Update Type: Full Character Update
Information: This is the update of my character brought over from the other site. I have been unable to complete this up until now due to my hectic work schedule and generally not having access to a computer.
Update Type: Time Skip
Information: Changing age to 29 from time skip, claiming 200,000 ryo and 500 total exp.
Link:
Update Type: Payment and Stocks
Information: Claiming 160k ryo from 4 months of Stag Emporium pay (May - August) and 200,100 @25% from stocks in Okane's shop from May - August. (If I can't retroactively claim this let me know).
Link: https://gladiusnarutorp.forumotion.com/t3276-the-stag-emporium-updates#29908
Information: This is the update of my character brought over from the other site. I have been unable to complete this up until now due to my hectic work schedule and generally not having access to a computer.
- Kensai Tanahashi Updates:
- Kensai wrote:Name: Kensai "Ken" Tanahashi
Age: 25
Gender: Male
Rank: A-Class | Shogun
Village: Tetsumura
Bloodline: n/a
Experience:
Total EXP - 3925/6000
Spendable Exp - 175
Ryo: 66,915
Items:- Spoiler:
- Standard Recurve Bow
50 Broadhead Arrows
Kusurigama
1 Vial Spinal Tap
- Tora:
Species: Siberian Tiger
Price: 150,000
Rank: A
Perks:
Billowing Roar: Other animals fear the alpha predator Siberian Tiger, and its roar scares off all animals within a 3km radius. Particularly loyal pets will not run, but will be shaken and unwilling to approach the Tiger.
Nimble Climber: A Siberian Tiger is an apex predator, and has mastered the art of climbing trees in order to gain a better vantage spot over their prey, or attack prey that is high in trees. They move at their regular speed up trees and are able to easily navigate steep cliff faces.
Strong Back: A Siberian tiger is one of the strongest animals in the world, and as such is easily able to carry a mounted rider. Their strength makes it so that they do not suffer a negative to their speed while moving.
Maintenance Value: A
Stats
Strength: B
Constitution: B
Stamina: C
Speed: C+
Coordination: A
Intelligence: D
Perception: B
Loyalty: A
Nutrition Value: D
Yield: 4
- Demon Katana:
- Name: Demon Katana
Item Rank: A
Material Rank: A++
Materials Used: Ebony 4 lbs
Description: A perfectly balanced dark katana blade with a razor sharp edge.
Requirement: Weapon crafting
Crafting Time: 3 days (9 days for a normal crafter)
- Demon Wakazashi:
- Name: Demon Wakizashi
Item Rank: A
Material Rank: A++
Materials Used: Ebony 2 lbs
Description: A perfectly balanced dark Wakizashi blade with a razor sharp edge.
Requirement: Weapon crafting
Crafting Time: 3 days (9 days for a normal crafter)
- Devil Shogun's Yumi:
- Name: Devil Shogun's Yumi
Item Rank: A
Material Rank: B+
Units Used: Senju Wood 1 unit
Description: This bow stands at 230cm and is the bow traditionally used by the samurai. The Doh (body) of the bow is carved from Senju Wood, with a wrapping of shark skin where you would hold it and the Tanahashi Family crest stamped into it. The Zuru is a durable string, made to be able to take B Rank force in a pull.
Requirement: n/a
Crafting Time: 7 Days
- Samurai Armour Pieces:
Name: Ebony Breastplate
Item Rank: A
Material Rank: A++
Materials Used: Ebony (2 Units)
Description: Heavy ebony armour that covers the chest and back
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Bracers
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony bracers that strap on the forearms
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Tassets
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony armour that covers thighs and Hip
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Helmet
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony armour that covers the head, with a removable faceplate
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Pauldrens
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony armour that covers the shoulder and upper arm
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Name: Ebony Grieves
Item Rank: A
Material Rank: A++
Materials Used: Ebony (1 Unit)
Description: Heavy ebony armour that covers the Shin and top of the foot.
Requirement: N/A
Crafting Time: 3 Days for Okane (7 days for a normal crafter)
Skills: Kyujutsu, Sensory, Kenjutsu
Elements: Futon
Jutsu:
S-rank- Spoiler:
- Spoiler:
- Sensing Technique:
- Name: Sensing Technique
Rank: A
Cost: 0.5/Post
Range: Varies by Natural Perception:
E-Tier: 5m
D-Tier: 25m
C-Tier: 50m
B-Tier: 125m
A-Tier: 250m
S-Tier: 500m
Speed: Instant
Element: None
Classification: Sensory Ninjutsu
Handseals:
Base: None
Focused: Touch
Requirements: Sensory Skill
Description: The Sensing Technique is the basic method of Sensory that is automatically granted once the Sensory Skill is unlocked. Perception determines the potency of the user's ability, extending the range as listed above. The classic use of sensory is almost a passive ability, requiring only that the cost be paid to maintain awareness. There is also a focused variation through which the user can double the range by making physical contact with an object via the hands or fingers. Whichever object is touched is the medium for range extension, meaning that beyond the original range value, only things making contact with the medium can be detected. This medium is almost always the ground.
The medium doesn't need to be the ground, and while using the ability inside a building will transmit one's sensing across all walls, floors, ceilings, and the ground upon which the building stands, there are other structures which may not be tied to the ground. Using this inside a blimp or other aircraft, for example, will extend the user's range over the aircraft, up to the maximum range, which may well cover the entire aircraft. Given that an aircraft isn't making contact with anything, the user's sensory range will be limited to that aircraft.
Drawbacks: Focusing the range forces one to remain in place. Anything not making contact with the medium cannot be sensed with the extended range; this won't help them if they're within the base range, however, as they can still be sensed as normal. The Sensing Technique is not a passive process and will require activation; if the cost is not being paid, the technique is not active. This technique is also required as a prerequisite for most Sensory-related techniques and abilities, excluding only a certain few.
- Hummingbird Arrow:
- Name: Hummingbird Arrow
Rank: A-Rank
Power: n/a
Activation Cost: 20
Upkeep Cost: n/a
Range: Self
Speed: n/a
Element: fuuton
Skill: Kyujutsu
Classification: Secret
Requirements: Arrow
Parent Technique: n/a
Hand Seals: n/a
Description: The user of this jutsu embues an arrow with his fuuton chakra, causing it to become lighter and increasing its speed by 1++ tiers.
Weaknesses:
- Eye of the Storm:
- Name: Eye of the Storm
Rank: A
Activation Cost: 5
Upkeep Cost: 1 per post
Range: Range Varries by Natural Perception
E-Tier: 5m
D-Tier: 25m
C-Tier: 50m
B-Tier: 100m
A-Tier: 200m
S-Tier: 400m
Speed: Instant
Element: Fuuton
Skill: Sensory
Classification: Secret
Requirements: Sensory/Fuuton skills
Parent Technique: Sensing Technique
Hand Seals: n/a
Description: This technique was developed as an offshoot of the Sensory Technique. By using Sensory and infusing it with Fuuton chakra, the user is able to heighten their attrention to the areas around them. This goes beyond simple chakra sensory, as the user of this technique is also able to sense anything that is disturbing the air in the effective range of the jutsu. This includes people, animals, arrows, or anything else that would move in any way, as it would effect the flow of the air.
Weaknesses: In order to process the amount of information sent to the brain by this technique, the user must have intelligence of at most one rank below their perception. If not it will automatically be reduced to one tier range above their intelligence.
- Spoiler:
- Stance of the Swallow:
- Name: Stance of the Swallow
Rank: B-Rank
Power: n/a
Activation Cost:
Upkeep Cost: 5
Range: Self
Speed: n/a
Element: n/a
Skill: Kyujutsu
Classification: Secret
Requirements: Bow
Parent Technique: n/a
Hand Seals: n/a
Description: The archer takes up a stance designed to use their chakra to hide their arrows from their opponents, embuing each of them in a way that they become harder to detect. When an arrow is shot from this stance, it will reduce the perception of anyone but the user by 1 tier when related to the arrow itself
Weaknesses:
- Secret Sword:
- 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
- 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.
- Spiraling Wind Ball:
- Name: Wind Release: Spiraling Wind Ball
Rank: B
Activation Cost: 10
Upkeep Cost: 10 per 2 balls afterwards
Range: 0 - 100 m.
Speed: A+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock. They can be launched in rapid succession.
Weaknesses: N/A
- Vacuum Blade:
- Name: Wind Release: Vacuum Blade
Rank: B
Power: A
Activation Cost: 10
Upkeep Cost: 5
Range: 0 - 1 m.
Speed: -
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user exhales wind-infused chakra onto a weapon in order to increase its sharpness, range and lethality. For example, the user can infuse a kunai to resemble a makeshift scimitar or infuse shuriken to increase their range and cutting power. In the case of the kunai, wind-nature chakra, which envelopes the weapon, has a distinctive light green coloring. When applied to any weapon it increases the range of it by one meter. When applying it to projectiles the projectile may travel up to twenty meters from the user before it starts to lose velocity.
Weaknesses: N/A
- Pressure Damage:
- 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
- Great Task of the Dragon:
- Name: Wind Release: Great Task of the Dragon
Rank: B
Power: B
Activation Cost: 10
Range: 0 - 50 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: Gunbai/Giant Tessen
Parent Technique: N/A
Hand Seals: N/A
Description: This technique can be set up as a feint as it has a delayed activation. The technique alters weather conditions temporarily and attacks from the sky rather than from the person. The technique leaves several cuts in the target, much like the Sickle Weasel Technique.
Weaknesses: Due to the delayed activation and method of approach this technique can be avoided by those wary of their surroundings.
- Air Bullets:
- Name: Wind Release: Air Bullets
Rank: B
Power: B
Activation Cost: 10
Range: 0 - 50 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Bird
Description: The user creates a massive volley of air bullets which he then fires at the enemy in a consecutive shot. A total of thirty bullets can be created and fire per technique usage.
Weaknesses: N/A
- Nadeshiko-Style Hardliner Gale Fist:
- Name: Nadeshiko-Style Hardliner Gale Fist
Rank: B
Activation Cost: 10
Range: -
Speed: -
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: By covering one's own hand with wind-nature chakra, the user attacks the enemy with it. The force of the strike is great enough to produce a powerful shock wave that can cause noticeable fissures without direct contact.
Weaknesses: N/A
- Gunbai Fanned Wind:
- Name: Gunbai Fanned Wind
Rank: B
Power: B
Activation Cost: 10
Range: 0 - 60 m.
Speed: B++
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: Gunbai/Giant Tessen
Parent Technique: N/A
Hand Seals: -
Description: The user waves their gunbai as a fan to create powerful gusts of wind, strong enough to blow away several enemies in one swing.
Weaknesses: N/A
- Sickle Weasel Technique:
- Name: Sickle Weasel Technique
Rank: B
Power: A
Activation Cost: 10
Upkeep Cost: 5
Range: 0 - 50 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Dragon → Bird
Description: By freely manipulating a gale created using this technique the user assaults the target in attempts to draw them within the air pocket. The person enveloped by this gale is assaulted by countless invisible blades carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and will even make the opponent unable to stay on their feet. The user can control this gale of wind by -1 tier of their Coordination. Upon trapping an opponent the technique ends at the end of the post.
Weaknesses: The user must use both hands when the technique is in use robbing them from their options.
- Dust Wind Technique:
- Name: Dust Wind Technique
Rank: B
Power: C
Activation Cost: 10
Range: 0 - 60 m.
Speed: C++
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: This technique creates a stiff upwards wind which picks up loose sand and covers the surrounding area. The dirt it picks up is imbued with chakra to latch onto most surfaces and "give" when tread upon. This makes it difficult for others to get a good footing. The initial gust can also temporarily blind opponents by lodging sand in their eyes.
Weaknesses: N/A
- Divine Mountain Wind:
- Name: Wind Release: Divine Mountain Wind
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0 - 100 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Snake → Ram
Description: This technique creates a vortex of wind to blast at a target. The wind has the ability to leave multiple cuts in the target upon impact, and can even be controlled from the user's hands at -1 tier Coordination.
Weaknesses: When controlling this technique the user's hands remain occupied
- Nadeshiko-Style Hardliner Revolving Cut:
- Name: Nadeshiko-Style Hardliner Revolving Cut
Rank: B
Power: A
Activation Cost: 10
Range: -
Speed: -
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user covers one leg with wind chakra and delivers a powerful falling kick to his/her opponent. This kick was powerful enough to slice through a mechanical puppet.
Weaknesses: N/A
- Vacuum Sphere:
- Name: Wind Release: Vacuum Sphere
Rank: B
Activation Cost: 10
Range: 0 - 30 m.
Speed: A
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rat → Rabbit → Dog
Description: The user takes a deep breath and then exhales several small blasts of wind chakra in such a manner that they are dispersed over an expansive range, enough to make it difficult to avoid them entirely without taking any damage. Due to the properties of this technique, the expelled blasts are capable of piercing into and potentially through an opponent's flesh when they collide with it. The user can exhale a maximum of seven bullets per usage.
Weaknesses: N/A
- Shadow Clones:
- 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
- Beast Tearing Palm:
- Name: Wind Release: Beast Tearing Palm
Rank: B
Power: A
Activation Cost: 10
Range: 0 - 100 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: A powerful technique of wind nature chakra that can cut and slash through any material. The blades can be controlled to their full potential being equal to the user's Coordination, however will die out at the end of the user's post. The technique seems to hold up well to impacts being able to slice through multiple bodies without losing momentum.
Weaknesses: N/A
- Spoiler:
- 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
Requirements: N/A
Parent Technique: 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:
- Genjutsu Kai:
- 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
- Strong Fist:
- Name: Strong Fist
Rank: C
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: -
Parent Technique: N/A
Hand Seals: -
Description: Strong Fist is Konohagakure's signature fighting style, the purpose of which is to cause external damage and break bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga Clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
This fighting style generally does not beat around the bush in its tactics, with many practitioners charging head on at an opponent. This bullish attitude is backed up with incredibly quick and agile maneuvers and acrobatics to launch powerful strings of kicks and knees. Many of its signature techniques revolve around these particularly powerful kicks. Upper body strikes are still utilized quite often, including various strikes with the hand and generous elbows. Those who can use this physical style are a force to be reckoned with, as they can put together incredible strings of attacks that have a deceptive amount of force behind them without slowing between strikes.
This style boosts Strength a + and Coordination by a ++. The user may sacrifice speed for power if they choose, reversing these boosts. Once reversed, they can't be reversed again for three posts beginning the post after the switch.
Weaknesses: N/A
- Leaf Great Whirlwind:
- Name: Leaf Great Whirlwind
Rank: C
Activation Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: -
Parent Technique: Strong Fist
Hand Seals: -
Description: The Leaf Great Whirlwind is a technique that involves a series of kicking attacks. The user starts off by going for swift low kick, to a kick to the gut, to a high jump kick, before ending the attack with a heel drop. As the rotation speed picks up, the user gains buoyancy, which they use to shift into gradually higher attacks as they proceed through the combo, ending at three meters into the air when the heel drop is done.
Boost Coordination by +1 tier for series of kicks. The boost is swapped to Strength for the heel drop.
Weaknesses: N/A
- Shadow of the Dancing Leaf:
- Name: Shadow of the Dancing Leaf
Rank: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: Self
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A technique used to appear behind an airborne opponent, mimicking how their body is positioned, just like a leaf that dances in the air is followed by its shadow. While harmless on its own, it used as a stepping stone to perform techniques such as the Front Lotus and the Lion Combo. The technique is usually preceded by a swift upper kick that will launch the target into the air.
Boosts Speed for the movement by +1 tier and +1 advantage.
Weaknesses: N/A
- Leaf Rising Wind:
- Name: Leaf Rising Wind
Rank: C
Activation Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful taijutsu, the user kicks just above the head. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. This technique can also be initiated while mid-air.
Boosts Strength for the kick by a +1 tier.
Weaknesses: N/A
- 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
- Body Elimination:
- 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:
- 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->Rabbit->Dog
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.
- Slash:
- Name: Wind Release: Slash
Rank: C
Power: B
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
- Drilling Air Bullet:
- 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
- Divine Wind:
- Name: Wind Release: Divine Wind
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 60 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram
Description: The user releases a gust of wind which forms four small tornadoes. These tornadoes are capable of flinging away all projectiles and people who make direct contact with them. The wind cuts like most wind-nature techniques and may be combined with fire release techniques to create flaming hurricanes.
Weaknesses: N/A
- Gale Palm:
- Name: Wind Release: Gale Palm
Rank: C
Activation Cost: 5
Range: 0 - 40 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Ram → Boar → Bird → Hands clapped together
Description: A Wind Release technique where the user either increases their velocity, or by the user clasping their hands together, wind is compressed and transformed into a powerful gale, which has enough force to knock over a person. When used in conjuncture with shuriken or kunai, the tools become more lethal as their speed is increased.
When used to increase the user's Speed they move at B-tier Speed if they are not already at or above B-tier Speed. If the user is at or above B-tier Speed they simply gain +1 tier to their Speed.
Weaknesses:
- Great Breakthrough:
- Name: Wind Release: Great Breakthrough
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 150 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Ox → Dog → Rabbit → Snake
Description: The user creates a powerful, concentrated gust of wind that can easily tear trees up from their roots and hallow out the ground in its wake.
Weaknesses: N/A
- Rotating Shuriken:
- Name: Wind Release: Rotating Shuriken
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 10 m.
Speed: B
Element: Wind
Skill: Ninjutus
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: By infusing wind-nature chakra into shuriken, the user can make them spin, as well as control them in the air. The user can control the shuriken as long as they're within ten meters of the user. If the shuriken are projected outside of the range then they will follow standard projectile rules, losing speed every ten meters until it reaches E-tier Speed.
Weaknesses: N/A
- 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:
- 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
- Spoiler:
- Manipulated Shuriken:
- 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
- Mist Servant Technique:
- 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.
- Body Flicker Technique:
- 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: -
- Chakra Suppression:
- Name: Chakra Suppression
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Sensory
Classification: Open
Requirements: None
Parent Technique: Sensing Technique
Hand Seals: N/A
Description: This technique allows the user to suppress their or their allies' chakra to the point that it becomes completely undetectable. This makes it impossible for sensor type shinobi to track them via chakra. This technique is very useful in the sense of allowing the user to infiltrate the enemy's ranks undetected.
Weaknesses: The use of this technique is restricted to only those with the sensory skill. Also since the user is suppressing their chakra they may not use techniques except for C Rank Taijutsu and below.
- Leaf Whirlwind:
- Name: Leaf Whirlwind
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint. The technique can also be used in the form of a spinning-roundhouse kick through the air, either alone or in unison with another user for more efficiency.
Boosts Strength by +1 advantage and Coordination by +1 advantage
Weaknesses: N/A
- Leaf Gale:
- Name: Leaf Gale
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A simple, yet efficient attack that involves the user aiming at the opponent's leg and knocking them off their feet with a swift rotating kick.
Increases Coordination for the sweep by +2 advantages.
Weaknesses: N/A
- Dynamic Entry:
- Name: Dynamic Entry
Rank: D
Power: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: The technique is basically the user performing a jump kick into their opponent's face from a distance. Usually preceded by some form of distraction to make it easier to land the kick.
Increases Strength by +1 advantage and Speed by +2 advantages.
Weaknesses: The user attacks in a straight line using this technique, and it's pretty easy to avoid if one is paying even the smallest bit of attention.
- 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.
- Temporary Paralysis Technique:
- 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
- Verdant Mountain Gale:
- 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.
- Passing Typhoon:
- 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
- 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
E-rank- Spoiler:
- 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.)
- Unsealing Technique:
- 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.
- 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
Stats:
Strength: B
Constitution: B
Stamina: B
Speed: B
Coordination: A
Intelligence: B
Perception: A
Unique Abilities:
Seal-less Combat: A player may choose to perform technique of a certain skill without hand seals. However, this is only gesture-less casting. The player must still "charge" their chakra and follow the other "tells" or triggers such technique requires. (Ninjutsu)
Skill Trade: Due to trading 3 skill points for stats, this character receives an additional 3 stat raises.
Eagle Eye Vision: When unobstructed, the user is able to see to the horizon line. (Unlocked with Kyujutsu and A-Rank Perception)
Sensory: Ability to sense chakra levels, locations, intent and nature while able to suppress their own.
Iron Will of the Shogun: Kensai is the Shogun of the Iron Country, and is a staunch defender of his people. He interacts with NPCs within the Land of Iron at a tier higher, but in any other nation he interacts with NPCs at a tier lower.
Renown: 6500
- Code:
[b]Update Type:[/b]
[b]Information:[/b]
[b]Link:[/b]
Update Type: Time Skip
Information: Changing age to 29 from time skip, claiming 200,000 ryo and 500 total exp.
Link:
Update Type: Payment and Stocks
Information: Claiming 160k ryo from 4 months of Stag Emporium pay (May - August) and 200,100 @25% from stocks in Okane's shop from May - August. (If I can't retroactively claim this let me know).
Link: https://gladiusnarutorp.forumotion.com/t3276-the-stag-emporium-updates#29908