S-rank
- Spoiler:
- Name: Adamantine Sealing Chains
Rank: S
Activation Cost: 25
Upkeep Cost: 15
Range: 0m-150m
Speed: A
Element: N/A
Skill: Fuuinjutsu
Classification: Exclusive (Uzumaki)
Requirements: Uzumaki Bloodline
Parent Technique: N/A
Hand Seals: N/A
Description: This technique molds the user's chakra into extremely durable chains which can be used for various purposes, such as directly combating or physically restraining their targets — foes even as powerful as a tailed beast. These chains could also be used to bind the chakra of a target, completely neutralizing their ability to use chakra based techniques. The user can also manipulate the chains to erect a barrier. This barrier has X-grade hardness in terms of durability. The chains' speed and accuracy are A-Tier. The chains have a Strength of S++ making it extremely difficult for almost any shinobi to break out of them using raw strength. Up to 6 chains 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 X Tier Strength or greater.
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: Asfixiante
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: -
Range: Melee
Speed: -
Element: -
Skill: Taijutsu
Classification: Secret
Requirements: Capoeira
Parent Technique: Galopante
Hand Seals: -
Description: One of the few techniques of the Capoeira style that isn't a kick, this technique can surprise an opponent that may have seen the Capoeira style before. During the usual almost hypnotic swinging back and forth motion, the capoeirista uses their momentum to turn one of their swinging arms into a direct and powerful strike to the throat, putting full force and momentum into that one single strike. The technique can be used to both instantly silence, and also strangle an opponent by forcefully crushing their windpipe to likely end their life with a single strike. Boosts the user's Coordination by 1 tier.
Weaknesses: -
Name: Hantā no ken (Hunter's Sword)
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: 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: 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
- Spoiler:
- Name: Nine Lives
Rank: A
Power: N/A
Activation Cost: N/A
Upkeep Cost: 10
Range: Self
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Exclusive (Ryuutei/Lion Tribe)
Requirements: N/A
Parent Technique: Catlike Reflexes
Hand Seals: N/A
Description: Building off the base its parent technique set, the user's speed and coordination are boosted to even greater heights. This now amplifies their senses, balance, and flexibility by infusing their chakra throughout their body to such a degree that they are considered capable of "avoiding death" several times, hence its name. While active this technique grants the user one tier and one + to Coordination and one + to Speed while active, this cannot raise these stats to X-Rank.
Name: Chapeu de Couro
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Martelo de Negativa
Hand Seals: -
Description: This technique could be used as a faster and slightly more powerful version of the Martelo de Negativa, as it doesn't require the capoeirista to drop down into the Negativa stance first. Instead, the user drops one hand to the ground and uses their entire body from that point as a fulcrum to whip their opposite leg around in a full rotation, aimed as a body blow to the target. The kick follows through into a full rotation back up to the capoeirista's normal stance. This boosts the user's Coordination by a ++.
Weaknesses:
Name: Voo Do Morcego
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: -
Speed: A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: This dual kick is actually one of the few Capoeira moves that does not require the capoeirista to start from any other position; it can be done straight away from a standing position. The user jumps up directly in front of their opponent and raises both legs at the same time before planting the bottom of both feet on their chest or face, while tightening their leg muscles like a spring before fully extending their legs directly against the opponent's chest or face to smash them with full force. The difference between a simple dropkick and this technique is that the user is expected to land again on both feet, allowing them to immediately ready themselves for a continued fight. This technique boosts the user's Coordination by ++.
Weaknesses: -
Name: Chained Capoeira
Rank: A
Power: A
Activation Cost: -
Upkeep Cost: 10
Range: 0-5m
Speed: A
Element: -
Skill: FuuinTaijutsu
Classification: Secret
Requirements: B-tier Stamina, B-tier Coordination
Parent Technique: Chained-Fist Style, Capoeira
Hand Seals: -
Description: By combining the chains of the Chained-Fist Style with the highly agile movements of the Capoeira style, Raika has developed a fighting style all her own. Raika wraps her fists and forearms with the Adamantine Sealing Chains, as well as her feet and ankles, much like how one might use the Chained-Fist Style normally. She then takes on the ginga of Capoeira, incorporating the agile movements with the ability of the Chained-Fist Style to potentially seal chakra, though only when specified in techniques requiring Chained Capoeira as the parent technique. Unlike the Chained-Fist Style, an extension of Adamantine Chain is allowed to dangle from all four limbs, so that they can be used to extend the reach of attacks used in Capoeira to a distance of 5 meters. This style can also be used with the normal Capoeira techniques or with the normal Chained-Fist Style techniques, though not concurrently; one cannot use both Banda and Binding Strikes at the same time, for example. This fighting style also allows the Capoeirista to use their Coordination stat in place of their Strength stat to determine the damage caused by specific techniques, but only with Capoeira techniques; Chained Capoeira, unlike the original Capoeira, boosts its practitioner's Coordination stat by +1 tier.
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.
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-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: 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: Adamantine Attacking Chains
Rank: A
Activation Cost: 15
Upkeep Cost: 10
Range:0m-80m
Speed: B
Element: N/A
Skill: Fuuinjutsu
Classification: Exclusive (Uzumaki)
Requirements: Uzumaki Bloodline
Parent Technique: N/A
Hand Seals: N/A
Description: This technique molds the user's chakra into extremely durable chains which can be used for various purposes including restraint similar to the Adamantine Sealing Chains technique. Much like its counterpart, it can be used offensively, as well as can neutralise a target by binding and nullifying their chakra on contact. These chains are not as strong however and as such restrain at a Strength of A++. The chains also are incapable of forming a protective barrier which limits their versatility in comparison to Adamantine Sealing Chains. The chains' speed and accuracy are B-Tier. Up to 6 chains 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.
Name: Time-Release Technique
Rank: A
Activation Cost: 20
Range: Contact
Speed: -
Element: N/A
Skill: Fuuninjutsu
Classification: Open
Requirements: Fuuninjutsu
Parent Technique: N/A
Hand Seals: N/A
Description: By placing a mark on a person in a ritualistic method, this seal will force the user to perform any technique that the user or target knows. If the technique requires handsigns then the user will be forced to perform handsigns (assuming that's not a physical impossibility). The seal can be activated at will or under a timed release schedule (the detonation time must be specified at the moment of creation via a post count or IRL time). The seal will remain primed even if the person is tortured, put under a trance, or unconscious. This is meant to catch an enemy when their guard is down. The user/target must hold the chakra for techniques primed using Time-Release in escrow meaning this chakra is unavailable to them for in their regular chakra pool. The chakra can only be released/accessed when the seal is activated or when it is erased.
Weaknesses: Only three Time Release seals can be created and primed at one time. If a fourth is created then the oldest created seal will automatically be erased.
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 instantaneously, 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
Name: Chakra Drain
Rank: A
Power: -
Activation Cost: -
Upkeep Cost: -
Range: Sustained Physical Contact
Speed: -
Element: N/A
Skill: Ninjutsu
Classification: Canon
Requirements: N/A
Parent Technique: -
Hand Seals: -
Description: The ability to drain the chakra out of an enemy is one that is exceedingly rare, but extremely potent. Physical Contact (through clothing/armor is fine unless it is designed to negate this ability) must be maintained for a full posting round for the ability to work. Doing so will drain the victim of 25 chakra and give it to the attacker, and can be used in conjunction with any grab-style Taijutsu. This technique does not increase the maximum amount of chakra available in one's chakra pool.
- Spoiler:
- 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: 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: 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: Sealing Helicoptero
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-5m
Speed: B
Element: -
Skill: FuuinTaijutsu
Classification: Secret
Requirements: B-tier Stamina, B-tier Coordination
Parent Technique: Chained Capoeira
Hand Seals: -
Description: Utilizing the chains from the Chained Capoeira fighting style, the capoeirista swings their upper body down in order to put one or both hands on the ground in order to swing both legs up in a spiral that also spins the body back up into a standing position, returning them to the ginga of Capoeira. The chains of this technique are capable of sealing away 5 CP per strike (10 CP total maximum) should the chains hit the opponent. This technique boosts the user's Coordination by ++.
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.
Name: Sealing Chibata
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-5m
Speed: B
Element: -
Skill: FuuinTaijutsu
Classification: Secret
Requirements: B-Tier Stamina, B-Tier Coordination
Parent Technique: Chained Capoeira
Hand Seals: -
Description: Utilizing the chains from the Chained Capoeira fighting style, the user drops their upper body, puts one hand to the ground in order to keep themselves balanced, then brings their both feet up and around, their first leg acting as a feint so their back foot can swing down like an axe kick at the opponent's head or shoulders. The chains of this technique are capable of sealing away 5 CP per strike (5 CP total maximum) should the chains hit the opponent. This technique boosts the capoeirista's Coordination by ++.
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.
Name: Martelo de Negativa
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: Melee
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira, Negativa stance
Parent Technique: Negativa
Hand Seals: -
Description: From the Negativa stance, the capoeirista first turns their body to sweep at the opponent's legs and also to build up momentum again, swinging their "up" leg towards the bent leg to build up tension on their bent leg before thrusting up off of it and turning their entire body while keeping their "down" hand firmly planted on the ground, allowing the fighter to turn their entire body and its momentum into a powerful and potentially deadly body strike from their bent leg, with their previous "up" leg swinging back down to the ground to allow them to regain balance and come back up into the usual Capoeira stance as they complete the kick and the rotation brings their body back around. This technique confers a ++ Coordination bonus to the capoeirista.
Name: Martelo Rotado
Rank: B
Power: B
Activation Cost: 15
Upkeep Cost: 10
Range: -
Speed: A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: A simple but particularly powerful full rotation kick, fairly uncommon in Capoeira as a technique that requires the capoeirista to sacrifice control over power. Similar to the Armada, the user spins first to build up their momentum, bringing up the lead leg first, but then spinning their body to snap their other leg up for a powerful kick aimed at the target's head, with the rotation bringing that leg all the way back around so that the capoeirista lands on the same foot. The technique is meant to be performed with extreme quickness and can seem to come from nowhere, making it quite effective as a surprise attack; it can also be done in rapid succession, resulting in a flurry of kicks to the head that is meant to force an opponent back, and this flurry allows it to have an upkeep cost for that purpose. This technique boosts the user's Coordination by ++.
Name: Neck Shredder
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: Melee
Speed: -
Element: -
Skill: Taijutsu
Classification: Ryuutei Clan Exclusive
Requirements: N/A
Parent Technique: Feral Nature
Hand Seals: N/A
Description: The Ryuutei clan member starts off by extending their claws to their full length. From their all-fours stance, the clan member rises up to give three rapid alternating slashes as they move up the opponent's body. The technique finishes by turning the third slash into a spin, adding momentum to a fourth slash with the same claw aimed at the opponent's neck before returning to the all-fours stance. Boosts the user's Coordination by 1 tier+.
Name: Lion's Claw Shatter
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 5 meters
Speed: User's Coordination -1 advantage (-)
Element: -
Skill: Taijutsu
Classification: Ryuutei Clan Exclusive
Requirements: N/A
Parent Technique: Feral Nature, Lion's Swipe
Hand Seals: N/A
Description: The Ryuutei clan member extends their claws, then strikes at either the opponent's feet or the ground. The force of the strike causes the earth to crack in a five-pronged crater extending forwards at even intervals, making it difficult for the opponent to keep their balance if the strike doesn't hit their foot (minimum C-rank Coordination to stay standing). Boosts the user's Strength by 1 tier.
Name: Catlike Reflexes
Rank: B
Power: N/A
Activation Cost: N/A
Upkeep Cost: 5
Range: Self
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Exclusive (Ryuutei/Lion Tribe)
Requirements: N/A
Parent Technique: Feral Nature
Hand Seals: N/A
Description: Building off the base its parent technique set, the user channels their chakra through their body and muscles. However, they now provide far more intensive focus into their nerves and joints. Greatly augmenting flexibility and reaction time by increasing Coordination by one tier and granting one + to Speed while active.
Name: Chakra Draining Seal
Rank: B
Activation Cost: 10
Upkeep Cost: N/A
Range: Contact
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: A fūinjutsu designed to drain chakra. By placing the target on top of the seal, the chakra drained is transferred to the user. The seal drains 5 per turn.
Weaknesses: If the target is removed from the seal then the technique ends and must be re-activated.
Name: Armada com Martelo
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: Melee
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Armada
Hand Seals: -
Description: Somewhat similar to Armada, this technique uses more momentum to strike an opponent's head with more power. After a spin, the capoeirista swings up the first foot in the spin as a feint, then rotates their body to bring their other foot up at the target's head with more power in an actual strike. This technique boosts the user's Coordination by ++.
Name: Lightning Flash Blade Creation
Rank: B
Activation Cost: 3 (Sealing) 1 (Unsealing)
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Fuuinjutsu Medium
Parent Technique: Unsealing Technique
Hand Seals: N/A
Description: This is a special "ninja tool summon" that allows the user to seal ninja tools like swords or kunai into a scroll or their clothes beforehand, allowing them to be called upon when needed. The ninja tools can be summoned in an instant just by touching the sealing "marks" which can be drawn anywhere. The greatest advantage of this technique is that the time between taking out a ninja tool, taking the right stance and actually throwing it is greatly reduced. Also when a weapon such as a fūma shuriken is summoned, the time needed to throw it can be further shortened by having prepared the weapon in its fully extended form beforehand. Furthermore, because the summoned ninja tools can remain hidden until right before they are used there are an exceptional number of possible tactics. One hundred ninja tools can be stored within each sealing mark, which can make the efficiency of this technique last longer. Five tools can be summons per unseal.
Weaknesses: Just like with any Fuuinjutsu, if the medium in which your seal is placed on is destroyed, everything stored within the seal is lost permanently.
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 CP) 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: Lions Mane
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-25m
Speed: Coordination
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: Ninjutsu Skill, Long Hair
Parent Technique: N/A
Hand Seals: Tiger -> Monkey -> Bird
Description: The user performs the required hand seals before their chakra flows out into their hair and amplifies its durability as well as allows the user to control it. They are able to convert it into limbs that hold B-Rank strength and durability moving at speeds equal to the user's base Coordination, capable of extending up to twenty-five feet and growing out the user's hair or shrinking it as needed.
Weaknesses: N/A
Name: Needle Hell
Rank: B
Power: C
Activation Cost: 13
Upkeep Cost: N/A
Range: 50m
Speed: B
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: Ninjutsu Skill
Parent Technique: Lion's Mane
Hand Seals: Ox
Description: The user performs the required hand seal before amplifying their chakra and infusing it into their hair before releasing it in a sudden barrage of razor-sharp needles at high speeds designed to bombard the target and tear through defenses traveling up to fifty meters at B-Rank speeds with C-Rank power.
Weaknesses: N/A
Name: Secret Sword: Moonlight
Rank: B
Power: A
Activation Cost: 15
Upkeep Cost: N/A
Range: 0 - 25 m.
Speed: -
Element: -
Skill: Kenjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user dashes to their opponent with great speed before attacking them with a quick lateral sword strike. The tremendous speed leaves a trace of afterimage in the process.
The user gains +1 tier and +2 advantages to their Speed when dashing towards their opponent for their attack.
Weaknesses: N/A
Name: Hazy Moon Night
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: N/A
Range: -
Speed: -
Element: -
Skill: Kenjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user swings their sword in a circular motion, leaving a trace of afterimages behind, which befitting to name, mirrors that of a moon. The user can then rush at their opponent to deliver a blow, taking advantage of the difficulty in following their movement.
The user gains a +1 advantage to their Coordination and debuffs the target's Perception by 1 tier.
Weaknesses: N/A
Last edited by Raika Ryuutei on Fri Jul 07, 2023 2:52 pm; edited 6 times in total