Approved Techniques
- Trained:
- Name: Krav Maga
Rank: B
Power: B
Activation Cost: -
Upkeep Cost: 5
Range: Self
Speed: -
Element: -
Skill: Buki/Tai
Classification: Secret
Requirements: Bukijutsu Skill | Taijutsu Skill | Trench Knives
Parent Technique: -
Hand Seals: -
Description: Krav Maga is a combination martial art that focuses on realistic, yet tactical self-defense. It borrows strikes, throws, knives, and ground fighting techniques to make an all-around solid defensive and offensive fighter, however, the top belief for Krav Maga is that it is to be used for defense. This style grants a (++) Advantage boost to Coordination and Speed.
Weaknesses: -
Name: Chained-Fist Style
Rank: A
Power: A
Activation Cost: -
Upkeep Cost: 10
Range: Self
Speed: -
Element: -
Skill: FuuinTaijutsu
Classification: Uzumaki Exclusive
Requirements: B-Tier Stamina
Parent Technique: Adamantine Sealing Chains
Hand Seals: -
Description: This is a Unique fighting style that is the height of mastery among the Uzumaki, not all Uzumaki possess the ability to control the finer points of their chains that is required from this style. The Uzumaki shape chakra around their fists, wrists, and forearm forming small adamantine chain like wraps around them as well as around their feet granting them a +1 Tier to Strength as well as a (++) advantage to their Coordination. However, unlike its parent tech Chained Fist style and its derivatives do not suppress chakra, unless it is stated otherwise within the description.
Weaknesses: -
Name: Get Over Here
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-15m
Speed: B++
Element: -
Skill: Buki or Taijutsu
Classification: Uzumaki Exclusive
Requirements: B-Tier Stamina
Parent Technique: Adamantine Attacking Chains
Hand Seals: -
Description: Can be used by itself or in combination with techniques. Shooting a single chain from the hand of the user's choice they are able to quickly grapple the target and pull them towards the user. How far is dependant upon the User's strength verses the targets strength, can only pull targets closer.- If target is 2 tiers stronger they are unmoved
- If the target is 1 tier stronger they are pulled 5 meters
- If the target has the same strength they are pulled 10 meters.
- If the target is 1 tier of lower in strength they are pulled the maximum distance of 15 meters.
- If the target is airborne, they are pulled the maximum distance regardless of strength.
Those pulled suffer a -1 tier to their coordination in relation to the follow up attack only.
Weaknesses: The chain is shot in a straight line and between it and the size, the further away the target is the easier it is to dodge
Name: Binding Strikes
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 10
Range: (0-5m)
Speed: -
Element: -
Skill: FuuinTaijutsu
Classification: Uzumaki Exclusive
Requirements: Chained Fist Style | B-Tier Base Coordination
Parent Technique: Chained Fist Style
Hand Seals: -
Description: This maneuver, requires both Precision and speed, increases the users speed by a (++) advantage and increases their coordination by +1 Tier. Getting in precise shots in the user attaches their chakra to the target with one hand while thrusting their other hand towards the ground completing the circuit and making a Binding Chain between the target and the ground (Max 4). The strikes can be to any part of the body and can be to multiple parts if the user is faster than the target. Once all four Binding Chains are in place the target's chakra is sealed at a rate of 25 per post that they remained chained. (this is not absorption), Sealed chakra returns at the end of a thread, unless a permanent chakra seal is placed upon them.
Weaknesses: the bindings can be nullified like any other fuuinjutsu in accordance with the sealing breaking rules. The binding chains can also be broken by S Tier Strength or greater.
Name: Crashing Wave
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: The user raises on leg 180° into the air performing an Axe Kick, dropping their foot onto an opponent with devastating force as this maneuver increases the strength of the strike by 1-Tier. This can also be used while in the air. Alternatively, this can be used as a precursor to another maneuver that attacks with a high kick, in which the dropping of the foot is a feint meant to catch the target off guard, when used in this manner the user does not receive the 1-Tier boost to their strength from this technique, instead it applies a -1-Tier reduction to the Target's Perception against the following maneuver.
Weaknesses: -
Name: Undertow Sweep
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: A simple, yet effective maneuver in which the user attacks in a sweeping motion with their leg in an attempt to knock their opponent off their feet. During this maneuver the user's coordination is boosted by 1-Tier, on connection if the user's coordination is higher than the target's strength, they are knocked prone. Alternatively, this can be used as a precursor to another maneuver that attacks from a low stance, in which the sweep is a feint meant to catch the target off guard, when used in this manner the user does not receive the 1-Tier boost to their coordination from this technique, instead it applies a -1-Tier reduction to the Target's Perception against the following maneuver.
Weaknesses: -
Name: Rushing Current
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: Self (0-30m)
Speed: Users Speed +1 Tier
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: This maneuver is for the sole purpose of closing the distance between the user and the target quickly, for this the user receives a 1-Tier boost to their speed for the approach against the target. Commonly used as a precursor to another maneuver, as this closes the distance often putting the target within melee range for a follow-up strike.
Weaknesses: -
Name: Falling Rain
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: Melee (0-15m)
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: This maneuver can only be used on a target that is airborne, channeling chakra into their feet the user launches themselves a maximum of 15 meters into the air in an attempt to get close to said target where they will deliver a series of punches as they both fall to the ground before kicking off the target to land on their feet as the target crashes into the ground. While using this Maneuver the user gains to 1-teir boost to their Coordination for delivering strikes as well as landing on their feet after.
Weaknesses: -
Name: Whirlpool Kick
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: A Standard Reverse Roundhouse kick or Spinning Heel kick in which the user of this maneuver uses the protruding point on the backside of the heel to strike with, the kicking leg coming from around the kicker's back as they pivot and the knee remaining relatively straight on the follow through as they aim for the targets mid to upper body. Alternatively, this strike can be made be aimed at a downward angle to the anterior side of the knee it is commonly referred to as "The Shark Kick" due to its tendency to tear the anterior cruciate ligament. During the use of this maneuver the user's strength is increased by 1-Tier no matter where the strike is made.
Weaknesses: -
Name: Tsunami Strike
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: Tsunami strike is a simple maneuver, also known as a butterfly kick. This maneuver is done by doing a large circular motion with both feet in succession, making the combatant airborne. There are many variations of this kick. The kick may look like a slanted aerial cartwheel and at the same time, the body spins horizontally in a circle. It begins as a jump with one leg while kicking with the other, then move the kicking leg down and the jumping leg up into a kick, landing with the first kicking leg, all while spinning. The User's Strength is boosted by 1-Tier during this Maneuver.
Weaknesses: -
Name: Wrath of the Kraken
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught | Minimum B Coordination
Parent Technique: -
Hand Seals: -
Description: Wrath of the Kraken is a simple maneuver in which the user performs a series of fast jabs (10 in Total) though mostly focused on the midsection of the target the jabs can target any part of the opponents body. The user finishes this maneuver with a powerful jump kick that tries to push the opponent backwards 5m, however those with higher strength than the user can easily resist this push back causing the user to push off of them instead resulting in them moving back 5m instead. During this Maneuver the user’s strength is increased by 1-Tier.
Weaknesses: -
Name: Erupting Geyser
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee (0-15m)
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: Erupting Geyser is a simple uppercut maneuver, often used as a set up maneuver for a follow-up attack. focusing chakra into their knuckles as they get low, the user delivers a punch that is aimed for the opponents chin. Releasing the chakra upon impact to cause the target to launch 15m into the air, this tends to leave the target vulnerable in the air allowing the user to use a follow up technique that requires the target to be in the air. Alternatively, this can be used as an attempt to knock the opponent out in which the user focuses their chakra into their punch, when used in this manner the user’s strength is increased by 1-Tier and doesn’t launch the target in the air.
Weaknesses: -
Name: Mastery of Body: Control
Rank: C/S
Power: C/S
Activation Cost: 5/30
Upkeep Cost: 3/20
Range: Self
Speed: -
Element: -
Skill: Taijutsu (Aura)
Classification: Personal
Requirements: B-Tier Stamina for C, A-Tier Stamina for S
Parent Technique: -
Hand Seals: -
Description: This is one of the three states of mastery over ones on body, by regulating their body through chakra they are capable of increasing their body's ability to react and move. This requires extreme chakra control in order to use and maintain, as they use their chakra to stimulate the muscles in order to cause them to move faster or react faster than normal. At C-Rank the user is capable of increasing either their Speed or Coordination by 1-Tier, at S-Rank the user is capable of increasing both Speed and Coordination by 1-Tier or one Stat by 2-Tiers.
Weaknesses: When casting this technique as well as maintaining it, the user's stamina must be above 30%. In addition, the user must maintain general concentration to maintain their chakra flow. If at any time the user is inflicted with heavy damage in contrast with their Constitution this technique ends.
Name: Mastery of Body: Force
Rank: C/S
Power: C/S
Activation Cost: 5/30
Upkeep Cost: 3/20
Range: Self
Speed: -
Element: -
Skill: Taijutsu (Aura)
Classification: Personal
Requirements: B-Tier Stamina for C, A-Tier Stamina for S
Parent Technique: -
Hand Seals: -
Description: This is one of the three states of mastery over ones on body, by regulating their body through chakra they are capable of increasing their body's ability to Strike or Defend. This requires extreme chakra control in order to use and maintain, as they use their chakra to stimulate the muscles in order to cause them to Strike Harder or Defend against Physical attaks better than normal. At C-Rank the user is capable of increasing either their Strength or Constitution (against Physical Attacks) by 1-Tier, at S-Rank the user is capable of increasing both Strength and Constitution by 1-Tier or they can boost their Strength by 2-Tiers, however they are incapable of boosting their Constitution in this way.
Weaknesses: When casting this technique as well as maintaining it, the user's stamina must be above 30%. In addition, the user must maintain general concentration to maintain their chakra flow. If at any time the user is inflicted with heavy damage in contrast with their Constitution this technique ends. When Boosting Con, this technique only strengthens the body against physical attacks and has no effect against Non physical attacks such as fire or lightning based attacks, this technique is useless.
Name: Mastery of Body: Vigilance
Rank: C/S
Power: C/S
Activation Cost: 5/30
Upkeep Cost: 3/20
Range: Self
Speed: -
Element: -
Skill: Taijutsu (Aura)
Classification: Personal
Requirements: B-Tier Stamina for C, A-Tier Stamina for S
Parent Technique: -
Hand Seals: -
Description: This is one of the three states of mastery over ones on body, by regulating their body through chakra they are capable of increasing their body's ability to precieve incoming attacks. This requires extreme chakra control in order to use and maintain, as they use their chakra to stimulate either their Eyes or their Ears to increase their ability to perceive their opponents. At C-Rank the user is capable of increasing either their Perception by 1-Tier in reference to sight or to hearing, at S-Rank the user is capable of a flat raise to their total perception by 1-Tier.
Weaknesses: When casting this technique as well as maintaining it, the user's stamina must be above 30%. In addition, the user must maintain general concentration to maintain their chakra flow. If at any time the user is inflicted with heavy damage in contrast with their Constitution this technique ends.
Name: Chain Whip
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-15m
Speed: -
Element: -
Skill: FuuinBukijutsu
Classification: Uzumaki Exclusive
Requirements: Adamantine Sealing Chains
Parent Technique: Adamantine Attacking Chains
Hand Seals: -
Description: This technique molds the user's chakra into a a singular durable chain with it's links so tightly together that they form a whip within the user's hand. Unlike it's parent technique, the chain whip is incapable of nullifying chakra, it's only function is to be used in the same way as a standard whip. The only differences between this whip and a standard whip is the damage dealt from a hit, it can extend or retract within it's range and it can restrain at a Strength of B++. Chain whip's speed and accuracy are determined by the User's Coordination stat.
Weaknesses: Because there is Fuuinjutsu underlying the chain whip, it can be nullified like any other fuuinjutsu in accordance with the sealing breaking rules. The chain whip can also be broken by A-Tier Strength or greater.
Name: Sealing Strike
Rank: B/A/S
Power: B/A/S
Activation Cost: Varies
Upkeep Cost: -
Range: Touch
Speed: -
Element: -
Skill: FuuinTaijutsu
Classification: Uzumaki Exclusive
Requirements: Chained Fist Style
Parent Technique: Chained Fist Style
Hand Seals: -
Description: Sealing strikes is among the pinnacle of the Chained Fist Style, each tier of this technique must be learned separately. (separate WC for each Tier) At the lowest level Sealing strikes are capable of sealing away 10 chakra per strike (Max 5), At A-Rank, Sealing strikes are capable of sealing away 20 chakra per strike (Max 5) At this level, this includes both Sage chakra and Normal Chakra. At S-Rank, Sealing Strikes are capable of sealing away 30 chakra per strike (max 5) this includes but is not limited to Bijuu chakra. This techniques activation cost is for a single strike, which results in sealing away the same amount of chakra from the target on a hit. Meaning each strike must be paid for through activation of it again.
Weaknesses: can be nullified like any other fuuinjutsu in accordance with the sealing breaking rules, sealed chakra returns at end of thread unless a permanent seal is placed.
Name: Tortoise Shell
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: Tortoise Shell is a defensive maneuver in which the user focuses their chakra towards defense, unlike Calm Waters where the user is focusing on redirecting or dodging the attacks, the user moves to take the strike head on. Their bodies becoming harder to damage as if a hard shell, as their chakra increases their constitution by 1-Tier against Physical Attacks.
Weaknesses: Attacks that have no physical makeup (fire, lightning, wind) can bypass this increased constitution as though it wasn’t there.
Name: Adamantine Grand Battle Dome
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: 20 (see description)
Range: 0-150m Radius
Speed: A
Element: -
Skill: Fuuinjutsu
Classification: Uzumaki Exclusive
Requirements: A-Tier Stamina
Parent Technique: Adamantine Sealing Chains
Hand Seals: -
Description: Through the use of this technique, the user is capable of spreading their chakra out across the ground the desired distance before forming it into large chains that quickly form up to create a dome made of Adamantine Chains with the user in the center. Like its parent Technique these chains seal chakra, however they cannot attack they only form a dome around the user and those within the range. Those inside the dome find it impossible to mold chakra for a technique stronger than C-Rank with the exception of Tai/Ken/Buki Techniques, those that touch the chains find it impossible to mold chakra while touching them. Those within this dome have their chakra slowly drained from them, this drain is dependent upon how many people are within the dome. The Total drain of Chakra is 20 per post, if 2 are within the Dome they each lose 10 per post, if 4 are within the Dome they each lose 5 per post, etc. the user of this technique is always on the inside this dome and can end the technique at any point, otherwise this technique remains until there is no more chakra within the dome to drain.
Weaknesses: Much like its parent technique, the Dome can be nullified like any other fuuinjutsu in accordance with the sealing breaking rules. The chains that make up the dome can also be broken by X-Tier Strength or greater.
Name: Calm Waters
Rank: D-S
Power: D-S
Activation Cost: Varies
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Personal (Can be used with any Fighting Style)
Requirements: Raphael Taught
Parent Technique: -
Hand Seals: -
Description: A defensive maneuver that requires the user to be able to see and react to incoming attacks, boosting the user's perception by 1-Tier against attacks they can see. This maneuver uses the opponents own weight and power against them, using their arms or legs to knock away and divert the attacks or shifting in such a way that they throw the opponent off balance. While this maneuver can be used at its based level to intercept/divert melee attacks that do not use chakra to impower them (this includes weapon-based attacks), higher levels of chakra are required in order to intercept/divert attacks that are enhanced by chakra. The user must pay the same level of activation as the tech that they are attempting to counter.
Weaknesses: This is only effective against Tai/Ken/Buki/Kyu techniques and has no effect in trying to counter any of the other skills techniques.
Name: Uzumaki Sealing Technique
Rank: S
Power: X (due to passive +1 from bloodline)
Activation Cost: 30
Upkeep Cost: -
Range: 0-150m
Speed: S+
Element: -
Skill: Fuuinjutsu
Classification: Uzumaki Exclusive
Requirements: Clan Leader
Parent Technique: Adamantine Sealing Chains
Hand Seals: -
Description: This Technique requires a blood deposit from the caster, similar to a summoning technique, however using this technique uses 1 pint of blood causing the debuffs listed in the clan weaknesses to take effect on the user after its casting. Slamming their palm into the ground causes a large sealing formula to appear across the ground in front of them, as the formula appears chains begin launching at the one that is the target of this technique, regardless of others that might be within the area of effect. This Technique is said to be strong enough to seal away a Bijuu however doing so still requires a vessel strong enough to contain it as well as another technique to place upon the host if it is a jinchuuriki, otherwise the chains will bind the target to the location of the seal until it is broken and the one imprisoned is set free, or until the one imprisoned dies.
Weaknesses: Normal Fuuin Weaknesses. X+ Strength is capable of breaking the chains.
Name: Adamantine Chain Attacking Orb
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 10
Range: 250m
Speed: A+
Element: -
Skill: Fuuinjutsu
Classification: Uzumaki Exclusive
Requirements: -
Parent Technique: Adamantine Attacking Chains
Hand Seals: -
Description: This was created as a way to apprehend those that were attempting to flee, allowing them to be captured without needing to resort to killing them. The user molds their chakra chains into a small ball that fits within the palm of their hand before launching it at a target, moving at A+ speed in a straight line towards the target upon impact the orb explodes as it surrounds the target in the chains incapacitating them and nullifying their chakra making it impossible for them to resist or fight back. Up to 3 orbs can be created.
Weaknesses: Because there is Fuuinjutsu underlying the chakra chains, they can be nullified like any other fuuinjutsu in accordance with the sealing breaking rules. The chains can also be broken by S Tier Strength or greater. The Orb moves in a straight line, meaning the further away the target is, the easier it is for them to dodge the attack.
Name: Chained Combat
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: Self-5 feet.
Speed: B++
Element: -
Skill: FuuinTaijutsu
Classification: Uzumaki Exclusive
Requirements: B-Tier Stamina
Parent Technique: Adamantine Attacking Chains
Hand Seals: -
Description: The user releases a small amount of chakra, creating 2 five-foot chains from their hands allowing the user to increase their range of attack as well as seal away chakra, each strike from the chains sealing away 15 chakra from the target as they strike. Masters of this technique are capable of waiting until the very last second to form the chain to catch the opponent off guard, while some prefer to keep them out showing their mastery over the technique.
Weaknesses: Because there is Fuuinjutsu underlying the chakra chains, they can be nullified like any other fuuinjutsu in accordance with the sealing breaking rules. The chains can also be broken by A Tier Strength or greater.
Name: Unlocking Seal
Rank: S
Power: X (due to passive +1 from Bloodline)
Activation Cost: 30
Upkeep Cost: -
Range: Touch
Speed: -
Element: -
Skill: Fuuinjutsu
Classification: Uzumaki Exclusive
Requirements: Clan Leader
Parent Technique: Uzumaki Sealing Technique
Hand Seals: -
Description: This technique was originally designed as a way for the Uzumaki to be able to release those bound by the Uzumaki Sealing Technique, however that is just a small fraction of its capabilities. In truth the Unlocking Seal can instantly undo any seal placed, not just the original sealing technique it was created to undo. This is accomplished by the sealing formula of the Unlocking Seal, the formula overrides the formula of the seal that it is place over, changing it in such a way that it completely negates the seals effects. It is so powerful that it is capable of even overriding Bijuu seals placed upon Jinchuuriki, however it is not as effective and requires multiple uses to even begin to weaken the seal. When used against such seals this formula negates 30 charges from the seal as a way of weakening it, therefore the stronger the seal the more seals it would take to completely undo.
Weaknesses: Knowledge of the Seal that this is attempting to override is required in order for it to have any effect, making it far less effective against seals that are not as widely known.
Name: Riptide Seal
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: Contact
Speed: Instant
Element: -
Skill: Fuinjutsu
Classification: Custom
Requirements: A Rank Intelligence
Parent Technique: -
Hand Seals: Boar - Rat - Tiger - Dog
Description: The Riptide Seal is a Fuinjutsu designed to seal a Bijuu inside of another individual. Physical Contact with the individual is required in order to do so. The Riptide Seal appears as a circular whirlpool of ink with the Kanji for ‘Seal’ in the middle of it.
Weaknesses: The Riptide Seal is, like any other seal, capable of being unsealed via Fuinjutsu Rules and as a Bijuu Seal can have it’s integrity run out via the normal Bijuu. - If target is 2 tiers stronger they are unmoved
Last edited by Raphael Uzumaki on Mon Apr 24, 2023 10:46 pm; edited 3 times in total