- E-rank:
- Name: Fusee
Rank: E
Power: E
Activation Cost: E
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Created as a chakra control exercise. The user projectcs chakra from their hand to generate a small orb typically between the size of a marble and a golfball. One formed the orb uses the energy stored inside of it to glow with a bright heatless light. This light is the users color of choice and will last for up to an hour before burning out. This function is independet of the orginal caster.
As a source of illuimantion it's commonly used to indicate obstacles or advise caution on roadways at night as well as to perform hand signals.
Weaknesses: Having a bright light on you is a great way to give away your position.
Name: Body Replacement Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Boar → Ox → Dog
Description: When utilizing this technique the user applies the transformation technique to an inanimate object in reach— in most cases being a log— to look like the user. This makes the object serve as a dummy to the aggressor. When struck the object will revert back to its original form after two seconds time has passed giving the user the opportunity to strike their stalled opponent, or flee.
The Body Replacement Technique allows the object to perform simple actions and can even react to damage received to make a more convincing illusion, however it cannot move from their location.
Weaknesses: This technique serves as a means to lure in suspicious foe or stall an aggressor. Given its simplicity the technique cannot move or speak, limiting its effectiveness as more cunning opponents will often not fall for the bait.
Name: Cloak of Invisibility
Rank: E
Activation Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: A piece of cloth large enough to cover their body
Parent Technique: N/A
Hand Seals: N/A
Description: The user can make use of a piece of cloth by applying their chakra to change its design to reflect their environment. A ninja can make use of it through any environment allowing them to create an effective ghillie suit when needed.
Weaknesses: Not incredibly effective against opponents with higher Perception.
Name: Clone Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram → Snake → Tiger
Description: For this technique, the user creates up to four afterimages of themselves to move alongside them. Unlike most other clone techniques, these afterimages have no substance and thus are incapable of damaging opponents. Because of this, it is only useful for confusing enemies while other attacks are prepared. When performing this technique the user assumes any position among the group.
Weaknesses: Opponents can identify clones from their original through careful observation, as clones won't cast shadows, crush grass, kick up dust, etc.
Name: Rope Escape Technique
Rank: E
Activation Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This technique serves as a means to free themselves from any binding they may find themselves, such as vine entanglement or being tied up by a rope. When the user is bound, they do what they can to escape, such as by finding a way to untie the knot or dislocating their joints in order to get free of the bindings.
Weaknesses: This technique can only work on passive bindings, such as inanimate and uncontrolled bindings.
Name: Transformation Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dog → Boar → Ram
Description: This technique is most often used to disguise the user as another person, but they can also turn into an animal, plant, or inanimate object. Users will gain the attributes and physical features of whatever they transform into, such as a weapon's sharpness or an animal's fangs. The quality of the item or appendages cannot exceed D/D.
Weaknesses: The user is limited to transforming into objects no smaller than 1/5 their size. The user cannot transform into items or creatures larger than themselves. This technique requires concentration. When the user suffers from exhaustion (below 30 CP) or receives a substantial blow the technique dispels automatically. A perceptive opponent may detect flaws, such as false smells or an intelligent opponent detecting inaccurate details. Despite taking on the properties of what they transform into the user can still receive damage as normal. This means transforming into a sword and clashing with another sword will result in the technique dispelling and the user getting injured. When taking on a creature's physical features this impacts your overall stat potential (aka no S-tier Strength birds flying through people.)
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.
Name: One Thousand Years of Death
Rank: E
Activation Cost: 0.5
Range: Self
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user tightly clasps their hands together and extends their middle and index fingers, resembling the Tiger hand seal. Using the full weight of their body, the user thrusts these four fingers between the target's buttocks, or any other target of their choosing.
This technique boosts the user's Strength by +1 advantage.
Weaknesses: This technique requires the user to utilize their entire body in a lunge-like motion forcing them to be stationary.
- D-rank:
- Name: Wind Release: Passing Typhoon
Rank: D
Activation Cost: 3
Range: 0 - 100 m.
Speed: C+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user creates a gust of wind in a radius around them that blows away all weather conditions. It is powerful enough to dispel even the Hiding in Mist Technique and can even be used to deflect small projectiles.
Weaknesses: The lack of concentration and speed makes this a poor offensive technique.
Name: Wind Release: Verdant Mountain Gale
Rank: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0 - 40 m/
Speed: C
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake
Description: By using wind-based chakra, the user can infuse their bladed weapons with it from a distance and manipulate them.
Weaknesses: Doesn't add any power to the weapon, only allows for manipulation of it. Holding the hand seal leaves the user more vulnerable than before.
Name: Earth Release: Double Suicide Decapitation Technique
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 10 m.
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: -
Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. The user can only move in a linear fashion and can only remain underground for one post before they lose the ability to tunnel and must resurface or reactivate.
Weaknesses: The user must have some way of sensing the target above or know where their target is before submerging.
Name: Lightning Release: Lightning Signal Fire
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 0-50m
Speed: C
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dragon
Description: After forming the necessary hand seals, the user points their hands towards a certain direction and triggers an electrical discharge, which then explodes in a specific form. When the hands are raised to the sky, this technique can be use as a signal flare. The discharge doesn't occur until it's traveled the maximum distance of 50 meters into the air. Since this is merely for directing people to one's position, this technique doesn't work well in combat, and only does D damage.
Weaknesses: Doesn't really have means of combat.
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 reactivate the technique. 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: 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 that is not consistent with a distraction.
Weaknesses: -
Name: Temporary Paralysis Technique
Rank: D
Activation Cost: 3
Range: Touch
Speed: B
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements:
Parent Technique: -
Hand Seals: Tiger
Description: A technique that physically restrains an opponent, as if the opponent had been tied in invisible steel ropes. It debilitates the victim for a short period of time, which allows the user to either strike again, or take the target into custody. In order to use this technique the user must place their middle and index finger against the spine, eyes, or head of their opponent. Users with incredible control over their chakra (base S-tier Coordination) can execute this technique through their eyes by having eye contact with their opponent.
This restrains the target for one round.
Weaknesses: N/A
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: Manipulated Shuriken Technique
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: 1
Range: 0 - 100 m.
Speed: -
Element: -
Skill: Bukijutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.
When using this technique the user's Coordination increases by +2 advantages regarding Shuriken control. Shuriken do not lose momentum when using this technique. The user may also "re-throw" a shuriken that has lost momentum, whether it got stuck in a tree or ground. The shuriken does not benefit from the user's Coordination when regarding its speed using this method.
Weaknesses: N/A
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: 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: Suiton Release: Draw Current
Rank: D
Power: D+
Activation Cost: 3
Upkeep Cost: ---
Range: 15 Meters
Speed: C+
Element: Suiton
Skill: Ninjutsu
Classification: Village Specific (Kiri)
Requirements: Existing Body of Water.
Parent Technique: ---
Hand Seals: Monkey > Bird > Dog > Ram
Description:
Chakra flows from the hands and into the body of water. Like pulling on rope the hands moves to their body and the current pulls at the caster’s direction. Like pushing a cart the hands move forward and the current pushes away from caster. This technique is best used in calm bodies of water, but it is possible to affect strong currents with more effort. It is mainly used to quickly change course on a ship or to rescue people in water.
Weaknesses:
Can only affect a section of water equivalent to 6 meters in radius. When used on strong currents it is impossible to go against the current. The only thing the caster can affect is directing the affected area in a bending motion.
Name: Boomerang throw
Rank: D
Power: D
Activation Cost: E
Upkeep Cost: N/A
Range: Same as normal based on projectile rules
Speed: Same as normal based on projectile rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: C rank Corrdination
Parent Technique: N/A
Hand Seals: N/A
Description: A technique to throw small to moderate sized objects such as kunai, shuriken or batons and have it act in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it
Name: Manipulated Tools Technique
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: E
Range: Varies (Equal to Chakra Strings)
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: Bukijutsu/D-Rank Coordination/Chakra Strings
Parent Technique: Chakra Strings
Hand Seals: N/A
Description: This is a rather unique and iconic technique with which users make use of their cultivated marksmanship and dexterity intermingled with controlling thrown weapons. With this technique a chakra thread is attached to a throwing weapon, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the weapon in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite. The user's level of Coordination allows more complex weapons to be used alongside this technique and within this style, as well as increases the speed at which the weapons are capable of moving when manipulated.
D-Rank Coordination = Projectile/Giant Projectile (Senbon, Shuriken etc.)
C-Rank Coordination = Flowing (Chains, Whips, Kusari etc.)
B-Rank Coordination = 1-H Melee (Swords, Clubs etc.)
A-Rank Coordination = 2-H Melee (Greatswords, Hammers etc.)
S-Rank Coordination = Polearms (Tridents, Scythes etc.)
Weaknesses: N/A
Name: Flash Step
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: N/A
Range: 30 meters
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user will focus for a moment and suddenly dash at their target slashing with their weapon toward the opponents torso, this will give them a +Boost to Speed and Cordination.
Weaknesses: They can only move in straight lines and once on course are unable to stop or change direction.
Name: Savage Strikes
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Close
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user will take a spear or long bladed weapon and rush the opponent stabbing three times in quick sucsession and power toward the chest. This will have an incease of strength by ++.
Weaknesses: This is a quick thrusting combo so once they aim to strike three times it must aim where the first blow aims, this means if the first blow misses the rest will miss as well.
Name: Red Tiger Style
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: ---
Parent Technique: ---
Hand Seals: ---
Description:
A common swordstyle that most people and beginners start off and even most often than naught they unknowingly doing it. The style focuses around strikes from the katana that are both simple and efficient to use. The normal stance for the Red Tiger is to place the dominant foot in front of you as you shift your body sideways so to speak. Your other foot should be behind you as it will serve as your root while the one up front is the accelerator. Sword wise it should always be facing in front of you at the opponent. Using this style boosts the user’s Speed and Coordination by 1 advantage.
Weaknesses: N/A
Name: Zangeki no Sora ”Slashing Sky”
Rank: D
Power: E
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A simple upperslash that heavily boosts in speed. It is mainly a defensive technique to block an attack coming from above, but it can be used to get a scratch on the opponent. Boosts Speed by 2 advantages.
Weaknesses: ---
Name: Nikko ”Sunlight”
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Moonlight
Hand Seals: ---
Description:
It is considered as a cheap trick to some practitioners, but basically the user angles their sword at just the right spot to direct the blinding sunlight at the opponent’s eyes. Then the user will continue the motion to lunge forward while simultaneously slashing horizontally at the target in that moment of weakness. Boosts Coordination by 2 advantages.
Weaknesses:
Due to the fact that it requires light equivalent in brightness as the sun it is mainly used outdoors. The Sunlight cannot be used while in dim lighting and in the dark. Also if the opponent is quick and aware of it then they can just close their eyes against it on time to resist the blinding aspect.
Name: Akai Mikadzuki ”Red Crescent”
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A counter based technique that requires near perfect timing to execute properly to have maximum effect. When the opponent moves to attacking the user either by weapon or body, the user may react to it by evading it. The process starts by leaning to the rear foot and using the dominant foot to pivot into a spinning motion. Using the ball of the rear foot for balance, the practitioner effectively side-steps out of the opponent’s trajectory. The full spin ends in a single swift motion as the user would slash horizontally at the opponent’s arm, leg, or the sides. Using this technique boosts Coordination by 2 advantages.
Weaknesses:
As mentioned beforehand, this technique requires the opponent to initiate an attack that is frontal or simply charging within the 120 degree view of the user’s sight. As such the user must be aware of the attack and it must be within melee range. Ninjutsu being externalized at a distance such as a Fireball for example would render this counter ineffective.
Name: Twin Divide
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 3
Range: Melee
Speed: ---
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: C-tier Coordination
Parent Technique: ---
Hand Seals: ---
Description:
This style consists of two variants of swordplay. It requires at least two blades at the length of a wakizashi. It is possible to wield a katana with a wakizashi in this style. Practitioners has been seen to unleash devastating combos, but in most cases they lack power. For the true purpose behind this style is not to overpower the opponents, but rather to distract with one attack while swinging for a lethal blow at a different angle. Defense is not the forte of this style.
Boosts Coordination by 1 tier.
Weaknesses:
Requires two bladed weapons.
Name: Ken Hamano
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
A feint attack where one blade will thrust forward towards the opponent’s chest while the other simply slashes low at the lower body in a horizontal arc. The thrust is mainly a feint as the user may have the option to suddenly pull it back to block a counter or even another attack from a second opponent. For the true aim is the low slash from the second blade. Boosts Speed and Coordination by 1 advantage.
Weaknesses: N/A
Name: Hasami Ken
Rank: D
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
This is one of the few techniques from Twin Divide that actually focuses on power. This is because the user performs something close to a scissor at the opponent. Which can be done by swinging both bladed weapons in a horizontal arc. One coming from the right, and the other coming from the left. Leaving the opponent right in the middle where both blades begin to meet and slice open the stomach area if left unprotected. Boosts Strength by 2 advantages and Coordination by 1 advantage.
Weaknesses:
When armor is involved around the stomach area it is a contest between the weapons and the armor. In some cases the weapons will cut through to an extent for the power will be dropped to D rank.
Name: Flaring Embers
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: ---
Range: 15m
Speed: C
Element: Katon
Skill: Ninjutsu
Classification: Open
Requirements: Pre-existing Fire
Parent Technique: ---
Hand Seals: Tiger
Description:
By pouring their katon chakra into the source of fire, the user causes a sudden eruption within the heat. Capable of exploding up to a small campfire-sized fire scattering stones, burning wood, ashes, etc within a 5 meter radius. Causing flammable materials to ignite and cause light physical trauma and minor burns. The eruption also creates an audible bang that can be heard within 100 meter radius.
Weaknesses: No fire means no bang.
Name: Wind Release: Breakthrough
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: 15m
Speed: C
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dog-Horse-Bird
Description:
After making the handseals and gathering chakra in their stomach while holding the Bird handseal, the user expels said accumulated chakra as a violent gust of wind. This technique is powerful enough to knock grown adults off their feet. This technique can also be used for supplementary purposes such as breaking someone's fall or repel common projectiles such as senbon, kunai and shuriken (not fuuma or giant shuriken though)
Weaknesses: N/A
Name: Wind Release: Concussion
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: 20m
Speed: C
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique:
Hand Seals: Ox-rat-dog
Description:
The user pressurizes chakra with the wind nature into a small sphere with a radius of one inch and launches it towards their intended target, when this sphere hits anything solid, it will erupt with loud, almost deafening bang. It doesn't do much damage, but the sound may act as a confusion and can spook enemy shinobi. The sphere can reach a max distance of up to twenty meters before it explodes. The force of this explosion is enough to deliver shallow cuts due to its wind nature's cutting abilities, but only reaches about one meter in radius.
This jutsu can also be used on loose ground or sand to provide visual cover, whipping up a cloud of dust or sand of about two meters in radius for a single post.
Weaknesses: Highly unstable, will explode even when touching a leaf in a tree.
Name: Gentle Step
Rank: D
Power: E
Activation Cost: 5
Upkeep Cost: 3
Range: Varies on Speed (50 Meters Max)
Speed: D+
Element: Wind
Skill: ---
Classification: Open
Requirements: Tree Climbing Practice | Water Walking Practice
Parent Technique: Tree Climbing Practice | Water Walking Practice
Hand Seals: ---
Description:
The process of this technique is as simple as the parent techniques. By focusing chakra on the user’s feet the user can apply the Fuuton Chakra to gain a special ability. Temporarily the user can ‘step’ on the air as if it was solid ground. Gravity still applies and for the brief moment the user steps it seems solid. But if the user stands still he/she will begin to fall. Gentle Step can be used to step up higher or the user can sprint through the air as their movement. While using this technique the user is treated like he/she has 1 advantage on Speed since the user travels slightly faster when using this technique.
Weaknesses:
Cannot stand still or else the chakra dissipates and the user will begin falling to the ground. Additionally if the user was falling from greater heights and they suddenly use this technique they still take damage from inertia and such. Least to say it is still going to hurt. Be warned that this technique applies for a whole second.
Name: Gentle Descent
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: Self
Speed: D+
Element: Wind
Skill: Ninjutsu
Classification: Open
Requirements: Gentle Step
Parent Technique: Gentle Step
Hand Seals: Bird
Description:
To correct an error this technique was developed so when the user finds him/herself falling from greater heights they have an option to remedy that. By focusing the kneading Fuuton chakra to either the bottom of their feet or even their palms the user release a strong current of air by manipulating the surrounding wind to cushion and slow his/her fall. This technique allows for safe landing from great heights without worry of gravity damaging the body. The user may carry a single person provided they’re not over 200 lbs as they descend, and the user can more or less glide equivalent to 10 meters.
Weaknesses:
With elemental problems in effect it is possible that a small fire could get excited from the manipulation of wind and momentarily blaze bigger than it should. Negating this technique and potentially damage the user in the process. Additionally the winds are not strong enough to deflect projectiles so it is normally not used in combat.
Name: Fūton: Zangeki no yumi [Wind Release: Slashing Blow]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: D-(10m)
Speed: N/A
Element: Fuuton
Skill: N/A
Classification: Ninjutsu
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake,Tiger
Description: The user will first mold Fūton chakra within their lungs. Before letting out the wind in a steady stream while holding the handseal they are capable of expelling Fuuton from their mouth moving their head in a slicing motion to slice small objects, it is incapable of slicing through the human body or anything denser however it can make minor cuts. The wind itself is invisible as all winds techniques are, and if not used in a slicing motion can merely send someone back if aimed at them.
Name: Fūton: Sutorīmu [Wind Release: Stream]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: D-(20m)
Speed: N/A
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake, Tiger, Boar
Description: A basic Fūton no Jutsu that a Shinobi uses to blow a powerful stream of wind from their mouth. The technique is mostly used to change directions in mid-air. In this case, the strength of the stream is powerful enough to move the source body at high speeds. On the ground, it can be used to blow up a cloud of dust, masking the caster's movements. It can also be used offensively to stagger an opponent's movement.
Name: Fūton: Hakike Peretto [Wind Release: Gagging Pellet]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: D-(20m)
Speed: 20mps
Element: Futon
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake, Boar
Description: A relatively simple technique where the user places a small rock or pellet in their mouth and then fires it like a bullet through quickly releasing a large sum of wind-infused chakra air behind it using their mouth itself as a barrel; essentially making them a living air gun. Depending on what they are made of these pellets are capable of denting wood and leaving welts on individuals.
Name: Fūton: Kaze Sanpo [Wind Release: Wind Walk]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: N/A
Speed: 20mps
Element: Futon
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description:This technique allows the user to create a wind like base under their feet, reducing friction and enhancing the user's speed. The user doesn't seem to be levitating unless under close inspection which they seem to be about 1.5 - 2cm off the ground. This jutsu particularly give a ++ boost is also "helpful for evading projectiles with ease."
Name: Suiton Release: Tail Slap
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: C+
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: Existing body of water.
Parent Technique: Water Whip
Hand Seals: Dog > Ox
Description:
By kneading the chakra from the user’s hands to the nearby existing body of water. The chakra appears to be like a veil as it sticks the water’s surface and with a pull the chakra forms a line of water. It is dense enough to absorb projectiles and with the speed to slam onto targets. It cannot reach past 10 meters from the user or else the water would just fall and splash the ground. By kneading more chakra, the user can spend the Upkeep Cost on the turn they activate it in order to boost this tech’s Speed by 2 advantages. Effectively putting the Speed at B tier, but in doing so causes this technique to end early.
Weaknesses:
Must remain around the user at 10 meters at all times. With a Speed of C+ should the user move faster than this tier and more than 10 meters the water will lose control.
Name: Suiton Release: Water Creation
Rank: D
Power: E
Activation Cost: 3
Upkeep Cost: ---
Range: 5 meters
Speed: D
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: ---
Parent Technique: Waterfall Basin Technique
Hand Seals: Bird > Ox
Description:
The technique is simple for it only does one thing. By kneading the chakra on the hand the user touches the soil. By drawing the water inside the ground this technique reveals water equivalent to 5x5 meters. It lacks firepower because the technique is meant to produce water. The water is clean and will remain even when the chakra runs out.
Weaknesses:
Cannot work in concrete, iron, wood, etc. Can only function in sand or soil.
Name: Ninja Art: Suiton Mist
Rank: D
Power: E
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: D+
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: ---
Parent Technique: ---
Hand Seals: Dog > Bird
Description:
More of a fire reducing technique than a harmful technique. The user molds chakra in their hand before multiple thin streams of water pours out of the palm. It is directed wherever the hand directs it, and it is particularly useful on putting out small fires. Additionally if used against Fire Style technique the Suiton Mist will reduce the Power of the attack by 2 disadvantages.
Weaknesses:
If electricity was to touch the streams of water the electric current will quickly travel at B tier Speed up to the palm. If it is not done by a tech then it varies in terms of power. Weak electric currents would possess C tier Power, Moderate B tier, and Strong A Tier. Otherwise the Power is increased by +2 advantages.
Name: Wall of Earth
Rank: D-Rank
Power: D-Ranked
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: Instant
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Pre-existing Earth
Parent Technique: N/A
Hand Seals: Tiger
Description: The user creates a wall of soft soil 2x2meters the shield themselves from incoming attacks. The Structural integrity of the wall is removed when the user channeling chakra into the wall. At that point the wall starts to crumble and becomes a heap of loose dirt.
Weaknesses: N/A
Name: Flare gun technique
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: N/A
Range: 150m
Speed: C
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: Fusee
Hand Seals: Dragon
Description: The user takes a Fusee orb and infuses it with even more chakra inducing an overload that will cause it to launch off like a rocket. Shooting rapidly up to a height of about 150m they explode with a loud bang and release a brightly burning flare that drifts very slowly downward, maximizing the amount of time for which it can be seen. Extemely conspicuous this flare can been spotted up to 25 miles or so in good visibility.
It's also not intented for offensive use making it extemely limited in that regard to the point that even taking one directly to the face will do little more then cause tempoary blindness in a similar manner to a flash bang grenade.
Weaknesses: Did I mention they are conspicuous? Using this jutsu will absolutely give the users position away.
Name: Arhat Fist
Rank: D
Power: C
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: C-tier Strength without Taijutsu or D-tier Strength with Taijutsu.
Parent Technique: N/A
Hand Seals: -
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 +1 tier with Taijutsu or by a +1 advantage without Taijutsu.
Weaknesses: Without Taijutsu the user's Speed is also lowered by -2 advantages.
Name: Rising Knee
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: A simple technique where the user drives their knee upwards into an opponent's abdomen.
Boosts Strength by +2 advantages.
Weaknesses: N/A
Name: Shoulder Charge
Rank: D
Activation Cost: 3
Range: 0 - 3 m.+
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user throws all their weight behind a shoulder thrust aimed at driving their opponent off their feet. The user may choose to further enhance the strength of their impact by rushing their opponent by at least three meters.
Boosts Strength by +2 advantages. Boosts Strength by +1 tier if charged at least three meters.
Weaknesses: In order to benefit from the charging bonus you must rush your opponent in a straight line.
Name: Demonic Illusion: Hell's Viewing
Rank: D
Activation Cost: 3
Range: 0 - 20 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake -> Rat
Description: This is a 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.
Once cast, this technique takes two posts to set in dealing D-rank psychological damage. If the user chooses, the victim may wait three posts to deal C-rank psychological damage. This technique is triggered by the user sending their chakra at their opponent. This must connect and the user must be aware of their target's position with no obstructions in the way.
Weaknesses: N/A
Name: Mist Servant Technique
Rank: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0 - 25 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This Genjutsu creates eerie black ninja illusions, which appear one by one from trees and rocks, and then corners the enemy. Their movements are somehow slow (E-tier Coor and Speed), 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 will eventually be worn down.
This technique covers a 30 meter diameter that can be cast 25 meters from the user.
Weaknesses: This Genjutsu can be avoided by stepping outside of the field of influence.
Name: Body of the Bear
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: Self
Speed: ---
Element: ---
Skill: Taijutsu
Classification: Open
Requirements: Constitution D tier w/o Taijutsu
Parent Technique: ---
Hand Seals: ---
Description:
Body of the Bear is a term being used because the user braces themself to withstand punishment to an extent. It is best used for an instant for keeping it up becomes draining. The user’s muscle mass hardens as it adds protection against physical brunt force. Boosts Constitution by 2 advantages against physical attacks.
Weaknesses:
Ninjutsu that have no physical form such as fire and wind ignores the boost. The only exception is earth release since it usually possess some form of physical matter. This is because it is preparing the body to withstand against powerful taijutsu and even other weapons.
Name: Spring Chant
Rank: D
Power: C
Activation Cost: N/a
Upkeep Cost: 3
Range: Self
Speed: N/a
Element: N/a
Skill: Taijutsu
Classification: Open
Requirements: C rank Coordination w/o taijutsu skill or D rank with the taijutsu skill.
Parent Technique: N/a
Hand Seals: N/a
Description: This style of combat focuses on fast, flowing combinations utilizing basic principles of Taijutsu. The style uses sheer speed and number of attacks to achieve its goals in contrast to other more strength reliant Taijutsu styles. While those who aren't trained in Taijutsu find that faster strikes tend to lose out on power, a Taijutsu user who has trained in the skill can utilize this style without losing any of their striking power, allowing body mechanics to make up for any power lost. Boosts coordination by one tier with the taijutsu skill and by one plus without it.
Weaknesses: The boosts are lowered by -- if the user doesn't have the taijutsu skill. Their strength is also lowered by - if they don't possess the Taijutsu Skill to represent their lack of true effort in mastering their body.
Name: Rising Side Kick
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user swiftly launches their leg from standstil position into an at most 6-7' high side-swipe kick. While using this technique, if the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses: -
Name: Rising Scissor Kick
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: -
Range: melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user raises on leg 180° into the air from standstill, dropping said leg/foot onto an opponent. This can also be used while jumping. If the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses:-
Name: Rising Defense Kick
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: melee
Speed:N/A
Element: -
Skill:Taijutsu
Classification: Open
Requirements: Taijutsu
Parent Technique: -
Hand Seals: -
Description:
When facing a low ranked (D at most) attack or technique of a solid nature (won't work on raiton for instance) the user rather than defending with their hands, raise their leg and use the soles of their shoes/feet to defend and redirect the attack to the ground.
Weaknesses: -
Name: Lost Soul
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0-25m
Speed: -
Element: -
Skill: Genjutsu
Classification: Open
Requirements: Intelligence D Tier
Parent Technique: -
Hand Seals: Dragon
Description:
By gazing at the user’s body they initiate the trigger to this technique. The affected target would see a ghostly white figure just behind the user. The figure generally has only one distinguished feature and that happens to be the doll-like face. A face that is identical to the target as it stares at them with eyes that possess no emotion or indication that it is alive.
Weaknesses: Those who have equivalent tier in Perception would see it for what it is. A mere shadow cast from the user. It is mostly harmless by itself as it is only meant to shake the children up a bit.
Name: La Armada
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Capoeira
Hand Seals: -
Description: An extremely simple technique, usually a beginner's first strike with Capoeira. After a quick spin in either direction, the capoeirista kicks out with that same leg (spinning left = left leg, spinning right = right leg) to strike at head height while remaining standing. This technique boosts the user's Coordination by +1 advantage (+).
Name: Galopante
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: Another simple technique. During the usual side-to-side shuffling stance of the capoeira style, the capoeirista uses one of their swinging arms to aim a palm strike to the opponent's face with the momentum of their swaying stance to increase the power of the strike. This technique boosts the capoeirista's Coordination by +1 advantage (+).
Name: Chapa
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Capoeira
Hand Seals: -
Description: Another simple beginner technique, the capoeirista steps forwards, bends their back leg as they bring it forwards and sideways to kick the target with a side kick, usually aimed at the chest. Boosts the capoeirista's Coordination by +1 advantage (+).
Name: Banda
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Chapa
Hand Seals: N/A
Description: A A very simple type of kick, the capoeirista waits for an opening, then swings their foot around to hook one of the opponent's ankles with it in order to make them lose their balance. Boosts the capoeirista's Coordination by +1 advantage (+).
Name: Negativa
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Self
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: One of very few defensive techniques of Capoeira, this technique simply allows the user to drop to the ground rapidly, one leg bent so that the foot touches the ground and one leg out straight. The hand opposite the bent leg is also touching the ground, with the other hand protecting the user's face. This is normally used to avoid an opponent's strike to their upper body or face, but can also be used to set-up for a counterattack. This technique boosts the user's Coordination by a +.
Last edited by Raika Ryuutei on Tue Mar 21, 2023 1:22 pm; edited 1 time in total