Name: Five-Seal Barrier
Rank: C
Activation Cost: 10
Upkeep Cost: N/A
Range: 0mi-2mi
Speed: N/A
Element: N/A
Skill: Fuuninjutsu
Classification: Open
Requirements: Five Fuuinjutsu tags
Parent Technique: N/A
Hand Seals: N/A
Description: This technique creates a barrier around a place by placing four "forbidden" (禁, kin) tags in different locations surrounding the place to be protected, a fifth tag on the location to be protected. The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, the material's destruction is "forbidden". Using any kind of physical attack to try and destroy something in the barrier is folly, as it will only lead to injury. To cancel this, it is necessary to search for the four tags and tear them off simultaneously. Even if the tags are removed, there is a final obstacle. The user can add a trap that will create perfect copies of those who have removed the seal, preventing them from returning immediately. Those who have removed the seal must spend two posts fighting their copies before defeating them.
Name: Explosive Tag Seal
Rank: C
Activation Cost: 5 [Paid if making the Fuuin on its own]
Range: 0 - 20 m.
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Blank Sealing Paper
Parent Technique: N/A
Hand Seals: Snake
Description: The Explosive Tag Seal is a well-known Fuuinjutsu most commonly used to produce explosive tags commonly stored in the marketplace. This technique works by sealing the user's chakra and compressing it (5 CP). When the chakra is released it reacts violently with the environment resulting in a small, but potent blast radius of five meters. There are two ways the explosive can be activated, both costing no chakra:
1.) Igniting the tag with chakra or heat. This results in a slow burn and a four second delay allowing the user to benefit from the delay by throwing them greater distances, how far dependent on the user's method.
2.) Detonating the tag remotely using chakra. To do this, the user must make direct contact with the explosive tag to apply their chakra to the tag. This allows them to detonate the explosive tag remotely with the Snake hand seal. The range on this method is only twenty meters from the user.
Weaknesses: Lit explosive tags can be deactivated by applying chakra to the tag before the seal is burned and the explosion is released.
Name: Five-Seal Barrier Pass Technique
Rank: C-Rank
Power: C-Rank
Activation Cost: 5
Upkeep Cost: N/A
Range: Contact
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Hand Seals: N/A
Description: In order to enter the boundary created by the Five-Seal Barrier without dispelling the technique, one has to use the Five-Seal Barrier Pass Technique. The user probes their chakra out into the barrier, and essentially requests permission to enter. Whoever created the Five-Seal Barrier may then decide whether to allow them entry or not.
Name: Kendo
Rank: C
Power: B
Activation Cost: -
Upkeep Cost: 5
Range: Self
Speed: N/A
Element: N/A
Skill: Kenjutsu
Classification: Open
Requirements: Kenjutsu weapon
Parent Technique: N/A
Hand Seals: N/A
Description: A basic Kenjutsu style that focuses on quick, precise strikes followed by strength. It is considered the foundation Kenjutsu style mastered by all users of the sword before branching out into the other various fields.
Coordination is boosted by +1 tier and Strength by +1 advantage.
Name: Chakra Flow
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 3
Range: 0 - 5 in.
Speed: -
Element: -
Skill: Kenjutsu/Bukijutsu
Classification: Open
Requirements: None
Parent Technique: N/A
Hand Seals: N/A
Description: Chakra Flow refers to both the flowing of chakra through an object. Generic Chakra Flow simply increases the weapon's Durability OR Hardness by +1 rank. By channeling in different elements this also influences the effects by changing the nature of the chakra flow. (Note: elemental chakra flow also carries over the +1 tier for Durability/Hardness from the original technique.)
- Earth: Turns the blade into a deep black. Increases grade or hardness by +1 rank (so basically +2 ranks on hardness/grade or +1 rank in each.)
- Fire: Ignites the blade in fire. B-rank Fire damage and spreading fire on contact.
- Lightning: Creates sparks along the chakra flow. C-rank Lightning damage and numbness in the affected area. (-1 advantage to Coordination for two posts.)
- Wind: Causes the chakra flow to grow in size. B-rank Wind cutting potential and a longer chakra extension (up to 3 feet.)
- Water: Encases the blade in a thick skin of water flowing either away or towards the user. Reduces the opponent's Strength of their swing on contact by -1 tier as well as pushes their attack in the direction of the water current with B-tier Strength.
Name: Moonlight
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: -
Speed: -
Element: -
Skill: Taijutsu/Kenjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user stabs their sword into the ground, balances themselves on it and kicks their opponent away. The kick is usually aimed at the upper abdomen or the neck area.
The user gains +2 advantages in Coordination and +2 advantages in Strength.
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: 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.
Name: Advanced Boomerang throw
Rank: C
Power: C
Activation Cost: D
Upkeep Cost: N/A
Range: Same as normal based on projectile rules
Speed: Same as normal based on projectile rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: B rank Corrdination, C rank strenghth
Parent Technique: Boomerang Throw
Hand Seals: N/A
Description: A technique to throw medium sized objects such as a fuma shruiken in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it
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: The Unyielding
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 3
Range: Self
Speed: N/A
Element: N/A
Skill: Kenjutsu/Bukijutsu
Classification: Open
Requirements: C tier Coordination w/o Ken/Bukijutsu. D tier Coordination w/ Ken/Bukijutsu. | Requires a shield.
Parent Technique: N/A
Hand Seals: N/A
Description:
Whether it is with a knife or a hammer, The Unyielding is a mixture of weapons yet no matter what the weapon there is always a shield. It is designed so that when evasion fails and there appears to be no way out then the shield would help the user endure punishment to an extent. It is mainly a protection based fighting style and doesn’t rely on evasion. A skilled user with the shield can defend a small group of people from projectiles and ward off most physical attacks.
Boosts Strength by +1 tier.
Weaknesses:
It is physically impossible to protect themselves against attacks that are meant to target areas. So if someone launches a Fireball for example at the user, sure the user can allow the shield to take the immediate impact, but because it is such an large attack the flames would just go around the shield and at the user.
Name: Bulwark Shield
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: Melee
Speed: C
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: Shield | The Unyielding
Parent Technique: The Unyielding
Hand Seals: ---
Description:
By focusing all of your energy into defense you can ward off a heavy blow. This can range from someone with tremendous strength to a boulder tumbling down the cliff. You root your stance so that you may not falter nor knocked away. This usage of defense increases your Constitution by +1 tier..
Weaknesses:
Not effective against intangible matter.
Name: Bull’s Shield
Rank: C
Power: C+
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: C
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: The Unyielding | Requires a shield.
Parent Technique: The Unyielding
Hand Seals: ---
Description:
Sometimes the shield is not in your hand just to save your neck from that barrage of shurikens. Sometimes you just gotta take your shield and smack your enemy on the face with it. Often this attack is used as a counter to achieve maximum effect, but otherwise this is to cause the opponent to stagger away. Creates some distance for you and gives you a breather from someone who has been hurling one too many attacks on you. Boosts your Strength by +1 tier.
Weaknesses:
Obviously if the opponent steps back outside of your reach then you’re out of luck. Proceeding to step forward when the opponent is expecting it would be overextending yourself and can leave yourself vulnerable to a nasty counter.
Name: Athangia
Rank: C
Power: C
Activation Cost: ---
Upkeep Cost: 3
Range: Self
Speed: ---
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: C-tier Strength | C-tier Coordination
Parent Technique: ---
Hand Seals: ---
Description:
A scythe oriented fighting style that originated from farmers who defended themselves against bandits and raids when the officials could not. The scythe, though a farming tool, can be used to perform simple attacks such as harvesting the calves limiting their enemy’s movement and progress to more fluid advanced uses of the tool. However, the style does not just use the blade even though most of the lethality comes from that side. The user can use the shaft of the large tool as both a defensive mechanism and to fight similar to Bo-Staves.
Boosts the user’s Strength by ++ and Coordination by +.
Name: Defensive Twirl
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: C
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: Athangia
Parent Technique: Athangia
Hand Seals: ---
Description:
A twirl of the scythe in rapid movement can ward projectiles away from the user equivalent to the user’s Coordination. Be mindful that just because the user wards it doesn’t mean they are protected as some projectiles pack more power than the user can handle.
Boosts the user’s Coordination by +1 tier.
Weaknesses:
Cannot ward against AOE or attacks from the side/behind that isn’t covered by the scythe.
Name: Moonlit Performance
Rank: C
Power:-
Activation Cost:-
Upkeep Cost: 3
Range: 2 meters around the user
Speed:-
Element:-
Skill: Bukijutsu
Classification: Open
Requirements: Polearm weapon
Parent Technique:
Hand Seals:-
Description: From extensive training with polearm weaponry, the practitioner has become adjusted and well versed in utilizing the length of the weapon to a high degree. Because of how long polearms are their wielders excel in dishing out and dealing with attacks at a distance. Due to this, their senses have grown accustomed to reacting quicker when things enter a two-meter range within their vision. Boosting perception by ++ and coordination by +.
Weaknesses: This only works when encountering things that are within the user's field of vision before them. Thus attacks from behind or that they are not aware of cause this boost to be lost when dealing with them.
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: 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: 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.
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.
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: 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: Shatter Palm
Rank: C
Activation Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user thrusts their palm towards their opponent in an attempt to damage them or break through their guard.
Boosts Strength for the thrust by +1 tier.
Name: Slamming Palm
Rank: C
Activation Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user thrusts their palm in an upwards motion at their opponent. This is used most frequently to knock their opponent into the air or perhaps to knock them unconscious.
Boosts Strength for the thrust by +1 tier.
Name: Bell Ring Genjutsu
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 25 m.
Speed: A
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: A bell or chime that is connected to the user (directly or thru any cording/wire)
Parent Technique: N/A
Hand Seals: N/A
Description: This Genjutsu is triggered by the usage of a bell emitting a particular sound wave that travels from the inner ear to the brain. Once triggered, this Genjutsu will cause the opponent to hallucinate, seeing multiple images on the user and making it very hard to tell the real one from the illusions. Additionally, the target loses their motor skills with continued exposure to the ringing. This is manifested as a tier loss to Coordination.
This technique takes two posts to set in and can affect multiple targets, and unlike most Genjutsu techniques, deals D-rank damage to the inner ear of the target at the end of the two posts.
Weaknesses: Every upkeep post must have the user ring the bell or chime they're using to continue the effects. Preventing the bell/chime from being rung or protecting you from its sound waves will nullify the technique.
Name: Sly Mind Affect Technique
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 80 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger
Description: This technique allows the user to change the enemies' sense of direction as they see fit. When this technique was evoked, the enemy was forced to walk around continuously in circles by making it seem as if they're walking straight to their desired destination.
This technique covers a 80 meter diameter influencing whatever steps foot inside. The technique takes one post to set in. Once it has, the victim will walk in circles for as long as the technique is kept up or until they realize their mistake.
Name: Demonic Illusion: False Surrounding Technique
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 100 m.
Speed: B
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This Genjutsu is triggered by the opponent walking in a certain area inlaid with the user's chakra. This general area of effect can be within 100 meters of the user's location. This Genjutsu allows one to trick others into mistaking the place they're in for another. This technique's main feature is that it can be cast over an extensive surface, therefore any and all who step into the illusion's area of effect will fall under the spell. This technique allows the user to sculpt and shift the area into a place of their own choosing via illusion. This technique takes two posts to set in.
Name: Hazy Genjutsu
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 15 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram -> Tiger
Description: This technique casts an illusion on the enemy that blurs the target's vision of the entire area damaging the target's Perception by one tier. In addition, it causes the victim to react as though they're sinking in quicksand reducing their Speed by one tier as well.
This technique takes three posts to set in. The user must be aware of their targets' position with no obstructions in the way.
Name: Demonic Illusion: Descending Hell Technique
Rank: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: N/A
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Boar → Dog → Bird → Monkey → Ram
Description: This technique is triggered by the target observing the user's hand signs. Once triggered, this technique causes the illusion of a tremendous ball of fire falling from the sky into a designated area. The targets involved in the illusion literally feel the ball's hot temperature getting closer and despite all efforts, cannot outrun or evade the attack as it crashes into the ground catching them in the flames.
This technique takes two posts to set in and deals C-rank psychological damage.
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: Capoeira
Rank: C
Power: C
Activation Cost: -
Upkeep Cost: 5
Range: -
Speed: -
Element: -
Skill: Taijutsu|Bukijutsu
Classification: Open
Requirements: C-rank Coordination without Taijutsu Skill, D-rank Coordination with Taijutsu Skill, D-rank Strength
Parent Technique: N/A
Hand Seals: N/A
Description: A fighting style unique among all other fighting styles; Capoeira as a fighting style does not provide any boosts to any stats on its own. Instead, a user of the Capoeira fighting style may use Coordination in place of their Strength stat purely for the purposes of using Capoeira techniques. This is done by utilizing the momentum one builds up by using the Capoeira fighting style for the power of their attacks rather than the user's own strength.
Weaknesses: Due to the nature of the Capoeira fighting style, any stat boosts provided by Capoeira techniques are much smaller than a typical fighting style. D and C rank Capoeira techniques may only provide a single + in stat boosts. B and A rank Capoeira techniques may only provide ++ total in stat boosts. S-rank Capoeira techniques may only improve stats by a single tier. No Capoeira techniques can be used in conjunction with one another to increase stat boosts beyond these limits.
Name: Armada Dupla
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Armada
Hand Seals: -
Description: Similar to the normal Armada, this technique is a spinning kick towards the target's head, but unlike the normal Armada, this technique uses both legs instead of one, so that they jump and use their moment to carry them into the attack. This can also be used to avoid an opponent's lower strike if need be while counterattacking at their head. This technique confers a + boost to the user's Coordination.
Name: Chibata
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: -
Element: -
Skill: Taijutsu
Classification: Taijutsu
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: In this technique, the user drops their upper body, put 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. This technique boosts the capoeirista's Coordination by +.
Name: Telefono
Rank: C
Power: C
Activation Cost: 10
Upkeep Cost: -
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: A fairly simple strike technique, the capoeirista claps both hands on either side of the opponent's head, aiming particularly for the ears. A successful hit to this area is capable of ruining the target's balance and their hearing from rupturing their eardrums. Instead of conferring a bonus to Coordination, this technique simply debuffs the opponent's Perception and Coordination by - on a successful strike.
Name: Doton: Rock Tool Creation Technique
Rank: C
Power: -
Activation Cost: 5
Upkeep Cost: -
Range: -
Speed: -
Element: Doton
Skill: Ninjutsu
Classification: Open
Requirements: Preexisting Earth
Parent Technique: -
Hand Seals: Ram -> Hare -> Horse -> Palm on Earth
Description: This technique allows the user to create basic tools or weapons from stone, as long as stone is available. Tools created with this technique are only C-rank quality and hardness at best, and this tools it creates cannot be enchanted or further improved. After slamming their hand on the earth, the user of this technique pulls the tool from the stone; these tools are sharpened (if applicable) and shaped somewhat roughly, but perform as well as the C-rank quality of the weapon created. The following ninja tools can be made with this technique on one use; any other tools require the jutsu to be used again:
x1 Fuuma shuriken
x1 Giant shuriken
x10 Caltrops
x10 Ball Bearings
x2 Kakute
x2 Tekken
x1 Trench Knife
x1 Baton
x1 Tanto
x1 Kama
(These 3 can be mixed or matched, as long as the total number of these tools created is 5)
x5 Kunai
x5 Shuriken
x5 Senbon
Anything more intricate or larger than these tools cannot be created at all by this technique.
Weaknesses: After the end of the thread where the tools were created, they turn to dust and become completely unusable.
Name: Rock Clone
Rank: C
Power: C
Activation Cost: -
Upkeep Cost: -
Range: 25m
Speed: -
Element: Doton
Skill: Ninjutsu
Classification: Open (Canon)
Requirements: N/A
Parent Technique: Clone Technique
Hand Seals: Ram → Monkey → Horse → Ram
Description: By using earth as a medium, the user can create one or more clones of themselves by expelling earth from their mouth. While the clones can perform techniques, they only possess one-tenth of the user's chakra and cannot go too far from the original. The clones can also be used as a medium to perform other Earth Release techniques. When these clones are struck with a sufficient amount of force they will revert to their rock form.
Weaknesses: When casting this technique the user's stamina must be above 30% in order to maintain control over his/her clones. 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. The user must be within 25 m. of their clone.