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    Chigetsu
    Chigetsu

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    Post by Chigetsu on Wed Jan 22, 2020 2:44 pm

    Suiton Ninjutsu


    D-Rank:
    Rain Skipping:

    Name: Rain Skipping
    Rank: D
    Power: D
    Activation Cost: 3
    Range: Touch
    Speed: C
    Element: Suiton
    Skill: Ninjutsu
    Classification: Personal Hozuki Exclusive
    Requirements: Hydrification
    Parent Technique: Water Surface Walking Practice
    Hand Seals: N/A
    Description: Through the redistribution of liquid, a tiny portion of the user's body is liquified and then expelled from one of their limbs. From the projection of their chakra into this liquid the moment it leaves their body in a similar method to the Water Surface Walking Practice they are able to use this liquid as a solid surface. This only lasts for a split second, but this is enough time for the user to use this temporary platform to jump off off, essentially allowing for another jump in mid-air. As the Hydrification Technique allows liquification of the user's clothing, this can even be done through shoes and gloves without problem.
    Weaknesses: The platform only lasts for a single moment before giving out, and as such this technique requires good reflexes to use effectively. This has a maximum height of fifty meters.
    Draw Current:
    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.
    Water Creation:
    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.
    Tail Slap:
    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.
    Suiton Mist:
    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.
    C-Rank:

    Mirror Eyes:

    Name: Water Release: Mirror Eyes
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: N/A
    Element: Suiton
    Skill: Ninjutsu
    Classification: Secret
    Requirements: N/A
    Hand Seals: Dog  → Horse → Rat
    Description: By creating a clear layer of liquid over the user’s eyes, the user may create a pair of focusing lenses similar to eyeglasses. This allows for a greater clarity of vision, and through this greater focus the user receives +1 tier of perception, but exclusively for sight related purposes.
    Weaknesses: As this technique only affects the user’s sight, no other sense they have benefited from the perception bonus. As a result, this technique is no help against opponents who attack in ways that aren’t visible, such as through genjutsu.
    Drowning Water Blob Technique:

    Name: Drowning Water Blob Technique
    Rank: C
    Power: C
    Cost: 5
    Range: 3 meters
    Element: Suiton
    Skill: Ninjutsu
    Classification: Hozuki Exclusive
    Handseals: N/A
    Requirements: Hydrification
    Description: After liquefying a portion of their body, the user manipulates the resulting water to surround their target's head, preventing them from breathing in order to either: render the victim unconscious or ultimately kill them if the suffocation is sustained. It takes 2 posts for unconsciousness per tier of Constitution, with a flat 2 posts after that resulting in death by drowning. This results in a minimum of 4 posts to kill, and a maximum of 14 posts within the normal range of Constitution that can be achieved IC. Since this shape manipulation is only a one time thing, despite its long time to kill, it does not have an upkeep as it's still just the user's body.
    Drawbacks: Who's going to just let someone drown them to death? The uses for this technique are fairly restricted, mostly because of that reason.
    Water Bullet Technique:

    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
    Gunshot:

    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
    Hiding in Water Technique:

    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.
    Water Clone Technique:

    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.
    Waterfall Basin Technique:

    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.
    Starch Syrup Capturing Field:

    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.
    Wild Bubble Wave:

    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
    Water Whip:

    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.
    B-Rank:

    Marine Battle Formation Technique:

    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
    Thousand Flying Water Needles of Death:

    Name: Thousand Flying Water Needles of Death
    Rank: B
    Cost: 10
    Range: 10 m.
    Speed: B
    Element: Water
    Skill: Ninjutsu
    Requirements: N/A
    Classification: N/A
    Parent Technique: N/A
    Handseals: Tiger
    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.
    Exploding Water Colliding Wave:

    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
    Water Dragon Bullet Technique:

    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.
    Great Water Arm Technique:

    Name: Water Release: Great Water Arm Technique
    Rank: B
    Power: B
    Cost: 8
    Upkeep: 3
    Range: User
    Element: Suiton
    Skill: Ninjutsu
    Classification: Ninjutsu
    Handseals: N/A
    Requirements: Hydrification
    Description: By putting the Hydrification Technique into practical use, the muscles of the arm are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the entire arm, like an instant pump-up. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high. This technique grants the user a boost to strength of one tier and one plus to Strength.
    Drawbacks: The bonus applies only to one arm. The arm also grows noticeably, a huge tip off that the user is enhancing their abilities. The slightly reduced cost is because of this technique only applying to one arm, though upkeep remains the same.
    Water Fang Bullet:

    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.
    Water Formation Wall:

    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
    A-Rank:

    Water Gun Technique:

    Name: Water Gun Technique
    Rank: A
    Power: A
    Cost: 10
    Range: 50 meters
    Speed: S
    Element: Suiton
    Skill: Ninjutsu
    Classification:  Hozuki Exclusive
    Handseals: N/A
    Requirements: Hydrification
    Description: The user mimics a gun with his hand and, through the Hydrification Technique, compresses a drop of water in their index finger, firing it with tremendous force and speed similar to a gunshot, enough to easily pierce through a sand clone. Its small size is why this technique does not cost the usual amount for an A rank. Is capable of puncturing defenses up to S rank in durability, except for Doton related defenses.
    Drawbacks: Fairly small wounds are inflicted with each bullet, and the action of making the gun is a fairly good tip off that something is coming your way.
    Water Gun - Two Guns:

    Name: Water Gun: Two Guns
    Rank: A
    Power: S
    Cost: 15
    Range: 50 meters
    Speed: S
    Element: Suiton
    Skill: Ninjutsu
    Classification:  Hozuki Exclusive
    Handseals: N/A
    Requirements: Hydrification
    Description: A more lethal version of the Water Gun Technique, where, instead of using one hand, the user uses both hands and fires two powerful shots of water simultaneously. This technique was powerful enough to destroy part of Zetsu's face.
    Drawbacks: Same as the Water Gun technique, though the overall power is increased.
    Great Exploding Water Colliding Wave:

    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
    Water Severing Wave:

    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
    Water Balloon Technique:

    Name: Water Balloon Technique
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 10
    Range: 100 meters
    Speed: A
    Element: Suiton
    Skill: Ninjutsu
    Classification: Personal Hozuki Exclusive
    Requirements: Hydrification
    Hand Seals: Dog → Horse → Dog → Snake
    Description: Using the Hydrification Technique, the user takes moisture from their body and spreads it around their body in a puddle that extends out three meters in every direction from where they are standing. From this puddle large bubbles, individually around the size of baseballs, can be produced. These bubbles can then directed at targets as the user wishes and launched with such speed and force that they can cause great blunt-force trauma and small explosions upon bursting. A bubble bursting creates an explosion with roughly a five-meter radius, being equivalent in power to an explosive tag. Twenty bubbles are created on the post of activation and ten on every following post of upkeep.
    Weaknesses: This technique is immediately ended should the user leave contact with the puddle at any point. In addition to this, as the liquid puddle is part of the user's own body, it creates a large area that can be targeted with Raiton techniques to electrocute the user.
    Hydrification Exploding Funeral:

    Name: Water Release: Hydrification Exploding Funeral Technique
    Rank: A
    Power: A
    Activation Cost: 10
    Upkeep Cost: N/A
    Range: 15 ft. radius (Can be increased)
    Speed: A
    Element: Suiton
    Skill: Ninjutsu
    Classification: Personal Hozuki Exclusive
    Requirements: Hydrificiantion, Explosive Tag
    Hand Seals: Seal of Confrontation
    Description: Simply combining at least one explosive tag and the Hozuki ability of Hydrification, this technique allows the user to function as an effective suicide bomb. Traditionally the user either rushes at their target and detonates or allows the target to come into close quarters before detonating tags kept hidden under their clothing. As the user is able to turn their entire body into water they do not sustain damage and are able to re-assemble after detonation. Because explosive tags are required for and consumed as a part of this technique, it requires less chakra. Multiple explosive tags can be included in this technique to increase the range of the blast, with each increasing its radius by another 15 feet.
    Weaknesses: As this results in the user exploding, a bit of time must be taken to re-assemble following the blast, which creates a period of vulnerability depending on how fast they can recollect their body. In addition, explosive tags are required to be expended for the use of this technique.
    S-Rank:

    Hydrification:

    Name: Hydrification
    Rank: S
    Power: S
    Cost: N/A
    Range:User
    Skill: Ninjutsu
    Element: Suiton
    Classification: Hozuki Exclusive
    Handseals: N/A
    Requirements: Hōzuki bloodline
    Description: The Hydrification Technique is a protean, whole-body technique whereby the user can liquefy their body at will. They are able to maintain their appearance and even fight while doing this. This technique makes it impossible to receive damage from physical attacks and most ninjutsu. From a single hair, to the skin and muscles, everything can be liquefied and solidified at will. Be it to evade an enemy's attack during a short range battle, to infiltrate a structure, or to launch a surprise attack in a liquefied state, this technique boasts a high strategic value. Applying this technique, the user can also modify their body parts for suitable situations or even use the liquid as projectiles. This technique, once learned, is constantly active so that its abilities may be used on very short notice.

    Drawbacks: Intense heat will evaporate rather than burn a Hozuki, though the end result is the same: Death. Those who use this technique become highly vulnerable to Raiton element attacks, with any attack from that element temporarily paralyzing them the post it hits. If it's a constant load of Raiton, it can incapacitate the Hōzuki in question indefinitely. All Raiton techniques also count as two tiers higher for damage (Max of X). When knocked unconscious, such as by a raiton technique, the user will turn into a jelly like blob. Raiton of two ranks higher than a Hozuki's constitution will knock them unconscious.Also, they need to drink more water than normal humans to stay hydrated. If they don't take a drink of something at least once every two threads IC, they turn jellyish and get a penalty of one minus to physical stats.
    Tate Eboshi:

    Name: Water Release: Tate Eboshi
    Rank: S
    Power: S
    Cost: 15
    Upkeep: 10
    Range: Body of water
    Element: Suiton
    Skill: Ninjutsu
    Classification:  Hozuki Exclusive
    Handseals: N/A
    Requirements: Hydrification, large body of water
    Description: After utilizing the Hydrification technique to merge with a large body of water such as a large pond or small lake, the user takes over a large portion of the existing water to form something resembling a giant demon fish. While the power of this technique is S rank, the cost is lower because it utilizes an already existing source of water instead of creating a large amount from chakra alone. The technique allows the user to exchange blows with even bijuu, but an explosive type attack like a bijuu bomb or S rank Bakuton will knock the user unconscious. Otherwise, it is only ended when the user wishes. The user is highly resistant to most other ninjutsu, as they have plenty of water to draw upon to replace that which is destroyed or evaporated. Due to their immense size and noted ability to battle bijuu for a time in this form, Strength for the duration of this technique is boosted to S if it isn't there already. S rank receives one plus.

    Drawbacks: Requires a preexisting source of water, something that is hard to be found when not in the Land of Water and impossible in other places. Raiton, uniquely, can knock the user out with an A rank level Raiton due to Hydirifcation's unique weakness to that element. There is simply too much Hozuki while using this for a smaller and weaker technique to have the same effect, however.


    Last edited by Chigetsu on Wed Jan 22, 2020 3:29 pm; edited 2 times in total
    Chigetsu
    Chigetsu

    Posts : 577
    Join date : 2019-11-30

    Chi's Registry Empty Re: Chi's Registry

    Post by Chigetsu on Wed Jan 22, 2020 2:51 pm

    Non-Elemental Ninjutsu

    E-Rank:
    Body Replacement Technique:

    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.
    Cloak of Invisibility:
    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 effect ghillie suit when needed.
    Weaknesses: Not incredibly effective against opponents with higher Perception.
    Clone Technique:
    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.
    Rope Escape Technique:

    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.
    Transformation Technique:

    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.)
    Fusee:
    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.
    D-Rank:

    Flare Gun Technique:
    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.  
    Body Flicker:
    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.
    Haze Clone 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 not consistent with a distraction.
    Weaknesses: -
    Temporary Paralysis Technique:

    Name: Temporary Paralysis Technique
    Rank: D | A
    Activation Cost: 3 | 15
    Range: Touch
    Speed: B (A-rank version only)
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: Base S-tier Coordination (A-rank version only)
    Parent Technique: -
    Hand Seals: N/A
    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
    Quick Step:
    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
    C-Rank:

    Claw Creation Technique:
    Name: Claw Creation Technique
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: C
    Element: Non-Element
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: ---
    Description:
    This technique allows the user to temporarily enhance the normal growth of the nails on both their hands and feet. Causing them to grow considerably longer in a short space of time as a result. It also enhances the hardness of the nails as C-Grade hardness, allowing them to even clash against swords without breaking.
    Weaknesses:
    Should the claws break the user will experience that unnerving feeling when something cuts or snaps their nail off. Capable of causing minor bleeding around the nails and bruise the finger due to the physical trauma.
    Body Elimination Technique:
    Name: Body Elimination Technique
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: Touch
    Speed:  A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: B-Tier Intelligence  
    Parent Technique:  N/A
    Hand Seals: N/A
    Description: A  techinique often used by Anbu and other higher ranking ninja for body disposal in order to eliminate evidence after a sucessful kill.   It works by laying a hand on a targets and ejecting them with pure chakra overloading their chakra coils causing their body to be engulfed in blue fire like substance that will burn them and only them away within seconds.  Can also be used on self to commit suicide and completely destroy your body if caught or on the verge of death.  When used this technique leaves no trace of a body behind whatsoever.
    Weaknesses: Must be used on either the user himself OR on a corpse OR a completely willing target
    Focused Amplification:

    Name: Focused Amplification
    Rank:  C
    Activation Cost: 5
    Range: N/A
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: Ninjutsu Skill
    Parent Technique: N/A
    Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
    Description:  The user can utilize this technique to make a technique more powerful than it ordinarily would be. This is represented by the power of the technique increasing by one rank. All aspects of the technique are empowered equally, including speed and range. The range of the technique is increased by 50% and the Speed by +1 advantage.
    Weaknesses:  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 (this element is claimed upon learning the technique and cannot be changed.) This technique only applies to technique up to B-rank.
    Shuriken Giant Body Technique:

    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.

    Weaknesses: N/A
    Mirage Step:
    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.
    Art of Precision:
    Name: Art of Precision
    Rank: C
    Power: C
    Activation Cost: -
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Kenjutsu/Taijutsu
    Classification: Village Exclusive (Kiri), Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This fighting style focuses on implanting a great focus for the user for use in either the way of the sword, or in hand-to-hand combat, granting a 1 tier bonus to coordination for when this is turned on.
    Weaknesses: N/A
    Kai:
    Name: Genjutsu Kai
    Rank: C
    Cost: Varies
    Range: Self/Contact
    Element: N/A
    Classification: Open
    Handseals: Tiger
    Requirements: The user must know that they are in Genjutsu
    Description: The user concentrates chakra into their brain to expel foreign chakra. The amount of chakra required for releasing from a Genjutsu depends on the rank of the Genjutsu being used (not the cost of the Genjutsu but its rank meaning its complexity).
    Drawbacks: In the case of vertically stacked genjutsu, it can be used to release only one Genjutsu at a time.
    B-Rank:
    Shadow Clone Technique:

    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: 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. Also the user must not fall under the exhaustion threshold (below 30% their chakra) to maintain or create clones. Clones have a max base Constitution of C (or lower if the user's base constitution is lower). If the user has natural S-Tier Constitution then it can be improved to B. If a clone has lower than 30 chakra, they will also be subject to the exhaustion penalty as per the Stamina rules.
    Perfect Copy:

    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.
    Lions Mane:
    Name: Lions Mane
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 0-25m
    Speed: Coordination
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: Ninjutsu Skill, Long Hair
    Parent Technique: N/A
    Hand Seals: Tiger -> Monkey -> Bird
    Description: The user performs the required handseals before their chakra flows out into their hair and amplifies its durability as well as allows the user to control it. They are able to convert it into limbs that hold B-Rank strength and durability moving at speeds equal to the user's base Coordination, capable of extending up to twenty-five feet and growing out the users hair or shrinking it as needed.
    Weaknesses: N/A
    Needle Hell:

    Name: Needle Hell
    Rank: B
    Power: C
    Activation Cost: 13
    Upkeep Cost: N/A
    Range: 50m
    Speed: B
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: Ninjutsu Skill
    Parent Technique: Lion's Mane
    Hand Seals: Ox
    Description: The user performs the required handseal before amplifying their chakra and infusing it into their hair before releasing it in a sudden barrage of razor-sharp needles at high speeds designed to bombard the target and tear through defenses traveling up to fifty meters at B-Rank speeds with C-Rank power.
    Weaknesses: N/A
    Needle Cloak:
    Name: Needle Cloak
    Rank: B
    Power: A
    Activation Cost: 13
    Upkeep Cost: N/A
    Range: 0-5m
    Speed: Coordination
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: Ninjutsu Skill
    Parent Technique: Lion's Mane
    Hand Seals: Boar
    Description: The user performs the required handseal before amplifying their chakra infused into their hair even further before forming it into multiple layers. This hair boosts the natural durability and strength of the "Lion's Mane" technique to A-Rank and holds the same speed as the hair normally has when forming. It can be used to wrap around the user, or around anyone within a five-meter radius with one use.
    Weaknesses: The technique "Lion's Mane" must be active to perform this technique. This technique has no upkeep cost and thus if it is used for more than 1 post the activation cost must be paid again.
    Transparent Escape Technique:
    Name: Transparent Escape Technique
    Rank: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Horse | Tiger | Ox | Snake | Monkey | Ram
    Description: After completing the hand signs the user applies chakra to their outer layer of skin allowing light particles continue around the user's body giving them some degree of transparency. The overall effectiveness is based on the user's base Coordination stat and every onlooker's base Perception stat.

    When using this technique if the user receives a +2 tiers to Coordination only in regards to this technique's effective invisibility. The user loses this +2 tier to Coordination if they move any faster than ++ Coordination or Speed (2 m/s.) If the user's Coordination is higher than the victim(s) Perception the sum of those numbers represents how much the victim(s) loses for their Perception stat regarding anything of the user.

    For instance, Player A uses Transparent Escape with A-tier Coor. Player B has B-tier Perception. This means, when moving ++ or below Player B will have E-tier Perception when it comes to noticing Player A. If Player A decides to use the full range of their allowed motion, Player B will instead have C-tier Perception.

    If at any time the victim(s) Perception hits zero the user is considered completely invisible to them.

    Weaknesses: This technique severely limits the user's overall Speed and Coordination to 2 tiers below their base. Going above this by any means (boosters or by force) breaks the technique. This is a high concentration technique, thus going below 30 CP, using another technique, or receiving damage will break the technique. This technique is indiscriminate meaning it affects everybody regardless.
    A-Rank:
    Assimilate All Creation Technique:

    Name: Assimilate All Creation Technique
    Rank: A
    Activation Cost: 15
    Upkeep Cost: 10
    Range: Self
    Speed: 5 Seconds
    Element: Yoton
    Skill: Ninjutsu
    Classification: Open
    Requirements: None
    Parent Technique: None
    Hand Seals: None
    Description: By making skin contact with an object, the user is able to take on the properties of the targeted object, thereby becoming completely comprised of the material, while gaining any special characteristics and weaknesses attributed to it. He is able to manipulate any substance similar to what was absorbed, allowing him to mold it into different forms to create various techniques of his own based on that substance. Should the need arise, they are able to generate more of the emulated substance from their bodies.
    Weaknesses: Gaining the strengths of a material will also subject the user to its weaknesses; this includes natural, creative weaknesses such as water to sand, or basic elemental natures, such as lightning to earth or fire to metal. Energy based materials cannot be assimilated via this technique.


    Last edited by Chigetsu on Wed Feb 26, 2020 3:12 pm; edited 3 times in total
    Chigetsu
    Chigetsu

    Posts : 577
    Join date : 2019-11-30

    Chi's Registry Empty Re: Chi's Registry

    Post by Chigetsu on Wed Jan 22, 2020 2:57 pm

    Taijutsu

    E-Rank:
    One Thousand Years of Death:

    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:

    K.B.S.D.S (Kirigakure Basic Self Defense Skills):
    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.
    Arhat Fist:
    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.
    Rising Knee:
    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
    Shoulder Charge:
    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.
    Body of the Bear:
    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.
    C-Rank:

    Shatter Palm:
    Name: Shatter Palm
    Rank: C
    Activation Cost: 5
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Arhat Fist
    Hand Seals: -
    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 +1 tier.

    Weaknesses: N/A
    Slamming Palm:
    Name: Slamming Palm
    Rank: C
    Activation Cost: 5
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Arhat Fist
    Hand Seals: -
    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 +1 tier.

    Weaknesses: N/A
    Art of Precision:
    Name: Art of Precision
    Rank: C
    Power: C
    Activation Cost: -
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Kenjutsu/Taijutsu
    Classification: Village Exclusive (Kiri), Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This fighting style focuses on implanting a great focus for the user for use in either the way of the sword, or in hand-to-hand combat, granting a 1 tier bonus to coordination for when this is turned on.
    Weaknesses: N/A[/quote]
    Counter of the Ram:
    Name: Counter of the Ram
    Rank: C
    Power: C+
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: Melee
    Speed: C
    Element: ---
    Skill: Taijutsu
    Classification: Open
    Requirements: ---
    Parent Technique: Body of the Bear
    Hand Seals: ---
    Description:
    The Counter of the Ram is literally using the forearm or shin to block a physical attack and still potentially damage the attacker. This is because the user is focusing power and energy around the forearm, elbow, and/or shin to aid in warding off damage. Boosts Constitution by +1 Tier
    Weaknesses: Useless against Ninjutsu.
    Spring Chant:
    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.
    Rising Side Knee:
    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: -
    Rising Scissor Kick:
    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:-
    Rising Defense Kick:
    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: -
    Dance of the Blossom:

    Name: Dance of the Blossom
    Rank: C
    Activation Cost: -
    Upkeep Cost: 3
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu or Kenjutsu
    Classification: Kaguya Clan (Open)
    Requirements: -
    Parent Technique: -
    Hand Seals: -
    Description:  This is the first fighting style many Kaguya are required to adopt first before moving onto other practices. Being the baseline for many of the clan's techniques this is the primary style many Kaguya members use as their martial art. This is because it is highly versatile allowing it to be incorporated into many tools as well as being sufficient on its own accord.

    Dance of the Blossom boosts the user's Coordination by +2 advantages and Strength by +2 advantages.
    Weaknesses:
    Uppercut:
    Name: Uppercut
    Rank: C
    Activation Cost: 5
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Personal
    Requirements: N/A
    Parent Technique: Dance of the Blossom
    Hand Seals: N/A
    Description: The user drives their fist into their target to deal optimal damage. It is best paired with the move "Sky" to grant the user momentum.

    The user gains +1 tier to Strength for a single uppercut strike.

    Weaknesses: N/A
    Mach Punch:
    Name: Mach Punch
    Rank: C
    Activation Cost: 5
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Personal
    Requirements: N/A
    Parent Technique: Dance of the Blossom
    Hand Seals: N/A
    Description: Putting greater emphasis on the user's striking speed and accuracy, this technique is designed to start a fight or take advantage of an enemy's flaw in their form. It is a single punch, the punch taking many forms being an uppercut, hook, or straight jab.

    The user gains +1 tier to Coordination for the duration of their punch.

    Weaknesses: N/A


    Last edited by Chigetsu on Wed Feb 26, 2020 3:15 pm; edited 7 times in total
    Chigetsu
    Chigetsu

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    Post by Chigetsu on Wed Jan 22, 2020 3:00 pm

    Genjutsu

    D-Rank:
    Hell's Viewing:
    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
    Mist Servant:
    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.
    Lost Soul:
    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.
    C-Rank:

    Bell Ring Genjutsu:
    Name: Bell Ring Genjutsu
    Rank: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: 0 - 25 m.
    Speed: A
    Element: N/A
    Skill: Genjutsu
    Classification: Open
    Requirements: A bell or chime that is connected to the user (directly or thru any cording/wire)
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This Genjutsu is triggered by the usage of a 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 on the user and making it 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 tier loss to Coordination.

    This technique takes two posts to set in and can affect multiple targets, and unlike most Genjutsu technique, deals D-rank damage to the inner ear of the target at the end of the two posts.

    Weaknesses: Every upkeep post must have the user ring the bell or chime they're using to continue the effects. Preventing the bell/chime from being rung or protecting you from its sound waves will nullify the technique.
    Sly Mind Affect Technique:
    Name: Sly Mind Affect Technique
    Rank: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: 0 - 80 m.
    Speed: C
    Element: N/A
    Skill: Genjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Tiger
    Description: 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.

    This technique covers a 80 meter diameter influencing whatever steps foot inside. The technique takes one post to set in. Once it has, the victim will walk in circles for as long as the technique is kept up or until they realize their mistake.

    Weaknesses: N/A
    False Surrounding Technique:
    Name: Demonic Illusion: False Surrounding Technique
    Rank: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: 0 - 100 m.
    Speed: B
    Element: N/A
    Skill: Genjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    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 100 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. This technique takes two posts to set in.
    Weaknesses: N/A
    Hazy Genjutsu:
    Name: Hazy Genjutsu
    Rank: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: 0 - 15 m.
    Speed: C
    Element: N/A
    Skill: Genjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Ram -> Tiger
    Description: This technique casts an illusion on the enemy that blurs the target's vision of the entire area damaging the target's Perception by one tier. In addition, it causes the victim to react as though they're sinking in quicksand reducing their Speed by one tier as well.

    This technique takes three posts to set in. The user must be aware of their targets' position with no obstructions in the way.

    Weaknesses: N/A
    Descending Hell Technique:
    Name: Demonic Illusion: Descending Hell Technique
    Rank: C
    Activation Cost: 5
    Range: 0 - 20 m.
    Speed: N/A
    Element: N/A
    Skill: Genjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Boar → Dog → Bird → Monkey → Ram
    Description: This technique is triggered by the target observes the user's hand signs. 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 and despite all efforts, cannot outrun or evade the attack as it crashes into the ground catching them in the flames.

    This technique takes two posts to set in and deals C-rank psychological damage.

    Weaknesses: N/A



    _________________
    Character Sheet:

    Character Name: Chigetsu Hozuki
    Spendable Experience: 1240
    Total Experience: 6560
    Renown: 2,650
    Ryo:  433,650
    Stats:

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

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t2625-chigetsu-s-updates

    Spoiler:

    On Person
    Mountain Jacket
    Hozuki Dehydrification Belt
    1 Hip Pouch
    - 15 Kunai
    - 10 Explosive Tags
    - 1 Flash Bomb
    - 1 Smoke Bomb
    - 150 ft Steel Wire
    - Sack of Military Ration Pills
    - Radio
    - 2 Batteries
    3 Holsters
    - 10 Shuriken Each
    Baldric
    - Ninjato
    - Titanium Water Bottle

    At Home
    Mail Shirt
    Ebony Woven Silk

    Chigetsu
    Chigetsu

    Posts : 577
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    Post by Chigetsu on Wed Jan 22, 2020 3:05 pm

    Kenjutsu

    C-Rank:
    Kendo:

    Name: Kendo
    Rank: C
    Power: B
    Activation Cost: -
    Upkeep Cost: 5
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Kenjutsu
    Classification: Open
    Requirements: Kenjutsu weapon
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A basic Kenjutsu style that focuses on quick, precise strikes followed by strength. It is considered the foundation Kenjutsu style mastered by all users of the sword before branching out into the other various fields.

    Coordination is boosted by +1 tier and Strength by +1 advantage.

    Weaknesses:
    N/A
    Chakra Flow:

    Name: Chakra Flow
    Rank: C
    Power: C
    Activation Cost: N/A
    Upkeep Cost: 3
    Range: 0 - 5 in.
    Speed: -
    Element: -
    Skill: Kenjutsu/Bukijutsu
    Classification: Open
    Requirements: None
    Parent Technique: N/A
    Hand Seals: N/A
    Description: Chakra Flow refers to both the flowing of chakra through an object. Generic Chakra Flow simply increases the weapon's Durability OR Hardness by +1 rank. By channeling in different elements this also influences the effects by changing the nature of the chakra flow. (Note: elemental chakra flow also carries over the +1 tier for Durability/Hardness from the original technique.)


    • Earth: Turns the blade into a deep black. Increases grade or hardness by +1 rank (so basically +2 ranks on hardness/grade or +1 rank in each.)

    • Fire: Ignites the blade in fire. B-rank Fire damage and spreading fire on contact.

    • Lightning: Creates sparks along the chakra flow. C-rank Lightning damage and numbness in the affected area. (-1 advantage to Coordination for two posts.)

    • Wind: Causes the chakra flow to grow in size. B-rank Wind cutting potential and a longer chakra extension (up to 3 feet.)

    • Water: Encases the blade in a thick skin of water flowing either away or towards the user. Reduces the opponent's Strength of their swing on contact by -1 tier as well as pushes their attack in the direction of the water current with B-tier Strength.



    Weaknesses: N/A
    Moonlight:

    Name: Moonlight
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: -
    Speed: -
    Element: -
    Skill: Taijutsu/Kenjutsu
    Classification: N/A
    Hand Seals: -
    Description: The user stabs their sword into the ground, balances themselves on it and kicks their opponent away. The kick is usually aimed at the upper abdomen or the neck area.

    The user gains +2 advantages in Coordination and +2 advantages in Strength.
    Weaknesses:
    Hantā no ken (Hunter's Sword):

    Name: Hantā no ken (Hunter's Sword)
    Rank: E - D - C - B - A - S (Each Rank must be learned in ascending order before the next can be learned. You cannot only know the E-Rank of this style and go on to learn C rank afterward.)
    Power: Equal to technique Rank
    Activation Cost: --
    Upkeep Cost: E - 1, D - 1, C - 3, B - 3, A - 5, S - 10
    Range: --
    Speed: --
    Element: --
    Skill: Kenjutsu
    Classification: Kirigakure Exclusive
    Requirements: Kenjutsu
    Parent Technique: --
    Hand Seals: --
    Description: A style of Kenjutsu brought to Kirigakure near its founding, said to have originated from a band of pirates that ceded to the Hozuki before the founding of the village. This style revolves around using one's speed to overwhelm and outperform the opponent while using well placed strikes to take an opponent out quickly before having to move on to another. Most associate its users with assassins, and while it's true that in recent time it's been used as such, it was originally used to be able to combat equally sized or even larger crews on ships, take what they had, and escape quickly. Focusing on slashes to joints, stabs to the abdomen and to vital spots between a target's ribs, an ideal fight to a Hantā no ken user is one that ends after one or two moves. No action is wasted, no step is without intent, there is no attack made without thought or purpose. Hantā no ken is designed to be efficient above all else, lacking flashy swordplay. Being used by pirates, there aren't many that still use Hantā no ken to give it notoriety or to give themselves fame. The only thing many find they gain from it is pride in results.

    When active. Hantā no ken gives the user the following buffs to the appropriate stats depending on what rank of the ability they use.

    E - Rank: +Speed
    D - Rank: + Speed +Coordination
    C - Rank: ++ Speed +Coordination
    B - Rank: ++ Speed ++Coordination
    A - Rank: 1 Tier to Speed ++Coordination
    S -Rank: 1 Tier to Speed 1 Tier to Coordination

    Weaknesses: Because of the focus on out-speeding your opponent, when a user encounters someone who can either keep up in sheer speed or is even faster, they often have difficulty utilizing this style of Kenjutsu against them. Also because of the style's focus on precision and quick strikes, users tend to be beat out by heavily armored individuals, or those that can simply withstand their onslaught of attacks.
    B-Rank:
    Secret Sword - Moonlight:

    Name: Secret Sword: Moonlight
    Rank: B
    Power: A
    Activation Cost: 15
    Upkeep Cost: N/A
    Range: 0 - 25 m.
    Speed: -
    Element: -
    Skill: Kenjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: -
    Description: The user dashes to their opponent with great speed before attacking them with a quick lateral sword strike. The tremendous speed leaves a trace of afterimage in the process.

    The user gains +1 tier and +2 advantages to their Speed when dashing towards their opponent for their attack.
    Weaknesses: N/A
    Hazy Moon Night:

    Name: Hazy Moon Night
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: N/A
    Range: -
    Speed: -
    Element: -
    Skill: Kenjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: -
    Description: The user swings their sword in a circular motion, leaving a trace of afterimages behind, which befitting to name, mirrors that of a moon. The user can then rush at their opponent to deliver a blow, taking advantage of the difficulty in following their movement.

    The user gains a +1 advantage to their Coordination and debuffs the target's Perception by 1 tier.
    Weaknesses: N/A
    A-Rank:
    Dance of the Crescent Moon:

    Name: Dance of the Crescent Moon
    Rank: A
    Power: A
    Activation Cost: 15
    Upkeep Cost: N/A
    Range: 0 - 15 m.
    Speed: -
    Element: -
    Skill: Kenjutsu/Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Shadow Clone Technique
    Hand Seals: Seal of Confrontation
    Description: The user creates two shadow clones before proceeding to assault the enemy, with the clones attacking from the left and right and the user attacking from above. The assault occurs on three fronts simultaneously; it is almost impossible to catch the opponent flat-footed. Furthermore, the mighty sword strikes are so severe that receiving a blow from just even one among the three will inevitably result in a fatal wound.

    The user and clone gain a +1 tier in Speed and a +2 advantage in Coordination. If all three attacks are successful the +1 tier in Speed becomes Strength throwing the opponent back.
    Weaknesses: N/A


    Last edited by Chigetsu on Wed Jan 22, 2020 3:19 pm; edited 1 time in total
    Chigetsu
    Chigetsu

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    Post by Chigetsu on Wed Jan 22, 2020 3:06 pm

    Bukijutsu

    D-Rank:
    Manipulated Shuriken Technique:
    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
    Boomerang Throw:
    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
    Flash Step:
    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.
    Savage Strikes:
    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.
    C-Rank:

    Flash Dance:
    Name: Flash Dance
    Rank: C
    Power: C
    Activation Cost: 3
    Upkeep Cost: N/A
    Range: 50 meters
    Speed: N/A
    Element: N/A
    Skill: Bukijutsu
    Classification: Open
    Requirements: Flash Step
    Parent Technique: Flash Step
    Hand Seals: N/A
    Description: This is a more advanced version of the flash step as the user will add two more attacks forming a triangle of attacks from three directions on the opponent. This will increase the users speed and cordination by ++ But due to the strain put on their body once they finish using this jutsu they will suffer -- constitution for two posts.
    Weaknesses: After the Jutus use the user will be winded for two posts suffering -- constitution for two posts.
    B-Rank:

    Manipulated Shuriken Wire Binding:
    Name: Manipulated Shuriken Wire Binding
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: -
    Range: 0 - 10 m.
    Speed: -
    Element: -
    Skill: Bukijutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: -
    Description: By using shuriken with wire strings attached to them, the user can set a trap for their target. Using the shuriken to spread and set the wires around, they can position them as to bind their target, requiring only to trigger a change of position of the set wires, such as cutting one of them, causing the others to rearrange. The user can create a field as large as ten meters in diameter to trap the opponent. The shuriken do not lose momentum when using this technique.

    The target suffers a -1 tier in Perception when under the influence of this technique. The user gains +1 advantage in Coordination when controlling the Shuriken. When triggering the wire trap, the wire encloses on the target at a speed of their Strength and Coordination (refer to projectile information) +1 tier in Speed.
    Twin Rising Dragons:
    Name: Twin Rising Dragons
    Rank: B
    Activation Cost: 10
    Upkeep Cost: -
    Range: Projectile Rules
    Speed: Projectile Rules
    Element: N/A
    Skill: Bukijutsu
    Classification: Open
    Requirements: Two custom scrolls sealed with ninja tools
    Parent Technique: -
    Hand Seals: Tiger → Dragon → Monkey → Hare → Snake → Cross arms
    Description: The starts by placing the scrolls on either side of her in an upright position. After completing the necessary hand signs, the scrolls rise up and spin around each other cloaked in smoke shaped like a dragon. The smoke covers a 20 meter diameter. When the smoke disperses, the user jumps in between the scrolls, where they summon weapons in a barrage at their target in quick succession by motion of their hand.

    This technique grants the user +1 tier in Strength in terms of projectile speed, and +1 advantage in Coordination for projectile accuracy.

    Weaknesses: This technique leaves the user vulnerable as they are suspended in air.

      Current date/time is Wed Oct 28, 2020 4:03 pm