- Academy Techs:
- 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 effect 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: 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 | A
Activation Cost: 3 | 20
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: 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: 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: 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: Flame Serpent
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 0-15m
Speed: D+
Element: Katon
Skill: Ninjutsu
Classification: Secret
Requirements: -
Parent Technique: -
Hand Seals: Dragon | Tiger | Snake
Description: The user molds Katon chakra into the mouth before releasing it in the form of a large flaming serpent (3m long) that rushes across the ground towards the target at a rapid speed. This serpent will explode in a burst of fire, whenever it hits a object or reaches its maximum distance, that covers a 5m radius from where it's head was when it was triggered, that deals minor burns and ignites flammable materials.
Weaknesses: This requires line of sight of the target, can only travel in a straight line, a Suiton technique of D-Rank can extinguish the serpent before it burst.
- C-Rank:
- Name: Genjutsu Kai
Rank: C
Power: Varies
Activation Cost: Varies
Upkeep Cost: N/A
Range: Self/Contact
Speed: Instant
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: The user must know that they are in Genjutsu
Parent Technique: N/A
Hand Seals: Tiger
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).
Weaknesses: In the case of vertically stacked genjutsu, it can be used to release only one Genjutsu at a time
Name: Ember Clone
Rank: C
Power: C
Activation Cost: 1/10th Chakra per Clone
Upkeep Cost: -
Range: 25m
Speed: -
Element: Katon
Skill: Ninjutsu
Classification: Secret
Requirements: -
Parent Technique: -
Hand Seals: Dragon
Description: The user creates one or more clones of pure Katon element chakra, While the clones can perform Katon techniques, they only possess one-tenth of the user's chakra and cannot go too far from the original. If there is a source of fire within 25m of the user, that source can be used to form the clone, this does not reduce the cost but allows the user to create the clone further away from them then they normally would be able to. When these clones are struck with a sufficient amount of force they will revert to their fire form, burning those within 5m of them when they are destroyed.
Weaknesses: 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 clones must be remain within 25 m. of the user. A Suiton technique of D-Rank can destroy the clones without causing them to burst into flames.
Name: Flaming Shroud
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0-3m
Speed: D
Element: Katon
Skill: Ninjutsu
Classification: Secret
Requirements: -
Parent Technique: -
Hand Seals: Dragon
Description: Created as a way to defend against people getting too close to the user, or be surrounded by multiple opponents. The user releases their Katon chakra in a wild surge from their mouth that quickly surrounds their body before bursting out from them at a rapid pace dispersing after 3m. Through it is meant to be defensive in order to drive others away those caught in the flames can be severely burned, and flammable materials ignite in flames on contact.
Weaknesses: The flames do not last long, it's more of a quick burst, requiring precision to be effective therefore the user must see or at least know of the attack to time it right; dependent upon users reaction time.
Name: Triple Flame Serpent
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0-25m
Speed: C+
Element: Katon
Skill: Ninjutsu
Classification: Secret
Requirements: -
Parent Technique: Flame Serpent
Hand Seals: Dragon | Tiger | Serpent
Description: Much like it's parent technique, the user will mold Katon chakra within their mouth. However, this time the user will place there hands to their mouth capturing some of it as the user releases it, allowing them to separate the flames into 3 separate serpents(3m long) made of fire, that rush across the ground towards their target. The user is capable of sending each snake at multiple targets or all three at one target, a single snake deals (D-Rank Damage) taking all three to deal (C-Rank Damage). These serpents will explode in a burst of fire, whenever they hit a object or reaches its maximum distance, that covers a 5m radius from where it's head was when it was triggered, that deals minor burns and ignites flammable materials. It all three serpents hit the same target the range of the flames extend to 15m from the point of impact.
Weaknesses: This requires line of sight of the target, can only travel in a straight line, a Suiton technique of D-Rank can extinguish the serpents before it burst.
Name: Exploding Flame Shot
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3 per 2 shots
Range: Refer to Projectile rules
Speed: Refer to Projectile rules
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rabbit -> Dog -> Ox
Description: By creating fire from their hands, this technique allows the user to throw two balls of flame which are able to either cause fiery explosions on impact or set the target on fire. These explosions have a five-meter diameter to them, catching others in them if necessary.
Weaknesses: N/A
Name: Fire Release: Great Fireball Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: v1 0 - 25m | v2 0 - 100m
Speed: v1 B | v2 C++
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Ram → Monkey → Boar → Horse → Tiger
Description: A technique where chakra kneaded inside the body is converted into fire and expelled from the mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The scope of the attack is altered by controlling the volume of chakra that is mustered. The released flames will engulf their target, and leave a crater in the ground's surface.
Version 1.) When released as a continuous flamethrower, this technique creates a widespread stream of flames, expanding out 25 meters in front of the user. It moves at B-tier speed and possesses the same power as normal, but can be maintained for a small cost to do consistent burn damage overtime, should something remain in it's range.
Version 2.) When released as a projectile, the technique fires off a broad sphere of flames, moving at C++ speeds. Upon impacting something the sphere detonates into a ten-meter fire bomb burning anyone in contact with the flames. Once passing 100 meters, the fireball fizzles out.
Weaknesses: N/A
Name: Fire Release: Phoenix Sage Fire
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0 - 40m
Speed: B
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rat → Tiger → Dog → Ox → Rabbit → Tiger
Description: This technique creates a volley of sixteen small fireballs, which are sent flying in an unpredictable manner assaulting the enemy. In addition, the flames are controlled individually with chakra, so avoiding them all is extremely difficult. Shuriken can also be concealed within the flames, creating an unexpected secondary surprise attack. Like the flames, the shuriken can be controlled with chakra. For the most part, however, this technique is used as a distraction. The control of individual fireballs is done at the two tiers below the user's Coordination.
Weaknesses: N/A
Name: Wind Release: Slash
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user waves his hand and creates multiple blades of wind, which combine to form a single, large blade of air. The technique was powerful enough to stop a Susanoo's movements, but is not able to break through its defense.
Weaknesses: N/A
Name: Wind Release: Drilling Air Bullet
Rank: C
Activation Cost: 5
Range: 0 - 100 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: To use this technique the user will first take a deep breath, and then exhale to shoot a highly compressed air ball from its mouth. This bullet can be as large as the amount of air the user can store in their lungs.
Weaknesses: N/A
- B-Rank:
- Name: Scorch Release: Extremely Steaming Murder
Rank: B
Activation Cost: 10
Upkeep Cost: 5
Range: 100 m.
Speed: A+
Element: Scorch
Skill: Ninjutsu
Classification: Clan
Requirements: Scorch Release
Parent Technique: -
Hand Seals: Tiger
Description: This is the baseline Scorch release technique most clan members use as their primary technique. The user creates three flaming orbs that resemble small suns. These orbs rotate around the user and can be freely controlled to attack enemies. When an orb touches an opponent, it apparently evaporates all the water inside their body, leaving them in a mummified state. When this happens, steam can be seen emitting from the opponent's body.
Weaknesses: Each orb can be destroyed by having them meet a solid surface, such as a wall or being destroyed by a large enough attack. This limits the amount of orbs in the air and may force a reactivation.
Name: Scorch Release: Incinerating Flare Technique
Rank: B
Power: A
Activation Cost: 10
Range: 80 m.
Speed: B
Element: Scorch
Skill: Ninjutsu
Classification: Clan
Requirements: Scorch Release
Parent Technique: Scorch Release: Extremely Steaming Murder
Hand Seals: -
Description: The user combines several flaming orbs to create a single massive one, which then violently explodes with enough force and power to incinerate a large area around it. When this happens, steam can be seen emitting from the area. This decimates all wildlife and vegetation in the area of effect leaving nothing just a charcoal crater in its wake.
Weaknesses: The user must have Scorch Release: Extremely Steaming Murder activated beforehand to use this technique. It takes a single post to combine and charge the technique before being released in the next post. Its penetration to earth is poor, meaning tunneling underground and providing an insulated shelter will serve as an adequate defense. Also, if at any time a sufficient water release is used when the orb is changing the technique is null.
Name: Fire Release: Intelligent Hard Work
Rank: B
Power: C
Activation Cost: 10
Upkeep Cost: -
Range: 0-100m
Speed: B
Element: FIre
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rat, Dog, Tiger, Horse, Dragon, Ram, Dragon
Description: The user fires a small fireball that erupts into a giant fire-storm after making contact with a surface, causing widespread destruction to the area. This giant torrent of flames expands out in a 50 meter radius from the original location of impact for the original projectile. Since the flames travel along the ground, and cover such a wide area this is a difficult technique to evade. When combined with Wind Release: Pressure Damage, this technique is amplified to the point of being able to evaporate a large amount of water in an instant.
Weaknesses: N/A
Name: Wind Release: Pressure Damage
Rank: B
Activation Cost: 10
Range: 100 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram
Description: A powerful wind technique where a tornado-like mass is compressed until it has a very high density and is then released. The wind pressure is raised to its highest limit, and once the technique hits the target, the resulting blast sweeps everyone off their feet. When the user casts this technique it grows into a 100 m. diameter vortex.
Weaknesses: N/A
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.