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    Masaru's Scroll of Knowledge

    Masaru
    Masaru

    Posts : 228
    Join date : 2020-02-19

    Masaru's Scroll of Knowledge Empty Masaru's Scroll of Knowledge

    Post by Masaru on Sun Feb 23, 2020 5:02 pm

    E -Rank 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 Techs:
    Name: Earth Release: Double Suicide Decapitation Technique
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: -
    Range: 10 m.
    Speed: -
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: Preexisting Earth
    Parent Technique: N/A
    Hand Seals: -
    Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. The user can only move in a linear fashion and can only remain underground for one post before they lose the ability to tunnel and must resurface or reactivate.
    Weaknesses: The user must have some way of sensing the target above or know where their target is before submerging.

    Name: Arhat Fist
    Rank: D
    Power: C
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements:  C-tier Strength without Taijutsu or D-tier Strength with Taijutsu.
    Parent Technique: N/A
    Hand Seals: -
    Description: This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches. The style uses brute strength to achieve its goals, keeping things simple by not attempting extended combination attacks. Instead it uses single attacks or short combinations with power behind them instead of speed, packing enough strength with some users to shatter large rocks.

    Boosts Strength by +1 tier with Taijutsu or by a +1 advantage without Taijutsu.

    Weaknesses: Without Taijutsu the user's Speed is also lowered by -2 advantages.

    Name: Rising Knee
    Rank: D
    Activation Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Arhat Fist
    Hand Seals: -
    Description: A simple technique where the user drives their knee upwards into an opponent's abdomen.

    Boosts Strength by +2 advantages.

    Weaknesses: N/A

    Name: Shoulder Charge
    Rank: D
    Activation Cost: 3
    Range: 0 - 3 m.+
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Arhat Fist
    Hand Seals: -
    Description: The user throws all their weight behind a shoulder thrust aimed at driving their opponent off their feet. The user may choose to further enhance the strength of their impact by rushing their opponent by at least three meters.

    Boosts Strength by +2 advantages. Boosts Strength by +1 tier if charged at least three meters.

    Weaknesses: In order to benefit from the charging bonus you must rush your opponent in a straight line.

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

    Name: 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: -

    Name: Manipulated Shuriken Technique
    Rank: D
    Power: D
    Activation Cost: -
    Upkeep Cost: 1
    Range: 0 - 100 m.
    Speed: -
    Element: -
    Skill: Bukijutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: -
    Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.

    When using this technique the user's Coordination increases by +2 advantages regarding Shuriken control. Shuriken do not lose momentum when using this technique. The user may also "re-throw" a shuriken that has lost momentum, whether it got stuck in a tree or ground. The shuriken does not benefit from the user's Coordination when regarding its speed using this method.

    Weaknesses: N/A

    Name: Demonic Illusion: Hell's Viewing
    Rank: D
    Activation Cost: 3
    Range: 0 - 20 m.
    Speed: C
    Element: N/A
    Skill: Genjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Snake -> Rat
    Description: This is a Genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This Genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.

    Once cast, this technique takes two posts to set in dealing D-rank psychological damage. If the user chooses, the victim may wait three posts to deal C-rank psychological damage. This technique is triggered by the user sending their chakra at their opponent. This must connect and the user must be aware of their target's position with no obstructions in the way.

    Weaknesses: N/A

    Name: Mist Servant Technique
    Rank: D
    Activation Cost: 3
    Upkeep Cost: 1
    Range: 0 - 25 m.
    Speed: C
    Element: N/A
    Skill: Genjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This Genjutsu creates eerie black ninja illusions, which appear one by one from trees and rocks, and then corners the enemy. Their movements are somehow slow (E-tier Coor and Speed), but when attacked they multiply, and in this way they appear like ghosts inhabiting the mist. Kunai knives are added to this technique, by throwing them to match illusions movement, making them seem real. As the clones continue to multiply rapidly, the victim will eventually be worn down.

    This technique covers a 30 meter diameter that can be cast 25 meters from the user.

    Weaknesses: This Genjutsu can be avoided by stepping outside of the field of influence.

    Name: Rubber Whip
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: 1
    Range: Close (1-5 meters)
    Speed: C
    Element: Lava
    Skill: Ninjutsu
    Classification: Exclusive (Tatsuda)
    Requirements: Lava Release | Rubber
    Parent Technique: ---
    Hand Seals: Ox
    Description:
    A stretchable cord made out of rubber that is mainly used to latch onto surfaces that is too far for comfort. The rubber is manipulated by the hand where it is produced from and this cord can stretch up to 5 meters. When it hits a surface or object, the rubber immediately melts with hot intensity to more or less glue onto the object. Only the user can cause the cord to disconnect and revert to its original form without leaving a trace.
    Weaknesses:
    Weapons coated with Chakra Flow can easily cut through this cord without much of an effort.

    Name: Volcanic Grasp
    Rank: D
    Power: D+
    Activation Cost: 3
    Upkeep Cost: 1
    Range: 10 Meters
    Speed: D++
    Element: Lava
    Skill: Ninjutsu
    Classification: Tatsuda Exclusive
    Requirements: Lava
    Parent Technique: ---
    Hand Seals: Rat
    Description:
    The Volcanic Grasp manipulates the earth properties within the volcanic rock to rise in the form of a torso sized hand. The rock moves towards the target as it is controlled by the user, and the technique can sprout within the 10 meters range. Once it reaches the target the hand will close the fingers into a fist around the target as it’ll grab the target. Upon grabbing, the technique remains still and rooted into the very earth below them. Applying small amounts of crushing power as it closes around the arms and limiting mobility on the upper body. Of course the user can alternatively target the lower body instead, but by default the technique targets the upper body.
    Weaknesses:
    The user must hold the Rat seal for the duration of this technique and is considered immobilize. Additionally there must be rock of at least 1x1 square inches within the range.

    Name: Lava Split
    Rank: D
    Power: D
    Activation Cost: 1
    Upkeep Cost: 1
    Range: 10 Meters
    Speed: C
    Element: Lava
    Skill: Ninjutsu
    Classification: Tatsuda Exclusive
    Requirements: Lava
    Parent Technique: ---
    Hand Seals: Ram
    Description:
    A simple manipulation of the advanced element. Lava within 10 meters of the user will part ways, redirect, or even stop in place as the user manipulates the molten rock to stay away. The process is simple for the user pours out the Lava chakra into the surroundings. The chakra causes the associated matter to move away or around the affected area. If the matter is already within the area when this technique takes place then the chakra pushes it out until it reaches the 10 meter mark. To the naked eye it’ll appear the user produced a force field, or even go as far as the lava fears the user. This technique can effect against the volcanic ash as well.
    Weaknesses:
    This technique is very situational and often times location based as well. Even so this technique can only ward off so much since large amounts of magma can overpower Lava Split. If a wave of magma was to land on the affected area then while the technique will ward off small amount of it; the wave will still break through and consume everything in that area.

    C-Rank Techs:
    Name: Rubber Shell
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Close (1-10 Meters)
    Speed: C+
    Element: Lava
    Skill: Ninjutsu
    Classification: Exclusive (Tatsuda)
    Requirements: Lava Release | Rubber
    Parent Technique: ---
    Hand Seals: Ox > Horse > Ram
    Description:
    Through the kneading and molding chakra in the mouth. The user exhales a curved disc shaped of rubber material. Rubber Shell is literally a disc that is meant to combat against lightning techniques due to its natural properties and pushing that technique back. Alternatively this can be used to either push projectiles away or at the very least slow them down by -1 tier in Speed. People being caught in this will find themselves briefly stuck to it as warm goo wraps around them and will push them to the full 10 meters. Once it reaches the maximum range the rubber material will simply collapse and remain in a bubbling warm puddle.
    Weaknesses:
    Other than evading it Katon techniques of C-Rank or higher can actually harden the rubber. Which effectively slows it down to a stop. The catch is whatever the shell has caught is now trapped inside of this material and it’ll be hard like packed dirt to get out without proper equipment. Additionally, on its liquid state targets that are stuck can break out with some effort if their Strength is at C-tier. The hardened form requires a Strength of C++.

    Name: Sticky Surface
    Rank: C
    Power: C+
    Activation Cost: 5
    Upkeep Cost: ---
    Range: Medium (1-20 meters)
    Speed: C+
    Element: Lava
    Skill: Ninjutsu
    Classification: Exclusive (Tatsuda)
    Requirements: Lava Release | Rubber
    Parent Technique: ---
    Hand Seals: Bird > Ram > Ox
    Description:
    By kneading the chakra inside of the mouth, the user can spew large amounts of liquid form of rubber that has a thick, gooey substance upon touch. It fans out until it covers roughly 20 meters length and width at the maximum range. It starts out at a cubic foot before expelling outward as it seems to grow bigger while traveling. This is mainly to provide an obstacle for anyone who tries to walk on this technique or even move through it will be treated as if they have suffered a -1 tier in Speed debuff. To the point where this technique can root the average folk in place. Chakra doesn’t need to feed the substance as it gradually cools and hardens after 2 posts the user has made. By the third post the rubber will be cool to the touch, but still has a moderate scent of sulfur.
    Weaknesses:
    Number 1 weakness is if the target(s) is in the air or above this tech then they automatically avoid it unless they drop in it. Also Katon Techs of at least C-Rank can hasten the hardened process by 1 post. In order to escape the target(s) only have to muster up to C+ Strength to break free for a post. Lastly, this technique does little to no damage whatsoever.

    Name: Volcanic Cluster
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: ---
    Range: 15 Meters
    Speed: C+
    Element: Lava
    Skill: Ninjutsu
    Classification: Tatsuda Exclusive
    Requirements: Volcanic Grasp | Lava
    Parent Technique: ---
    Hand Seals: Tiger > Ram
    Description:
    A cluster of jagged, volcanic rock that is dark and warm to the touch. The cluster is generally 2 meters in diameter, so while it is not really big the cluster can pose an obstacle. If anything is standing where the cluster would be formed it’ll damage the unwary as it gives minor cuts and worst case scenario puncture skin. However despite this potential damage output, it does not classify as an offensive technique. The rock itself is capable of warding off up to a single B-tier strength before the cluster crumbles into a mess of tiny rocks. Be warned however, for even attempting to break through it would damage the source due to the jagged surface. This cluster is treated as if it has a Hardness of C+ grade.
    Weaknesses:
    ---

    Name: Magma Spear
    Rank: C
    Power: C+
    Activation Cost: 5
    Upkeep Cost: ---
    Range: 10 Meters
    Speed: C+
    Element: Lava
    Skill: Ninjutsu
    Classification: Tatsuda Exclusive
    Requirements: Volcanic Cluster | Lava
    Parent Technique: ---
    Hand Seals: Tiger > Ox
    Description:
    Slipping through the rock is a jagged spike of rock with a spearhead coated in dripping magma. This technique punctures the target and the spearhead often breaks off. However this is because either the target now has a jagged spearhead with magma inside their body and/or liquid molten rock pours out from the broken area. Causing serious burning sensation if not on the inside, but on the outside as well for the lava potentially drips on the target if not splatter on impact from the spearhead.

    If used with Volcanic Cluster nearby, that cluster can be used as a catalyst as this technique will emerge from that cluster. The upside is that using the cluster reduces the activation cost to 3 points. The downside however people generally stay away from these clusters if they can help it and the spear can only extend up to 5 meters total without breaking in half from the weight. It’ll still ooze out the lava inside of this spear, but it generally is wasted.
    Weaknesses:
    ---

    Name: Ash Cloud
    Rank: C
    Power: D
    Activation Cost: 5
    Upkeep Cost: ---
    Range: 20 Meter Radius
    Speed: B
    Element: Lava
    Skill: Ninjutsu
    Classification: Tatsuda Exclusive
    Requirements: Lava
    Parent Technique: Burning Ash
    Hand Seals: Ox > Ram > Bird
    Description:
    After kneading the chakra inside of the mouth, the user exhales a large cloud of ash that briefly shrouds the area within 20 meter radius. It limits the vision and the air is tainted with a heavy smoke as the ash falls on their shoulders. The technique generally is used to cover his/her tracks or to buy time for escape.
    Weaknesses:
    The user is at the center of this cloud so his/her vision is heavily limited as well.

    Name: Volcanic Shrapnel
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: ---
    Range: 10 Meters
    Speed: C+
    Element: Lava
    Skill: Ninjutsu
    Classification: Tatsuda Exclusive
    Requirements: Lava
    Parent Technique: ---
    Hand Seals: Ram
    Description:
    Rocks recently created by the volcanic properties break off small bits to form smaller jagged rocks. Where it’ll produce 15 shards of jagged rock to hurl at all designated targets within 10 meters. The shards will cut and puncture those targets in a short barrage. Each shard can controlled at -2 tier Coordination, but the least number of shards that can be controlled is 3. Otherwise they’re projectiles launched at the target(s) direction.

    It is possible to break off pieces of the Volcanic Cluster whether it is still in one piece or shattered into many rocks; to become the catalyst and reduce the activation cost to 3 points instead of 5. Doing so will take up 1 meter space of rock.
    Weaknesses:
    ---

    Name: Earth Release: Earth Flow River
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost:1
    Range: 0 - 5 m.
    Speed: C
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Tiger
    Description: The user transforms the surface underneath their opponent into a river that sweeps them off their feet and carries them down stream 20 meters away. This technique can also be used as a medium for the Earth Release: Earth Dragon Bullet technique.
    Weaknesses: N/A

    Name: Earth Release: Earth Shore Return
    Rank: C
    Power: B
    Activation Cost: 5
    Upkeep Cost: -
    Range: -
    Speed: N/A
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: Preexisting Earth
    Parent Technique: N/A
    Hand Seals: Palms on Earth
    Description: After striking the ground with their hands the user creates a large wall of earth in front of them. The defense is not perfect though, since a hard or drilling impact, such as the Spiked Human Bullet Tank technique, can puncture the wall. Also, since this technique only guards against frontal attacks, the enemy can easily attack from the side or even from above.
    Weaknesses: N/A

    Name: Earth Release: Subterranean Voyage
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 1
    Range: Self
    Speed: N/A
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: -
    Description: A technique that transforms the earth surrounding the user into a fluid, allowing them to close in on the enemy with high speed by swimming underground. Since being under the ground is a blind spot, the target has no warning; allowing the user to launch a surprise attack. By using this technique in conjunction with a weapon, it also gains great effect as an "assault ninjutsu."
    Weaknesses: The user must have a way of detecting the target or the surface above.

    Name: Earth Release: Hiding Like a Mole Technique
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: One tier below the user's Speed
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: -
    Description: This technique changes earth into fine sand by channeling chakra into it, allowing the user to dig through it like a mole. This effect goes around the body (not just the hands), making it just large enough for a person to move through. The user can pinpoint where they are, despite being underground, by sensing the magnetic forces. They can also sense what is happening on the surface and use that information to launch a surprise attack on the enemy. The range for this sensing is 50 meters. One can also hide deep in the ground, escaping to a depth where the enemy can't reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth.
    Weaknesses: N/A

    Name: Earth Release: Tearing Earth Turning Palm
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: 0 - 30 m.
    Speed: B
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: Preexisting Earth
    Parent Technique: N/A
    Hand Seals: Boar → Ox → Palms on Earth
    Description: This technique causes the ground surrounding the enemy to spiral inwards on itself, burying them alive or crushing them. This technique is capable of causing quite a bit of damage to the area.[2] This technique is much more damaging if used in rocky mountainous areas, or inside a cave.
    Weaknesses: N/A

    Name: Earth Style: Stone Pistol Technique
    Rank: C
    Power: B
    Activation Cost: 5
    Upkeep Cost: -
    Range: 70 m.
    Speed: B
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Monkey
    Description: This technique is used by Iwagakure shinobi in which bullet-sized bits of rock are expelled from the user's mouth with great speed and force. After they are fired, the chunks expand into huge boulders. Every 10 meters after the maximum range the boulder's speed drops by - until it reaches E-tier in which it falls to the ground.
    Weaknesses: N/A

    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

    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

    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.

    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.

    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: 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.

    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

    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

    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: -

    Name: Exploding Flame Shot
    Rank: C
    Power: B
    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: Dragon Fire Technique
    Rank: C
    Power: B
    Activation Cost: 5
    Upkeep Cost: -
    Range: 0-50m
    Speed: C+
    Element: Fire
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Snake → Dragon → Rabbit → Tiger
    Description: The user breathes fire along a cord or any other type of long object, which rushes forward in a straight line catching the enemy on fire. A line of enemies can be used as the conductor as well. The flames are meant to target, and assault the enemy's upper body. Once colliding with something, the attack detonates into a five-meter spread of flames, incinerating whatever was at the epicenter and around it.
    Weaknesses: Requires something to run along, such as wire string or actual people.

    Name: Fire Release: Great Fireball Technique
    Rank: C
    Power: B
    Activation Cost: 5
    Upkeep Cost: 1
    Range: Varies
    Speed: C
    Element: FIre
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Snake → Ram → Monkey → Boar → Horse → Tiger [for flamethrower] or Tiger [for projectile]
    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.

    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 C+ 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 diameter.

    When released as a projectile, the technique fires off a broad sphere of flames, moving at C speed and hitting for normal power value. Upon impacting something, the sphere detonates into a ten-meter span of flames. Once reaching 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: Fire Release: Fire Dragon Bullet
    Rank: C
    Power: B
    Activation Cost: 5
    Upkeep Cost: -
    Range: 0-10m
    Speed: C
    Element: Fire
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Tiger->Dragon-> Boar
    Description: A basic Fire Release technique, where the user exhales a flame breath from their mouth. As shown by Hiruzen, this technique can be used in conjunction with Earth Release: Earth Dragon Bullet to ignite the projectiles fired by the latter technique, making it more devastating by giving it the potent properties, speed, and range of the former.
    Weaknesses: N/A

    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

    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

    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

    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

    Name: Impervious Tendrils
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: 0m-20m
    Speed: Varies
    Element: Steel Release
    Skill: Ninjutsu
    Classification: Clan Exclusive
    Requirements: Steel Release/Impervious Armour Stage 1
    Parent Technique:  N/A
    Hand Seals: Dragon -> Tiger -> Rat -> Dog
    Description: Upon performing the necessary handseals and channeling their Steel Release chakra, the user constructs up to twenty steel tendrils that are anywhere between three to five inches thick and can reach up to twenty meters away. The tendrils are extremely dense and are considered as having B-Grade quality in its integrity and physical structure. The tendrils move at the same speed as the user's Coordination and can be used to bluntly attack an opponent. The edges may also be sharpened and they can be used for stabbing as well. The tendrils tend to appear from the user's back although they can sprout from any portion of the body.
    Weaknesses: Like the vast majority of steel release techniques, this jutsu is uniquely weak against Katon which will melt it in correspondence with the advanced element's limitations. They only last for 5 posts before the activation cost must be paid again.

    Name: Dragonfly Swarm  
    Rank: C
    Power: C
    Activation Cost: C
    Upkeep Cost: N/A
    Range: 0m-30m
    Speed: B Tier
    Element: Steel Release
    Skill: Ninjutsu
    Classification: Clan Exclusive
    Requirements: Steel Release/Impervious Armour Stage 1
    Parent Technique:  N/A
    Hand Seals: Ox->Dragon
    Description: Upon performing the necessary handseals and channeling their Steel Release chakra, the user spawns up to twenty steel dragon flies from out of their skin. These dragonflies have C-Grade defensive quality to them and can be used to stab and maim opponents from afar. A single dragonfly by itself is no problem but a swarm can do serious injury to an opponent. A single dragonfly is one rank weaker in terms of power. The dragonflies themselves are controlled via the user's will.
    Weaknesses: Like the vast majority of steel release techniques, this jutsu is uniquely weak against Katon which will melt it in correspondence with the advanced element's limitations. They only lasts for 4 posts before the activation cost must be paid again.

    Name: Earth Release: Sticky Earth Drop
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 0
    Range: 50m
    Speed: C
    Element: Doton
    Skill: Ninjutsu
    Classification: Open
    Requirements: None
    Parent Technique: None
    Hand Seals: Rat → Monkey → Boar → Snake
    Description: A portal opens above the target, releasing a mass of mud onto the opponent. This mud adheres to the target and weighs it down, restricting the movement of anything with less than B-Tier Strength. The mud can then be ignited by fire to both increase the damage output of a Katon technique applied to it by one rank and solidify, encasing the target in solid earth.
    Weaknesses: This technique deals no damage on its own and can be avoided fairly easily due to its Speed. Even when solidified, the mud can be broken by B-Tier or higher Strength.


    Last edited by Masaru on Fri Mar 20, 2020 8:18 am; edited 1 time in total
    Masaru
    Masaru

    Posts : 228
    Join date : 2020-02-19

    Masaru's Scroll of Knowledge Empty Re: Masaru's Scroll of Knowledge

    Post by Masaru on Sun Feb 23, 2020 5:16 pm

    B-Rank Techs:
    Name: Magma Wall
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 20 meters
    Speed: B
    Element: Lava
    Skill: Ninjutsu
    Classification: Tatsuda Exclusive
    Requirements: Earth-Style Wall | Lava
    Parent Technique: Earth-Style Wall
    Hand Seals: Ox > Ram > Tiger > Dragon > Dog
    Description:
    A solid wall of volcanic rock as dark as the night covered in fiery red veins raises from the ground. It produces an intense heat wave that burns flammable material nearby. The chakra weaving inside of the molten rock enhances the durability capability. Making this wall more durable than the average rock and metal. Additionally physical attacks sustains major burning damage upon contact of the wall. Average tools such as shuriken and kunai sticks into the red veins until the intense heat begins to turn it into liquid form.

    Breaking the wall is merely breaking away the shell for inside this wall is a small layer of liquid fire aka lava pouring out. Severely burning and reducing metals into the liquid form the lava touches. The shell wards off water techniques from cooling it off, but ice affects the heat as normal. Once the lava pours out water techniques or when it ever touches pure water the lava will begin hardening into volcanic rock. It is possible to use pre-existing rock near a mountain or at least boulder sized rock in which case the wall rises near instantly.
    Weaknesses:
    Ice does heavy damage to the heat factor due to its natural cold presence. Sustaining Ice techniques equivalent to C rank will cool off the section it struck.

    Name: Earth Release Barrier: Earth Prison Dome of Magnificent Nothingness
    Rank: B
    Power: A
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 10 m.
    Speed: B
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: Preexisting Earth
    Parent Technique: N/A
    Hand Seals: Palms on Earth
    Description: This technique traps the victims inside a self-repairing dome of earth which is almost instantaneously able to reform, even after Kiba hit it with his Passing Fang. The user can also absorb the chakra of everyone trapped within the dome (5 CP per post per person.) The user must remain in contact with the dome with both hands to drain the victim's chakra and keep the dome repairing.
    Weaknesses: The user must remain in constant contact to yield the benefits of the technique.

    Name: Earth Release: Earth Spear
    Rank: B
    Power: A
    Activation Cost: 10
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Snake
    Description: The user flows chakra through all parts of their body causing it to become noticeably darker, which increases their defensive power to its utmost limits by making the skin as hard as diamond, easily capable of withstanding most attacks with little to no damage. As a result, the amount of physical techniques that can break through the areas hardened by the Earth Spear are close to zero, excluding its undeniable weak point: Ninjutsu. Furthermore, the destructive power of physical attacks is increased, making this a great all-purpose technique.

    This technique can also be used without the hand seal to cover up to one fourth of the body, but at the same cost. This can be useful for last minute defensive maneuvers or surprise assault tactics.

    Weaknesses: Because the durability of this technique is on par with chakra enhanced stone, which is greater than steel but lesser than the bones of the Shikotsumyaku Kekkei Genkai, there are harder materials out there that, when focused to a point or blade, may be able to pierce its defense. In addition, it is still a B-Rank Ninjutsu and can be overpowered by other techniques of superior rank, and in the case of Raiton, techniques of one rank less.

    Name: Earth Release: Moving Earth Core
    Rank: B
    Power: B
    Activation Cost: 10
    Range: 50m
    Speed: B
    Element: Doton
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Palms on Ground
    Description: This technique grants the user the ability to lower or raise the ground in the surrounding area, allowing them to create giant holes or elevations in the ground. The size of the affected area as well as the depths that it is lowered or raised to is also up to the user. With precise timing, this technique can be used to evade incoming attacks, as well as to endanger opponents by moving them into the path of an oncoming attack reducing their reaction time as well as knocking them off balance, making it even harder to avoid the attack. Other than being moved below or above ground — relative to the surrounding urface — the terrain is not altered as plant life and people retain their same positions when this technique is used.
    Weaknesses: The technique must be activated again in order to return the terrain back to its original state. Only one terrain shift can occur per use of this jutsu.

    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.

    Name: Iron Curtain
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: N/A
    Range: 0m-45m
    Speed: B Tier
    Element: Steel Release
    Skill: Ninjutsu
    Classification: Clan Exclusive
    Requirements: Steel Release/Impervious Armour Stage 1
    Parent Technique:  N/A
    Hand Seals: Ox-Boar->Dragon
    Description: Upon performing the necessary handseals and channeling their Steel Release chakra, the user constructs a ten foot wall of steel from out of the ground that can be used for defensive maneuvers. The wall can roughly take different shapes and appearances but overall its purpose is defense and it cannot be more than ten feet tall. The wall is considered A-Tier in terms of its defensive capacities. The user can protrude spikes (with a maximum length of two feet) from the wall for an additional D Rank amount of chakra, the spikes can then be fired at a speed of B Rank for an additional C Rank worth of chakra.  
    Weaknesses: Like the vast majority of steel release techniques, this jutsu is uniquely weak against Katon which will melt it in correspondence with the advanced element's limitations.

    Name: Mecha Terra Infirma
    Rank: B
    Power: B
    Activation Cost: B
    Upkeep Cost: N/A
    Range: 0m-20m
    Speed: B Tier
    Element: Steel Release
    Skill: Ninjutsu
    Classification: Clan Exclusive
    Requirements: Steel Release/Impervious Armour Stage 1
    Parent Technique:  N/A
    Hand Seals: Ox
    Description: Upon performing the necessary handseals and channeling their Steel Release chakra, the user slams their hands into the ground and converts the earth beneath them into solid metal. The change is gradual and will grow outwards from the area struck by the user's hands. The metal transfiguration is five meters deep and has a B-Grade defensive quality to it. The user may also change its consistency to be uneven, elevate certain sections to a mild degree, or even protrude major hazards from it including spikes, caltrops, and literal stumbling blocks. Any change to the consistency of the ground (spawning hazards, elevating certain sections) costs an additional 2 stamina points.
    Weaknesses: Like the vast majority of steel release techniques, this jutsu is uniquely weak against Katon which will melt it in correspondence with the advanced element's limitations.

    A-Rank Techs:
    Name: Efreet’s Awakening
    Rank: A
    Power: S
    Activation Cost: 18
    Upkeep Cost: 13
    Range: Medium (1-50 Meters)
    Speed: A
    Element: Lava
    Skill: Ninjutsu
    Classification: Exclusive (Tatsuda)
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Tiger > Horse > Dragon
    Description:
    A field of scorching flames and molded volcanic rock jag up everywhere within a 25 square meter. The ground cracks like fiery redish gold veins as the user can cause small meter radius geysers of pure magma that bursts from the ground before slowly splashing an additional 3 meter radius at B tier Speed. Capable of incinerating most things that it touches with S rank damage, and volcanic rock-like structures burst from the ground causing difficult terrain for anyone walking through. The jagged rock functions like caltrops except the user has manipulation over the rock and place where each geyser can occur. Meaning that the user can cause a small area (1 meter radius) of rock to extend upward for a total of 5 meters like the Earth Spear technique as it skewers people within the area dealing equivalent (total) damage of A rank worth.

    Once a geyser of pure liquid fire is made it leaves a meter radius pool of lava that spits and hisses. Equivalent to the user’s Coordination, the user can manipulate the lava moving similar like water in whatever shape they desire and attempt to lash out to a target within a 5 meter range from the pool. It is possible for the lava to essentially grab onto the target by hardening the areas forming several joints before it drags the target with A tier strength towards the pool of lava. A contest of strength is initiated for if the target can muster enough strength equivalent to A tier they can resist the pull and may spend a post breaking the hardened magma to escape. Otherwise the pull moves at D tier Speed that gains a single plus for every tier the opposing strength is below A tier. Once the target is pulled into lava, they immediately take S rank damage as the lava quickly incinerates whatever it touches leaving not even a speck of ash behind other than help reshape the land.
    Weakness:
    Water technique of at least A rank in power can cool the field and if the caster spends a full post dowsing the field this technique cannot work. The user is just as vulnerable in this field as the targets are, so if the user accidentally gets splashed by lava they take the same damage. Either Katon Resistance and/or Doton Resistance enchantments can affect this technique, so if the target(s) come prepared they can mitigate the lethality.

    Name: Impervious Exo-Skeleton
    Rank: A
    Power: B-S
    Activation Cost: Varies
    Upkeep Cost: Varies
    Range: Self
    Speed: Instant
    Element: Steel Release
    Skill: Ninjutsu
    Classification: Clan Exclusive
    Requirements: Steel Release/Impervious Armour Stage 1-3
    Parent Technique: Impervious Armour
    Hand Seals: N/A
    Description: Upon channeling their Steel Release chakra, the user is able to externalize and build upon the thin layer of defense provided by Impervious Armour. Whereas Impervious Armour only extends as far as the skin, this techniques creates a full suit of armour that increases their strength. The Exo-Skeleton works in tandem with the body's physical form so that it does not slow the user down but instead increases their Strength as the technique creates a series of steel gears and pulleys that increases the user's physical power depending on the stage of Impervious Armour they are using. Stage 1 costs an upkeep of 3 stamina points per post and increases the user's Strength by ++, Stage 2 costs an upkeep of 5 stamina points per post and increases the user's Strength by a Tier, Stage 3 costs 10 stamina points per post and increases the user's Strength by 2 Tiers.
    Weaknesses: Like the vast majority of steel release techniques, this jutsu is uniquely weak against Katon which will melt it in correspondence with the advanced element's limitations. This technique requires Impervious Armour to be activated.

    Name: Total Transfiguration
    Rank: A
    Power: Varies
    Activation Cost: Varies
    Upkeep Cost: N/A
    Range: Varies
    Speed: A-Tier
    Element: Steel Release
    Skill: Ninjutsu
    Classification: Clan Exclusive
    Requirements: Steel Release/Impervious Armour Stage 2
    Parent Technique:  N/A
    Hand Seals: N/A
    Description: Upon channeling their Steel Release chakra, the user is able to transfigure their Earth Release techniques into Steel Release versions. The power and hardiness of the Koton is of the same rank as the Doton technique being transfigured. Transfiguration occurs of a single post. The transfiguration means that any elemental weaknesses that the technique Doton are now changed to fit the elemental nature of Koton instead. For cost, the user pays a one rank higher activation cost for the technique that they are transfiguring.
    Weaknesses: Like the vast majority of steel release techniques, this jutsu is uniquely weak against Katon which will melt it in correspondence with the advanced element's limitations. Note that the power of the Earth Release technique being transfigured is the same, it is only of a different element.

    Name: Total Reverse Transfiguration
    Rank: A
    Power: Varies
    Activation Cost: Varies
    Upkeep Cost: N/A
    Range: Varies
    Speed: N/A
    Element: Steel Release
    Skill: Ninjutsu
    Classification: Clan Exclusive
    Requirements: Steel Release/Impervious Armour Stage 2
    Parent Technique:  N/A
    Hand Seals: N/A
    Description: Upon channeling their Steel Release chakra, the user is able to transfigure their Steel Release techniques into Earth Release versions. The power and hardiness of the Doton is of the same rank as the Kouton technique being transfigured. Transfiguration occurs in a single post. The transfiguration means that any elemental weaknesses or strengths that the technique had are now changed to fit the elemental nature of Doton instead. For cost, the user pays the same activation cost/upkeep for the technique that they are transfiguring. The user keeps any cost reductions from Steel Release that they would get due to the technique being denoted as Steel Release.
    Weaknesses: Note that the power/durability of the Earth Release technique being transfigured is the same, it is only of a different element.

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

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

    S-Rank Techs:
    Name: Lava Release: Magma Chakra Mode
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: 50 meters
    Speed: A
    Element: Lava
    Skill: Ninjutsu
    Classification: Clan Exclusive (Tatsuda)
    Requirements: B-tier Stamina | Land
    Parent Technique: Efreet's Awakening
    Hand Seals: Dragon > Tiger > Rat > Ox
    Description:
    0 EXP - MCM (Magma Chakra Mode) turns the user into a being of living volcano in short. At the Base form the user causes a large geyser of pure lava to burst from a nearby land within 25 meters. Be it stone, dirt, or even sand. This geyser is about ten meters radius including the spray with A tier speed, and lava moves at A tier speed towards the user as the user absorbs the magma chakra into their body. Afterwards the user can cause smaller geysers of 5 meter radius at A tier speed once per round to erupt. These newly formed pools of lava can connect each other underground essentially forming tunnels of pure liquid fire. These geysers and pools of lava cause severe burns equivalent to A rank. This damage increases to S rank and can increase the number of geysers to erupt one more time per round once the user achieves Mastered Chakra Mode. Their body becomes intensely hot as it radiates an intense high temperature field of 5 meters centered on the user as heat waves can be seen wavering around the user. Physical contact with the Tatsuda causes major burns equivalent to A in terms of damage. B Grade items melts within 1 post of contact, 3 posts within 5 meters from the user. A Grade items melts in 3 posts of contact, 5 posts if the item is within 5 meters from the user. S Grade items however, remains unaffected by this CM. The person's own clothes and equipment remain unharmed. Additionally, the user becomes heavily resistant to lava sources as represented by 1 tier and plus advantage towards Constitution.

    When the user breaks out of their shell it usually results in two things. The first method is by condensing the magma chakra within the body, and by expelling the built up chakra outward the user causes the shell to burst outward into a 5 meter radius of obsidian shrapnel that travels with A rank speed. This proves to ward off projectiles to an extent and/or shred targets within range. The second option is a more escape artist type that can risk damaging the user as well. By causing the geyser to erupt underneath the user's feet this causes the user to drop into a pool of lava. This practically melts the shell and allows the user to effectively swim through the connecting tunnels. Even if all of the existing pools are covered in water aka put a cap on them. The user can still cause a geyser of liquid fire to erupt within his/her vicinity to evidently eject themselves 10 meters above the surface shrouded in raining drops of magma.

    500 EXP (Complete MCM) - Investment of training allows the Tatsuda to have the ability to form other lava techniques of B rank or lower without using handseals. Lava techniques of B rank or lower gains a +1 rank in Speed. This also allows the Tatsuda to cause walls of rock filled with magma to rise up within 50 meter range that can sustain up to A rank in terms of damage. The user may also cause spikes to erupt from the ground that erupts at a base speed of A with +1 rank in speed within 50 meter range. How these walls and spikes are formed can be anywhere from a obsidian box as spikes skewer everything inside or just cover the entire field if need be. The user's resistance towards lava sources also increases by a single plus.

    1,000 EXP (Mastered MCM - Requires Complete MCM) - At this stage the user has mastered the chakra mode as the user essentially becomes the embodiment of the advanced element. Wreathed in liquid fire and partially encased in volcanic rock around the body. Merely touching the user is ill-advised because the sheer amount of S rank burns the target's will take. Metal of B grade quality/hardness melts into liquid state just for being near 5 meters around the user after 3 posts, or 1 post upon contact. Metal of A grade quality/hardness melts in just 3 posts of being in contact of the user, five posts if it remains in the field. S grade items takes a while of 5 posts of being in physical contact or 10 for being near the user. Additionally, the user essentially becomes immune to damage from lava sources and can swim in these sources. Drawing power from the molten source beneath the earth the Tatsuda gains a +1 tier towards Strength. Fire and Earth are treated as -2 tiers lower in terms of power.
    Weaknesses:
    Water is the primary form of defense against this chakra mode. However by itself the water techniques of B rank or lower will evaporate into thick steam cloud around the user. Ice Release however is the most effective as it has a strong advantage over Lava Release. This is represented by a +1 power advantage against Lava Techniques because the Ice cools the sources/user and even as it melts water seeps into the lava causing it to harden.

    Up until mastery is achieved the user needs to be wary of where they are during and after the usages. Because one misstep and the user can find themselves dead center of a lava pit or worse deep within a volcano. Upon obtaining mastery however, the user just needs to be wary where they come out of the CM. For the immunity is only granted when this technique is active. Additionally the user can be encased in volcanic rock when splashed by Water techniques of A rank or higher. Meaning that the user becomes immobilize for a round in which case the user melts the rock and can cause severe harm to those around them. Ice has a bigger effect as it can potentially encase the user in a cube of ice and while portions of it will be melted from the heat. The water and steam locks the user down for indefinite periods of time.

    In the situations of the user being immobilized due to being trapped by water/ice. The obsidian shell around the user has the durability and hardness of A rank. Breaking this shell is essentially shattering the user into multiple pieces which is automatic death. However despite being unable to move, the user can still perform B rank lava techniques or lower. Along with other abilities of this CM as they are still capable of defending themselves. The downside for the user is all of their senses is nulled meaning they can't touch, see, hear, smell, or taste anything near them. So the user can't accurately launch an offensive technique.

    Additionally the user must be in land in order for this to work. Which means being out in the sea or just large areas of water such as lakes and rivers will not allow the user to use MCM. Boats is no exception as most boats are in water lest they're in the shipyard. Even then, being near such amounts of water reduces the effectiveness by lowering everything in this technique by 1 rank. Meaning that everything is slower, everything is less destructive, and the sheer range is reduced by half.

    Name: Fire Release: Great Fire Destruction
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 15
    Range: 500 m.
    Speed: A
    Element: Fire
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: Fire Release: Great Fireball Technique
    Hand Seals: Rat → Ox → Dog → Horse → Monkey → Boar → Tiger
    Description: A technique where chakra kneaded inside the user's body is converted into fire, and then expelled from the mouth in a massive stream of intense flames that can set a vast area ablaze, engulfing the target in a veritable sea of flames. If used upon a dense, combustible terrain, such as a forest, the confined area can greatly increase the possibility of the target's incineration. The user may choose to continue the technique as a flamethrower, much like it's parent technique Fire Release: Great Fireball Technique.
    Weaknesses: N/A

    Name: Fire Release: Great Fire Annihilation
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 500 m.
    Speed: A
    Element: Fire
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: Fire Release: Great Fireball Technique
    Hand Seals: Horse
    Description: The pinnacle of Fire Release techniques, chakra kneaded inside the body is converted into fire, and then expelled from the mouth and shaped into a literal sea of flame, which covers a wide range as well. This makes the technique extremely difficult to either avoid or contain, with it requiring the combined efforts of several Water Release users in order to extinguish the flames. The technique extends as a massive wall of flames 250 meters in length as it sweeps whatever's in its path into ash.
    Weaknesses: N/A


    _________________
    Character Update: Link
    Known Techniques: Link

      Current date/time is Mon Nov 30, 2020 2:59 am