Name: K.B.S.D.S (Kirigakure Basic Self Defense Skills)
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: User
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Kirigakure Specific, Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: K.B.S.D.S is a basic course of taijutsu techniques targeted specifically at self-defense. This style is provided to anybody who wishes to learn it, regardless of their skill at taijutsu, so that anybody within the village is able to adequetely defend themselves in a number of different scenarios. The course centers around reading moves to block, different ways to parry or counter, how to defend against common weapons (swords, kunai, daggers, etc), as well as a few offensive maneuvers comprised mostly of basic punches, elbows, throws, and a few submission techniques. Nothing is overly complicated, relying on basic footwork that anybody can learn and master and basic movements to accomplish the goals.
Provides a single plus to Strength and Coordination.
Weaknesses: A bit lacking on the offensive side of things, so it does not receive the boost to Strength when engaging as the aggressor.
Name: Chikushou no Ken [畜生拳 lit. Brute Fist]
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 3
Range: Self
Speed: -
Element: -
Skill: Taijutsu
Classification: Kirigakure Exclusive Style
Requirements: Taijutsu skill, D-Rank in Coordination & Speed
Parent Technique: N/A
Hand Seals: N/A
Description: This fighting style focuses on exploiting the target's weak spots, and attacking with raw power and speed. The style is occasionally used in tandem with Ninjutsu created to be befitting of it. This fighting style boosts the user's Strength by ++ and their Speed by a +.
Weaknesses: If an opponent has countermethods to the especially-pinpoint fighting style, it's fairly difficult to pull off within combat.
Name: Quick Step
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: Chikushou no Ken
Hand Seals: Chikushou no Ken
Description: More or less a technique used for supplementary means, the Quick Step sticks true to its name. Through the combined use of the Surface Walking technique, albeit in a unique use, and proper positioning of their foot, the user is able to capitalize on the flow of chakra to their sole, using it as a means to propel themselves forward in a quick burst, simultaneously kicking off with the foot they've just lifted the heel of, for a brief propulsion. ++ to Speed for the duration.
Weaknesses: N/A
Name: Mirage Step
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: Chikushou no Ken, Clone Technique
Hand Seals: Ram → Snake → Tiger
Description: After forming the handseals pertaining to the Clone Technique, the user amps it up. Whether sprinting, jogging or even sauntering, they employ the academy technique in the form of a consistent trail of afterimages behind them, mirroring the movements of the creator, but doing nothing else aside from that. When used by someone with incredible speed, the technique becomes especially effective, as they can cloak themselves in a consistent "stream" of afterimages. For every 3 chakra used, five afterimages are created, and last within the post they're created.
Weaknesses: Easily distinguishable with doujutsu or sensory. Additionally, if the opponent's Perception can track the user's Speed, they're able to distinguish the real user from the afterimages. Additionally, despite making duplicates of the user, these afterimages do not have a physical form.
Name: Art of Precision
Rank: C
Power: C
Activation Cost: -
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Kenjutsu/Taijutsu
Classification: Village Exclusive (Kiri), Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This fighting style focuses on implanting a great focus for the user for use in either the way of the sword, or in hand-to-hand combat, granting a 1 tier bonus to coordination for when this is turned on.
Weaknesses: N/A[/quote]
Name: Suiton Release: Draw Current
Rank: D
Power: D+
Activation Cost: 3
Upkeep Cost: ---
Range: 15 Meters
Speed: C+
Element: Suiton
Skill: Ninjutsu
Classification: Village Specific (Kiri)
Requirements: Existing Body of Water.
Parent Technique: ---
Hand Seals: Monkey > Bird > Dog > Ram
Description:
Chakra flows from the hands and into the body of water. Like pulling on rope the hands moves to their body and the current pulls at the caster’s direction. Like pushing a cart the hands move forward and the current pushes away from caster. This technique is best used in calm bodies of water, but it is possible to affect strong currents with more effort. It is mainly used to quickly change course on a ship or to rescue people in water.
Weaknesses:
Can only affect a section of water equivalent to 6 meters in radius. When used on strong currents it is impossible to go against the current. The only thing the caster can affect is directing the affected area in a bending motion.
Name: Hantā no ken (Hunter's Sword) {Special Note: Auto-Learning E-C still have to train higher levels}
Rank: E - D - C - B - A - S (Each Rank must be learned in ascending order before the next can be learned. You cannot only know the E-Rank of this style and go on to learn C rank afterward.)
Power: Equal to technique Rank
Activation Cost: --
Upkeep Cost: E - 1, D - 1, C - 3, B - 3, A - 5, S - 10
Range: --
Speed: --
Element: --
Skill: Kenjutsu
Classification: Kirigakure Exclusive
Requirements: Kenjutsu
Parent Technique: --
Hand Seals: --
Description: A style of Kenjutsu brought to Kirigakure near its founding, said to have originated from a band of pirates that ceded to the Hozuki before the founding of the village. This style revolves around using one's speed to overwhelm and outperform the opponent while using well placed strikes to take an opponent out quickly before having to move on to another. Most associate its users with assassins, and while it's true that in recent time it's been used as such, it was originally used to be able to combat equally sized or even larger crews on ships, take what they had, and escape quickly. Focusing on slashes to joints, stabs to the abdomen and to vital spots between a target's ribs, an ideal fight to a Hantā no ken user is one that ends after one or two moves. No action is wasted, no step is without intent, there is no attack made without thought or purpose. Hantā no ken is designed to be efficient above all else, lacking flashy swordplay. Being used by pirates, there aren't many that still use Hantā no ken to give it notoriety or to give themselves fame. The only thing many find they gain from it is pride in results.
When active. Hantā no ken gives the user the following buffs to the appropriate stats depending on what rank of the ability they use.
E - Rank: +Speed
D - Rank: + Speed +Coordination
C - Rank: ++ Speed +Coordination
B - Rank: ++ Speed ++Coordination
A - Rank: 1 Tier to Speed ++Coordination
S -Rank: 1 Tier to Speed 1 Tier to Coordination
Weaknesses: Because of the focus on out-speeding your opponent, when a user encounters someone who can either keep up in sheer speed or is even faster, they often have difficulty utilizing this style of Kenjutsu against them. Also because of the style's focus on precision and quick strikes, users tend to be beat out by heavily armored individuals, or those that can simply withstand their onslaught of attacks.
Name: Body of the Bear
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: Self
Speed: ---
Element: ---
Skill: Taijutsu
Classification: Open
Requirements: Constitution D tier w/o Taijutsu
Parent Technique: ---
Hand Seals: ---
Description:
Body of the Bear is a term being used because the user braces themself to withstand punishment to an extent. It is best used for an instant for keeping it up becomes draining. The user’s muscle mass hardens as it adds protection against physical brunt force. Boosts Constitution by 2 advantages against physical attacks.
Weaknesses:
Ninjutsu that have no physical form such as fire and wind ignores the boost. The only exception is earth release since it usually possess some form of physical matter. This is because it is preparing the body to withstand against powerful taijutsu and even other weapons.
Name: Counter of the Ram
Rank: C
Power: C+
Activation Cost: 5
Upkeep Cost: N/A
Range: Melee
Speed: C
Element: ---
Skill: Taijutsu
Classification: Open
Requirements: ---
Parent Technique: Body of the Bear
Hand Seals: ---
Description:
The Counter of the Ram is literally using the forearm or shin to block a physical attack and still potentially damage the attacker. This is because the user is focusing power and energy around the forearm, elbow, and/or shin to aid in warding off damage. Boosts Constitution by +1 Tier
Weaknesses: Useless against Ninjutsu.
Name: Spring Chant
Rank: D
Power: C
Activation Cost: N/a
Upkeep Cost: 3
Range: Self
Speed: N/a
Element: N/a
Skill: Taijutsu
Classification: Open
Requirements: C rank Coordination w/o taijutsu skill or D rank with the taijutsu skill.
Parent Technique: N/a
Hand Seals: N/a
Description: This style of combat focuses on fast, flowing combinations utilizing basic principles of Taijutsu. The style uses sheer speed and number of attacks to achieve its goals in contrast to other more strength reliant Taijutsu styles. While those who aren't trained in Taijutsu find that faster strikes tend to lose out on power, a Taijutsu user who has trained in the skill can utilize this style without losing any of their striking power, allowing body mechanics to make up for any power lost. Boosts coordination by one tier with the taijutsu skill and by one plus without it.
Weaknesses: The boosts are lowered by -- if the user doesn't have the taijutsu skill. Their strength is also lowered by - if they don't possess the Taijutsu Skill to represent their lack of true effort in mastering their body.
Name: Rising Side Kick
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user swiftly launches their leg from standstil position into an at most 6-7' high side-swipe kick. While using this technique, if the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses: -
Name: Rising Scissor Kick
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: -
Range: melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user raises on leg 180° into the air from standstill, dropping said leg/foot onto an opponent. This can also be used while jumping. If the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses:-
Name: Rising Defense Kick
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: melee
Speed:N/A
Element: -
Skill:Taijutsu
Classification: Open
Requirements: Taijutsu
Parent Technique: -
Hand Seals: -
Description:
When facing a low ranked (D at most) attack or technique of a solid nature (won't work on raiton for instance) the user rather than defending with their hands, raise their leg and use the soles of their shoes/feet to defend and redirect the attack to the ground.
Weaknesses: -
Name: Water Cloak armor
Rank: C
Power: -
Activation Cost: 5
Upkeep Cost: -
Range: self
Speed: -
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: Rat-ox-dog
Description:
After the user forms the handseals rat-ox-dog, they expell a small amount of chakra which will act as a coating of water over their torso (also over any armor they'd already be wearing). If the user is not wearing any armor, it will temporarily grant a boost of 1 tier their constitution or grant an extra rank of quality to the worn armor of the user to a maximum in constitution and armor quality of B rank.
Weaknesses: As it is a suiton element technique, when this coating of water is in place, any raiton element technique now has a 100% chance of leaving severe burns whenever they hit due to electrocution.
Name: Suiton Release: Tail Slap
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: C+
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: Existing body of water.
Parent Technique: Water Whip
Hand Seals: Dog > Ox
Description:
By kneading the chakra from the user’s hands to the nearby existing body of water. The chakra appears to be like a veil as it sticks the water’s surface and with a pull the chakra forms a line of water. It is dense enough to absorb projectiles and with the speed to slam onto targets. It cannot reach past 10 meters from the user or else the water would just fall and splash the ground. By kneading more chakra, the user can spend the Upkeep Cost on the turn they activate it in order to boost this tech’s Speed by 2 advantages. Effectively putting the Speed at B tier, but in doing so causes this technique to end early.
Weaknesses:
Must remain around the user at 10 meters at all times. With a Speed of C+ should the user move faster than this tier and more than 10 meters the water will lose control.
Name: Suiton Release: Water Creation
Rank: D
Power: E
Activation Cost: 3
Upkeep Cost: ---
Range: 5 meters
Speed: D
Element: Suiton
Skill: Ninjutsu
Classification: Open
Requirements: ---
Parent Technique: Waterfall Basin Technique
Hand Seals: Bird > Ox
Description:
The technique is simple for it only does one thing. By kneading the chakra on the hand the user touches the soil. By drawing the water inside the ground this technique reveals water equivalent to 5x5 meters. It lacks firepower because the technique is meant to produce water. The water is clean and will remain even when the chakra runs out.
Weaknesses:
Cannot work in concrete, iron, wood, etc. Can only function in sand or soil.
Name: Fusee
Rank: E
Power: E
Activation Cost: E
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Created as a chakra control exercise. The user projectcs chakra from their hand to generate a small orb typically between the size of a marble and a golfball. One formed the orb uses the energy stored inside of it to glow with a bright heatless light. This light is the users color of choice and will last for up to an hour before burning out. This function is independet of the orginal caster.
As a source of illuimantion it's commonly used to indicate obstacles or advise caution on roadways at night as well as to perform hand signals.
Weaknesses: Having a bright light on you is a great way to give away your position.
Name: Flare gun technique
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: N/A
Range: 150m
Speed: C
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: Fusee
Hand Seals: Dragon
Description: The user takes a Fusee orb and infuses it with even more chakra inducing an overload that will cause it to launch off like a rocket. Shooting rapidly up to a height of about 150m they explode with a loud bang and release a brightly burning flare that drifts very slowly downward, maximizing the amount of time for which it can be seen. Extemely conspicuous this flare can been spotted up to 25 miles or so in good visibility.
It's also not intented for offensive use making it extemely limited in that regard to the point that even taking one directly to the face will do little more then cause tempoary blindness in a similar manner to a flash bang grenade.
Weaknesses: Did I mention they are conspicuous? Using this jutsu will absolutely give the users position away.
Name: Claw Creation Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: Self
Speed: C
Element: Non-Element
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: ---
Description:
This technique allows the user to temporarily enhance the normal growth of the nails on both their hands and feet. Causing them to grow considerably longer in a short space of time as a result. It also enhances the hardness of the nails as C-Grade hardness, allowing them to even clash against swords without breaking.
Weaknesses:
Should the claws break the user will experience that unnerving feeling when something cuts or snaps their nail off. Capable of causing minor bleeding around the nails and bruise the finger due to the physical trauma.
Name: Red Tiger Style
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: ---
Parent Technique: ---
Hand Seals: ---
Description:
A common swordstyle that most people and beginners start off and even most often than naught they unknowingly doing it. The style focuses around strikes from the katana that are both simple and efficient to use. The normal stance for the Red Tiger is to place the dominant foot in front of you as you shift your body sideways so to speak. Your other foot should be behind you as it will serve as your root while the one up front is the accelerator. Sword wise it should always be facing in front of you at the opponent. Using this style boosts the user’s Speed and Coordination by 1 advantage.
Weaknesses: N/A
Name: Zangeki no Sora ”Slashing Sky”
Rank: D
Power: E
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A simple upperslash that heavily boosts in speed. It is mainly a defensive technique to block an attack coming from above, but it can be used to get a scratch on the opponent. Boosts Speed by 2 advantages.
Weaknesses: ---
Name: Nikko ”Sunlight”
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Moonlight
Hand Seals: ---
Description:
It is considered as a cheap trick to some practitioners, but basically the user angles their sword at just the right spot to direct the blinding sunlight at the opponent’s eyes. Then the user will continue the motion to lunge forward while simultaneously slashing horizontally at the target in that moment of weakness. Boosts Coordination by 2 advantages.
Weaknesses:
Due to the fact that it requires light equivalent in brightness as the sun it is mainly used outdoors. The Sunlight cannot be used while in dim lighting and in the dark. Also if the opponent is quick and aware of it then they can just close their eyes against it on time to resist the blinding aspect.
Name: Akai Rubi ”Red Ruby”
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: ---
Range: Melee
Speed: C
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: ---
Hand Seals: ---
Description:
The Red Ruby was given that name simply because this attack is power oriented. It takes on the katsugi waza technique in terms of aspect as the user brings the sword to their left shoulder. Then after taking a step forward the user brings a heavy strike around the opponent’s upper torso. The technique is meant to break through the opponent’s guard, but should there be no armor then the katana would very likely slice a limb off or at least half way. Boosts Strength by 1 tier.
Weaknesses:
Due to the stance the user would be considered vulnerable at the lower body.
Name: Akai Mikadzuki ”Red Crescent”
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A counter based technique that requires near perfect timing to execute properly to have maximum effect. When the opponent moves to attacking the user either by weapon or body, the user may react to it by evading it. The process starts by leaning to the rear foot and using the dominant foot to pivot into a spinning motion. Using the ball of the rear foot for balance, the practitioner effectively side-steps out of the opponent’s trajectory. The full spin ends in a single swift motion as the user would slash horizontally at the opponent’s arm, leg, or the sides. Using this technique boosts Coordination by 2 advantages.
Weaknesses:
As mentioned beforehand, this technique requires the opponent to initiate an attack that is frontal or simply charging within the 120 degree view of the user’s sight. As such the user must be aware of the attack and it must be within melee range. Ninjutsu being externalized at a distance such as a Fireball for example would render this counter ineffective.
Name: Agehacho ”Swallowtail”
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: C
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Crescent/Red Tiger Style
Hand Seals: ---
Description:
An advanced counter that follows the same concept as the Red Crescent. The user avoids the opponent’s incoming melee attack by sidestepping or in some cases even backstepping. Instead of swinging the katana in a horizontal arc however, the user instead precisely slashes at the opponent’s palm side of the wrist or forearm. Should there be no armor present, this technique will cut into the muscles at just the right depth to practically render them useless from carrying weapons. It makes any sign weaving clumsy with the affected limb, and forming a fist will be a struggle on its own. Boosts Coordination by 2 advantages and Speed by 1 advantage.
Weaknesses:
Again this is a counter, so naturally it won’t go off if the opponent is not the one attacking. Additionally if the opponent is wearing armor around the arms then it’ll be a contest of blade against armor. In most cases the technique won’t hinder the opponent’s arm, but it will still leave a mark be it skin or armor.
Name: Twin Divide
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 3
Range: Melee
Speed: ---
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: C-tier Coordination
Parent Technique: ---
Hand Seals: ---
Description:
This style consists of two variants of swordplay. It requires at least two blades at the length of a wakizashi. It is possible to wield a katana with a wakizashi in this style. Practitioners has been seen to unleash devastating combos, but in most cases they lack power. For the true purpose behind this style is not to overpower the opponents, but rather to distract with one attack while swinging for a lethal blow at a different angle. Defense is not the forte of this style.
Boosts Coordination by 1 tier.
Weaknesses:
Requires two bladed weapons.
Name: Ken Hamano
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
A feint attack where one blade will thrust forward towards the opponent’s chest while the other simply slashes low at the lower body in a horizontal arc. The thrust is mainly a feint as the user may have the option to suddenly pull it back to block a counter or even another attack from a second opponent. For the true aim is the low slash from the second blade. Boosts Speed and Coordination by 1 advantage.
Weaknesses: N/A
Name: Hasami Ken
Rank: D
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
This is one of the few techniques from Twin Divide that actually focuses on power. This is because the user performs something close to a scissor at the opponent. Which can be done by swinging both bladed weapons in a horizontal arc. One coming from the right, and the other coming from the left. Leaving the opponent right in the middle where both blades begin to meet and slice open the stomach area if left unprotected. Boosts Strength by 2 advantages and Coordination by 1 advantage.
Weaknesses:
When armor is involved around the stomach area it is a contest between the weapons and the armor. In some cases the weapons will cut through to an extent for the power will be dropped to D rank.
Name: Kenbu
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: Melee
Speed: C+
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
Kenbu is translated as Sword Dance, and another term for it is a dance of sword and poetry. In this instance the user unleashes a flurry of slashes at the target in multiple angles. Total amount of strikes is six can be launched from a single use of this technique, and this is because three strikes would be unleashed from each sword in hand. How this technique can initiate is versatile since it can launched low, chest level, head level, or all of the above. It should never reach higher than six for the boosts this technique would be lost.
Boosts Coordination by +1 tier.
Weaknesses: ---
Name: Hiyaku Ken
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 10 Meters.
Speed: C++
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide/Speed C-Tier
Parent Technique: Twin Divide
Hand Seals: ---
Description:
What one cannot reach with their sword must close the distance as quickly as possible. The user crouches with arms folded and blades pointing behind the practitioner. By building up the strength within the legs; practitioner leaps at the target within 10 meters in a straight line. When the user reaches the target, practitioner can swing his/her blades either at the shin area or the alternative practitioner can immediately rise to standing position. Where the user can swing two attacks around the midsection and torso of the target.
Boosts Speed by +1 Tier.
Weaknesses: ---
Name: Flash Step
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: N/A
Range: 30 meters
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user will focus for a moment and suddenly dash at their target slashing with their weapon toward the opponents torso, this will give them a +Boost to Speed and Cordination.
Weaknesses: They can only move in straight lines and once on course are unable to stop or change direction.
Name: Savage Strikes
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Close
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user will take a spear or long bladed weapon and rush the opponent stabbing three times in quick sucsession and power toward the chest. This will have an incease of strength by ++.
Weaknesses: This is a quick thrusting combo so once they aim to strike three times it must aim where the first blow aims, this means if the first blow misses the rest will miss as well.
Name: Flash Dance
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 50 meters
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: Flash Step
Parent Technique: Flash Step
Hand Seals: N/A
Description: This is a more advanced version of the flash step as the user will add two more attacks forming a triangle of attacks from three directions on the opponent. This will increase the users speed and cordination by ++ But due to the strain put on their body once they finish using this jutsu they will suffer -- constitution for two posts.
Weaknesses: After the Jutus use the user will be winded for two posts suffering -- constitution for two posts.
Name: Cleanse
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Within reach
Speed: -
Element: Yoton
Skill: Ijutsu
Classification: Open
Requirements: C-Rank Intelligence
Parent Technique: -
Hand Seals: Ram
Description: The user’s hands emit a green light, similarl to the mystical palm technique, and when put over someone effected by a poison of C-rank or lower, will be healed and cleansed of the poison’s effects (like a D-rank medicine).
Weaknesses: Only works with poisons and cannot be used to treat even minor injuries such as small cuts and bruises.
Name: Cauterize
Rank: C-Rank
Power: D-Rank
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: 15 m/s
Element: Fire
Skill: Ijutsu
Classification: Open
Requirements: Ijutsu Skill
Parent Technique: Chakra Palm
Hand Seals: Tiger
Description:
Utilizing the principles brought forth by the Chakra Palm technique, the user combines their Medical Chakra with Fire Chakra which coats their hands and upon making direct contact with the flesh of a wounded individual begins to burn the wound lightly enough as to not cancel out the numbing effect of the ordinary Chakra Palm technique while being hot enough to close an open wound so long as the damage is external.
It is worth noting that this technique requires at least one post to repair surface-level cuts and deeper cuts will require up to three posts to cauterize depending on severity. This technique cannot heal wounds larger than a limb in size and cannot repair organs.
Unlike Healing Hands, however, this technique is capable of stopping the bleeding on larger physical wounds so long as they do not fall under the aforementioned exceptions and is primarily of use when a patient has lost a limb or has suffered a wound requires bleeding to be staunched immediately, such as a deep stab-wound or a wound involving an artery.
Weaknesses:
- If interrupted, the technique must be restarted to take effect
Name: Dissection Blade
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: D
Range: Varies
Speed: N/A
Element: N/A
Skill: Ijutsu/Taijutsu
Classification: Open
Requirements: Ijutsu; D-Rank Coordination
Parent Technique: Chakra Scalpel
Hand Seals: N/A
Description: This is a fighting style created to diversify the utilization of the Chakra Scalpel Technique, and to increase it's application in both medical uses as well as for combat purposes. Like the original technique even the most skilled medic is unable to utilize the Chakra Scalpel technique to deliver fatal cuts without the proper levels of Coordination, however this fighting style is aimed towards improving the viability of using the Chakra Scalpel technique in conjunction with normal combat. This fighting style, rather than granting boosts to any stats, reduces the Coordination requirement to use the Chakra Scalpel technique effectively in combat by two tiers. Despite perverting the original intentions of the technique Dissection Blade remains at it's core a Medical Ninjutsu fighting style as it's combat applications can also be applied to surgery.
Weaknesses: -
Name: Dissection Blade: Extension
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: E
Range: Varies
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: Ijutsu; Dissection Blade
Parent Technique: Dissection Blade
Hand Seals: N/A
Description: This technique focuses on extending the length of the user's Chakra Scalpels as in it's base form the chakra scalpel technique surrounds the user's palms and thus has a very small blade length 2 inches to be exact. By applying more chakra onto the base fighting style, the user is capable of increasing the length of the scalpel by an amount based on their Coordination, 2 Inches per Tier in the stat for a maximum of 12 Inches at S Tier. This will also cost an additional point of stamina per two inches added to the scalpel's length. This not only increases the danger of the chakra scalpel technique in combat likewise allows it to be used for surgeries with large animals and not just humans.
Weaknesses: -
Name: Dissection Blade: Focusing
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: D
Range: N/A
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: Ijutsu; Dissection Blade
Parent Technique: Dissection Blade
Hand Seals: N/A
Description: By focusing more chakra to the user's palms they are able to produce a sharper, tangible Chakra Scalpel. While it does consume a constant chakra price to maintain in this focused form it does make it more viable for combat purposes as well as cutting through something that may pose a danger to their patient's life, or it can be used to block blows from another weapon due to the tangible nature. Offensively, it makes it more dangerous as the cuts inflicted by a focused Chakra Scalpel are incapable of healing naturally, requiring an Ijutsu technique to be used to heal the wound. As a result the scalpel looses its ability to cause internal wounds without breaking the skin, while becoming capable of being blocked by metal armors C-Rank or higher, or non-metal armors B-Rank or higher.
Weaknesses: -