 0-200m
Speed: B
Element: Fuuton
Skill: Kuchiyose
Classification: Open
Requirements: Summon Contract (Any with Kenjutsu/Bukijutsu)
Parent Technique: N/A
Hand Seals: Summon Method applied onto a fan
Description: After applying the summoning method to a fan, the user swings the fan to create a whirlwind. As the user swings, they summon their desired summon with their weapon as it rides the wind, doing B-rank Damage as it cuts & crushes everything in it's path.
Weaknesses: N/A
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