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    Halcyon Yomi's Trained Arsenal

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    Halcyon Yomi
    Jounin

    Posts : 349
    Join date : 2017-11-09
    Age : 29

    Character File
    Skills & Elements: Suiton | Taijutsu, Ijutsu, Ninjutsu, Armor Crafting, Fuuinjutsu
    Class: S
    Ryo: 847,125

    Halcyon Yomi's Trained Arsenal

    Post by Halcyon Yomi on Fri Nov 10, 2017 6:01 am

    Taijutsu

    Arhat Style:

    Name: Arhat Fist
    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 strength 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 simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches. The style uses brute strength to achieve its goals, keeping things simple by not attempting extended combination attacks. Instead it uses single attacks or short combinations with power behind them instead of speed, packing enough strength with some users to shatter large rocks. Boosts strength 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 speed 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 Knee
    Rank: D
    Power: D
    Activation Cost: 1
    Upkeep Cost:-
    Range: Melee
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: Arhat
    Parent Technique: Arhat
    Hand Seals: N/A
    Description: A simple technique where the user drives their knee upwards into an opponenet's abdomen. Boosts strength by a ++
    Weaknesses: N/A

    Name: Shoulder Charge
    Rank: D
    Power: D
    Activation Cost: 1
    Upkeep Cost: N/A
    Range: Melee
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: Arhat
    Parent Technique: Arhat
    Hand Seals: N/A
    Description: The user throws all their weight behind a shoulder thrust aimed at driving their opponent off their feet. Boosts strength by a ++.
    Weaknesses: N/A

    Name: Shatter Palm
    Rank: C
    Power: C
    Activation Cost: 3
    Upkeep Cost: N/A
    Range: Melee
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: Arhat
    Parent Technique: Arhat
    Hand Seals: N/A
    Description: The user thrusts their palm towards their opponent in an attempt to damage them or break through their guard. Boosts strength for the thrust by one tier.
    Weaknesses: N/A

    Name: Slamming Palm
    Rank: C
    Power: C
    Activation Cost: 3
    Upkeep Cost: N/A
    Range: Melee
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements:Arhat
    Parent Technique: Arhat
    Hand Seals: N/A
    Description: The user thrusts their palm in an upwards motion at their opponent. This is used most frequently to knock their opponent into the air or perhaps to knock them unconscious. Boosts Strength for the thrust by one tier.
    Weaknesses: N/A

    Name: Crushing Palm
    Rank: B
    Activation Cost: 5
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Arhat Fist
    Hand Seals: -
    Description:  A technique where the user savagely thrusts their palm down at an opponent.

    Boosts Strength by +1 tier and +1 advantage.

    Weaknesses: N/A

    Name: Smashing Boulder
    Rank: B
    Activation Cost: 5
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: C-tier Strength
    Parent Technique: Arhat Fist
    Hand Seals: -
    Description: The user throws a punch at their opponent at full power and with all their weight behind it. The strike is easily capable of smashing boulders.

    Increases Strength by +1 tier and +1 advantage.

    Weaknesses: N/A

    Jigoku No Ken:


    Name: Jigoku no Ken [Hell's Fist]
    Rank: B
    Power: B
    Activation Cost: -
    Upkeep Cost: 10
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: B rank strength/ C rank strength with either Taijutsu or Ijutsu skill/ D rank strength when user has both Taijutsu and Ijutsu skill.
    Parent Technique: -
    Hand Seals: -
    Description:
    A Taijutsu school that leans heavily on the skills and chakra control usually found in practicioners of Ijutsu, the Jgoku no Ken utilizes precise and unrelenting strikes and kicks with minimal movement and maximum output, combining the strength of taijutsu with the precision and coordination of Ijutsu. When utilizing the Jigoku no Ken, it grants ++ in strength and coordination.

    Whenever someone using this style hits someone twice on a limb in a single post, that limb will be paralyzed for one post.

    Weaknesses:Users that do not have both taijutsu and Ijutsu, only get a + boost to Strength and Coordination.


    Name: Jigoku no Ken - Enlightened Mastery
    Rank: B
    Power: -
    Activation Cost: -
    Upkeep Cost: 10
    Range: self
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Unique
    Requirements: B Rank Intelligence, B rank Coordination, A class status.
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    As a user of the Jigoku no Ken style knows well after mastery of said style, no technique is better than the person using it and no person is better than the technique they have mastered. It is the respect for this style that allows one to unlock their body's innate potential and master it as they would a mere tool. When the User of this technique has progressed to A class, they can pay 1000 experience to obtain this technique.

    Jigoku no Ken-Enlightened Mastery effectively replaces the regular Jigoku no ken, granting a bonus of +1 to coordination and strength and retaining the effect of whenever the user hits a bodypart of an opponent twice while using this technique, said bodypart will be paralyzed for one post.
    Weaknesses: -

    Name: Serpent Jab
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: C rank coordination
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    A triple swift straightforward jab with extended fingers with a boost of +1 tier to coordination while using this technique.
    Weaknesses: -

    Name: Iaigiri no Ken
    Rank: C
    Power: C
    Activation Cost: 3
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    This technique can only be utilized when having the Jigoku no Ken active, stretching out their fingers and using them like a swordsman would use their swords, this technique uses a swift and surprising slash to mercilessly strike an opponent. Boosts strength for one tier during the slash.
    Weaknesses:-

    Name: Iaigiri no Ken - First Chord
    Rank: C
    Power: B
    Activation Cost: 5
    Upkeep Cost: -
    Range: Self
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Strength C rank or higher
    Parent Technique: Jigoku no Ken style - Iaigiri no Ken
    Hand Seals: -
    Description:
    This technique can only be utilized when having the Jigoku no Ken active, stretching out their fingers and using them like a swordsman would use their swords, this technique uses a swift and surprising slash aimed to slice with one's own fingers coated with chakra to slice open one from sternum to chin. Even if one's strength would be much lower and no slicing would happen, the strike's main purpose is hidden within it's simple ferocity: to expose the opponent's throat by lifting their chin. During this strike, there's a +1 in strength.

    Weaknesses: -

    Name: Iaigiri no Ken - Second Chord
    Rank: C
    Power: B
    Activation Cost: 5
    Upkeep Cost: -
    Range: Self
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Strength C rank or higher
    Parent Technique: Jigoku no Ken style - Iaigiri no Ken
    Hand Seals: -
    Description:
    This technique can only be utilized when having the Jigoku no Ken active, stretching out their fingers and using them like a swordsman would use their swords, this technique uses a swift and surprising stab, aimed to pierce flesh with a thin chakra coating around the hand, though it depends on the user's strength how effective the actual stab would be. Though it can be used seperately from Iaigiri no Ken-First Chord, when it is used directly after the aforementioned technique, it will be aimed at the throat and the user will gain a +1 in strength.

    Even if one's strength is considerably lower than the constitution of an opponent, a hit at the throat (a vital and weak spot for any being) would almost certainly result in a momentary pang of pain, even when there is no actual damage.

    Weaknesses: -

    Name: Iaigiri no Ken - Third Chord
    Rank: B
    Power: A
    Activation Cost: 10
    Upkeep Cost: -
    Range: Self
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Strength B rank or higher
    Parent Technique: Jigoku no Ken style - Iaigiri no Ken
    Hand Seals: -
    Description:
    This technique can only be utilized when having the Jigoku no Ken active, stretching out their fingers and using them like a swordsman would use their swords, this technique uses a longwinded and brutally hard swing, aimed to lacerate flesh with a thin chakra coating around the hand, though it depends on the user's strength how effective the actual stab would be. Though it can be used seperately from Iaigiri no Ken-First Chord and second chord, when used right after First or Second Chord, it will either respectively aim for the throat or neck of the opponent, granting a +1 in strength during the strike.
    Weaknesses: -

    Name: Iaigiri no Ken - Crescendo
    Rank: A
    Power: A
    Activation Cost: 15
    Upkeep Cost: 5
    Range: Self
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Strength B rank or higher, coordination B or higher
    Parent Technique: Jigoku no Ken style - Iaigiri no Ken
    Hand Seals: -
    Description:
    This technique can only be utilized when having the Jigoku no Ken active, stretching out their fingers and using them like a swordsman would use their swords with their hands coated by a thin layer of chakra, this technique is the full culmination of all Iaigiri no Ken movements, allowing the user to basically use their hands as swords, though limited by their own strength and coordination when dealing damage. The user gains +1 strength as long as this technique lasts.
    Weaknesses: -

    Name: Flowing Force
    Rank: C
    Power: C
    Activation Cost: 3
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description: This technique can only be utilized when having the Jigoku no Ken active, the user can intercept and swiftly deal with incoming taijutsu techniques by simply redirecting the force with their open palm hands, allowing for openings in the opponent's form ready to be exploited with a counter attack. Coordination is boosted by a tier during the use of this technique.

    Weaknesses: -

    Name: Chrysantemum
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: C rank coordination
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    This technique can only be used with Jigoku no ken active, with the user performing a double upward palm strike with their wrists touching each other. This technique is good at breaking an opponent's guard and allowing for a swift follow up. During the use of this technique, the user gains a momentary boost in strength of 1 tier.
    Weaknesses: -

    Name: Twisting Chrysantemum
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: C rank strength
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description: Can only be used when Jigoku no Ken is active, the user performs a forward double palm thrust with both wrists together, yet at the point of impact the user twists their arms, allowing the force of their attack to flow in a circular motion when connecting to an opponent with the ability to unbalance their foe in doing so. During the palm strike, the user gains 1 tier in strength.
    Weaknesses: -

    Name: Jigoku no Ken - Crashing Chrysantemum
    Rank: B
    Power: A
    Activation Cost: 15
    Upkeep Cost: -
    Range: 15m
    Speed: A
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Must know Pressure Strike
    Parent Technique: Jigoku no Ken-Style
    Hand Seals: -
    Description:
    To utilyze this technique, the user must have Jigoku no Ken style active and must also be in the active period of either pressure strike or superior pressure strike. By channeling their chakra through their feet, the user can swiftly launch themselves at amazing speed in linear fashion with a max range of 15m towards a possible enemy or opponent, at which point the user smashes both hands in the usual open palm Chrysantemum stance against either a person, barrier or defensive technique.

    This technique then sends out a strong shockwave, strong enough to rupture internals and crack bone. This technique can pass through any armor up to B rank, with armors of D rank and lower being completely destroyed by it. It can also crack and destroy any C rank or lower barriers [due to barriers being distinctively better than most regular defensive techniques, these do stop the shockwave coming after the initial crash] and pass through any defensive technique of C rank or lower.

    Weaknesses: If this technique is used more than once during the active period of Pressure Strike and/or Superior Pressure strike, the user will lose 1 tier in speed, strength and constitution for two posts after pressure strike and/or superior pressure strike's active period ends.

    Name: Chrysantemum Dance
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: C rank coordination
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    Can only be used when Jigoku no Ken is active, the user starts sliding their feet across the ground, almost as if they were performing a kata or martial arts dance around their opponent, allowing for swift reaction to any Taijutsu technique used by the opponent. This technique allows for a boost of one tier coordination for two posts.
    Weaknesses: -

    Name: Jigoku no Ken - Hyacinth
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: secret
    Requirements: -
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    Must have Jigoku no Ken active to use this technique. The user uses an adapted form of the tigerclaw, yet rather than curling their fingers, they stretch them as if holding a sake cup. With a swift and precise strike, this technique can be used in two ways: to break through an opponent's guard in similar fashion as with a palm strike or to disrupt a ninjutsu technique of D rank or lower used by the opponent on touch. During the strike, the user's strength temporarily raises by ++

    Weaknesses: This technique does not prevent burns, electrocution or other secondary effects when used defensive.

    Name: Jigoku no Ken - Hyacinth Barrage
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: self
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: C rank coordination
    Parent Technique: Jigoku no Ken - Hyacinth
    Hand Seals: -
    Description:
    Must have Jigoku no Ken active to use this technique. The user uses an adapted form of the tigerclaw, yet rather than curling their fingers, they stretch them as if holding a sake cup. In this case, the user sends out a flurry of Hyacinth strikes (up to maximum five per post), this technique can break an opponent's guard or disperse a C rank or lower ninjutsu technique on touch (can only be done once per post). During the strikes of this technique, the user's strength temporarily raises by 1 tier.

    Weaknesses: This technique does not prevent burns, electrocution or other secondary effects when used defensive.

    Name: Jigoku no Ken - Rose
    Rank: D
    Power: D
    Activation Cost: 1
    Upkeep Cost: -
    Range: 1-3 meters
    Speed: -
    Element: -
    Skill: Taijutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    The user jumps from a standstill position to deliver a high jump kick towards the opponent, which at the point of impact will boost the user's strength with ++
    Weaknesses: -

    Name: Jigoku no Ken - Rosebud
    Rank: C
    Power: C
    Activation Cost: 3
    Upkeep Cost: 3
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    Though Jigoku no Ken heavily emphasizes punches, jabs and palm strikes, the style does not completely forget the use of kicks. While using this technique, the user flexes the muscles in their legs, allowing them to gain +1 tier of speed whenever using a technique which emphasizes the use of the legs or simply basic kicking. (meaning the bonus won't count when using any technique that delivers a punch, etc)
    Weaknesses: Can only be used on Kicking techniques.

    Name: Jigoku no Ken - Marigold Reflection
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 3
    Range: self
    Speed: -
    Element: -
    Skill: Taijutsu/ijutsu
    Classification: secret
    Requirements: -
    Parent Technique: Jigoku no Ken style
    Hand Seals: Snake-ox
    Description:
    After making the necessary handseals, the user forces their chakra to run through the very cells of their skin, assisting the cellmembranes and effectively hardening the skin to a mallable, steel like skin which can absorb impacts of great strength and power that the user's unchanged body would not have been able to withstand. As long as this technique is active, the user's constitution is granted a +1 tier.
    Weakness: -

    Name: Jigoku no Ken - Orchid
    Rank: B
    Power: B
    Activation Cost: 5
    Upkeep Cost: -
    Range: 15m
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Intelligence B rank*
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    By simply cocking a single arm backwards and shifting into a broad stance, the user suddenly either runs towards an opponent to unleash this technique or releases it from their vantage point. In using the Jigoku no Ken - Orchid technique, the user will strengthen the flow of their chakra into their cocked-back arm and will force it to be compressed into a thin layer of chakra upon the palm of their hand. By simply striking forward with the aforementioned palm, they can unleash the chakra in it's rawest form. The force of this palm strike will only be of B rank power upon touch, though anyone within a direct line within 15m can be subject to a shockwave of displaced air on par with a C rank wind release technique in the sense that it's able to knock back an opponent, succesfully breaking their guard if left undefended.

    Upon touch though, the factors of the user's strength and the opponent's constitution also play a large role. However, any armor of hardness C or lower will be severely damaged by the Orchid's severe pressure upon impact.

    Weaknesses: -  

    Name: Jigoku no Ken - Ravenous Orchid
    Rank: A
    Power: A
    Activation Cost: 15
    Upkeep Cost: -
    Range: 25m radius
    Speed: A
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Intelligence B rank
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    By simply cocking a single arm backwards and shifting into a broad stance, the user suddenly either runs towards an opponent to unleash this technique or releases it from their vantage point. In using the Jigoku no Ken - Orchid technique, the user will strengthen the flow of their chakra into their cocked-back arm and will force it to be compressed into a thin layer of chakra upon the palm of their hand. Unlike the regular Orchid though, when using the Ravenous orchid technique, the user strikes the very ground beneath their feet with the palm of their hand, effectively sending their compressed chakra as a shockwave through the ground, which will tear open the ground and rip it apart, throwing rock and dirt upward and splitting the ground within a radius of 25 meters all around the central point of impact. While utilizing this technique, the user's strength is increased by 1 tier.
    Weaknesses: -

    Name: Jigoku No Ken - Ethereal Lotus Initiation
    Rank: B
    Power: -
    Activation Cost: 8
    Upkeep Cost: -
    Range: Self
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Must have Pressure Strike and Jigoku no Ken in technique registry
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    By utilizing the knowledge of the chakra pathways in oneself and the correct anatomical pressure points to manipulate said pathways, a fighter is able to draw out latent power from within themselves. By pressing their thumbs upon the center of their femur, on the point where the thighmuscles converge, the user is able to shock open their chakra pathways to their full extend, allowing themselves to attain speeds commonly not though capable for their own body. While using this technique, the user will be granted a boost of 1 tier in speed for three posts.

    Weaknesses: Can only be used if Pressure strike is active and Jigoku no Ken is used at full power.

    Name: Jigoku no Ken - Ethereal Lotus Overture
    Rank: B
    Power: B
    Activation Cost: 8
    Upkeep Cost: -
    Range: 15m
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Coordination B , Intelligence B
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    By utilizing the achieved increase in physical speed granted by the Ethereal lotus initiation, the user can then use their current state of being to outmaneuvre all but the most perceptive and witty opponents, able to operate with supreme precision and maneuvrability within a radius of 15m with frightning precision, allowing for feats almost humanly impossible, such as breaking off of a rush or heelturning during a rush in angles of up to 180° without any slowing of movement. As long as this technique is active, the user's speed and coordination gain a boost of two advantages (++) for two posts.

    Weaknesses: Someone who uses this without having used the Jigoku no Ken-Ethereal Lotus Initiation will only get a boost of a single advantage (+) in speed and coordination for a single post.

    Name: Jigoku no ken - Ethereal Lotus Lacrimosa
    Rank: A
    Power: A
    Activation Cost: 15
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Coordination B, Intelligence B,
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    During the use of this final form of the Ethereal Lotus combination, the user can effectively use any one of the other Jigoku no Ken techniques as this one, but said technique will have its power ranked up to the Ethereal Lotus Lacrimosa's base power, with an added bonus of +1 tier in strength while using this technique. The technique used as basis for this one will retain all its original effects and weaknesses should there be any.

    Weaknesses: This can't be used if Ethereal Lotus Overture isn't active.

    Name: Jigoku no Ken - Violet
    Rank: B
    Power: -
    Activation Cost: 10
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: -
    Skill: Taijutsu/ijutsu
    Classification: secret
    Requirements: -
    Parent Technique: Jigoku no Ken
    Hand Seals: -
    Description:
    By greatly increasing the chakra flow to one's central nervous system, the user is able to enhance their senses tremendously, allowing for a much greater perception compared to usual methods, allowing for a +2 tier advantage. However, as the nervous system also links to pain receptors there is a large drawback to this effect, as pain will be felt and dealt more harshly to the user of this technique. The user of this technique will have their constitution dropped by -1 tier.

    Name: Jigoku no Ken - Violet Spring
    Rank: A
    Power: B [only as aftereffect, technique itself has no power]
    Activation Cost: 20
    Upkeep Cost: 5
    Range: arm's length
    Speed: A
    Element: -
    Skill: Taijutsu/Ijutsu
    Classification: Secret
    Requirements: Perception B
    Parent Technique: Jigoku no ken-Violet
    Hand Seals: -
    Description:
    The user channels some chakra to the tips of their fingers and will attempt to strike the opponent a dozen times on various pressure points in on the body, injecting their chakra into the opponent with this method. Though the strikes will never hurt, usually only feeling like a slight tickle, it does have a rather cumbersome after effect when succesful.

    The injected chakra will stimulate the target's pain receptors for as long as the technique is being maintained. As such, the target will constantly be in pain even without any damage, making it hard to focus on anything and thus raising the cost of any activation or maintainance by 5 chakra each. It will also lower a target's perception by one - disadvantage. However, those who have a constitution of A rank will be able to withstand the pain and will be able to avoid the perception disadvantage. Those with S rank or higher constitution will have no hindrance by this technique at all.

    Weaknesses: As long as Violet Spring is in place, Jigoku no Ken's paralyzing effect is nullified.

    Brute Fist Style:

    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.

    Yūrei-shin no ken:

    Name: Yūrei-shin no ken | 幽霊神の拳 [Ghost God's Fist]
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: -
    Skill: Taijutsu/Fuuinjutsu
    Classification: Secret
    Requirements: Intelligence C
    Parent Technique: -
    Hand Seals: -
    Description:
    While activating this technique, there is only a really small visible change into the user's physique, that being the fact that their hands turn black, with tendrils seemingly spreading across their wrists and forearms just like some sort of veins under their skin. The use of this technique grants for an increase in Speed by ++ and constitution by +

    Weaknesses: -

    Name:Yūrei-shin no ken - shihanseiki | 幽霊神の拳 - 四半世紀 [Ghost God's Fist - Quarter Moon]
    Rank: C
    Power: -
    Activation Cost: 5
    Upkeep Cost: 1
    Range: self
    Speed: -
    Element: -
    Skill: Taijutsu, Fuuinjutsu
    Classification: Secret
    Requirements: Intelligence C rank
    Parent Technique: Yūrei-shin no ken
    Hand Seals: -
    Description:
    This technique is an addition upon the regular Yurei-shin no ken, allowing for the dark tendrils to also appear on their face, with both sides of their face turning entirely black with black tendrils reaching out from there to the eyes, nose and mouth. As long as this technique is active, it combines with the regular Yurei-shin no ken, granting another + in both speed and constitution.
    Weaknesses: -


    Freestyle Taijutsu:


    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: Rising Side 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 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: -

    Name: Soft Body Manipulation
    Rank: D
    Power: D
    Activation Cost: -
    Upkeep Cost: 1
    Range: self
    Speed: -
    Element:-
    Skill: Ijutsu/taijutsu
    Classification: Open
    Requirements: Ijutsu or Taijutsu
    Parent Technique: -
    Hand Seals: -
    Description:
    the user's physical flexibility allows them to activate her cells to such a degree that their body becomes mallable and able to extend certain parts beyond the human limits. This technique allows the user to extend their limbs, neck, etc to a max of 3 meters, with additional 3 meters possible with each rank of Constitution above rank D, maxing at 15 meters with S rank constitution.

    The speed at which Soft Body Manipulation can stretch limbs is based on the user's base Coordination rank.
    Weaknesses: Can't use this technique when stamina is below 10

    Name: Peregrine Falcon Drop
    Rank: B
    Activation Cost: 5
    Range: Self
    Speed: D
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: -
    Hand Seals: -
    Description: The user wraps their arms around their opponent's waist and wraps their legs around their chest from behind. The user then drives them head first into the ground. The impact strength is determined by the user's actual Strength. The Speed is increased by +1 tier for every 10 meters in the air, maxing out at B-tier speed.

    The user's Strength is boosted by +1 tier and +1 advantage for the pin and impact.

    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: -


    Last edited by Halcyon Yomi on Sun Oct 21, 2018 2:04 pm; edited 8 times in total
    avatar
    Halcyon Yomi
    Jounin

    Posts : 349
    Join date : 2017-11-09
    Age : 29

    Character File
    Skills & Elements: Suiton | Taijutsu, Ijutsu, Ninjutsu, Armor Crafting, Fuuinjutsu
    Class: S
    Ryo: 847,125

    Re: Halcyon Yomi's Trained Arsenal

    Post by Halcyon Yomi on Fri Nov 10, 2017 6:07 am

    Ijutsu

    D rank:

    Name: Soft Body Manipulation
    Rank: D
    Power: D
    Activation Cost: -
    Upkeep Cost: 1
    Range: self
    Speed: -
    Element:-
    Skill: Ijutsu/taijutsu
    Classification: Open
    Requirements: Ijutsu or Taijutsu
    Parent Technique: -
    Hand Seals: -
    Description:
    the user's physical flexibility allows them to activate her cells to such a degree that their body becomes mallable and able to extend certain parts beyond the human limits. This technique allows the user to extend their limbs, neck, etc to a max of 3 meters, with additional 3 meters possible with each rank of Constitution above rank D, maxing at 15 meters with S rank constitution.

    The speed at which Soft Body Manipulation can stretch limbs is based on the user's base Coordination rank.

    Weaknesses: Can't use this technique when stamina is below 10

    Name: Pressure Strike
    Rank: D
    Power: D
    Activation Cost:3
    Upkeep Cost:-
    Range:self
    Speed:-
    Element:-
    Skill: Ijutsu
    Classification: Open
    Requirements: -
    Parent Technique: -
    Hand Seals: Dog-Ox-Rat
    Description:
    After using the necessary handseals, the user of this technique can strike themselves with both thumbs on any part of their body to enhance a certain aspect of it.

    -Striking the shoulders grants + in strength
    -Striking the torso grants + in constitution
    -Striking the legs grants + in speed.

    The effect lasts for 3 posts and this technique can be used a total of three times at once (meaning it can at most raise a single stat by one tier or the + are distributed) or in one thread, ofcourse with the accumulated activation cost of up to three uses.

    Weaknesses: Though this is a rather solid technique, should the user be hit by someone with greater strength upon the affected area, the effects of the jutsu will instantly be dispelled.

    Name: Healing Hands
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: 2
    Range: Self/touch
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Ijutsu, Open
    Requirements: Ijutsu
    Parent Technique:
    Hand Seals: Heaven-snake-dog
    Description:
    After making the necessary handseals, the user's hands will glow with bright green medically induced chakra, which upon touch with any sort of wound will slowly start reactivating cells, reduce swelling and stop wounds from bleeding. As this is but a mere patch up technique, it can only be used on small cuts, shallow bruises and first degree burns.

    Weaknesses: Can only heal shallow cuts, minor bruises and first degree burns and other generally minor injuries.

    Name: Soft Body manipulation - Surprise Whip
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: -
    Range: 3m
    Speed: -
    Element: -
    Skill: Open
    Classification:
    Requirements:Ijutsu or taijutsu
    Parent Technique: Soft Body Manipulation
    Hand Seals: -
    Description:
    The user's arms extend to a length of at most 3 meters and are flung towards an opponent like an actual whip. When using this technique, the user's Speed raises with one rank, but their strength is lowered by one rank as well, allowing for fast and precise strikes, yet with much less power than a regular punch or kick would provide.

    Soft Body Manipulation: Suprise Whip's speed is based on the user's base Coordination rank.

    Weaknesses: Can't use this technique when stamina is below 10

    Name: Soft Body Modification: Writhing Agony Fangs
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: -
    Range: -
    Speed: -
    Element:-
    Skill: Ijutsu
    Classification: Secret
    Requirements: C rank Intelligence
    Parent Technique: Soft Body Manipulation
    Hand Seals: -
    Description:
    After coating their canines in a fine layer of medical chakra, the user bites down on a targets flesh, only penetrating enough to cause someone to bleed profusely, but not through bone. The bitten area will be infected with the medical chakra. This festers into an injury that scabs over instantly,  This scab, however, retains the medical chakra, which keeps recausing the wound to bleed, causing discomfort as it automatically destroys and heals itself. Someone bitten by this technique suffers a - to their coordination as the pain distracts them, which lasts for 3 posts before the target either gets used to it, or the pain fades.

    -Each of the bites' debuff to coordination stacks as long as they are active. (ex. Player A gets bitten in post one and again in post 2, the debuff will be -- until either of the bites' duration ends.) with a max of -1 tier Coordination after stacking.
    -The range of this technique is based on the range limits of the parent technique: Soft Body Modification.
    -The speed of this technique is based on the user's base Coordination rank.

    Weaknesses: Can't be used when stamina is 10 or lower

    Name:Ijutsu-Reverse Chakra Palm
    Rank:D
    Power:D
    Activation Cost:3
    Upkeep Cost:1
    Range:self
    Speed: -
    Element: -
    Skill: Ijutsu
    Classification: Personal
    Requirements: Intelligence C rank
    Parent Technique: Ijutsu- Chakra Palm
    Hand Seals: -
    Description:
    Just like with the Chakra Palm technique, the user coats their hands in chakra, but this time forgoes to enhance said chakra into medical chakra and rather allows it to remain in its raw form. While this technique is being used, the user can land more precise and more damaging blows, raising their strength by one +. Should the user strike any limb twice within the span of three posts, it will result in a numb feeling in the affected limb for two posts. Should the user strike the same spot again within those two posts of numbness, the affected limb becomes paralyzed for one post.

    Weaknesses: Due to the large amount of focus this technique takes, when the user is hit by anything (ex. weapon, punch, etc. However, not random leaves or rain), the technique is forcefully stopped.

    Name: Ijutsu - Chakra Palm
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: 1
    Range: Self
    Speed: -
    Element: -
    Skill: Ijutsu
    Classification: Personal
    Requirements: Intelligence C rank
    Parent Technique: -
    Hand Seals: -
    Description:
    The user concentrates medical chakra into their palms and with it will be able to fairly easy remove any first degree ailment (first degree burns, first degree frostbite, etc) on a surface no larger than a limb, while this technique does not heal scrapes, bruises or other wounds not linked to actual ailments, it does apply a certain numbing effect to relieve the pain. This technique needs at least one post to heal someone.

    Weaknesses: An overall well-balanced and solid technique, this has no apparent weakness.

    C rank:

    Name: Superior Pressure Strike
    Rank: C
    Power: C
    Activation Cost: 11
    Upkeep Cost: -
    Range: Self
    Speed: -
    Element: -
    Skill: Ijutsu
    Classification: Personal
    Requirements: Intelligence B rank
    Parent Technique: Pressure Strike
    Hand Seals: -
    Description: Just as with the regular Pressure Strike Technique, the user presses their thumbs upon the nodes of chakra near the muscles where they want to strengthen their chakra flow through. By pressuring these points/nodes, the user can greatly enhance the capacity an effectiveness of their muscles. This technique increases either speed, strength or constitution for two posts with ++.

    This technique can be used three times consecutively in one post.

    Weaknesses: -

    Name: Assassin Technique - Perfect Vision
    Rank: C
    Power: -
    Activation Cost: 3
    Upkeep Cost: 1
    Range: Self
    Speed: -
    Element: -
    Skill: Ijutsu
    Classification: Secret
    Requirements: -
    Parent Technique: -
    Hand Seals: Yin - Snake
    Description:
    After making the handseals Yin- Snake, the user of this technique touches their eyelids with their fingers, attaching a bit of chakra to them and after blinking once, the chakra will act as a magnifier for their eyes, also adjusting their eyes with medical chakra to this new acquired level of sight by relieving the eyes from any strain on them when looking too long through these focused lenses made out of chakra.

    While using this technique, the user's perception increases by +1 tier.

    Weaknesses: Any sort of extreme change in lighting (be it sudden darkness or sudden bright light depending on time and place of usage) will in stead lower both perception and coordination with -- for one post after the occurance of said change of lighting.

    B rank:

    Name: Delicate Illness Extraction Technique
    Rank: B
    Power: B
    Activation Cost: 5
    Range: 0.5m
    Speed: N/A
    Element: Yoton
    Skill: Ijutsu
    Classification: Open
    Requirements: B-Tier Intelligence
    Parent Technique: Chakra Scalpel
    Hand Seals: None
    Description: When a person has been afflicted by a pathogen or toxin, this medical ninjutsu can be used to draw out the agent and heal the damage. The cause of the illness is first determined by perceiving disturbances in the patient's chakra. Then, using a chakra scalpel, an incision is made near the affected part. Using their chakra, the medical-nin pushes a large volume of a medicinal fluid through the incision. The fluid then draws the poison out of the affected part(s) and serves as a medium through which the poison is suspended and then forced out of the person's body. This technique thus removes the poison, while simultaneously repairing the damage caused by the poison. The process is then repeated until most of the toxin is removed from the patient's body. The process itself is extremely painful and requires the subject be restrained in order for the process to work. As such, it is considered a rather crude method to deal with pathogens and toxins, and only used in emergency. This technique only draws out most of the poison, not all of it, so the subject can potentially still be in danger, albeit not immediate. To fully treat the subject, an antidote is needed.

    After the agent is drawn out, it can be used to create an antidote or medicine after it has been analysed. This can then be given to the patient to ensure a complete recovery. This technique requires the utmost care and ability in diagnosis, incising and unmatched chakra control. Therefore, it is considered an extremely difficult technique, even among medical ninjutsu.
    Weaknesses: This technique does not perform any of the actual cutting or healing required for its correct use, which may require that the user collaborate this technique with others, such as Chakra Scalpel and Mystical Palm. While not very costly, this technique takes refined control over one's chakra, and is only usable by higher level Medical-Nin, as illustrated by the B-Tier Intelligence requirement.


    Name: Mystical Palm Technique
    Rank: B
    Power: A
    Activation Cost: 10
    Upkeep Cost: 5
    Range: Touch
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: -
    Hand Seals: Ox → Tiger
    Description: The Mystical Palm Technique is a Medical Ninjutsu which allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries.

    In most cases it will take three posts to fully heal a single fatal wound. This number can be alleviated by having more Ijutsu users using this technique present, each Ijutsu user taking a post off.

    Weaknesses: When healing a wound the effects take place immediately, slowing bleeding and producing new cells. Failure to complete the full healing process will have the wound open up again. The amount of time how this happens is dependent on how long you treated the wound (Healing for two posts and leaving will take two posts for the wound to open again.)


    Name: Poison Mist
    Rank: B
    Power: B
    Activation Cost: Varies
    Upkeep Cost: N/A
    Range:0m-25m
    Speed: D Rank
    Element: N/A
    Skill: Ijutsu/Chemistry
    Classification: Open
    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. Additionally, the poison in question must be able to take a gaseous form as described in its registration.
    Parent Technique: N/A
    Hand Seals: N/A
    Description: Chakra is kneaded within the body and then changed into special chemical substances which is then ejected through the mouth. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a poisonous mist. This technique allows the user to internally re-create and spew out any poison (that they have created or know how to create) directly from their body without harming themselves either from the initial spew or from it ambiently being in the air around them. This technique essentially acts as a convenient medium of dispersal for custom poisons. The amount of chakra this technique costs is commensurate with the rank of the poison created. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu.
    Weaknesses: Because the poison is gaseous it can potentially be blown away or sealed.

    Name: Chakra Enhanced Strength
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: Contact
    Speed: N/A
    Element: N/A
    Skill: Iijutsu
    Classification: N/A
    Requirements: B Intelligence & C Coordination
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet, and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike if they lack the necessary resillience.

    This gives  a one tier boost and + to Strength while being utilized.
    Weaknesses: Users of the technique require immense focus when it comes to concentrating chakra required for it, and releasing it at the right timing.

    A rank:

    Name: Yin Healing Wound Destruction
    Rank: A
    Power: A
    Activation Cost: A
    Upkeep Cost: N/A
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Open
    Requirements: Requires sufficient Perception and/or Intelligence to predict the incoming attack as well as Constitution to endure the pain inflicted.
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A medical ninjutsu where one anticipates the spot the enemy will attack and pre-emptively applies medical treatment to it, reducing damage to a minimum. The user concentrates chakra to that area and begins the cell recreation process even before the targeted area becomes damaged. Using opponent's physical movements and changes in the environment as well as the technique's speed and power, the user must analyze and accurately deduce where the attack will land. Even more than accurately predicting the attack or instantly gauging the situation, a great resilience is necessary depending on the damage inflicted. The technique will continue to heal damage until the user runs out of chakra, leaving the possibility that the damage will not be completely mended when the technique ends.
    Weaknesses: This technique does not in of itself nullify pain inflicted by a technique thus requiring a commensurate amount of Constitution so that the user does not die from shock or passes out.

    Name: Body Revival Technique
    Rank: A
    Activation Cost: 15
    Upkeep Cost: 10
    Range: Self
    Speed: Instant
    Element: Yoton
    Skill: Ijutsu
    Classification: Open
    Requirements: C-Tier Constitution, B-Tier Intelligence
    Parent Technique: None
    Hand Seals: None
    Description: The principles of this technique is to take advantage of the muscles' ability to grow stronger after repairing itself from damage. Understanding this theory, the Body Revival Technique can repair the user's body and increase its strength by manipulating the "Destruction and Rebirth" cycle of the muscles. This technique increases the user's Strength by a +, pushing it just far enough beyond its natural limit to cause damage, thereby replacing that + with a - for the following post. This cycle continues until the user's Strength reaches its peak, or until the technique ends. These boosts occur in the following way based on the number of the post since the process began:
    1: +
    2: -
    3: ++
    4: +
    5: +1 Tier
    6: ++
    and so on, until Strength reaches S++.

    This technique can be immediately activated to recover from fatal damage, giving the user the appearance of real death for a full post while recovery occurs within. Afterwards, the strengthening process begins. When used in this way, the technique's activation cost increases to 20 points.
    Weaknesses: The cost of this technique is rather steep, generally requiring either a very high natural Stamina or an alternate source of energy. When this technique is fueled by Bijuu or Dark Chakra, it uses the natural regenerative properties of those chakra to eliminate the drawbacks present in techniques such as the Eight Gates, which inflict damage upon the muscles. This will not allow one to survive the Eighth Gate, however. When fueled by those two sources,Nature Chakra, or another powerful source of chakra, this technique can heal non-fatal physical damage without paying an extra cost (fatal damage can be recovered at any point via 20 points) and applies the same boosting ability to Speed as well as Strength.


    Name: Cell Activation Technique
    Rank: A
    Power: A
    Activation Cost: A
    Upkeep Cost: N/A
    Range: Close Contact
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Open
    Requirements: B Rank Intelligence
    Parent Technique: Yin Healing Wound Destruction
    Hand Seals: N/A
    Description: Used only in the most dire of surgical procedures to increase the patient's survival rate, if even only by a single percentage, this technique employs a great level of refined chakra control to activate all the cells in the patient's body simultaneously. This causes their body to start repairing itself while the medical-nin is operating; restoring damaged tissues and bone structures while healing the patient during more invasive and delicate procedures. This technique's utility reaches its maximum potential when applied to transplant surgeries. Normally, transplanting organs into a patient carries the significant risk of an autoimmune response that can cause rejection and in some cases lethal injury. This technique allows the user to activate cells and repair damage during the transplantation process thereby healing any potential autoimmune related damage before it manifests in a rejection. This is quantified as a +10 modifier with respect to the success of an implant surgery.
    Weaknesses: When used as a means to increase implant surgery success this technique may only be used on those who possess no kekkei genkai whether by birth or implanted. The activation of all cells in the patient's body would include those related to the utilization of the KKG, this adversely complicates the transplant surgery and nullifies any healing effect that would ordinarily take place. For this reason the +10 modifier is restricted to those who have no KKG.

    Name: Pressure Strike - Absolute Force
    Rank: A
    Power: -
    Activation Cost: 20
    Upkeep Cost: 5
    Range: Self
    Speed: -
    Element: -
    Skill: Ijutsu
    Classification: Secret
    Requirements: -
    Parent Technique: Pressure Strike
    Hand Seals: -
    Description:
    As a further development of the Pressure strike and superior pressure strike, the user can engorge certain parts of their body by pressing their thumbs upon the points correlating to their physical capacities. This means that within the limits of their physical self, they can decide to go to the absolute peak capacity of their physical form by adjusting the chakra flow of their body.

    - They can decide to press upon the lymphnode near their shoulders to force their strength to rise by 2 tiers for as long as necessary, but in response they will become rather sluggish as their muscles bulk up and lose two advantages in speed.

    - They can decide to press upon the lymphnodes near the area where their pelvis meets the femur to force their speed to rise by 2 tiers for as long as necessary, but in response they will lose some coordination in the form of minus two advantages due to the fact they aren't used to exerting such high speeds.

    - They can decide to press upon the lymphnode near the underside of their ribcage to force their constitution to rise by 2 tiers for as long as necessary, but in response they will be forced to forego some of their offensive strength for the new defensive power in the form of minus two advantages in strength.


    Last edited by Halcyon Yomi on Sun Oct 21, 2018 2:05 pm; edited 5 times in total


    _________________
    Stats:


    • Strength: C
    • Constitution: B
    • Stamina: A
    • Speed: C
    • Coordination: A
    • Intelligence: A
    • Perception: C


    Link to Character Updates: Update Tracker
    Link to Character Application: Character App
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    Halcyon Yomi
    Jounin

    Posts : 349
    Join date : 2017-11-09
    Age : 29

    Character File
    Skills & Elements: Suiton | Taijutsu, Ijutsu, Ninjutsu, Armor Crafting, Fuuinjutsu
    Class: S
    Ryo: 847,125

    Re: Halcyon Yomi's Trained Arsenal

    Post by Halcyon Yomi on Fri Nov 10, 2017 6:11 am

    Ninjutsu

    Non-elemental:

    E rank:

    Name: Body Replacement Technique
    Rank: E
    Activation Cost: 1
    Upkeep Cost: -
    Range: -
    Speed: -
    Element: -
    Skill: Ninjutsu
    Classification: General Skill
    Requirements: -
    Parent Technique: -
    Hand Seals: -
    Description: This technique is done by animating an object temporarily to look and act like the user. This is more of an illusion, as it cannot attack nor does it think or have a mind of its own. When taking damage the object will react to it as the user would before being reduced to its regular form. To use this technique requires speed and deftness, as well as a general idea of when an attack is oncoming. This is used to fool inexperienced Shinobi into believing their attack has landed on their victim giving the user an opportunity to either escape or land a surprise attack. The animation only lasts a couple seconds as well as the illusion after being hit, so it must be timed precisely for maximum effectiveness.
    Weaknesses: -


    Name: Tree Climbing Practice
    Rank: E
    Power: N/A
    Activation Cost: 0
    Upkeep Cost: 0
    Range: Self
    Speed: N/A
    Element: None
    Skill: None
    Classification: Open
    Requirements: None
    Parent Technique: None
    Hand Seals: None
    Description: Tree Climbing Practice is a training method used to gain more skills with chakra control. This training involves focusing a fixed amount of chakra to the bottom of one's feet, and using that to climb a tree without using one's hands. If the stream of chakra is too weak, the user will lose their footing on the tree and fall off. If it is too strong, the user will be pushed away from the tree, causing the tree to break around the point of contact and the user will fall. The concept of this exercise is similar to magnetics and can be applied to other objects within close vicinity of the user's body, such as catching and throwing a kunai that comes within several inches of the user's foot by using chakra alone.
    Weaknesses: Inexperienced shinobi may lose focus and cause their chakra to become unstable, which will release any hold their chakra has on a surface and may even forcibly eject them off of it. This technique is automatically known by all characters.


    Name: Water Surface Walking Practice
    Rank: E
    Power: N/A
    Activation Cost: 0
    Upkeep Cost: 0
    Range: Self
    Speed: N/A
    Element: None
    Skill: None
    Classification: Open
    Requirements: None
    Parent Technique: Tree Climbing Practice
    Hand Seals: None
    Description: This training method is used to gain better chakra control. To do this, the user has to be emitting a constant stream of chakra from the bottom of the their feet and using the repellent force to walk across the water's surface. This technique is more difficult to master than the Tree Climbing Practice, because the amount of chakra that needs to be emitted changes constantly.

    It has also been shown that one can use their chakra to "skate" across the water surface, like an ice skater, instead of just walking or running. And the more one trains this technique the more they reach a state where they stand on water without even noticing it or basically even trying.

    It doesn't have to just be at the feet. A user under water can focus chakra on their hands or any other body part that makes contact with the surface of the water. If they were submerged, they can climb atop the water as if they were climbing out of a pool.
    Weaknesses: Even Genin can sometimes have trouble with this technique, due to the constantly shifting nature of water, and as such may misjudge the flow of their chakra and fall into the water. This technique is automatically known by all characters.


    Name: Clone Technique
    Rank: E
    Activation Cost: 1
    Upkeep Cost: -
    Range: 0m-10m
    Speed: -
    Element: -
    Skill: Ninjutsu
    Classification: General Skill
    Requirements: -
    Parent Technique: -
    Hand Seals: Ram → Snake → Tiger
    Description: A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones may not dissipate when they come into contact with something. These clones can be easily distinguished by people with dōjutsu. A person with normal eyes can also distinguish the clones from the original, since the clones do not have shadows and will not disrupt the area around themselves with their movement (i.e. won't kick up dust, crush grass, etc.). These clones are extremely simplistic and cannot talk nor move very far from the creator. Their utility is restricted to distractions and confusion. A maximum of 2 clones can be created from one casting of this technique.
    Weaknesses: -

    D rank:

    Name: Body Flicker Technique
    Rank: D
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: 50m
    Speed: -
    Element: -
    Skill: Ninjutsu
    Classification: Open
    Requirements: -
    Parent Technique: -
    Hand Seals: Half Tiger
    Description: This technique enhances the user's movements by fortifying their step with chakra. This is essentially a burst of energy to make their body function at higher speeds. This technique boosts the user's movement speed by one tier up to 100 meters. If at any time they stop running they must require an reactivation. The hand seal may be held to constantly refresh the 100 meter limit providing a constant speed increase.
    Weaknesses: Just like a full sprint the user must remain in a straight line in order to benefit from the bonus. If the user were to change direction they must reactivate the technique

    Name: Focused Amplification
    Rank: D
    Power: Varies
    Activation Cost: 3
    Upkeep Cost: N/A
    Range: N/A
    Speed: N/A
    Element: Varies
    Skill: Ninjutsu
    Classification: Open
    Requirements: Requires the Ninjutsu Skill to be possessed, Intelligence perks do not apply unless Ninjutsu is known.
    Parent Technique: N/A
    Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
    Description: Focused Amplification is a pretty simple technique that marks a ninjutsu user's favorite element. The user can utilize this technique in order to make a jutsu more powerful than it ordinarily would be. This is represented by the power of the technique increasing to whatever rank the user wishes. All aspects of the technique are empowered equally, including speed and range. The range of techniques are increased by 50% per increased rank.
    Weaknesses: The user must pay an amount of stamina correspondent with the level of power they're making a technique. For example, if they used Wind Release: Divine Wind they could up the power to S rank by paying the activation for this technique AND a S rank amount of stamina for Divine Wind itself. Can only be used with Ninjutsu, and techniques that boost or debuff stats can't have this technique applied to them. The user may only have one element applicable for this technique, or all non-elemental ninjutsu if they lack an element.

    Name: Haze Clone Technique
    Rank: D
    Activation Cost: 3
    Upkeep Cost: -
    Range: 0m-10m
    Speed: -
    Element: -
    Skill: Ninjutsu
    Classification: General Skill
    Requirements: -
    Parent Technique: Clone Technique
    Hand Seals: Dog → Tiger
    Description: At first glance it seems like a regular Clone Technique, but the haze clone uses a cunning trap to lure out the enemy. As the haze clones are not physically real, the attack will just pass through them. While attention is drawn to the clones, the real body attacks from the blind spot. During the illusion and resulting chaos, the enemy, who is caught up in the technique, can then be defeated. This technique allows for the creation of 10 clones total in a single casting. Like the parent technique however the clones are restricted in range and their ability to speak or act in any manner not consistent with a distraction.
    Weaknesses: -

    C rank:

    Name: Ninja Art: Shuriken Giant Body Technique
    Rank: C
    Power: C
    Activation Cost: 5
    Range: 15m
    Speed: Instant
    Element: None
    Skill: Ninjutsu
    Classification: Open
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger
    Description: This technique is used to instantly increase the size of a projectile by up to ten times, greatly increasing the damage potential and the overall force of the object. Typically, this technique is used with Fuuma Shuriken, as their already large size easily increases the jutsu's potential. Interestingly, while the size and weight of the weapon multiplies, the momentum does not slow, moving with the same force and speed as initially thrown, but with much greater destructive capability.
    Weaknesses: If the projectile isn't moving, this technique won't do much good, unless the user is capable of lifting the increased weight. The indicated range is the limit on how far a projectile can be from the user to activate this technique, while the actual distance that can be traveled by the projectile is determined by the stats of the user.

    B rank:


    Name: Shadow Clone Technique
    Rank: B
    Power: -
    Activation Cost: -
    Upkeep Cost: -
    Range: 1 km.
    Speed: -
    Element: -
    Skill: Ninjutsu
    Classification: General Technique
    Requirements: -
    Parent Technique: -
    Hand Seals: Clone seal or Tiger
    Description: The Shadow Clone technique creates replicas of the user, similar to the Clone Technique, but these clones are corporeal instead of illusions. Clones spawn next to the user. The clones are capable of performing techniques, including the Shadow Clone Technique itself, on their own and can even bleed, but will usually disperse after hit by a strong enough force. The clones can also disperse on their own or be dispelled by the user of the technique. This technique splits the user's chakra equally amongst however many clones they create.
    Weaknesses: When casting the Shadow Clone technique the user's stamina must be above 30% in order to maintain control over his/her clones. In addition, the user must maintain general concentration to maintain their clone's presence. If at any time the user is inflicted with heavy damage in contrast with their Constitution all clones will be dispersed.

    Name: Perfect Copy
    Rank: B
    Power: --
    Upkeep Cost: 1
    Range: Self
    Speed: --
    Element: N/A
    Skill: Ninjutsu
    Classification: N/A
    Requirements: B-Rank Stamina, knowledge of the copied person’s voice/appearance (common sense stuff)
    Parent Technique: Transformation Technique
    Hand Seals: Clap Hands (hold for 5 seconds)
    Description: A unique technique that allows the user to augment their body’s appearance and voice, hence its name since it could be used well when applied to imitating someone else. Like the technique it was inspired by, the Transformation Technique, it can be used with very little upkeep, although it functions differently. Instead of just requiring minimal chakra at the start and nearly the same amount going onward, this technique utilizes a large amount of chakra at the beginning, requiring users to have potent and refined control over their reserves, in turn for allowing it to be maintained even when the user is struck or distracted from what’s essentially a subconscious upkeep.
    Weaknesses: Requires excessive buildup. Works only in cases where there's a straight path between the user and their target. Also pretty obvious to a target that can react.

    A rank:

    Name: Shuriken Shadow Clone
    Rank: A
    Power: Varies
    Activation Cost: A
    Upkeep Cost: ---
    Range: User's Throwing Distance
    Speed: User's Throwing Speed
    Element: ---
    Skill: Ninjutsu
    Classification: ---
    Requirements: ---
    Parent Technique: Shadow Clone
    Hand Seals: Ox → Dog → Dragon → Rat → Dog → Boar → Snake → Tiger
    Description: The user creates many shadow clones from one shuriken, striking down the enemy. This is a technique that combines ninja tools with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, or kunai, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal. Because the clones form near instanteously, completely evading them is quite difficult

    For every tier of Stamina above E-Rank that the user has, the amount of multiples created from one shuriken increases by 3. Example: Yukino throws three shuriken and has B-Rank Stamina, so instead of three, now there are thirty, because each shuriken gets nine copies, while retaining the original three.
    Weaknesses: N/A



    Suiton:

    E rank:

    D rank:

    Name: Hiding in Mist Technique
    Rank: D
    Cost: 3
    Range: 25 m. radius (125 m. radius w/source)
    Speed: C (only applicable when expelled)
    Element: Water
    Classification: Village Specific
    Handseals: Seal of Confrontation
    Requirements: N/A
    Description: The user conjures a thick, white mist which reduces visibility to absolute zero. This can be achieved by using a water source such as a lake, reservoir, or being in a damp environment. If no sources are present the user can still produce a mist by expelling it from their mouth.
    Drawbacks: Just like real life fog the mist can only exist in conditions where it can survive. Very hot, arid climates forces the mist to evaporate (clearing up over two rotations.) In addition the mist can be cleared by strong winds or sudden bursts.

    C rank:

    Name: Water Release: Water Bullet Technique
    Rank: C
    Cost: 5
    Upkeep: 1
    Range: 50 m.
    Speed: B
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Tiger > Ox > Tiger > Rat
    Description: The Water Release: Water Bullet Technique is a highly versatile Water Release technique which has many variations. After kneading chakra in their stomach, the user expels a large quantity of water in the form of a powerful torrent aimed towards their intended target. The user may also sustain the water flow for an upkeep.

    This technique can also be used collaboratively to increase its range and effect.

    Drawbacks: N/A

    Name: Water Release: Gunshot
    Rank: C
    Cost: 5
    Range: 80 m.
    Speed: B
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Tiger
    Description: After kneading and converting their chakra into water, the user will shoot one or more condensed blasts of water at the target. The size is dependent on how much water the user can store in their body. The technique can gain an additional + to its Speed when used aerially.
    Drawbacks: N/A

    Name: Water Prison Technique
    Rank: C
    Power: B
    Cost: 5
    Upkeep: 1
    Range: Touch
    Speed: A
    Element: Water
    Skill: Ninjutsu
    Classification: Village Specific (Kiri)
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Snake > Ox > Arm extension
    Description: Raising from the water source the user creates a sphere of water which engulfs the target. The water constantly pulls inwards towards the core protecting it from outer threats, meaning those caught partially in the technique will be drawn inside. The pressure prevents any movement meaning those trapped are doomed to drown or be detained. Despite its name the user may also cast it upon themselves as a form of defense. It is said to be as strong as steel.
    Drawbacks: The user must maintain contact with the sphere otherwise it loses structure.

    Name: Hiding in Water Technique
    Rank: C
    Cost: 5
    Upkeep: 1
    Range: Self
    Speed: Two Tiers below user Speed
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: -
    Description: The user becomes one with their element, merging their body with a water source. They can freely move around undetected and materialize themselves silently when it is time to strike becoming extremely effective when ambushing unsuspecting foe.
    Drawbacks: Despite being undetectable from the average eye, certain doujutsu and chakra sensing technique can pick up the user's signature. In addition, the user can also be damaged even when merged.

    Name: Water Clone Technique
    Rank: C
    Cost: -
    Range: 25 m.
    Speed: -
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Tiger
    Description: By using water as a medium, the user can create one or more clones of themselves. While the clones can perform techniques, they only possess one-tenth of the user's chakra and cannot go too far from the original. The clones can also be used as medium to perform other Water Release techniques, as demonstrated by Kisame when he reverted their arms into water to perform the Water Prison Technique. When these clones are struck with a sufficient amount of force they will revert to their water form. The clones can be created anywhere within a 25 m. range of the user, unlike the Shadow Clone technique which requires clones to be created next to the user.
    Drawbacks: When casting this technique the user's stamina must be above 30% in order to maintain control over his/her clones. In addition, the user must maintain general concentration to maintain their clone's presence. If at any time the user is inflicted with heavy damage in contrast with their Constitution all clones will be dispersed. The user must be within 25 m. of their clone.

    Name: Water Release: Waterfall Basin Technique
    Rank: C
    Cost: 5
    Upkeep: 1
    Range: -
    Speed: -
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Boar > Dog > Ram
    Description: The technique is done by creating water through the earth and manipulating the current to form a waterfall. The scale of the waterfall is determined by the user and must be sustained by the user's chakra. The user must be within 50 meters of the waterfall to continue to feel it chakra. This technique requires very little focus allowing the user to perform other tasks without having to focus on feeding this one chakra.
    Drawbacks: Must be created over soil. Concrete and other sealed surfaces will not allow the technique to function.

    Name: Water Release: Starch Syrup Capturing Field
    Rank: C
    Cost: 5
    Upkeep: 1
    Range: 30 m.
    Speed: C
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Ram > Tiger
    Description: The user spews an incredibly viscous water from their mouth which travels over and coats any surface. Coming in contact with the water binds the target trapping their movements from the point of contact. In addition, the user can manipulate the water with their chakra to catch opponents unaware. When manipulating the water it moves at E-tier Speeds.
    Drawbacks: The water-syrup can be cut from the target in order to break free. Also, utilizing the Water Walking Technique can bypass the technique's effects.

    Name: Water Release: Wild Bubble Wave
    Rank: C
    Cost: 5
    Range: 50 m.
    Speed: C
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Tiger
    Description: The user expels a bubbly, foam-like substance from their mouth which generously covers the surface it comes in contact with, lubricating it in the process. This make traveling over said surface almost impossible without losing traction.
    Drawbacks: N/A

    Name: Water Release: Water Whip
    Rank: C
    Cost: 5
    Upkeep: 1
    Range: 10 m.
    Speed: -
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Rat > Dog > Ox
    Description: The user creates a whip made of water that can wrap around the opponent. The user can also channel lightning chakra to shock anyone wrapped in it. It can also be used like an ordinary whip to cause physical damage to an opponent.
    Drawbacks: Opponents may also discharge lightning release through your whip damaging you as the user.

    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: Liquid Venom shot
    Rank: C
    Power: D
    Activation Cost: 5
    Upkeep Cost: -
    Range: 25 meters
    Speed: B
    Element: Suiton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Must have at least one dosage of Liquid poison in inventory to be used.
    Parent Technique: Water shot
    Hand Seals: Ram-ox-dog
    Description:
    The user makes the handseals to accumulate chakra into their mouth and have to take a liquid poison and put it in their mouth, allowing for the chakra to effectively surround it and prevent it from poisoning the user, after which the user must press their belly to shoot out the poison in the form of a small globule not bigger than half an inch in diameter. When this would hit an opponent, it will not cause much damage, as the main focus is to inject the poison and let that do its work.
    Weaknesses: Any armor of D grade or higher can succesfully prevent penetration by this technique.

    Name: Suiton - Sniper Needle Shot
    Rank: C
    Power: D
    Activation Cost: 5
    Upkeep Cost: -
    Range: 25m
    Speed: B
    Element: Suiton
    Skill: Ninjutsu
    Classification: Secret
    Requirements: C rank perception
    Parent Technique: -
    Hand Seals: Ram-snake-dog
    Description:
    When the user has made the handseals Ram-snake-dog, they turn any moisture in the air around them or from a water source nearby into a double dozen of three inch long needles made out of a mix of water for substance and chakra to create and hold form.

    With a single wave of their hand, they can launch these needles with pinpoint precision towards anyone at an amazing speed. Though the needles themselves will never puncture further than 1 cm into exposed flesh, it is the sheer amount that makes this technique so dangerous. That paired with the fact that due to the speed of this technique, it hardly makes any sound, so it's a hard technique to avoid or to properly defend against.

    Any armor of C rank or higher will completely ignore this technique (it won't be damaged by this technique even when hit.) however this only counts for bodyparts covered by said armor and not the technique in general.

    Weaknesses: Can't be used in arid areas, can only be used when Silence is Golden is activated.

    B rank:

    Name: Thousand Flying Water Needles of Death
    Rank: B
    Cost: 10
    Range: 5 m. radius
    Speed: B
    Element: Water
    Classification: General Technique
    Handseals: Tiger
    Requirements: Ninjutsu
    Description: By using a nearby water source or forming them out of the air using moisture, the user forms one-thousand needles made of water. Their density and structure are enhanced using chakra giving them a deeper penetration, being able to pierce five-millimeter thick steel (assumed C-grade quality.) The user creates a narrow escape route for themselves from which after they exit the user can safely trigger the technique mutilating whatever is left within.
    Drawbacks: This is considered a close quarters technique, thus the need to lure the opponent within that range is necessary while managing to create hand seals.

    Name: Suiton - Hyper Needle Shot
    Rank: B
    Power: C
    Activation Cost: 10
    Upkeep Cost: -
    Range: 50m
    Speed: A
    Element: Suiton
    Skill: Ninjutsu
    Classification: Secret
    Requirements: B rank perception
    Parent Technique: Sniper needle shot
    Hand Seals: Ram-snake-dog-rat
    Description:
    When the user has made the handseals Ram-snake-dog-rat, they turn any moisture in the air around them or from a water source nearby into three dozen of three inch long needles made out of a mix of water for substance and chakra to create and hold form.

    With a single wave of their hand, they can launch these needles with pinpoint precision towards anyone at an amazing speed. Though the needles themselves will never puncture further than 2 cm into exposed flesh, it is the sheer amount that makes this technique so dangerous. That paired with the fact that due to the speed of this technique, it hardly makes any sound, so it's a hard technique to avoid or to properly defend against.

    Any armor of B rank or higher will completely ignore this technique (it won't be damaged by this technique even when hit.) however this only counts for bodyparts covered by said armor and not the technique in general.

    Weaknesses: Can't be used in arid areas, can only be used when Silence is Golden is activated.

    Name: Water Release: Exploding Water Colliding Wave
    Rank: B
    Cost: 10
    Range: 250 m.
    Speed: B
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Snake
    Description: The user spits out a great volume of water from their mouth, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks.
    Drawbacks: N/A

    Name: Water Release: Water Dragon Bullet Technique
    Rank: B
    Cost: 10
    Upkeep: 5
    Range: 0 - 100 m.
    Speed: One tier below the user's Coordination
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirements: Preexisting Water
    Parent Technique: N/A
    Handseals: Monkey > Bird > Yang Water > Rat > Boar > Bird
    Description: The user shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might dealing great physical damage. The user can freely manipulate the dragon around the body of water and even travel upon it as long as it stays within 100 m. of its control.
    Drawbacks: Requires a large body of water to be used such as a small lake, ocean, or reservoir. An attack or technique large enough to severe the body will effectively end the technique.

    Name: Water Release: Water Fang Bullet
    Rank: B
    Cost: 10
    Range: 20 m.
    Speed: B
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirements: Preexisting Water
    Parent Techique: N/A
    Handseals: Tiger
    Description: This is a technique that deals physical damage to the enemy with a liquid mass brought forth from underwater. Its power to kill and maim is augmented by adding a spinning motion to the compactly pressured water acting almost like a steel drill. During fights on water the user can take advantage of its characteristic ability to attack from anywhere in a 360 degrees radius. The user can create three per usage.
    Drawbacks: Must require a body of water in order to use this technique.

    Name: Water Release: Water Formation Wall
    Rank: B
    Cost: 10
    Upkeep: 5
    Range: 15 m.
    Speed: B
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Handseals: Tiger > Snake > Rat > Snake > Tiger
    Description: This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. It may also be used with an already preexisting source.
    Drawbacks: N/A

    Name:  Water Release: Water Mirror Technique
    Rank: B
    Cost: 10
    Range: Self
    Speed: -
    Element: Water
    Skill: Ninjutsu
    Classification:  Village Specific (Kiri)
    Requirements: N/A
    Parent Technique: N/A
    Handseals: N/A
    Description: The user creates a large, flat, circular pool of water in front of their opponent. Its surface acts like a mirror, perfectly reflecting the attacking targets. The reflections emerge and materializes from the mirror, where they collide with the mirrored targets. As these reflections use the exact same techniques as their counterpart — regardless of its type — they counter the attack completely, while repelling them in the process. However, upon impact, the reflections disperse into water.
    Drawbacks: N/A

    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.

    Name:Water Release: Marine Battle Formation Technique
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 35 m.
    Speed: User's Coordination
    Element: Suiton
    Skill: Ninjutsu
    Classification: Open
    Requirements: Preexisting Water
    Parent Technique: N/A
    Hand Seals:Boar → Dog → Horse → Tiger
    Description: After making the necessary hand signs the user can direct a large spiraling stream of water into any direction they desire, letting it crash upon or against opponents from any desired angle or direction.
    Weaknesses: N/A


    A rank:

    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: Water Slicer
    Rank: A
    Power: B
    Activation Cost: 25
    Upkeep Cost: 10
    Range: 35m
    Speed: S
    Element: Suiton
    Skill: Ninjutsu
    Classification: Secret
    Requirements: Coordination B rank
    Parent Technique: -
    Hand Seals: Dog-Rat-Snake
    Description:
    After making the necessary handseals, the user concentrates their chakra into their fingertips, adding water nature to the chakra at all times.

    As long as this technique is being maintained, the user can send off extremely thin, blade-like projectiles of about two meter in length through the air towards their target simply by making a slicing motion through the air. These projectiles fly straight and won't veer off or bend, even with threes or rocks standing in the way, they will cut through anything of hardness B rank or lower that isn't enhanced by chakra without a loss of speed or power.

    There is virtually no limit to the amount of projectiles made, though each one made beyond five in a single post, will cost the user 2/each to make.

    Weaknesses: Must have a source of water to use more than 5 projectiles per post.

    Name: Water Release: Great Waterfall Technique
    Rank: A
    Cost: 15
    Range: 2 km.
    Speed: S
    Element: Water
    Skill: Ninjutsu
    Classification: Village Specific (Kiri)
    Requirements: Preexisting Water
    Parent Technique: N/A
    Handseals: Tiger > Ox > Monkey > Rabbit > Ram > Boar > Ox > Horse > Monkey > Tiger > Dog > Tiger
    Description: his technique extends water over a large scale, surges and rises up to several dozens of meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilization is reminiscent of no less than the aftermath of a natural disaster.
    Drawbacks: Requires a large body of water such as a lake, small ocean, or large reservoir.

    Name: Water Release: Rising Water Slicer
    Rank: A
    Cost: 15
    Range: 200 m.
    Speed: A++
    Element: Water
    Skill: Ninjutsu
    Classification: Village Specific (Kiri)
    Requirements: N/A
    Parent Technique: N/A
    Handseals: Tiger
    Description: The user releases a linear wave of water that travels at high speeds to attack the target. It is strong enough to slice clean through stone.
    Drawbacks: Travels in a linear path leaving room for evasion.

    Name: Water Release: Water-Heavens Convergence
    Rank: A
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 100 m.
    Speed: One tier below the user's base Coordination
    Element: Water
    Skill: Ninjutsu
    Classification: Village Exclusive (Kiri)
    Requirements: Preexisting Water
    Parent Technique: N/A
    Hand Seals: Tiger, Dog, Monkey, Snake, Boar, Tiger
    Description: This technique enables the user to control water and moisture around oneself much like Gaara controls his sand. It can be used to block most incoming attacks, bind or drown opponents, and shape the water into various attacks, allowing the user in conjunction with the Summoning Technique to allow water-based summonings to fight in areas that it normally need water to move around by either trapping the target in the same water or manoeuvring the water to allow the summon to chase the target. It is able to extract and utilise groundwater, and as is very effective most areas, but useless in rocky areas.
    Weaknesses: Just as the technique states it must require a source of water in order to be used. Rocky areas, or dry environments with very little moisture will make this technique unusable. Because freeform manipulation is only attached to the user's base Coordination, techniques, unique abilities, or items that increase the user's coordination do not affect one's freeform manipulation speed. Techniques, unique abilities, or items that wish to boost one's freeform manipulation capabilities most specify that they are doing so and are thus evaluated on that basis.


    Name: Water Release: Great Exploding Water Colliding Wave
    Rank: A
    Cost: 15
    Range: 500 m.
    Speed: A
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: Water Release: Exploding Water Colliding Wave
    Handseals: Ram
    Description: This technique is a larger version of the Water Release: Exploding Water Colliding Wave. With it, the user spews out a massive amount of water, covering an entire area with crushing waves.
    Drawbacks: N/A

    Name: Water Release: Water Severing Wave
    Rank: A
    Cost: 15
    Upkeep: 10
    Range: 100 m.
    Speed: A
    Element: Water
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Tiger > Rat > Horse > Snake > Dragon > Hands clap
    Description: After kneading chakra in the stomach and converting it into water, the user spews it out as a high pressure stream that is powerful enough to cut cleanly through several trees with ease.
    Drawbacks: N/A


    Last edited by Halcyon Yomi on Fri Sep 07, 2018 8:28 am; edited 4 times in total (Reason for editing : added techniques)
    avatar
    Halcyon Yomi
    Jounin

    Posts : 349
    Join date : 2017-11-09
    Age : 29

    Character File
    Skills & Elements: Suiton | Taijutsu, Ijutsu, Ninjutsu, Armor Crafting, Fuuinjutsu
    Class: S
    Ryo: 847,125

    Re: Halcyon Yomi's Trained Arsenal

    Post by Halcyon Yomi on Thu Mar 01, 2018 3:24 am

    Genjutsu

    D-rank:

    Name: Demonic Illusion: Hell Viewing Technique
    Rank: D
    Cost: D
    Range: 0m-15m
    Element: N/A
    Classification: Open
    Handseals: Snake → Rat
    Requirements: Genjutsu Skill
    Description: This genjutsu is triggered by looking at the swirl of illusory leaves that are conjured once the seals have been made. Once triggered, this genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. Even after being release, the opponent may suffer after effects depending on their mental fortitude in the form of two minuses to Perception. This only happens if the user's Intelligence is below B Rank.
    Drawbacks: N/A

    Name: Flower Ninja Art: Mirror Flower Water
    Rank: D
    Cost: D
    Range: 0m-25m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill
    Description: The user casts an illusion which surrounds the target in flower petals and darkens the surroundings around them.
    Drawbacks: N/A

    Name: Mist Servant Technique
    Rank: D
    Cost: D
    Range: 0m-30m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill/Weapon
    Description: This genjutsu creates eerie black ninja illusions, which appear one by one from trees and rocks, and then corners the enemy. It is triggered by the opponent entering the general thirty meter area of casting. Their movements are somehow slow, but when attacked they multiply, and in this way they appear like ghosts inhabiting the mist. Kunai knives are added to this technique, by throwing them to match illusions movement, making them seem real. As the clones continue to multiply rapidly, the victim can eventually be worn down.
    Drawbacks: N/A



    C-rank:

    Name: Hazy Genjutsu
    Rank: C
    Cost: C
    Range: 0m-40m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill
    Description: This technique casts an illusion on the enemy that blurs the target's vision of the entire area. In addition, it causes the victim to react as though they're sinking in quicksand,  partially immobilising the target.
    Drawbacks: N/A

    Name: Sly Mind Affect
    Rank: C
    Cost: C
    Range: 0m-50m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill
    Description: This technique is triggered by the opponent being within the 50 meter radius of the user upon casting. This technique allows the user to change the enemies' sense of direction as they see fit. When this technique was evoked, the enemy was forced to walk around continuously in circles by making it seem as if they're walking straight to their desired destination.
    Drawbacks: N/A

    Name: Rockslide Genjutsu
    Rank: C
    Cost: C
    Range: 0m-50m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill
    Description: This illusion is triggered by the opponent(s) looking at the user’s body. Once triggered, this technique casts an illusion on multiple targets, making them perceive multiple large explosions going off. From this, the victims will see the ground around them collapsing, disorienting them and leave them confused and panicked although their sense of balance will not necessarily be affected depending on their perception.
    Drawbacks: Those with a Perception C Rank and above will not lose their balance from this technique.

    Name: Demonic Illusion: Descending Hell Technique
    Rank: C
    Cost: C
    Range: 0m-25m
    Element: N/A
    Classification: Open
    Handseals: Boar → Dog → Bird → Monkey → Ram
    Requirements: Genjutsu Skill
    Description: This genjutsu is triggered by the opponent looking at the user's body. Once triggered, this technique causes the illusion of a tremendous ball of fire falling from the sky into a designated area. The targets involved in the illusion literally feel the ball's hot temperature getting closer thus serving as a major environmental distraction.
    Drawbacks: N/A

    Name: Demonic Illusion: False Surroundings Technique
    Rank: C
    Cost: C
    Range: 0m-50m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill
    Description: This genjutsu is triggered by the opponent walking in a certain area inlaid with the user's chakra. This general area of effect can be within 50 meters of the user's location. This genjutsu allows one to trick others into mistaking the place they're in for another. This technique's main feature is that it can be cast over an extensive surface, therefore any and all who step into the illusion's area of effect will fall under the spell. This technique allows the user to sculpt and shift the area into a place of their own choosing via illusion.
    Drawbacks: N/A

    Name: Bell Ring Genjutsu
    Rank: C
    Cost: C
    Range: 0m-25m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill, Ninja Bell
    Description: This genjutsu is triggered by the usage of a ninja bell emitting a particular sound wave that travels from the inner ear to the brain. Once triggered, this genjutsu will cause the opponent to hallucinate, seeing multiple images, and making very hard to tell the real one from the illusions. Additionally, the target loses their motor skills with continued exposure to the ringing, this is manifested as a minus to Coordination.
    Drawbacks: N/A

    B rank:

    Name: Time Reversal
    Rank: B
    Cost: B
    Range: Close Contact
    Element: N/A
    Classification: Open
    Handseals: Dog → Snake → Ox → Bird → Tiger
    Requirements: Genjutsu Skill
    Description: This technique is used by the Anbu to pull out forgotten memories. After forming the appropriate hand seals, the Anbu will put the target into a state of reverse hypnosis, allowing them to remember details that they otherwise would not. The target will comply with interrogation, but seems to retain his or her personality while under hypnosis.
    Drawbacks: N/A

    Name: String Bean Binding Illusion
    Rank: B
    Cost: B
    Range: 0m-25m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill
    Description: This genjutsu is triggered by the opponent looking at the user’s body. The user makes themselves disappear while the target sees several bean vines growing from the ground. These vines bind the victim's body, lifting them into the air. Then, a bean pod raises and opens to reveal the user, ready to strike.
    Drawbacks: N/A

    Name: Offsetting Sound
    Rank: B
    Cost: B
    Range: 0m-50m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill/Ocarina
    Description: A genjutsu that relies on the sound of the ocarina. While playing the melody, the user is able to release his allies from genjutsu.
    Drawbacks: If opponents/enemies are in genjutsu they will also be released.

    Name: Genjutsu: Flower Petal Escape
    Rank: B
    Cost: B
    Range: 0m-25m
    Element: N/A
    Classification: Open
    Handseals: Tiger → Boar → Tiger → Horse → Ox
    Requirements: Genjutsu Skill
    Description: This genjutsu is triggered by the user appearing to be trapped in the opponent’s genjutsu. Once activated the user’s body dissolves into lots of flower petals which then consume her enemy's body. This creates an painful effect on the opponent while the user has a chance to re-position themselves.
    Drawbacks: The user must utilize this technique while still caught in Genjutsu in order to trigger it. After the initial trigger, they may release. It also cannot be used in response to the opponent using the same technique. Meaning the user cannot use Genjutsu: Flower Petal Escape if they are caught within Genjutsu: Flower Petal Escape.

    Name: Demonic Illusion: Tree Binding Illusion
    Rank: B
    Cost: B
    Range: 0m-25m
    Element: N/A
    Classification: Open
    Handseals: Dog → Snake → Monkey → Ox → Tige
    Requirements: Genjutsu Skill
    Description: The user first disappears from plain sight in a mist-like fashion in order to approach the target without being detected. Once close enough, the target will then be completely robbed of their mobility as they see the mirage of a fast-growing tree coiling itself around them. Given that the subject remains conscious, this technique proves extremely efficient for information-gathering. Once the target is immobile, the user can then attack the enemy, usually after emerging from the trunk of the tree.
    Drawbacks: N/A

    Name: Demonic Illusion: Double False Surroundings Technique
    Rank: B
    Cost: B
    Range: 0m-50m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill, False Surroundings Technique
    Description: This genjutsu is triggered by the opponent freeing themselves from the False Surroundings Technique. This illusion is layered under the original technique which must be cast prior to this one. This general area of effect can be within 50 meters of the user's location. This genjutsu allows one to trick others into mistaking the place they're in for another. This technique's main feature is that it can be cast over an extensive surface, therefore any and all who step into the illusion's area of effect will fall under the spell. This technique allows the user to sculpt and shift the area into a place of their own choosing via illusion.
    Drawbacks: N/A

    Name: Demonic Flute: Phantom Sound Chains
    Rank: B
    Cost: B
    Range: 0m-25m
    Element: N/A
    Classification: Open
    Handseals: N/A
    Requirements: Genjutsu Skill, Flute
    Description: This genjutsu is triggered by the opponent hearing the sound of the flute. Once triggered, the opponent will be assailed by the vivid sensation that their limbs have been fastened with sturdy ropes, thus becoming unable to move about freely. Even with physical intervention from an outside force, the body is robbed of all mobility, and consciousness itself progressively fades away. At the same time, they are fed morbid hallucinations, which makes it also possible to run them down mentally. Given that the means of transmission is sound-based, it has a large range of effectiveness, on top of which it can be applied even without knowledge of the enemy's position, which makes for an exceedingly convenient technique. The genjutsu is ineffective if the opponent can't hear the technique.
    Drawbacks: Aside from the traditional means of release, the user will be automatically released from the genjutsu once the user ceases playing the flute. Due to the intense concentration involved in this illusion, the user's Speed and Coordination stat are set two tiers beneath their Intelligence stat for the duration of the genjutsu.


    Last edited by Halcyon Yomi on Fri Sep 07, 2018 8:56 am; edited 2 times in total


    _________________
    Stats:


    • Strength: C
    • Constitution: B
    • Stamina: A
    • Speed: C
    • Coordination: A
    • Intelligence: A
    • Perception: C


    Link to Character Updates: Update Tracker
    Link to Character Application: Character App
    Link to Known Techniques:Technique Registry
    avatar
    Halcyon Yomi
    Jounin

    Posts : 349
    Join date : 2017-11-09
    Age : 29

    Character File
    Skills & Elements: Suiton | Taijutsu, Ijutsu, Ninjutsu, Armor Crafting, Fuuinjutsu
    Class: S
    Ryo: 847,125

    Re: Halcyon Yomi's Trained Arsenal

    Post by Halcyon Yomi on Sun Jul 29, 2018 4:09 am

    Fuuinjutsu

    D rank:

    Name: Enclosing Technique
    Rank: D
    Activation Cost: 3
    Upkeep Cost: N/A
    Range: 0m-5m
    Speed: -
    Element: N/A
    Skill: Fuuninjutsu
    Classification: Open
    Requirements: Fuuinjutsu medium
    Parent Technique: N/A
    Hand Seals: Ram
    Description: Using this technique small objects and even living non-sentient things can be stored within scrolls, and can be released when the scroll is opened or meets a specific condition. It is possible to seal ninjutsu into a scroll. Techniques sealed via the enclosing technique may also be primed to activate on a certain condition. Ninjutsu up to C-rank can be sealed.
    Weaknesses: If a Fuuinjutsu user identifies a seal created by this technique they will know the contents erasing any potential trap that may be set up.

    Name: Unsealing Technique
    Rank: E
    Activation Cost: 1
    Range: Contact
    Speed: -
    Element: N/A
    Skill: General Skill
    Classification: Open/Academy Technique
    Requirements: -
    Parent Technique: -
    Hand Seals: N/A
    Description: A general skill anybody can learn in which, by applying a minuscule amount of chakra, will unseal the contents sealed within a scroll or tag.
    Weaknesses: Without having the Fuuinjutsu skill the user may not know the contents of a seal resulting in a potential trap.

    C rank:

    Name: Five-Seal Barrier
    Rank: C
    Activation Cost: 10
    Upkeep Cost: N/A
    Range: 0mi-2mi
    Speed: N/A
    Element: N/A
    Skill: Fuuninjutsu
    Classification: Open
    Requirements: Five Fuuinjutsu tags
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This technique creates a barrier around a place by placing four "forbidden" (禁, kin) tags in different locations surrounding the place to be protected, a fifth tag on the location to be protected. The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, the material's destruction is "forbidden". Using any kind of physical attack to try and destroy something in the barrier is folly, as it will only lead to injury. To cancel this, it is necessary to search for the four tags and tear them off simultaneously. Even if the tags are removed, there is a final obstacle. The user can add a trap that will create perfect copies of those who have removed the seal, preventing them from returning immediately. Those who have removed the seal must spend two posts fighting their copies before defeating them.
    Weaknesses: N/A

    B rank:

    Name: Severing Void
    Rank: B
    Power: B
    Activation Cost: 5
    Upkeep Cost: -
    Range: 2m
    Speed: Instant
    Element: -
    Skill: Fuuinjutsu/Ninjutsu
    Classification: Personal
    Requirements: C rank coordination
    Parent Technique:
    Hand Seals: -
    Description:
    The user simply snaps their fingers to create an instant wall of about 5m high and three meters wide. This wall is extremely thin and see-through, as if it were cutting through reality itself and is capable of withstanding the impact of various strong forces, it however has no effect on taijutsu or any physical attacks or weapons and is predominantly used to ward off jutsu projectiles and non-physical techniques (ex. grand fire ball).

    Weaknesses: -

    Name: Lightning Flash Blade Creation
    Rank: B
    Activation Cost: 3 (Sealing) 1 (Unsealing)
    Upkeep Cost: N/A
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Fuuinjutsu
    Classification: Open
    Requirements: Fuuinjutsu Medium
    Parent Technique: Unsealing Technique
    Hand Seals: N/A
    Description: This is a special "ninja tool summon" that allows the user to seal ninja tools like swords or kunai into a scroll or their clothes beforehand, allowing them to be called upon when needed. The ninja tools 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 ninja tool, taking the right stance and actually throwing it is greatly reduced. Also when a weapon such as a fūma shuriken is summoned, the time needed to throw it can be further shortened by having prepared the weapon in its fully extended form beforehand. Furthermore, because the summoned ninja tools can remain hidden until right before they are used there are an exceptional number of possible tactics. One hundred ninja tools can be stored within each sealing mark, which can make the efficiency of this technique last longer. Five tools can be summons per unseal.
    Weaknesses: Just like with any Fuuinjutsu, if the medium in which your seal in place on is destroyed, everything stored within the seal is lost permanently.

    Name: Chakra Draining Seal
    Rank: B
    Activation Cost: 10
    Upkeep Cost: N/A
    Range: Contact
    Speed: N/A
    Element: N/A
    Skill: Fuuinjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A fūinjutsu designed to drain chakra. By placing the target on top of the seal, the chakra drained is transferred to the user. The seal drains 5 per turn.
    Weaknesses: If the target is removed from the seal then the technique ends and must be re-activated.

    Name: Induced Overload
    Rank: B
    Power: B
    Activation Cost: 15
    Upkeep Cost: -
    Range: Touch
    Speed: -
    Element: -
    Skill: Fuuinjutsu/Ijutsu
    Classification: Personal
    Requirements: Intelligence rank B
    Parent Technique: -
    Hand Seals: Yin
    Description:
    After making the single Yin handseal, the user has to simply manage to press two extended fingers upon a target, which by inserting a bit of chakra will result in such an overwhelming sensation of pain that a target is completely paralyzed for a single post after becoming victim of this technique. Though it does not damage any part of a person's body, the sensation of pain is real and it allows a variety of uses for this technique, such as dispelling Genjutsu up to B rank due to the pain and uses in torture and interrogation.
    Weaknesses: -

    A rank:

    Name: Superior Severing Void
    Rank: A
    Power: A
    Activation Cost: 10
    Upkeep Cost: -
    Range: 2m
    Speed: Instant
    Element: -
    Skill: Fuuinjutsu/Ninjutsu
    Classification: Personal
    Requirements: B rank coordination
    Parent Technique: Severing Void
    Hand Seals: -
    Description:
    The user simply snaps their fingers to create an instant wall of about 5m high and three meters wide. This wall is extremely thin and see-through, as if it were cutting through reality itself and is capable of withstanding the impact of various strong forces, it however has no effect on taijutsu or any physical attacks or weapons and is predominantly used to ward off jutsu projectiles and non-physical techniques (ex. grand fire ball).

    Name: Five Elements Seal
    Rank: A
    Activation Cost: 15
    Range: Contact
    Speed: -
    Element: N/A
    Skill: Fuuinjutsu
    Classification: Open
    Requirements: -
    Parent Technique: N/A
    Hand Seals: Technique-specific seal
    Description: Once the seal is completed, the target will become unconscious and unable to fight for a short time (five posts.) A person afflicted with this seal will be unable to mold chakra properly making the performance of techniques B-rank or higher impossible. This technique can also be used to disrupt Jinchurikki seals. Jinchurikki afflicted with this seal are unable to use Chakra Access in any form.
    Weaknesses: This seal can be erased via the Five Elements Unseal Technique. This technique only blocks chakra. This means Taijutsu, Bukijutsu, Kenjutsu, and any other group or type of technique that uses stamina are unaffected.

    Name: Mirrored Sudden Attacker Technique
    Rank: A
    Activation Cost: 15
    Upkeep Cost: N/A
    Range: 0m-2mi
    Speed: -
    Element: N/A
    Skill: Fuuinjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Five Seal Barrier
    Hand Seals: N/A
    Description: A secondary trap is laid under the Five-Seal Barrier. This technique is automatically started when the "forbidden" tags are removed. An exact copy of the person who removed the tag appears with their appearance, weapons, battle skills, and so on. Because the double has a fixed amount of stamina and doesn't feel exhaustion, it has an advantage in a drawn-out battle. Those who have removed the seal must spend two posts fighting their copies before defeating them.
    Weaknesses: The duplicate can be defeated via auto-hit by the user after two posts of combat.


    Name: Five Elements Unseal
    Rank: A
    Power: Varies
    Activation Cost: Varies
    Range: Contact
    Speed: -
    Element: N/A
    Skill: Fuuinjutsu
    Classification: Open
    Requirements: -
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This is a universal seal erasure technique. By applying chakra to the tips of their fingers, the user will be able to destabilize the numerical elements inherent within every seal, and unseal its contents if applicable. By identifying the seal at hand (following standard Fuuinjutsu rules) you can accurately assess how much power is required to break a seal. Otherwise, a standard 15 chakra point spending must occur.
    Weaknesses: N/A

    Name: Self-Cursing Seal
    Rank: A
    Activation Cost: 15
    Range: Contact
    Speed: -
    Element: N/A
    Skill: Fuuinjutsu
    Classification: Open
    Requirements: -
    Parent Technique: Cursed Tongue Eradication Seal
    Hand Seals: N/A
    Description: Similar to the Cursed Tongue Eradication Seal, this seal can also be applied during combat, and can secretly be placed on the opponent's body. When the user activates it, the curse seal's marks spread around the opponent's body, paralyzing them. However, one can break free from the seal with a A Rank Release of chakra.
    Weaknesses: Every time the technique is applied against an opponent by the same user, they can use their prior knowledge of the releasing mechanics to reduce the amount of chakra needed to end the curse by one rank.

    Name: Cursed Tongue Eradication Seal
    Rank: A
    Activation Cost: 15
    Range: Contact
    Speed: -
    Element: N/A
    Skill: Fuuinjutsu
    Classification: Open
    Requirements: -
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This cursed seal is used to ensure no information known to the user falls into the wrong hands. When the wearer of this cursed seal speaks about something that the user has forbidden, their entire body will be paralyzed, taking away their ability to speak or move. It is applied to the tongue and takes the shape of three solid lines and two broken lines from the back of the tongue to the tip.
    Weaknesses: Once the user dies the seal disappears.

    Name: Time-Release Technique
    Rank: A
    Activation Cost: 15
    Range: Contact
    Speed: -
    Element: N/A
    Skill: Fuuninjutsu
    Classification: Open
    Requirements: Fuuninjutsu
    Parent Technique: N/A
    Hand Seals: N/A
    Description: By placing a mark on a person in a ritualistic method, this seal will force the user to perform any technique that the user or target knows. If the technique requires handsigns then the user will be forced to perform handsigns (assuming that's not a physical impossibility). The seal can be activated at will or under a timed release schedule (the detonation time must be specified at the moment of creation via a post count or IRL time). The seal will remain primed even if the person is tortured, put under a trance, or unconscious. This is meant to catch an enemy when their guard is down. The user/target must hold the chakra for techniques primed using Time-Release in escrow meaning this chakra is unavailable to them for in their regular chakra pool. The chakra can only be released/accessed when the seal is activated or when it is erased.
    Weaknesses: Only three Time Release seals can be created and primed at one time. If a fourth is created then the oldest created seal will automatically be erased.

    Name: Sealing Technique: Lion Closing Roar
    Rank: A
    Activation Cost: 15
    Range: Contact
    Speed: N/A
    Element: N/A
    Skill: Fuuinjutsu
    Classification: Open
    Requirements: -
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This sealing technique completely blocks the target's chakra with a sealing formula (封印式, fūin-shiki) drawn on the ground or a wall. This is done by closing all the tenketsu of the person caught in the middle. When the target is sealed, a stylised kanji for "close" or "shut" (閉, hei) appears in the middle of the sealing formula. To successfully seal the target, one has to get them exactly inside the sealing formula. This may require great accuracy and can prove very difficult in most fight scenarios. Various methods can be used to make this easier. For instance, one can prepare a puppet or a ninja tool like the Lion-Headed Kannon with this sealing formula.
    Weaknesses: If the target is removed from the seal, then their tenketsu will re-open allowing them to utilize chakra once more.

    Name: Slumbering Daemon Seal
    Rank: A
    Power: A
    Activation Cost: 25
    Upkeep Cost: -
    Range: Touch
    Speed: -
    Element: -
    Skill: Fuuinjutsu
    Classification: Secret
    Requirements: Intelligence A rank
    Parent Technique:
    Hand Seals: Rat-Ox-snake-Heaven-snake-ox-rat
    Description:
    Though it needs quite a few handseals, this sealing technique is devised for the sole purpose of dealing with the worst possible sort of opponent: Jinchuuriki shinobi. This technique can forcefully put a jinchuuriki's bijuu into a blissful slumber, unable to grant the user any chakra or abilities for three posts. However, this technique will only work with jinchuuriki up to V2, but not beyond. When touched, the victim will have a horned crest of a demon upon the touched area which will recede after three posts.

    Anyone with Intelligence tier A and Fuuinjutsu is able to dispell this technique by paying the same cost and using the reverse handseals.
    Weaknesses: -

    Name: Nullification Technique [無効化技術-Mukō-ka gijutsu]
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 2
    Range: 25m
    Speed: Coordination rank
    Element: -
    Skill: Fuuinjutsu
    Classification: Secret
    Requirements: Intelligence B rank
    Parent Technique: -
    Hand Seals: Yin-tiger-snake-rat-yang
    Description:
    After making the necessary handseals, the user gets a small black ring on their hand, which will remain on their hand until the actual sealing technique has been performed.

    At any given moment in a battle/thread, the user of this sealing technique can slam the palms of their hands together to begin the process of this technique's second [sealing phase] part. By simply pointing their hand held with the palm upwards in a ninetee degree angle to the wrist, they fire off said ring from their hand, which will constrict and disperse a single technique of the same rank or lower.

    Weakness: The drawback of this technique resides in its use. It can't constrict people, so can't affect them or techniques used on themselves. It can also only work on techniques the user has either seen at least being used once before in a battle or thread they were a part of or they must know the technique themselves.


    _________________
    Stats:


    • Strength: C
    • Constitution: B
    • Stamina: A
    • Speed: C
    • Coordination: A
    • Intelligence: A
    • Perception: C


    Link to Character Updates: Update Tracker
    Link to Character Application: Character App
    Link to Known Techniques:Technique Registry

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    Re: Halcyon Yomi's Trained Arsenal

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      Current date/time is Thu Nov 15, 2018 6:57 am