- E-rank:
- Name: Body Replacement Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Boar → Ox → Dog
Description: When utilizing this technique the user applies the transformation technique to an inanimate object in reach— in most cases being a log— to look like the user. This makes the object serve as a dummy to the aggressor. When struck the object will revert back to its original form after two seconds time has passed giving the user the opportunity to strike their stalled opponent, or flee.
The Body Replacement Technique allows the object to perform simple actions and can even react to damage received to make a more convincing illusion, however it cannot move from their location.
Weaknesses: This technique serves as a means to lure in suspicious foe or stall an aggressor. Given its simplicity the technique cannot move or speak, limiting its effectiveness as more cunning opponents will often not fall for the bait.
Name: Cloak of Invisibility
Rank: E
Activation Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: A piece of cloth large enough to cover their body
Parent Technique: N/A
Hand Seals: N/A
Description: The user can make use of a piece of cloth by applying their chakra to change its design to reflect their environment. A ninja can make use of it through any environment allowing them to create an effective ghillie suit when needed.
Weaknesses: Not incredibly effective against opponents with higher Perception.
Name: Clone Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram → Snake → Tiger
Description: For this technique, the user creates up to four afterimages of themselves to move alongside them. Unlike most other clone techniques, these afterimages have no substance and thus are incapable of damaging opponents. Because of this, it is only useful for confusing enemies while other attacks are prepared. When performing this technique the user assumes any position among the group.
Weaknesses: Opponents can identify clones from their original through careful observation, as clones won't cast shadows, crush grass, kick up dust, etc.
Name: Rope Escape Technique
Rank: E
Activation Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This technique serves as a means to free themselves from any binding they may find themselves, such as vine entanglement or being tied up by a rope. When the user is bound, they do what they can to escape, such as by finding a way to untie the knot or dislocating their joints in order to get free of the bindings.
Weaknesses: This technique can only work on passive bindings, such as inanimate and uncontrolled bindings.
Name: Transformation Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dog → Boar → Ram
Description: This technique is most often used to disguise the user as another person, but they can also turn into an animal, plant, or inanimate object. Users will gain the attributes and physical features of whatever they transform into, such as a weapon's sharpness or an animal's fangs. The quality of the item or appendages cannot exceed D/D.
Weaknesses: The user is limited to transforming into objects no smaller than 1/5 their size. The user cannot transform into items or creatures larger than themselves. This technique requires concentration. When the user suffers from exhaustion (below 30 CP) or receives a substantial blow the technique dispels automatically. A perceptive opponent may detect flaws, such as false smells or an intelligent opponent detecting inaccurate details. Despite taking on the properties of what they transform into the user can still receive damage as normal. This means transforming into a sword and clashing with another sword will result in the technique dispelling and the user getting injured. When taking on a creature's physical features this impacts your overall stat potential (aka no S-tier Strength birds flying through people.)
Name: Unsealing Technique
Rank: E
Activation Cost: 1
Range: Contact
Speed: -
Element: N/A
Skill: General Skill
Classification: Open/Academy Technique
Requirements: -
Parent Technique: -
Hand Seals: N/A
Description: A general skill anybody can learn in which, by applying a minuscule amount of chakra, will unseal the contents sealed within a scroll or tag.
Weaknesses: Without having the Fuuinjutsu skill the user may not know the contents of a seal resulting in a potential trap.
Name: One Thousand Years of Death
Rank: E
Activation Cost: 0.5
Range: Self
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user tightly clasps their hands together and extends their middle and index fingers, resembling the Tiger hand seal. Using the full weight of their body, the user thrusts these four fingers between the target's buttocks, or any other target of their choosing.
This technique boosts the user's Strength by +1 advantage.
Weaknesses: This technique requires the user to utilize their entire body in a lunge-like motion forcing them to be stationary.
Name: Fusee
Rank: E
Power: E
Activation Cost: E
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Created as a chakra control exercise. The user projectcs chakra from their hand to generate a small orb typically between the size of a marble and a golfball. One formed the orb uses the energy stored inside of it to glow with a bright heatless light. This light is the users color of choice and will last for up to an hour before burning out. This function is independet of the orginal caster.
As a source of illuimantion it's commonly used to indicate obstacles or advise caution on roadways at night as well as to perform hand signals.
Weaknesses: Having a bright light on you is a great way to give away your position.
Anzo Aburame Technique Registry
Anzo Aburame- Leaf Chuunin
- Village : Konohagakure
Posts : 325
Join date : 2023-02-20
- Post n°1
Anzo Aburame Technique Registry
_________________
Stats:
Strength: D
Constitution: C
Stamina: B+
Speed: D
Coordination: S
Intelligence: B
Perception: C
Anzo Aburame- Leaf Chuunin
- Village : Konohagakure
Posts : 325
Join date : 2023-02-20
- Post n°2
Re: Anzo Aburame Technique Registry
- D-rank:
- Name: Body Flicker Technique
Rank: D
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 50m
Speed: -
Element: -
Skill: Ninjutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: Half Tiger
Description: This technique enhances the user's movements by fortifying their step with chakra. This is essentially a burst of energy to make their body function at higher speeds. This technique boosts the user's movement speed by one tier up to 100 meters. If at any time they stop running they must reactivate the technique. The hand seal may be held to constantly refresh the 100 meter limit providing a constant speed increase.
Weaknesses: Just like a full sprint the user must remain in a straight line in order to benefit from the bonus. If the user were to change direction they must reactivate the technique.
Name: Haze Clone Technique
Rank: D
Activation Cost: 3
Upkeep Cost: -
Range: 0m-10m
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: Clone Technique
Hand Seals: Dog → Tiger
Description: At first glance it seems like a regular Clone Technique, but the haze clone uses a cunning trap to lure out the enemy. As the haze clones are not physically real, the attack will just pass through them. While attention is drawn to the clones, the real body attacks from the blind spot. During the illusion and resulting chaos, the enemy, who is caught up in the technique, can then be defeated. This technique allows for the creation of 10 clones total in a single casting. Like the parent technique however the clones are restricted in range and their ability to speak or act in any manner that is not consistent with a distraction.
Weaknesses: -
Name: Temporary Paralysis Technique
Rank: D | A
Activation Cost: 3 | 20
Range: Touch
Speed: B (A-rank version only)
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: Base S-tier Coordination (A-rank version only)
Parent Technique: -
Hand Seals: Tiger
Description: A technique that physically restrains an opponent, as if the opponent had been tied in invisible steel ropes. It debilitates the victim for a short period of time, which allows the user to either strike again, or take the target into custody. In order to use this technique the user must place their middle and index finger against the spine, eyes, or head of their opponent. Users with incredible control over their chakra (base S-tier Coordination) can execute this technique through their eyes by having eye contact with their opponent.
This restrains the target for one round.
Weaknesses: N/A
Name: Wall of Earth
Rank: D-Rank
Power: D-Ranked
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: Instant
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Pre-existing Earth
Parent Technique: N/A
Hand Seals: Tiger
Description: The user creates a wall of soft soil 2x2meters the shield themselves from incoming attacks. The Structural integrity of the wall is removed when the user channeling chakra into the wall. At that point the wall starts to crumble and becomes a heap of loose dirt.
Weaknesses: N/A
Name: Earth Release: Double Suicide Decapitation Technique
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 10 m.
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: -
Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. The user can only move in a linear fashion and can only remain underground for one post before they lose the ability to tunnel and must resurface or reactivate.
Weaknesses: The user must have some way of sensing the target above or know where their target is before submerging.
Name: Rising Defense Kick
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: melee
Speed:N/A
Element: -
Skill:Taijutsu
Classification: Open
Requirements: Taijutsu
Parent Technique: -
Hand Seals: -
Description:
When facing a low ranked (D at most) attack or technique of a solid nature (won't work on raiton for instance) the user rather than defending with their hands, raise their leg and use the soles of their shoes/feet to defend and redirect the attack to the ground.
Name:Human Cocoon Technique
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost:N/A
Range: Touch
Speed:N/A
Element:N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichū
Parent Technique:N/A
Hand Seals:N/A
Description:The user creates a cocoon around themselves to use it as a waterproof "sleeping bag". It can also be used to hide from enemies or to spy on them.
Weaknesses: Weak to Katon.
Name: Secret Technique: Insect Cocoon
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 3
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements:
Parent Technique: N/A
Hand Seals: Ox → Dog → Bird → Ram
Description: This unique technique allows the user to accelerate the growth of their insects. As the user's body is already a hive of sorts for the insects, the user will encase themselves in an actual cocoon to further aid the insects. This is an extremely useful move for Aburame clan members, since their attacks mainly focus on the usage of insects. Generates 200 Kikaichū each post. It also halves the time it takes for the Bikōchū to hatch.
Weaknesses: However, using this in the midst of a battle can be potentially dangerous as it leaves the user static and vulnerable. As such when this technique is being employed, the user generally finds a safe location or otherwise can be guarded by their teammate.
Name: Leaf Whirlwind
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint. The technique can also be used in the form of a spinning-roundhouse kick through the air, either alone or in unison with another user for more efficiency.
Boosts Strength by +1 advantage and Coordination by +1 advantage
Name: Leaf Gale
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A simple, yet efficient attack that involves the user aiming at the opponent's leg and knocking them off their feet with a swift rotating kick.
Increases Coordination for the sweep by +2 advantages.
Name: Dynamic Entry
Rank: D
Power: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: The technique is basically the user performing a jump kick into their opponent's face from a distance. Usually preceded by some form of distraction to make it easier to land the kick.
Increases Strength by +1 advantage and Speed by +2 advantages.
Weaknesses: The user attacks in a straight line using this technique, and it's pretty easy to avoid if one is paying even the smallest bit of attention.
Name: Body of the Bear
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: Self
Speed: ---
Element: ---
Skill: Taijutsu
Classification: Open
Requirements: Constitution D tier w/o Taijutsu
Parent Technique: ---
Hand Seals: ---
Description:
Body of the Bear is a term being used because the user braces themself to withstand punishment to an extent. It is best used for an instant for keeping it up becomes draining. The user’s muscle mass hardens as it adds protection against physical brunt force. Boosts Constitution by 2 advantages against physical attacks.
Weaknesses:
Ninjutsu that have no physical form such as fire and wind ignores the boost. The only exception is earth release since it usually possess some form of physical matter. This is because it is preparing the body to withstand against powerful taijutsu and even other weapons.
Name: Arhat Fist
Rank: D
Power: C
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: C-tier Strength without Taijutsu or D-tier Strength with Taijutsu.
Parent Technique: N/A
Hand Seals: -
Description: This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches. The style uses brute strength to achieve its goals, keeping things simple by not attempting extended combination attacks. Instead it uses single attacks or short combinations with power behind them instead of speed, packing enough strength with some users to shatter large rocks.
Boosts Strength by +1 tier with Taijutsu or by a +1 advantage without Taijutsu.
Weaknesses: Without Taijutsu the user's Speed is also lowered by -2 advantages.
Name: Rising Knee
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: A simple technique where the user drives their knee upwards into an opponent's abdomen.
Boosts Strength by +2 advantages.
Weaknesses: N/A
Name: Shoulder Charge
Rank: D
Activation Cost: 3
Range: 0 - 3 m.+
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user throws all their weight behind a shoulder thrust aimed at driving their opponent off their feet. The user may choose to further enhance the strength of their impact by rushing their opponent by at least three meters.
Boosts Strength by +2 advantages. Boosts Strength by +1 tier if charged at least three meters.
Weaknesses: In order to benefit from the charging bonus you must rush your opponent in a straight line.
Name: Rising Side Kick
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user swiftly launches their leg from standstil position into an at most 6-7' high side-swipe kick. While using this technique, if the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses: -
Name: Rising Scissor Kick
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: -
Range: melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user raises on leg 180° into the air from standstill, dropping said leg/foot onto an opponent. This can also be used while jumping. If the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses:-
Name: Spring Chant
Rank: D
Power: C
Activation Cost: N/a
Upkeep Cost: 3
Range: Self
Speed: N/a
Element: N/a
Skill: Taijutsu
Classification: Open
Requirements: C rank Coordination w/o taijutsu skill or D rank with the taijutsu skill.
Parent Technique: N/a
Hand Seals: N/a
Description: This style of combat focuses on fast, flowing combinations utilizing basic principles of Taijutsu. The style uses sheer speed and number of attacks to achieve its goals in contrast to other more strength reliant Taijutsu styles. While those who aren't trained in Taijutsu find that faster strikes tend to lose out on power, a Taijutsu user who has trained in the skill can utilize this style without losing any of their striking power, allowing body mechanics to make up for any power lost. Boosts coordination by one tier with the taijutsu skill and by one plus without it.
Weaknesses: The boosts are lowered by -- if the user doesn't have the taijutsu skill. Their strength is also lowered by - if they don't possess the Taijutsu Skill to represent their lack of true effort in mastering their body.
Name: La Armada
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Capoeira
Hand Seals: -
Description: An extremely simple technique, usually a beginner's first strike with Capoeira. After a quick spin in either direction, the capoeirista kicks out with that same leg (spinning left = left leg, spinning right = right leg) to strike at head height while remaining standing. This technique boosts the user's Coordination by +1 advantage (+).
Weaknesses:
Name: Galopante
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: Another simple technique. During the usual side-to-side shuffling stance of the capoeira style, the capoeirista uses one of their swinging arms to aim a palm strike to the opponent's face with the momentum of their swaying stance to increase the power of the strike. This technique boosts the capoeirista's Coordination by +1 advantage (+).
Weaknesses:
Name: Chapa
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Capoeira
Hand Seals: -
Description: Another simple beginner technique, the capoeirista steps forwards, bends their back leg as they bring it forwards and sideways to kick the target with a side kick, usually aimed at the chest. Boosts the capoeirista's Coordination by +1 advantage (+).
Weaknesses:
Name: Banda
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Melee
Speed: User's Coordination
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: Chapa
Hand Seals: N/A
Description: A A very simple type of kick, the capoeirista waits for an opening, then swings their foot around to hook one of the opponent's ankles with it in order to make them lose their balance. Boosts the capoeirista's Coordination by +1 advantage (+).
Weaknesses:
Name: Negativa
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Self
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: One of very few defensive techniques of Capoeira, this technique simply allows the user to drop to the ground rapidly, one leg bent so that the foot touches the ground and one leg out straight. The hand opposite the bent leg is also touching the ground, with the other hand protecting the user's face. This is normally used to avoid an opponent's strike to their upper body or face, but can also be used to set-up for a counterattack. This technique boosts the user's Coordination by a +.
Weaknesses:
Name: Dissection Blade: Focusing
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: D
Range: N/A
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: Ijutsu; Dissection Blade
Parent Technique: Dissection Blade
Hand Seals: N/A
Description: By focusing more chakra to the user's palms they are able to produce a sharper, tangible Chakra Scalpel. While it does consume a constant chakra price to maintain in this focused form it does make it more viable for combat purposes as well as cutting through something that may pose a danger to their patient's life, or it can be used to block blows from another weapon due to the tangible nature. Offensively, it makes it more dangerous as the cuts inflicted by a focused Chakra Scalpel are incapable of healing naturally, requiring an Ijutsu technique to be used to heal the wound. As a result the scalpel looses its ability to cause internal wounds without breaking the skin, while becoming capable of being blocked by metal armors C-Rank or higher, or non-metal armors B-Rank or higher.
Name: Dissection Blade
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: D
Range: Varies
Speed: N/A
Element: N/A
Skill: Ijutsu/Taijutsu
Classification: Open
Requirements: Ijutsu; D-Rank Coordination
Parent Technique: Chakra Scalpel
Hand Seals: N/A
Description: This is a fighting style created to diversify the utilization of the Chakra Scalpel Technique, and to increase it's application in both medical uses as well as for combat purposes. Like the original technique even the most skilled medic is unable to utilize the Chakra Scalpel technique to deliver fatal cuts without the proper levels of Coordination, however this fighting style is aimed towards improving the viability of using the Chakra Scalpel technique in conjunction with normal combat. This fighting style, rather than granting boosts to any stats, reduces the Coordination requirement to use the Chakra Scalpel technique effectively in combat by two tiers. Despite perverting the original intentions of the technique Dissection Blade remains at it's core a Medical Ninjutsu fighting style as it's combat applications can also be applied to surgery.
Name: Dissection Blade: Extension
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: E
Range: Varies
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: Ijutsu; Dissection Blade
Parent Technique: Dissection Blade
Hand Seals: N/A
Description: This technique focuses on extending the length of the user's Chakra Scalpels as in it's base form the chakra scalpel technique surrounds the user's palms and thus has a very small blade length 2 inches to be exact. By applying more chakra onto the base fighting style, the user is capable of increasing the length of the scalpel by an amount based on their Coordination, 2 Inches per Tier in the stat for a maximum of 12 Inches at S Tier. This will also cost an additional point of stamina per two inches added to the scalpel's length. This not only increases the danger of the chakra scalpel technique in combat likewise allows it to be used for surgeries with large animals and not just humans.
Name: Soft Body Manipulation
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: 1
Range: self
Speed: -
Element:-
Skill: Ijutsu/Taijutsu
Classification: Open
Requirements: Ijutsu or Taijutsu
Parent Technique: -
Hand Seals: -
Description: The user's physical flexibility allows them to activate her cells to such a degree that their body becomes malleable and able to extend certain parts beyond the human limits. This technique allows the user to extend their limbs, neck, etc to a max of 3 meters, with additional 3 meters possible with each rank of Constitution above rank D, maxing at 15 meters with S rank constitution.
The speed at which Soft Body Manipulation can stretch limbs is based on the user's base Coordination rank.
Weaknesses: Can't use this technique when stamina is below 10
Name: Soft Body Manipulation - Surprise Whip
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 3m
Speed: -
Element: -
Skill: Open
Classification:
Requirements: Ijutsu or Taijutsu
Parent Technique: Soft Body Manipulation
Hand Seals: -
Description:
The user's arms extend to a length of at most 3 meters and are flung towards an opponent like an actual whip. When using this technique, the user's Speed raises with one rank, but their strength is lowered by one rank as well, allowing for fast and precise strikes, yet with much less power than a regular punch or kick would provide.
Soft Body Manipulation: Surprise Whip's speed is based on the user's base Coordination rank.
Weaknesses: Can't use this technique when stamina is below 10
Name: Soft Body Modification: Writhing Agony Fangs
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: -
Speed: -
Element:-
Skill: Ijutsu
Classification: Secret
Requirements: C rank Intelligence
Parent Technique: Soft Body Manipulation
Hand Seals: -
Description:
After coating their canines in a fine layer of medical chakra, the user bites down on a target's flesh, only penetrating enough to cause someone to bleed profusely, but not through bone. The bitten area will be infected with the medical chakra. This festers into an injury that scabs over instantly, This scab, however, retains the medical chakra, which keeps recausing the wound to bleed, causing discomfort as it automatically destroys and heals itself. Someone bitten by this technique suffers a - to their coordination as the pain distracts them, which lasts for 3 posts before the target either gets used to it, or the pain fades.
-Each of the bites' debuff to coordination stacks as long as they are active. (ex. Player A gets bitten in post one and again in post 2, the debuff will be -- until either of the bites' duration ends.) with a max of -1 tier Coordination after stacking.
-The range of this technique is based on the range limits of the parent technique: Soft Body Modification.
-The speed of this technique is based on the user's base Coordination rank.
Weaknesses: Can't be used when stamina is 10 or lower
Name: Healing Hands
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 2
Range: Self/Touch
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Ijutsu, Open
Requirements: Ijutsu
Parent Technique:
Hand Seals: Heaven-snake-dog
Description: After making the necessary handseals, the user's hands will glow with bright green medically induced chakra, which upon touch with any sort of wound will slowly start reactivating cells, reduce swelling and stop wounds from bleeding. As this is but a mere patch up technique, it can only be used on small cuts, shallow bruises and first degree burns.
Weaknesses: Can only heal shallow cuts, minor bruises and first degree burns and other generally minor injuries.
Name: Pressure Strike
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: Self
Speed: -
Element: -
Skill: Ijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: Dog-Ox-Rat
Description: After using the necessary handseals, the user of this technique can strike themselves with both thumbs on any part of their body to enhance a certain aspect of it.
-Striking the shoulders grants + in strength
-Striking the torso grants + in constitution
-Striking the legs grants + in speed.
The effect lasts for 3 posts and this technique can be used a total of three times at once (meaning it can at most raise a single stat by one tier or the + are distributed) or in one thread, of course with the accumulated activation cost of up to three uses.
Weaknesses: Though this is a rather solid technique, should the user be hit by someone with greater strength upon the affected area, the effects of the jutsu will instantly be dispelled.
Name: Ijutsu - Chakra Palm
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: -
Element: -
Skill: Ijutsu
Classification: Personal
Requirements: Intelligence C rank
Parent Technique: -
Hand Seals: -
Description:
The user concentrates medical chakra into their palms and with it will be able to fairly easy remove any first degree ailment (first degree burns, first degree frostbite, etc) on a surface no larger than a limb, while this technique does not heal scrapes, bruises or other wounds not linked to actual ailments, it does apply a certain numbing effect to relieve the pain. This technique needs at least one post to heal someone.
Weaknesses: An overall well-balanced and solid technique, this has no apparent weakness.
Name: Ijutsu-Reverse Chakra Palm
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: -
Element: -
Skill: Ijutsu
Classification: Personal
Requirements: Intelligence C rank
Parent Technique: Ijutsu- Chakra Palm
Hand Seals: -
Description: Just like with the Chakra Palm technique, the user coats their hands in chakra, but this time forgoes to enhance said chakra into medical chakra and rather allows it to remain in its raw form. While this technique is being used, the user can land more precise and more damaging blows, raising their strength by one +. Should the user strike any limb twice within the span of three posts, it will result in a numb feeling in the affected limb for two posts. Should the user strike the same spot again within those two posts of numbness, the affected limb becomes paralyzed for one post.
Weaknesses: Due to the large amount of focus this technique takes, when the user is hit by anything (ex. weapon, punch, etc. However, not random leaves or rain), the technique is forcefully stopped.
Name: Lost Soul
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0-25m
Speed: -
Element: -
Skill: Genjutsu
Classification: Open
Requirements: Intelligence D Tier
Parent Technique: -
Hand Seals: Dragon
Description:
By gazing at the user’s body they initiate the trigger to this technique. The affected target would see a ghostly white figure just behind the user. The figure generally has only one distinguished feature and that happens to be the doll-like face. A face that is identical to the target as it stares at them with eyes that possess no emotion or indication that it is alive.
Weaknesses: Those who have equivalent tier in Perception would see it for what it is. A mere shadow cast from the user. It is mostly harmless by itself as it is only meant to shake the children up a bit.
Name: Demonic Illusion: Hell's Viewing
Rank: D
Activation Cost: 3
Range: 0 - 20 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake -> Rat
Description: This is a Genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This Genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Once cast, this technique takes two posts to set in dealing D-rank psychological damage. If the user chooses, the victim may wait three posts to deal C-rank psychological damage. This technique is triggered by the user sending their chakra at their opponent. This must connect and the user must be aware of their target's position with no obstructions in the way.
Weaknesses: N/A
Name: Mist Servant Technique
Rank: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0 - 25 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This Genjutsu creates eerie black ninja illusions, which appear one by one from trees and rocks, and then corners the enemy. Their movements are somehow slow (E-tier Coor and Speed), but when attacked they multiply, and in this way they appear like ghosts inhabiting the mist. Kunai knives are added to this technique, by throwing them to match illusions movement, making them seem real. As the clones continue to multiply rapidly, the victim will eventually be worn down.
This technique covers a 30 meter diameter that can be cast 25 meters from the user.
Weaknesses: This Genjutsu can be avoided by stepping outside of the field of influence.
Last edited by Anzo Aburame on Mon May 01, 2023 1:46 pm; edited 10 times in total
_________________
Stats:
Strength: D
Constitution: C
Stamina: B+
Speed: D
Coordination: S
Intelligence: B
Perception: C
Anzo Aburame- Leaf Chuunin
- Village : Konohagakure
Posts : 325
Join date : 2023-02-20
- Post n°3
Re: Anzo Aburame Technique Registry
- C-rank:
- 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: Earth Style: Stone Pistol Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0 - 70 m.
Speed: B
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Monkey | Dog | Boar | Ox
Description: This technique is used by Iwagakure shinobi in which bullet-sized bits of rock are expelled from the user's mouth with great speed and force. After they are fired, the chunks expand into huge boulders.
Name: Earth Release: Tearing Earth Turning Palm
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0 - 30 m.
Speed: B
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Tiger | Boar | Ox | Palms on Earth
Description: This technique causes the ground surrounding the enemy to spiral inwards on itself, burying them alive or crushing them. This technique is capable of causing quite a bit of damage to the area.[2] This technique is much more damaging if used in rocky mountainous areas, or inside a cave.
Name: Earth Release: Subterranean Voyage
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: Self
Speed: N/A
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: A technique that transforms the earth surrounding the user into a fluid, allowing them to close in on the enemy with high speed by swimming underground. Since being under the ground is a blind spot, the target has no warning; allowing the user to launch a surprise attack. By using this technique in conjunction with a weapon, it also gains great effect as an "assault ninjutsu."
Weaknesses: The user must have a way of detecting the target or the surface above.
Name: Earth Release: Hiding Like a Mole Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: Self
Speed: One tier below the user's Speed
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: This technique changes earth into fine sand by channeling chakra into it, allowing the user to dig through it like a mole. This effect goes around the body (not just the hands), making it just large enough for a person to move through. The user can pinpoint where they are, despite being underground, by sensing the magnetic forces. They can also sense what is happening on the surface and use that information to launch a surprise attack on the enemy. The range for this sensing is 50 meters. One can also hide deep in the ground, escaping to a depth where the enemy can't reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth.
Name: Earth Release: Earth Flow River
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 5 m.
Speed: C
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger | Ox | Tiger | Snake
Description: The user transforms the surface underneath their opponent into a river that sweeps them off their feet and carries them downstream 20 meters away. This technique can also be used as a medium for the Earth Release: Earth Dragon Bullet technique.
Weaknesses: N/A
Name: Earth Release: Earth Shore Return
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: -
Speed: N/A
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Ox | Hare | Dragon | Palms on Earth
Description: After striking the ground with their hands the user creates a large wall of earth in front of them. The defense is not perfect though, since a hard or drilling impact, such as the Spiked Human Bullet Tank technique, can puncture the wall. Also, since this technique only guards against frontal attacks, the enemy can easily attack from the side or even from above.
Weaknesses: N/A
Name: Secret Technique: Underground Swarm
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0-100m
Speed: B
Element: Doton
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Non-Rinkaichū only, pre-existing earth
Parent Technique: Earth Release: Subterranean Voyage
Hand Seals: Snake (Held while jutsu is in use)
Description: By utilizing the Earth Release technique of Subterranean Voyage, the user instead utilizes this technique only for their beetles, allowing them to attack their target from underground instead of having to travel overland or in the sky to reach the opponent. This also potentially allows the user to have a defense against opponents who might be using the Subterranean Voyage or Hiding Like A Mole technique themselves. This jutsu uses 500 Kikaichū beetles.
Weaknesses: Unless the opponent has a female beetle on them already, the Kikaichū are only able to effectively attack a stationary target, unless the opponent is also attacking from underground utilizing the aforementioned Subterranean Voyage or Hiding Like A Mole technique. The user also cannot use other jutsu that require handseals while this technique is in use.
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.
Name: Hiding in Shadows Technique
Rank: C
Activation Cost: 5
Upkeep: 1
Range: Self
Speed:-
Element: Non-Elemental
[b[Skill:[/b] Ninjutsu
Classification:Open
Requirements: Standing on a shadow or in a dark area.
Parent Technique:N/A
Hand Seals: Tiger
Description:The user becomes one with shadows/dark areas, merging their body with their source. They can freely move around undetected and materialize themselves silently when it is time to strike becoming extremely effective when ambushing unsuspecting foe.
Weaknesses:Despite being undetectable from the average eye, certain doujutsu and chakra sensing technique can pick up the user's signature. In addition, the user can also be damaged even when merged.
Name: Genjutsu Kai
Rank: C
Power: Varies
Activation Cost: Varies
Upkeep Cost: N/A
Range: Self/Contact
Speed: Instant
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: The user must know that they are in Genjutsu
Parent Technique: N/A
Hand Seals: Tiger
Description: The user concentrates chakra into their brain to expel foreign chakra. The amount of chakra required for releasing from a Genjutsu depends on the rank of the Genjutsu being used (not the cost of the Genjutsu but its rank meaning its complexity).
Weaknesses: In the case of vertically stacked genjutsu, it can be used to release only one Genjutsu at a time.
Name: Body Elimination Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: Touch
Speed: A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: B-Tier Intelligence
Parent Technique: N/A
Hand Seals: N/A
Description: A technique often used by Anbu and other higher ranking ninja for body disposal in order to eliminate evidence after a successful kill. It works by laying a hand on a target and injecting them with pure chakra overloading their chakra coils causing their body to be engulfed in blue fire like substance that will burn them and only them away within seconds. Can also be used on self to commit suicide and completely destroy your body if caught or on the verge of death. When used this technique leaves no trace of a body behind whatsoever.
Weaknesses: Must be used on either the user himself OR on a corpse OR a completely willing target.
Name: Focused Amplification (Doton Only)
Rank: C
Activation Cost: 5
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: Ninjutsu Skill
Parent Technique: N/A
Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
Description: The user can utilize this technique to make a technique more powerful than it ordinarily would be. This is represented by the power of the technique increasing by one rank. All aspects of the technique are empowered equally, including speed and range. The range of the technique is increased by 50% and the Speed by +1 advantage.
Weaknesses: Can only be used with Ninjutsu, and techniques that boost or debuff stats can't have this technique applied to them. The user may only have one element applicable for this technique, or all non-elemental ninjutsu if they lack an element (this element is claimed upon learning the technique and cannot be changed.) This technique only applies to technique up to B-rank.
Name: Ninja Art: Shuriken Giant Body Technique
Rank: C
Power: C
Activation Cost: 5
Range: 15m
Speed: Instant
Element: None
Skill: Ninjutsu
Classification: Open
Requirements: None
Parent Technique: None
Hand Seals: Tiger->Rabbit->Dog
Description: This technique is used to instantly increase the size of a projectile by up to ten times, greatly increasing the damage potential and the overall force of the object. Typically, this technique is used with Fuuma Shuriken, as their already large size easily increases the jutsu's potential. Interestingly, while the size and weight of the weapon multiplies, the momentum does not slow, moving with the same force and speed as initially thrown, but with much greater destructive capability.
Weaknesses: If the projectile isn't moving, this technique won't do much good, unless the user is capable of lifting the increased weight. The indicated range is the limit on how far a projectile can be from the user to activate this technique, while the actual distance that can be traveled by the projectile is determined by the stats of the user.
Name: 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: Pressure Points of Harm and Death
Rank: C
Power: S
Activation Cost: -
Upkeep Cost: -
Range: Self
Speed: -
Element: N/A
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user releases two tenketsu points to greatly increase their chakra for a short time by changing their life force into chakra, allowing the use of more taxing techniques such as Arrow of Light. The amount of chakra released is so much that it becomes visible and causes liquid to form a vortex around the user, similar to the one caused by opening the "Sixth Gate of Joy" from the Eight Gates. The user's eyes also become whatever color their sclera is (usually white) while the technique is active. Those born of the Korikane bloodline can naturally learn this technique if they reach B-Class, regardless of whether or not they are from Iwa, though they cannot teach it to others unless they've seen the Iwa Exclusive version.
The user gets a +4 advantage boost to Stamina while the Technique is active.
Weaknesses: The technique can only be held for so long, lasting 2 posts per tier of Base Constitution. Once this technique ends, the user cannot use it again for 1 irl week and takes a (--) to Stamina during that week to recover, though if the user stays in a hospital that time is reduced to 3 days. A skilled opponent who can close tenketsu can forcefully end this technique prematurely if they close both points, halving the boost if just 1 tenketsu is closed prematurely.
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: 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: 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: Hazy Genjutsu
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 15 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram -> Tiger
Description: This technique casts an illusion on the enemy that blurs the target's vision of the entire area damaging the target's Perception by one tier. In addition, it causes the victim to react as though they're sinking in quicksand reducing their Speed by one tier as well.
This technique takes three posts to set in. The user must be aware of their targets' position with no obstructions in the way.
Weaknesses: N/A
Name:Insect Clone Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost:1
Range: 100m (kikaichū)
Speed: User Speed
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichū
Parent Technique: N/A
Hand Seals: N/A
Description: A secret technique exclusive to the Aburame clan, where hundreds of kikaichū are gathered in one place to take on the appearance of the user or anyone else the user wishes. The technique is elaborate enough to be mistaken for the original, and therefore may be used as a decoy or as part of a diversionary tactic. Furthermore, since one can put the insects in standby somewhere beforehand and then have them assume the form of the clone, this technique is arguably even more effective than the Shadow Clone Technique, depending on the task. When struck, the clone falls apart into its component, bugs. It can be risky for the foe to go into close combat with an insect clone since the kikaichū can drain their chakra on contact. Also, because it's made of bugs, it can reform almost instantly. They clone cannot talk and you must use at least 500 kikaichū to make the clone. It can only use Aburame clan jutsu and Taijutsu. The C-Rank Insect Clone would be able to withstand all D-Rank Ninjutsu (if its power is listed as C), but would be dissipated by a C-Rank or destroyed by a B-Rank.
Weaknesses: Weak to Katon.
Name: Secret Technique: Swarm Attack, Arm Formation
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0-25m
Speed: User's Coordination -1 tier
Element: -
Skill: Ninjutsu
Classification: Aburame Clan Exclusive
Requirements: Non-Rinkaichu Only
Parent Technique: -
Hand Seals: -
Description: By utilizing many Kikaichu, the Aburame clan member is capable of sending out a column of insects from their hands to a target within 25 meters of themselves, which allows the Kikaichu to latch onto the target and begin draining them of their chakra. A minimum of 250 Kikaichu may be used for this technique. The Kikaichu are capable of following a target, though their speed is limited by the user's Coordination stat.
Weaknesses: The Kikaichu are weak to Katon.
Name: Secret Technique: Insect Sphere
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: 100m
Speed: B Rank
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichū
Parent Technique: Parasitic Destruction Insect Technique
Hand Seals: N/A
Description: The user sends their kikaichū to spread over a wide range, and the moment they locate the target, the insects gather at once, forming a sphere around the target. They then attach themselves to the target and begin eating away at their chakra. Even if the target manages to escape, the insects will immediately follow. At least 400 Kikaichū must be used in this jutsu.
Weaknesses: Weak to Katon.
Name: Insect Armor Technique
Rank: C
Power: C
Activation Cost: 10
Upkeep Cost: 5
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Non-Rinkaichu only
Parent Technique: N/A
Hand Seals: N/A
Description: The user of the technique covers their entire body with their own parasitic insects, using their bodies to absorb physical blows while also counter-attacking by attaching their bugs to an attacker. While using this technique, the Aburame clan member's Constitution is considered 1 tier higher. This technique requires the use of at least 600 insects of any type to cover the user's body. Each strike the user is hit with while this technique is in use will kill 50 insects, necessitating their replacement as well as the upkeep cost to keep this technique going.
Weaknesses: When hit with a damage-dealing Katon technique of at least D-rank, instead the armor is destroyed, as well as half of the Kikaichu used to make this armor.
Name: Insect Deception Technique
Rank: C
Power: N/A
Activation Cost: 5
Upkeep Cost: N/A
Range: 20m
Speed: B Rank
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichū
Parent Technique: N/A
Hand Seals: Tiger → Technique specific seal
Description: The user sends his insects underneath the opponent before springing them upon the enemy, feeding on their chakra. The technique isn't as effective if the opponent has chakra reserves which surpass the kikaichū's capacity to feed on said chakra. 200 kikaichū are the minimum used in this technique. Boosts each Kikaichū drain to .2.
Weaknesses: Weak to Katon.
Name: Insect Jamming Technique
Rank: C
Power: N/A
Activation Cost: 10
Upkeep Cost:
Range: 100m
Speed: B Rank
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichū
Parent Technique: Parasitic Destruction Insect Technique
Hand Seals: N/A
Description: The user has a large amount of their kikaichū and has them spread out over a wide area around themselves. The insects then emit a small amount of the their host's respective chakra that they usually feed on. This confuses sensor-type shinobi's chakra-sensing ability, as the insects' irregular distribution and grouping together result in the creation of numerous false 'images' or chakra signals, making it more difficult to distinguish the user's actual location. Seeing that the insects feed off the host before being spread out the cost is expensive this technique lasts 7 posts.
Weaknesses: Weak to Katon
Name: Secret Technique: Insect Decoy Technique
Rank: D/C
Power: D/C
Activation Cost: 5
Upkeep Cost: 3
Range: 0-50m (D-rank)/0-10m (C-rank)
Speed: D
Element: -
Skill: Ninjutsu
Classification: Aburame Clan Exclusive
Requirements: Non-Rinkaichu Only (as long as they have some form of making noise)
Parent Technique: -
Hand Seals: -
Description: By rubbing their wings or legs together, a large group of the Aburame's bugs are capable of creating a cacophony of noises, potentially attracting attention to their location. The D-rank version of the technique is not capable of causing any damage on its own, though the noises can be used as a medium for applicable sound-based genjutsu, such as the bell-ring genjutsu or the flute genjutsu. The C-rank version of the technique is capable of causing C-rank non-physical damage to enemies with improved hearing, or with a total Perception stat at A-rank or above. While the D-rank version of the technique can be done with as few as 50 beetles, at least 200 beetles must be used for the C-rank version.
Weaknesses: While the distraction version of the technique has a high range, the more damaging version of the technique has a much lower range, due to the way that sound tends to weaken with distance. The bugs are weak to Katon.
Name: Kagemane no Jutsu (Shadow Imitation Technique)
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 10m
Speed: Same rank
Element: N/A
Skill: Ninjutsu
Classification: Nara clan exclusive
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rat
Description: The primary and signature technique of the Nara clan. The user's shadow distorts beneath them, once the Rat hand seal is performed, and the shadow extends towards the target's shadow. The extending shadow can be manipulated in any way the user desires, to curve around obstacles, enter holes and emerge through other openings, or even split apart to connect with multiple targets. This technique must be mastered before any other Shadow Imitation technique can be accomplished. Note that the shadow does not have to directly touch the target's shadow. Once it connects with any other shadow that is directly connected to the target's shadow, the target is bound, and the target is forced to imitate the user's physical movements throughout the duration of the technique, except speech. The user can split their shadow to connect to 5 targets at C rank, with an addition of 5 targets every higher rank.
Weaknesses: The user is unable to move from their position. If they do, the technique is canceled. Also, a target can physically break out of the technique, if their base strength stat is one tier higher than the user's base coordination stat.
Name: Kage Shibari no Jutsu (Shadow Bind Technique)
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 10m
Speed: C
Element: N/A
Skill: Ninjutsu
Classification: Nara clan exclusive
Requirements: N/A
Parent Technique: Kagemane no jutsu
Hand Seals: Rat
Description: A variant of the Kagemane no jutsu, the user connects their shadow to that of another target, but this time, the initial target is allowed to move freely, even though the user's shadow is still connected to their own. Once the initial target gets close to an intended target, the Nara can then spring their shadow from the initial target, as a surprise attack of sorts (if the final target does not notice), to snag the final target's shadow. Both targets can then be bound, or the initial target can be detached from the user's shadow, while the final target remains bound. Like the parent technique, Kagemane no jutsu, the user can target multiple objects.
Weaknesses: The user is unable to move from their position. If they do, the technique is canceled. Also, a target can physically break out of the technique, if their base strength stat is one tier higher than the user's base coordination stat.
Name: The End of a Lineage
Rank: C
Power: C
Activation Cost: 5 CP
Range: Self
Speed: --
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: N/A
Hand Seals: -
Description: This Taijutsu is the pinnacle of disrespect towards your opponent. Not something one should use in a friendly spar. While more effective against males, this will still cause a considerable amount of pain towards female shinobi. The user either raises their knee and lifts their entire leg in between the target's legs, delivering a painful strike to the target's groin. Even a glancing blow will cause intense pain towards male shinobi.
This technique boosts Strength by +1 Tiers if used against a male character.
Weaknesses: N/A
Name: Strong Fist
Rank: C
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: -
Parent Technique: N/A
Hand Seals: -
Description: Strong Fist is Konohagakure's signature fighting style, the purpose of which is to cause external damage and break bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga Clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
This fighting style generally does not beat around the bush in its tactics, with many practitioners charging head on at an opponent. This bullish attitude is backed up with incredibly quick and agile maneuvers and acrobatics to launch powerful strings of kicks and knees. Many of its signature techniques revolve around these particularly powerful kicks. Upper body strikes are still utilized quite often, including various strikes with the hand and generous elbows. Those who can use this physical style are a force to be reckoned with, as they can put together incredible strings of attacks that have a deceptive amount of force behind them without slowing between strikes.
This style boosts Strength a + and Coordination by a ++. The user may sacrifice speed for power if they choose, reversing these boosts. Once reversed, they can't be reversed again for three posts beginning the post after the switch.
Name: Leaf Rising Wind
Rank: C
Activation Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful taijutsu, the user kicks just above the head. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. This technique can also be initiated while mid-air.
Boosts Strength for the kick by a +1 tier.
Name: Leaf Great Whirlwind
Rank: C
Activation Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: -
Parent Technique: Strong Fist
Hand Seals: -
Description: The Leaf Great Whirlwind is a technique that involves a series of kicking attacks. The user starts off by going for swift low kick, to a kick to the gut, to a high jump kick, before ending the attack with a heel drop. As the rotation speed picks up, the user gains buoyancy, which they use to shift into gradually higher attacks as they proceed through the combo, ending at three meters into the air when the heel drop is done.
Boost Coordination by +1 tier for series of kicks. The boost is swapped to Strength for the heel drop.
Name: Shatter Palm
Rank: C
Activation Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user thrusts their palm towards their opponent in an attempt to damage them or break through their guard.
Boosts Strength for the thrust by +1 tier.
Weaknesses: N/A
Name: Slamming Palm
Rank: C
Activation Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user thrusts their palm in an upwards motion at their opponent. This is used most frequently to knock their opponent into the air or perhaps to knock them unconscious.
Boosts Strength for the thrust by +1 tier.
Weaknesses: N/A
Name: Shadow of the Dancing Leaf
Rank: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: Self
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A technique used to appear behind an airborne opponent, mimicking how their body is positioned, just like a leaf that dances in the air is followed by its shadow. While harmless on its own, it is used as a stepping stone to perform techniques such as the Front Lotus and the Lion Combo. The technique is usually preceded by a swift upper kick that will launch the target into the air.
Boosts Speed for the movement by +1 tier and +1 advantage.
Weaknesses: N/A
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.
Weaknesses: -
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 +.
Weaknesses:
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.
Weaknesses: -
Name: Cherry Blossom Impact
Rank: C
Power: Varies
Activation Cost: C
Upkeep Cost: ---
Range: Varies
Speed: --
Element: ---
Skill: Ijutsu
Classification: ---
Requirements: Chakra Enhanced Strength (B)
Parent Technique: Chakra Enhanced Strength
Hand Seals: ---
Description: This technique is an application of medical ninjutsu, that demands the ability to concentrate, along with minute chakra control granting the user what can be described as “superhuman strength”. An immense amount of chakra is kneaded inside the body, and a moment later all of it it is gathered into the fist. That chakra is then released into the target, which does a great amount of damage. With the damage done dependent on the amount of chakra used, it is also possible for a skilled shinobi to amass it in their fingertip, so long as they have the second version of the technique.
When the ground is hit it is pulverised into many pieces by the excess shock, which are then scattered like flower petals, giving rise to the name "Cherry Blossom Impact". The overall force spreads across a range dependent on the user's Strength. For every tier of Strength the user has when utilizing the technique, it spreads across a 5-meter radius, with the user's attack at the epicenter, making a crater in the ground in that range. Pieces of the ground sent upwards from the physical force of the attack dealt to the ground, most of which are 5 meters wide.
They move at a Speed one tier below the Strength of the user (while factoring in the Chakra Enhanced Strength boost), with the force based on the speed they move. While using this attack, the user gains an additional two pluses to their Strength, added on in conjunction with Chakra Enhanced Strength. These two pluses only factor into the attack when they're striking someone directly with it.
Weaknesses: N/A
Name: Chakra Scalpel
Rank: C/B
Power: C/B
Activation Cost: --
Upkeep Cost: 3/5
Range: 0-3m
Speed: ---
Element: ---
Skill: Ijutsu
Classification: ---
Requirements: C Intelligence. B Coordination for the B-Rank Version
Parent Technique: ---
Hand Seals: Tiger → Horse → Rabbit → Rat → Dog
Description: This medical technique forms one's chakra into a small, sharp blade. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can make cuts inside the body without actually creating an open wound, limiting the risks of an infection.
The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. In heated combat, even the greatest medical-nin won't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, rendering the target immobile. When cutting tendons and muscle tissues, the user's scalpels lower their target's Strength or Coordination by one minus, for two posts.
Upon acquiring the B-Rank version, the user's precision cuts to tendons and muscle tissue is even more deadly. While a single cut landed with the technique still only applies one minus to either of the aforementioned stats, this effect can be stacked up to three times by hitting the same spot three times, thus giving the user the capacity to lower one of the stats by one tier. This effect lasts four posts.
Name: Cleanse
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Within reach
Speed: -
Element: Yoton
Skill: Ijutsu
Classification: Open
Requirements: C-Rank Intelligence
Parent Technique: -
Hand Seals: Ram
Description: The user’s hands emit a green light, similarl to the mystical palm technique, and when put over someone effected by a poison of C-rank or lower, will be healed and cleansed of the poison’s effects (like a D-rank medicine).
Weaknesses: Only works with poisons and cannot be used to treat even minor injuries such as small cuts and bruises.
Name: Fat Cell Recovery Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: Touch
Speed: -
Element: -
Skill: Medical
Classification: Secret
Requirements: Must have learned at least Calorie Control B-rank, or used the Three-Colored Pills at least three times (and then learn it directly or indirectly from Anzo)
Parent Technique: Calorie Control
Hand Seals: Tiger -> Horse -> Snake
Description: Meant to be utilized either immediately after or near the end of the 5 posts of Calorie Control (or the relevant pill's effects), or used in the assistance of someone with any other malnourished or starvation state. This medical technique causes the body to rapidly produce triglycerides by activating the liver's cells, allowing fat to quickly return to the body and allowing the user to return to a normal function either more quickly or even immediately after the use of the Calorie Control skill. The technique has different effects depending on the level of Calorie Control (or Three-Colored Pill) used.
Spinach Pill (B-rank Calorie Control) and Curry Pill (A-rank Calorie Control): Decrease of the resulting debuff by removing one disadvantage for each post the technique is active. For the first level of Calorie Control or the Spinach Pill, this entirely negates the debuff. For the second level of Calorie Control, it requires two posts (one activation, one upkeep) for the debuff to be removed.
Chili Pill: This technique when used with the Chili Pill exclusively removes the lethality of the drawback, allowing the user to recover enough to continue fighting with the usual S-rank Calorie Control drawbacks instead. After five posts of use of the Fat Cell Recovery Technique, those drawbacks are also negated, with one disadvantage (-) removed from one of the affected stats each post (user's choice).
Calorie Control (S-rank): After five posts of use of the Fat Cell Recovery Technique, the drawbacks are also negated, with one disadvantage (-) removed from one of the affected stats each post (user's choice).
Weaknesses: The technique cannot be used in conjunction with other healing techniques that effect the user's own body, or the breakdown and reconstruction of the user's cells, including Yin Healing Wound Destruction, Cell Activation, or Body Revival Technique, to name a few.
Last edited by Anzo Aburame on Sat Jun 24, 2023 12:11 pm; edited 12 times in total
_________________
Stats:
Strength: D
Constitution: C
Stamina: B+
Speed: D
Coordination: S
Intelligence: B
Perception: C
Anzo Aburame- Leaf Chuunin
- Village : Konohagakure
Posts : 325
Join date : 2023-02-20
- Post n°4
Re: Anzo Aburame Technique Registry
- B-rank:
- Name: Secret Technique: Bug Chakra Transfer
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 100m
Speed: B
Element: -
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Chakra Drain, Kikaichu
Parent Technique: Chakra Drain
Hand Seals: -
Description: Utilizing the Kikaichu as a medium for the transfer of chakra, the Aburame clan member can drain the chakra from the opponent with Chakra Drain using the Kikaichu. After the Kikaichu have successfully started draining chakra from the target, as long as the Aburame maintains a sustained physical connection between themselves and the Kikaichu attached to an opponent, the Aburame clan member can drain 20 chakra per post from the the target, instead of the usual 25 chakra per post they would normally receive from the original Chakra Drain technique. This is because the Kikaichu themselves are eating some of the chakra before it is transferred to the Aburame.
Weaknesses: Because the Kikaichu are still fully connected to the Aburame instead of being allowed to operate mostly autonomously once attached to an opponent, it is far more likely for an opponent to track the Aburame using the connected line of Kikaichu. This also means that it's possible, due to the unbroken line of chakra from the Kikaichu to the Aburame, for an opponent to flow an attack along the line of Kikaichu towards the Aburame, such as with Chidori techniques or other methods.
Name: Secret Technique: Bug Blinding
Rank: B
Power: C
Activation Cost: 10
Upkeep Cost: -
Range: 0-10m
Speed: A
Element: -
Skill: Ninjutsu
Classification: Aburame Clan Exclusive
Requirements: Non-Rinkaichu Only
Parent Technique: -
Hand Seals: -
Description: By swinging their arm, the Aburame clan member throws a small amount of bugs at a close-range opponent's face with the intention of temporarily blinding them with the bugs. As the face itself has limited chakra points, the bugs actually don't typically ingest chakra when this technique is employed, and the Kikaichu instead only attack at the target's eyes. This causes them to lose 1 tier in their Perception stat until the bugs are dealt with, either with the use of a Katon technique or taking a moment to stop and swipe them away. 100 Kikaichu per use of this technique.
Weaknesses: Although the bugs thrown are capable of moving at a rapid speed, it only takes a D-rank amount of force to deflect them away or a D-rank Katon technique to burn them before reaching the target. This is because such a small number of Kikaichu are used for this technique, which is typically employed as a distraction tactic.
Name: Secret Technique: Insect Platform Technique
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-20m
Speed: D
Element: -
Skill: Ninjutsu
Classification: Aburame Clan Exclusive
Requirements: Non-Rinkaichu Only (as long as the bugs can fly)
Parent Technique: -
Hand Seals: -
Description: By utilizing a large number of beetles, the Aburame clan member is capable of creating a floating platform (3ftx3ft) of Kikaichu that allows them to fly to a total height and distance of 20 meters before the bugs are incapable of carrying the Aburame clan member any further. This jutsu requires a full 1000 Kikaichu to be used for the platform for the entirety of the technique. The platform is only capable of moving at a D-rank speed. Because the platform is only made of insects, they can only carry a maximum of 2 people before the platform fails and drops to the ground.
Weaknesses: The Kikaichu are weak to Katon.
Name: Parasitic Destruction Insect Technique
Rank: B
Power: N/A
Activation Cost: N/A
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: All Aburame Bugs
Parent Technique: N/A
Hand Seals: N/A
Description: The Parasitic Destruction Insect Technique is a practice exclusive to the Aburame clan. When children are born into the clan, their bodies are offered to insects to be used as a nest. Over the years, as the child grows up, they are instructed in the secret techniques of the clan, and learn how the insects may serve them in combat. Although this is a clan ordeal, one may go through a series tests that the Aburame Clan leader must put them through to be accepted into the Aburame Clan and obtain the Parasitic Destruction Insect Technique. Every Aburame Clan member has this technique to start with.
Name: Secret Technique: Insect Tornado
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-100m from the user
Speed: B Rank
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichū
Parent Technique: Parasitic Destruction Insect Technique
Hand Seals: N/A
Description: This technique covers the enemy's entire body with the kikaichū living inside the Aburame clan member's body. The chakra-sensing kikaichū spread over a wide range, and the moment they locate the enemy, the insects, following the user's orders, gather at once completely surrounding the target creating a fast-moving tornado that will seemingly disintegrate the target. Takes 2 posts to completely disintegrate the target, if only 1 post is let through the target will suffer deep cuts and chakra loss. Just like the Insect Sphere the Kikaichū follow the target. 800 Kikaichū are used for this technique. This drains 80 chakra per post seeing that the bugs drain .1 .
Weaknesses: Weak to Katon
Name: Insect Jar Technique
Rank: B
Power: A-Rank
Activation Cost: 10
Upkeep Cost: 5
Range: 100m
Speed: B-Rank Speed
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichū
Parent Technique: Parasitic Destruction Insect Technique
Hand Seals: N/A
Description: A technique capable of protecting against attacks by using kikaichū to fly in a dome shape at high speed, similar to the Eight Trigrams Palms Revolving Heaven. While proving defensive, a sufficient amount of explosive force can break through it. A- Rank strength to break through it. As far as other jutsu are concerned, the immense speed of the kikaichū and the amount of kikaichū involved boosts this technique to the power of a Rank-A.
Weaknesses: While Rank-A jutsu is needed to break through this, Katon only needs rank C to burn through it.
Name: Secret Technique: Insect Bog
Rank: B
Power: B
Activation Cost: 15
Upkeep Cost: -
Range: 50m
Speed: B
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Non-Rinkaichu only
Parent Technique: -
Hand Seals: -
Description: The Aburame clan member sends 700 of their Kikaichu to swarm the target from below and engulf them to drag them down and consume their chakra at an increased rate of 0.2 per Kikaichu. The Kikaichu are also capable of catching an opponent that jumps to avoid them by climbing one another at C-rank speed to catch the target and bring them back down.
Weaknesses: Weak to Katon.
Name: Secret Technique: Insect Binding
Rank: B
Power: B
Activation Cost: 15
Upkeep Cost: 10
Range: 50m
Speed: C
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Non-Rinkaichu only
Parent Technique: N/A
Hand Seals: N/A
Description: Utilizing 250 insects per limb, the Aburame clan member can use their Kikaichu to bind the limb of a target, causing that limb to become heavy and more difficult to maneuver or utilize effectively while still draining their chakra. While utilizing this technique, the Kikaichu have their draining ability increased to 0.2 instead of their usual draining rate. When this technique is in use, the target's Coordination is lowered by -- for the first limb that is bound, and is increased by one - for each limb that is being bound past the first, to a maximum of -1 tier.
Weaknesses: Weak to Katon.
Name: Secret Technique: Swarm Attack, Spindle Formation
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-25m
Speed: User's Coordination Stat
Element: -
Skill: Ninjutsu
Classification: Aburame Clan Exclusive
Requirements: Non-Rinkaichu Only
Parent Technique: Secret Technique: Swarm Attack, Arm Formation
Hand Seals: -
Description: Similar to its parent technique, the Aburame clan member is capable of sending out columns of insects from their hands to a target within 25 meters of themselves for the Kikaichu to latch onto and begin draining the target of their chakra. Unlike the previous technique, the insects are capable of moving much faster and in a more circular or spiraling pattern of movement to make them much more difficult targets to hit, reflected in their speed being improved. A minimum of 500 Kikaichu may be used for this technique.
Weaknesses: The Kikaichu are weak to Katon.
Name: Earth Release: Rock Lodging Destruction
Rank: B
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: -
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Tiger | Rat | Snake | Tiger | Horse | Palms on Earth
Description: This technique causes a cave-in by destroying the equilibrium that holds the cave together. Just removing a single vital stone throws off the balance of the cave, making it unexpectedly fragile and causing a domino effect that destroys the entire cave. The shinobi from Iwagakure use this technique as part of their pride tactic, luring several enemies into a cave to kill them all at once.
Weaknesses: N/A
Name: Earth Release: Rock Collapse
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 10 m.
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake | Hare | Dragon | Horse | Tiger | Palms on Earth
Description: This technique crumbles earth into large, rough boulders or small pebbles. It can be used to destroy Earth Release technique of its rank or weaker, though it's most commonly used from a higher ground. The users cause rocks formations to break apart, falling down on their opponents and crushing them.
Weaknesses: N/A
Name: Earth Release: Moving Earth Core
Rank: B
Power: B
Activation Cost: 10
Range: 50m
Speed: B
Element: Doton
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Hare | Snake | Boar | Tiger | Palms on Ground
Description: This technique grants the user the ability to lower or raise the ground in the surrounding area, allowing them to create giant holes or elevations in the ground. The size of the affected area as well as the depths that it is lowered or raised to is also up to the user. With precise timing, this technique can be used to evade incoming attacks, as well as to endanger opponents by moving them into the path of an oncoming attack reducing their reaction time as well as knocking them off balance, making it even harder to avoid the attack. Other than being moved below or above ground — relative to the surrounding surface — the terrain is not altered as plant life and people retain their same positions when this technique is used.
Weaknesses: The technique must be activated again in order to return the terrain back to its original state. Only one terrain shift can occur per use of this jutsu.
Name: Trudging Terrarium Technique
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-25m
Speed: C
Element: Doton
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: non-Rinkaichu only
Parent Technique: Rock Clone, Insect Clone
Hand Seals: Ram → Monkey → Horse → Ram → Snake
Description: Utilizing both the effects of the Rock Clone and the Insect Clone techniques, this jutsu allows the user to create a Rock Clone temporarily infused with Kikaichū insects. This requires at least 500 Kikaichū be used with this technique, though more can be infused into the clone if desired. Unlike the Insect Clone of the Aburame clan, the Trudging Terrarium clone is capable of using its own chakra reserves for the Aburame techniques, though the only way that it can replenish or increase the number of Kikaichū in its own body is through the Insect Cocoon Technique, and it cannot replenish Kikaichū in the normal passive way that an actual Aburame clan member can. Another difference is that the Rock Clone is not nearly as weak as the Insect Clone, allowing the clone to withstand much higher damage than the typical Insect Clone, and loses its Katon weakness.
Weaknesses: Despite not being as weak to Katon, the Trudging Terrarium clone is weak to Raiton.
Name: Earth Release: Sticky Earth Drop
Rank: B
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: 50m
Speed: C
Element: Doton
Skill: Ninjutsu
Classification: Open
Requirements: None
Parent Technique: None
Hand Seals: Rat → Monkey → Boar → Snake
Description: A portal opens above the target, releasing a mass of mud onto the opponent. This mud adheres to the target and weighs it down, restricting the movement of anything with less than B-Tier Strength. The mud can then be ignited by fire to both increase the damage output of a Katon technique applied to it by one rank and solidify, encasing the target in solid earth.
Weaknesses: This technique deals no damage on its own and can be avoided fairly easily due to its Speed. Even when solidified, the mud can be broken by B-Tier or higher Strength.
Name: Earth Release Barrier: Earth Prison Dome of Magnificent Nothingness
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 10 m.
Speed: B
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Ox | Boar | Dragon | Horse | Tiger | Palms on Earth
Description: This technique traps the victims inside a self-repairing dome of earth which is almost instantaneously able to reform, even after Kiba hit it with his Passing Fang. The user can also absorb the chakra of everyone trapped within the dome (5 CP per post per person.) The user must remain in contact with the dome with both hands to drain the victim's chakra and keep the dome repairing.
Weaknesses: The user must remain in constant contact to yield the benefits of the technique.
Name: Earth Release: Earth Spear
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: Self
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake
Description: The user flows chakra through all parts of their body causing it to become noticeably darker, which increases their defensive power to its utmost limits by making the skin ultra durable. It grants A-Rank Armour for as long as it is maintained and allows the user to deal C-Rank Damage per strike (this is in addition to their regular damage output from their Strength stat).
This technique can also be used without the hand seal to cover up to one fourth of the body, but at the same cost. This can be useful for last minute defensive maneuvers or surprise assault tactics.
Weaknesses: Because the durability of this technique is on par with chakra enhanced stone, which is greater than steel but lesser than the bones of the Shikotsumyaku Kekkei Genkai, there are harder materials out there that, when focused to a point or blade, may be able to pierce its defense. In addition, it is still a B-Rank Ninjutsu and can be overpowered by other techniques of superior rank, and in the case of Raiton, techniques of one rank less.
Name: Earth Release: Stone Fist Jutsu
Rank: B
Power: B
Activation Cost: 15
Upkeep Cost: 10
Range: 0-5m
Speed: -
Element: Doton
Skill: Ninjutsu
Classification: Open (Canon)
Requirements: C-rank Strength
Parent Technique: N/A
Hand Seals: Snake → Ram → Dog → Rat → Snake → Tiger
Description: By encasing their arm in rock, the user can deal a powerful hardened punch against an opponent while being protected from direct contact with their target. While utilizing the Stone Fist Jutsu, their Strength is considered +1 tier greater and they are not harmed by their own punch while utilizing this technique due to the protection offered by the stone fist.
Weaknesses: The arm doesn't totally protect the user from counter-attacks, and only protects the arm being used. This technique can only effect one arm, and handseals are not possible while utilizing this technique.
Name: Earth Release: Earth and Stone Dragon
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0 - 100 m.
Speed: One tier below user's Coordination
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Horse → Dog → Bird → Ox → Snake
Description: The user creates a dragon made from the ground to attack the opponent. The user can freely manipulate the dragon around the earth and even travel upon it as long as it stays within 100 m. of its control.
Weaknesses: Requires Earth. An attack or technique large enough to sever the body will effectively end the technique.
Name: Earth Release: Earth-Style Wall
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: -
Speed: B
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Hare → Boar → Dog
Description: The user creates a solid wall of earth as a form of defence. Chakra is either converted to earth within the body and then spat out to form the wall or the user can manipulate pre-existing earth to form the wall. The earth then instantly rises up and takes form.
The barrier itself is also coated with chakra, making its strength incomparable to that of a normal mud wall. Because of the earth's special characteristics, the wall is highly resistant against, for instance, fire and water. Also, for a Kage-class shinobi it is possible to create a vast volume of earth.
Name: Earth Release: Light-Weight Rock Technique
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 3
Range: Contact/Self
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: Ninjutsu
Parent Technique: N/A
Hand Seals: N/A
Description: Contrary to its counterpart, this technique reduces one's gravity, making it much lighter thereby increasing their speed and maneuverability. This is represented as an increase to the Coordination and Speed stat by a Tier and a plus. For an additional B Rank amount of chakra, the atmosphere, along with their body, can be lightened in order to take flight. The user's and/or ally's skill with flight are determined by the Speed and Coordination stats. This technique has the consequence of decreasing the affected person's strength by a Tier and a minus.
Weaknesses: A person affected by this technique can be thrown farther when actually struck.
Name: Earth Release: Added-Weight Rock Technique
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 3
Range: Self/Contact
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: Ninjutsu
Parent Technique: N/A
Hand Seals: Snake
Description: This technique enhances the target's gravity at the user's discretion. It can diminish an opponent's mobility, as the person is crushed by gravity. This technique reduces target's speed and coordination by a single tier and a minus via a boost debuff. For an additional B Rank amount of chakra the user can cause petrification symptoms whereby a thick layer of rock begins to cover the target. Over the course of two posts, the target will be encased in a rocky shell that completely paralyzes them. When this technique is applied to the user or an ally it decreases their speed (1 Tier and a minus) but the increased weight drastically improves their strength (1 Tier and a plus).
Weaknesses: If an opponent has a Strength of B+ they can reduce the debuff to a single tier. If they have a Strength of B++ it becomes two minuses. If they have a Strength of A they can resist the debuff effects completely. Although Petrification is quite strength resistant (requires A Rank Strength to shatter) it is still vulnerable to certain elemental techniques. Lightning techniques of C Rank and up short circuits and nullifies the spread of the Doton over the target's body. Fire techniques B Rank and above causes the petrified rock to crumble and burns out the Doton chakra to prevent further spreading.
Name: Earth Release: Pitfall
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-75m (10m)
Speed: B
Element: Doton
Skill: Ninjutsu
Classification: Secret
Requirements: Preexisting Earth
Parent Technique: -
Hand Seals: Snake -> Horse -> Dragon -> Tiger -> Horse -> Hands on ground
Description: This technique creates a large pitfall underground, covered with a very brittle layer of topsoil so as to appear unchanged. While the technique can be used to create such a pitfall anywhere within 75 meters of the user, the pitfall itself can only be 10mx10mx10m at its maximum size. The inner walls of the pitfall are also coated with chakra-treated mud, making getting out via the surface walking technique far more difficult. Attempting to leave by walking up the walls of the pitfall reduces a trapped individual's speed by -1 tier, but only for the purposes of walking up out of the trap.
Weaknesses: Trying to jump out of the pitfall should be fairly easy for most ninja with at least C-tier Strength (for leaping up) or Coordination. Flight also obviously renders the pitfall practically ineffective.
Name: Earth Release: Concrete Shoes
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-50m
Speed: C
Element: Doton
Skill: Ninjutsu
Classification: Open
Requirements: Preexisting Earth
Parent Technique: -
Hand Seals: Horse -> Bird -> Snake -> Horse -> Snake -> Hands on Ground
Description: After performing the handseals and slamming both hands to the ground, a mass of stone pillars wraps around the legs of the opponent, locking them in place until the stone is broken.
Weaknesses: While the stone is quite hard, it can be broken out of by someone with B-rank Strength, though they have to actually put in effort in order to do so. Those with Strength A-rank or higher can do so without effort. It can also be avoided entirely with the appropriate Speed or Coordination.
Name: Earth Release: Death Flow River
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0 - 20m
Speed: B
Element: Earth
Skill: Ninjutsu, Ijutsu
Classification: Secret
Requirements: Liquid poison, preexisting earth
Parent Technique: Earth Release: Earth Flow River
Hand Seals: Tiger -> Ox -> Tiger -> Snake -> Bird -> Snake
Description: Unlike the parent technique, this one requires at least a bit of set-up before it can be performed, particularly in preparing the earth to be used with this technique needing to have the poison used with this technique splashed on the ground before the technique can be used. Once the handseals are complete, the "treated" earth is transformed into a river of poisonous mud which can be used to wash away opponents and possibly poison them with the infused mud as well, with the mud acting as a toxic agent capable of putting that poison into the target's body.
Weaknesses: Utilizes one dose of poison for the technique; additionally, one cannot mix poisons for use with this technique; utilizing a different poison would require another use of this technique with that specific poison.
Name: Earth Release: Dirt Cast
Rank: B
Power: B
Activation Cost: Varies - minimum 10
Upkeep Cost: -
Range: Touch
Speed: B
Element: Doton
Skill: Ninjutsu, Ijutsu
Classification: Secret
Requirements: Preexisting Earth
Parent Technique: Mystical Palm Technique
Hand Seals: Ox -> Tiger -> Horse -> Ox -> Bird -> Horse
Description: A technique utilizing Earth Release and medical chakra in equal measure. The medical chakra is applied to the Earth Release technique itself. After performing the handseals, earth wraps around the affected limb, locking it in a position that will allow it to be healed effectively, but not allowing it to flex with the rigidity of the stone surrounding it. Over the course of a certain number of posts, the medical chakra in the earth cast will heal wounds, broken bones, or a lethal wound gradually over the course of 3 posts, just like the Mystical Palm Technique. This does mean that the person having this technique applied to them can still move about, although if the cast is applied to a leg, their Speed is decreased by -1 tier. If the cast is applied to an arm, their Coordination involving that arm is decreased by -1 tier, and the arm cannot be used to perform handseals or use weapons or tools. The cast can only be applied to one limb or body part at a time as well, meaning that multiple limbs being damaged will require multiple applications of the jutsu.
Weaknesses: The amount of chakra required to heal the wound must be paid all at once, but the healing will still require the same number of posts, meaning that one must pay 20 chakra when applying the technique for a full three posts of healing: 10 for the initial payment, and 5 more chakra for the two additional posts. An attack with A power will break through the cast, or a C-rank Raiton technique, causing the healing to instantly end when the cast is broken.
Name: Earth Release: Opening Earth Rising Excavation
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 100 m.
Speed: B
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Ox | Horse | Snake | Palms on Earth
Description: With this technique, the user can bring up on the surface something that is deep underground. The targets are launched in air with great strength and speed, the result of which has the appearance and nearly size of an erupting volcano. It can force a large number of soldiers hidden underground to resurface all at once. The volcano is created in front of the user, in which within a 100 meter radius the underground is drawn towards the volcano before being forced upwards through the chute.
Weaknesses: N/A
Name: Kageyose no Jutsu (Shadow Gathering Technique)
Rank: B
Activation Cost: 10
Upkeep Cost: 5
Range: 30 m
Speed: A
Element: N/A
Skill: Ninjutsu
Classification: Nara clan exclusive
Requirements: N/A
Parent Technique: Kagemane no Jutsu
Hand Seals: Rat
Description: This technique transforms the user's shadow into materialized tendrils for various uses, most of which involve ensnaring, grasping and pulling. These shadow tendrils can pull objects to the user, trip up moving opponents, and lift and throw light weight objects (C-rank Strength). It is possible that a more advanced technique can be used to lift even heavier objects.
Weaknesses: The user is unable to move from their position. If they do, the technique is canceled. Also, a target can physically break out of the technique, if their base strength stat is one tier higher than the user's base coordination stat.
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: Transparent Escape Technique
Rank: B
Activation Cost: 10
Upkeep Cost: 5
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Horse | Tiger | Ox | Snake | Monkey | Ram
Description: After completing the hand signs the user applies chakra to their outer layer of skin allowing light particles to continue around the user's body giving them some degree of transparency. The overall effectiveness is based on the user's base Coordination stat and every onlooker's base Perception stat.
When using this technique if the user receives a +2 tiers to Coordination only in regards to this technique's effective invisibility. The user loses this +2 tier to Coordination if they move any faster than ++ Coordination or Speed (2 m/s.) If the user's Coordination is higher than the victim(s) Perception the sum of those numbers represents how much the victim(s) loses for their Perception stat regarding anything of the user.
For instance, Player A uses Transparent Escape with A-tier Coor. Player B has B-tier Perception. This means, when moving ++ or below Player B will have E-tier Perception when it comes to noticing Player A. If Player A decides to use the full range of their allowed motion, Player B will instead have C-tier Perception.
If at any time the victim(s) Perception hits zero the user is considered completely invisible to them.
Weaknesses: This technique severely limits the user's overall Speed and Coordination to 2 tiers below their base. Going above this by any means (boosters or by force) breaks the technique. This is a high concentration technique, thus going below 30 CP, using another technique, or receiving damage will break the technique. This technique is indiscriminate meaning it affects everybody regardless.
Name: Neko Chakra Claw Technique
Rank: B
Power: B
Activation Cost: ---
Upkeep Cost: 5
Range: Self
Speed: B
Element: Non-Elemental
Skill: Ninjutsu
Classification: Open
Requirements: Claw Creation | Chakra Flow
Parent Technique: Claw Creation | Chakra Flow
Hand Seals: ---
Description:
A specific flow of chakra while Claw Creation is active that further enhances the claws’ durability and sharpness. The claws’ hardness is equivalent to B-Grade and has the ability to slice through items that is below B-Grade hardness quite easily.
Weaknesses:
This chakra flow does not extend the nails in any way as it is solely meant to harden the claws and sharpen them. The claws are still prone to break, it is just a little bit harder to do so.
Name: Perfect Copy
Rank: B
Power: --
Upkeep Cost: 1
Range: Self
Speed: --
Element: N/A
Skill: Ninjutsu
Classification: N/A
Requirements: B-Rank Stamina, knowledge of the copied person’s voice/appearance (common sense stuff)
Parent Technique: Transformation Technique
Hand Seals: Clap Hands (hold for 5 seconds)
Description: A unique technique that allows the user to augment their body’s appearance and voice, hence its name since it could be used well when applied to imitating someone else. Like the technique it was inspired by, the Transformation Technique, it can be used with very little upkeep, although it functions differently. Instead of just requiring minimal chakra at the start and nearly the same amount going onward, this technique utilizes a large amount of chakra at the beginning, requiring users to have potent and refined control over their reserves, in turn for allowing it to be maintained even when the user is struck or distracted from what’s essentially a subconscious upkeep.
Weaknesses: Requires excessive buildup. Works only in cases where there's a straight path between the user and their target. Also pretty obvious to a target that can react.
Name: Butterfly Mode
Rank: B
Power: B
Activation Cost: -
Upkeep Cost: 5
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: Konoha Exclusive
Requirements: Calorie Control S-rank or use of the Chili Pill
Parent Technique:
Hand Seals: -
Description: This skill can only be used in conjunction with the S-rank version of the Calorie Control skill, meaning that this skill and the S-rank version of the Calorie Control skill need to have their upkeep costs paid in order to keep this mode active. While in this mode, the user's backbone leaks some of the excess chakra, which becomes visible when friction from their shoulder blades causes the chakra to take the form of butterfly wings extending from the user's back. This can also be used by eating the Chili Pill from the Three-Colored Pills, but only by members of the Akimichi clan; outsiders of the clan are only able to learn this mode by learning S-rank Calorie Control. This opens up the ability to use techniques which require Butterfly Mode to be active.
Weaknesses: Provides no boosts, only gives access to Butterfly Mode techniques.
Name: Butterfly Bullet Bombing
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 1 meter
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Konoha Exclusive
Requirements: Butterfly Mode
Parent Technique: Butterfly Mode
Hand Seals: -
Description: The user concentrates the excess chakra made visible by Butterfly Mode around their fist, condensing the very large amount of chakra to one fist for a highly powerful punch. When using this technique, their Strength is enhanced by +1 tier for that punch, while also extending the size of their fist by 1 meter in each direction.
Weaknesses: Only usable for a single punch, after which the technique must be paid for again.
Name: Chakra Enhanced Strength
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: Contact
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: N/A
Requirements: B Intelligence & C Coordination
Parent Technique: N/A
Hand Seals: N/A
Description: A technique that uses the refined chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet, and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike if they lack the necessary resilience.
This gives a one tier boost and + to Strength while being utilized.
Weaknesses: Users of the technique require immense focus when it comes to concentrating chakra required for it, and releasing it at the right timing.
Name: Delicate Illness Extraction Technique
Rank: B
Power: B
Activation Cost: 5
Range: 0.5m
Speed: N/A
Element: Yoton
Skill: Ijutsu
Classification: Open
Requirements: B-Tier Intelligence
Parent Technique: Chakra Scalpel
Hand Seals: None
Description: When a person has been afflicted by a pathogen or toxin, this medical ninjutsu can be used to draw out the agent and heal the damage. The cause of the illness is first determined by perceiving disturbances in the patient's chakra. Then, using a chakra scalpel, an incision is made near the affected part. Using their chakra, the medical-nin pushes a large volume of a medicinal fluid through the incision. The fluid then draws the poison out of the affected part(s) and serves as a medium through which the poison is suspended and then forced out of the person's body. This technique thus removes the poison, while simultaneously repairing the damage caused by the poison. The process is then repeated until most of the toxin is removed from the patient's body. The process itself is extremely painful and requires the subject be restrained in order for the process to work. As such, it is considered a rather crude method to deal with pathogens and toxins, and only used in emergencies. This technique only draws out most of the poison, not all of it, so the subject can potentially still be in danger, albeit not immediate. To fully treat the subject, an antidote is needed.
After the agent is drawn out, it can be used to create an antidote or medicine after it has been analysed. This can then be given to the patient to ensure a complete recovery. This technique requires the utmost care and ability in diagnosis, incising and unmatched chakra control. Therefore, it is considered an extremely difficult technique, even among medical ninjutsu.
Weaknesses: This technique does not perform any of the actual cutting or healing required for its correct use, which may require that the user collaborate this technique with others, such as Chakra Scalpel and Mystical Palm. While not very costly, this technique takes refined control over one's chakra, and is only usable by higher level Medical-Nin, as illustrated by the B-Tier Intelligence requirement.
Name: Mystical Palm Technique
Rank: B
Power: A
Activation Cost: 10
Upkeep Cost: 5
Range: Touch
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: N/A
Parent Technique: -
Hand Seals: Ox → Tiger
Description: The Mystical Palm Technique is a Medical Ninjutsu which allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries.
In most cases it will take three posts to fully heal a single fatal wound. This number can be alleviated by having more Ijutsu users using this technique present, each Ijutsu user taking a post off.
Weaknesses: When healing a wound the effects take place immediately, slowing bleeding and producing new cells. Failure to complete the full healing process will have the wound open up again. The amount of time how this happens is dependent on how long you treated the wound (Healing for two posts and leaving will take two posts for the wound to open again.)
Name: Poison Mist
Rank: B
Power: B
Activation Cost: Varies
Upkeep Cost: N/A
Range:0m-25m
Speed: D Rank
Element: N/A
Skill: Ijutsu/Chemistry
Classification: Open
Requirements: The user must have created the poison they are spewing or have sufficiently analyzed or learned another poison in order to reproduce it within their body. Additionally, the poison in question must be able to take a gaseous form as described in its registration.
Parent Technique: N/A
Hand Seals: N/A
Description: Chakra is kneaded within the body and then changed into special chemical substances which are then ejected through the mouth. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a poisonous mist. This technique allows the user to internally re-create and spew out any poison (that they have created or know how to create) directly from their body without harming themselves either from the initial spew or from it ambiently being in the air around them. This technique essentially acts as a convenient medium of dispersal for custom poisons. The amount of chakra this technique costs is commensurate with the rank of the poison created. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu.
Weaknesses: Because the poison is gaseous it can potentially be blown away or sealed.
Name: Pharma Spray
Rank: B
Power: -
Activation Cost: 10 CP
Upkeep Cost: -
Range: 0 - 20 m.
Speed: C
Element: N/A
Skill: Ijutsu
Classification: Ijutsu (Open)
Requirements: Poison Gas
Parent Technique: Poison Gas
Hand Seals: N/A
Description:Much like Poison Gas, the user either makes, or analyzes chemicals (in this case drugs or medicine), and releases it from the body. But unlike cloud, is instead a stream of chemicals that shoot out from the finger tips and into a general direction. This is good for both dosing patients from afar, or getting drugs to those who need them faster.
Weaknesses:A strong breeze, or any barrier between them and the person can result in the pharmaceuticals not making it in time.
Name: Insect Strength Spindle Strike
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 1 meter / 100 meters
Speed: -
Element: -
Skill: Nintaijutsu
Classification: Secret
Requirements: Taijutsu Skill, Ijutsu Skill, Kikaichu
Parent Technique: Insect Strong-Arm
Hand Seals: -
Description: Utilizing the Kikaichu swarming his fists, Anzo turns their movement into a spiral drilling pattern as he throws a punch. This can allow Anzo to better pierce a defensive structure or armor that the punch lands against. The technique increases Anzo's Strength stat by +1 tier for the purposes of breaking through defensive structures or armor only, while the drill allows Anzo to hit 1 meter further than his punch would be able to land. The spiraling "drill" can also be launched at a target to a full distance of 100 meters, but when used in this way, the technique does not improve Anzo's Strength stat for the purposes of the distance strike. It still travels at a speed matching the user's Coordination. The technique uses 100 additional Kikaichu for each strike, regardless of whether the technique is used at range or within melee distance.
Weaknesses: The Kikaichu covering the user's hands are weak to Katon techniques, which this fighting style provides no protection for despite its B-rank power.
Name: Secret Technique: Parasitic Parasite Destruction
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: Self
Speed: -
Element: N/A
Skill: Ninjutsu/Ijutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichu
Parent Technique: N/A
Hand Seals: N/A
Description: After infusing the user's own Kikaichu with medical chakra, the Kikaichu themselves travel throughout the host's body either eradicating toxins or poisons the Aburame come into contact with before and breaking down the poisons to a nullified state, or if it's a poison they've never encountered before, encasing it with their bodies before expelling the poison outside the host's body. If the poison has been encountered by the host before, the Kikaichu can simply immediately break down the poison before it takes effect. The amount of time necessary to extract the poison is based on the rank of the poison:- E-C: immediately after activation
- B: 1 post of upkeep
- A: 2 posts of upkeep
- S: 4 posts of upkeep
While the jutsu is in effect, it increases the countdown timer by 1 post and changes a stat that would be permanently damaged into a temporarily damaged stat until the Kikaichu remove the poison.
Weaknesses: Although the technique can be used to extract the poison, while the technique is being used, the Aburame is unable to use techniques involving the Kikaichu, as they're actively working to remove the poison. In addition, although the Kikaichu can decrease the work of the poison, they can't fully stop the effects once the countdown timer has passed until the full extraction has completed.
Name: Peregrine Falcon Drop
Rank: B
Activation Cost: 10
Range: Self
Speed: D
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: -
Hand Seals: -
Description: The user wraps their arms around their opponent's waist and wraps their legs around their chest from behind. The user then drives them head first into the ground. The impact strength is determined by the user's actual Strength. The Speed is increased by +1 tier for every 10 meters in the air, maxing out at B-tier speed.
The user's Strength is boosted by +1 tier and +1 advantage for the pin and impact.
Weaknesses: N/A
Name: Leaf Strong Whirlwind
Rank: B
Activation Cost: 10
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A Taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Increases Strength and Coordination for the kick by a +2 advantages.
Weaknesses: N/A
Name: Leaf Great Flash
Rank: B
Activation Cost: 10
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: The user charges at their opponent and unleashes a powerful lateral kick.
Boosts Speed for the initial dash by +1 tier and boosts Strength for the kick by a +1 advantage.
Weaknesses: N/A
Name: Leaf Destroying Rock Rise
Rank: B
Activation Cost: 10
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target as the name suggests.
Provides a boost to Strength of +1 tier and +1 advantage.
Weaknesses: N/A
Name: Crushing Palm
Rank: B
Activation Cost: 10
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: A technique where the user savagely thrusts their palm down at an opponent.
Boosts Strength by +1 tier and +1 advantage.
Weaknesses: N/A
Name: Rude Rough-housing technique
Rank: B
Power: -
Activation Cost: 8
Upkeep Cost: 2
Range: arm's length/how far can you run?
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Coordination B
Parent Technique: -
Hand Seals: -
Description:
In effect this is a simple, yet effective way of throwing a multitude of continuous punches towards the opponent with the sole intent of overwhelming them and breaking through any physical guard they are attempting to set up. It is literally a form of brawling, where style has less emphasis than brutal force and physical punishment.
As long as this technique is maintained, the user will gain ++ in strength and + in coordination.
Weaknesses: -
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 ++.
Weaknesses: -
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 ++.
Weaknesses:
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.
Weaknesses:
Name: Lightning Release: Thunderclap Drill
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user compresses lightning chakra down to embrace their forearm. Using this lightning chakra, they temporarily enhance their physical output, boosting it by 1 tier. On top of boosting the user's Strength temporarily, the attack electrocutes a target when they're struck, hitting them with C Power on top of whatever damage inflicted upon them by the user.
Weaknesses: N/A - E-C: immediately after activation
Last edited by Anzo Aburame on Sat Jun 24, 2023 12:12 pm; edited 16 times in total
_________________
Stats:
Strength: D
Constitution: C
Stamina: B+
Speed: D
Coordination: S
Intelligence: B
Perception: C
Anzo Aburame- Leaf Chuunin
- Village : Konohagakure
Posts : 325
Join date : 2023-02-20
- Post n°5
Re: Anzo Aburame Technique Registry
- A-rank:
- Name: Earth Release: Multiple Earth-Style Walls
Rank: A
Power: B
Activation Cost: 20
Upkeep Cost: -
Range: -
Speed: A
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: Earth Release: Earth-Style Wall
Hand Seals: Palms on Earth
Description: Like the parent technique, it creates a reinforced wall of earth to be used as a defensive mechanism. Using a pre-existing source of earth however, it allows the user to create multiple walls of earth, further fortifying their defense, so that even while the outer walls are destroyed the inner ones are still left intact. Creates up to 30 walls each at B-rank power.
Weaknesses: N/A
Name: Earth Release: Great Moving Earth Core
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: 0 - 150 m.
Speed: A
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: Earth Release: Moving Earth Core
Hand Seals: Hare → Ram → Snake → Hare → Ram → Snake
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. This allows them to create giant holes or elevations in the ground, one of which was large enough to trap the Ten-Tails in.
Weaknesses: The technique must be activated again in order to return the terrain back to its original state. Only one terrain shift can occur per use of this jutsu.
Name: Earth Release: Earth Dragon Bullet
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 10
Range: 100 m.
Speed: A
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Mud
Parent Technique: N/A
Hand Seals: Ram → Horse → Dragon
Description: After creating a mud source, the user creates a dragon-like head to shoot mud balls at an opponent at incredibly high speeds. To be more threatening, the user can combine this technique with Fire Release: Fire Dragon Bullet to make the mud balls become searing hot.
Weaknesses: The technique is stationary like a turret, only being able to pivot.
Name: Earth Release: Swamp of the Underworld
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 10
Range: 100 m.
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Boar → Tiger
Description: By changing the surface of an object beneath the target into mud and creating a swamp, the user can sink their target into the mud. The adhesive, chakra-infused mud ensnares the body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Weaknesses: Anyone can negate the effects of this technique by using the Water Walking Technique. Also, if a person is trapped, they can be "reeled out" by an ally or using an object not influenced by the technique.
Name: Earth Release: Rock Pillar Spears
Rank: A
Power: A
Activation Cost: 20
Range:0 - 30 m.
Speed: A
Element: Earth
Skill: Ninjutsu
Classification: Open
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Gesture hand at target
Description: This technique lets the user create a few rock pillars that will protrude from the ground to skew the target. The rock pillars will even pass through obstacles to reach their target.
Weaknesses: N/A
Name: Earth Release: Ultra-Added-Weight Rock Technique
Rank: A
Power: A
Activation Cost: 30
Upkeep Cost: 10
Range: Self/Contact
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: N/A
Parent Technique: Earth Release: Added-Weight Rock Technique
Hand Seals: N/A
Description: This is a much stronger version of the Added Weight Rock Technique. This technique enhances the target's gravity at the user's discretion. It can diminish an opponent's mobility, as the person is crushed by gravity. This technique reduces the target's speed and coordination by 2 Tiers via a base debuff. For an additional A Rank amount of chakra the user can cause petrification symptoms whereby a thick layer of rock begins to cover the target. Over the course of a single post, the target will be encased in a rocky shell that completely paralyzes them. When this technique is applied to the user or an ally it decreases their speed (2 Tiers) but the increased weight drastically improves their strength (2 Tiers).
Weaknesses: If an opponent has a Strength of A+ they can reduce the debuff to a Tier and two minuses. If they have a Strength of A++ it becomes a single Tier. If they have a Strength of S Rank they can resist the debuff effects completely. Although Petrification is quite strength resistant (requires S+ Rank Strength to shatter) it is still vulnerable to certain elemental techniques. Lightning techniques of A Rank and up short circuits and nullifies the spread of the Doton over the target's body. S Rank Fire techniques cause the petrified rock to crumble and burn out the Doton chakra to prevent further spreading.
Name: Earth Release: Golem Technique
Rank: A
Power: S
Activation Cost: 20
Upkeep Cost: 10
Range: 0m-100m
Speed: N/A
Element: Earth
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: Ninjutsu
Parent Technique: N/A
Hand Seals: Seal of Confrontation
Description: This technique allows the user to create a large, humanoid creature composed of rock that can either be expelled from the user's mouth, or formed from a pre-existing source of earth. Using Preexisting Earth makes the creation process within the post, however, expelling the Golem from one's mouth takes a full round to create. The creature responds to the user's will and thus acts as an excellent support and shield. The golem can morph its hands into very basic and simplistic weapons such as mallets, shields, and swords. Due to the constant upkeep the golem regenerates damage dealt at the end of each round, meaning complete destruction is necessary to eliminate it.
Strength: S
Constitution: S
Speed: B
Coordination: A
Stamina: -
Perception: -
Intelligence: -
Weaknesses: The golem relies on the user's Perception, Intelligence, and overall mental commands in order to take action. If the user falls unconscious the golem will crumble. If the user is mentally incapacitated but conscious (Genjutsu for example) the golem will remain still or obey the last mental command given so long as chakra is supplied. Lightning technique A-rank or higher will destroy the golem entirely without taking in account its durability.
Name: Earthen Wave
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 10
Range: 100m Diameter
Speed: A
Element: Doton
Skill: Ninjutsu
Classification: Personal
Requirements: -
Parent Technique: -
Hand Seals: Boar - Dog - Bird - Dragon
Description: Earthen Wave is a technique that causes the ground beneath the users feet to rise up and down in a ring around them. The technique starts 1m away from the user and the wave ripples out to up to 50m around them in every direction. The wave will create a sort of rising earthen wave that rises to up to 10m high, providing visual cover from techniques and such if necessary and will carry a striking force of jutsu power. The wave is 5m across and the ground it leaves behind is left as it was before the wave moved through it. Causing it to appear normal.
Weaknesses:
Name: Earth Release: Unrelenting Manacles
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 10 (Optional)
Range: Touch
Speed: A
Element: Doton
Skill: Ninjutsu
Classification: Secret
Requirements: Direct skin contact
Parent Technique: -
Hand Seals: Dragon -> Bird -> Horse -> Snake -> Horse -> Dragon -> Snake
Description: After performing the handseals, the user must immediately touch the opponent directly on their skin and be able to fully wrap both of their hands around two targets. After latching onto both targets, Earth Release chakra encircles both points, and then a hard column of stone connects the two circles of Earth Release chakra, locking them at whatever distance they were from one another when contact was made. The earth column can also be repaired if it becomes damaged by the user paying the upkeep while in direct contact with the manacles.
Weaknesses: If the user attempts to grab onto an object or person but can't wrap their hands all the way around the target, the chakra is consumed but the technique fails. The technique can be broken by A-rank Strength or higher (in addition to other normal methods such as Raiton jutsu B-rank or higher) after the manacles are formed, or by breaking the grip with Strength matching the user's before the manacles can take form. If an object with hardness or Constitution higher than B comes between the manacles before the column can form, the technique fails and the chakra is consumed.
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.
Name: Sennō Sōsa no Jutsu (Memory-Concealing Manipulative Sand Technique)
Rank: A
Activation Cost: 20
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Sunagakure Village Exclusive
Requirements: None
Parent Technique: None
Hand Seals: None
Description: The user seals away the target's memories by burying an extremely small needle into the brain's memory center. The memories can be restored by cancelling the technique, thereby destroying the needle. If a subordinate had this operation performed on their brains and has infiltrated an enemy camp, they can safely perform spy activity over a long period of time with no memory of being a sleeper agent. This could help enhance them in their act as they will fully believe their loyalty lies with the ones they are spying upon. If the user cancels the technique, the target will once again remember their mission as a sleeper agent.
Weaknesses: Once the technique is canceled, the user will need to surgically insert the needle again. Memories that are sealed are chosen at the time of insertion, which will typically require that either the target discloses all necessary information to the user, or the user reads the mind of the target prior to inserting the needle, because after the needle is in place, the memories it seals cannot be changed and will not be remembered until the technique is canceled either by the user's will or the destruction of the needle, typically only possible through Ijutsu.
Name: Spiraling Ring
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: 0-100m
Speed: -
Element: -
Skill: Ninjutsu
Classification: Exclusive
Requirements: -
Parent Technique:
Hand Seals: -
Description: The user creates a dark purple Rasengan-like orb of chakra surrounded by a series of white rings of chakra that orbit the main sphere. These rings then align into one disc-like shape around the orb, causing the rings to resemble planetary rings. This attack can be devastating up close and has destructive explosion radius of 50 meters.
Name: Butterfly Mode: Flight
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 10
Range: -
Speed: User's Speed -1 tier
Element: -
Skill: Ninjutsu
Classification: Konoha Exclusive
Requirements: Butterfly Mode
Parent Technique: Butterfly Mode
Hand Seals: -
Description: The user of the Butterfly Mode is capable of engaging in flight for a short amount of time, to a maximum of the use of Butterfly Mode, which is limited to the final level of Calorie Control or the limit of time of the final Chili Pill. While in flight, the user would judge their ability to move in air using their Coordination stat.
Weaknesses: After landing, the user has to utilize the technique again in order to return to flight, requiring them to pay the activation cost of the technique again.
Name: Secret Technique: Insect Eclipse
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: 0-100m
Speed: A
Element: N/A
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Non-Rinkaichu only
Parent Technique: Insect Jar Technique
Hand Seals: N/A
Description: Instead of utilizing the Insect Jar as a defensive technique, Insect Eclipse is the offensive version of the technique, allowing the user to trap an opponent in a swirling dome of Kikaichū that are so dense that they block out all light from outside, with their buzzing so loud that someone inside the dome cannot hear anything from outside of the dome. This dome is 20 meters in height and in diameter. The dome gradually pulls inwards on the opponent, squeezing in on them until their body is covered in the beetles. When the beetles make contact with the opponent, they will drain their chakra at an advanced rate of .2 per beetle. This technique requires the use of 1000 Kikaichū beetles, making this attack an all-or-nothing offensive technique. An explosive technique from inside the dome will break apart the dome, but damage is reflected back to the explosion's source at -2 tiers of power, making this form of escape particularly costly. The dome can also trap multiple people, in which case the beetles will attempt to cover all targets trapped in the dome evenly.
Weaknesses: Due to the Kikaichū's inherent weakness to Katon techniques, an offensive Katon jutsu of B-rank or lower is capable of breaking through the dome and kills half of the beetles that make up the technique. Because of the sheer number of Kikaichū used for this technique, it's unlikely for an Aburame clan member to have enough beetles to make use of other Aburame techniques.
Name: Secret Technique: Shadow Clone Bug Swarm
Rank: A
Power: -
Activation Cost: 20
Upkeep Cost: -
Range: 0-100m
Speed: -
Element: -
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichu
Parent Technique: Shuriken Shadow Clone
Hand Seals: Ox → Dog → Dragon → Rat → Dog → Boar → Snake → Tiger
Description: The user creates many shadow clones from one Kikaichu, striking down the enemy. This is a technique that combines Aburame insects with ninjutsu. Since the shadow clones are real and not illusions, all the Kikaichu that fly around are equally lethal. Because the clones form near instantaneously, completely evading them is quite difficult. These insect shadow clones do not persist after the end of a thread, and only exist for as long as a technique calls for Shadow Clone Bug Swarm as the Parent Technique. This allows for techniques that have a Kikaichu count requirement above the base 1000, or even above the Aburame host's normal Kikaichu limit, but the shadow cloned Kikaichu do not return to the host's body, and the number of Kikaichu used cannot be above 17000 (this would be the full 1000 Kikaichu shadow cloned by a host with A-tier Stamina, meaning at S-tier Stamina, the host cannot produce any additional shadow clone Kikaichu).
Weaknesses: Unlike the original Shuriken Shadow Clone, because the Kikaichu are still living things instead of being objects, for every tier of Stamina above E-Rank that the user has, the amount of multiples created from one bug increases by two instead of 3. Example: Anzo sends out three Kikaichu and has B-Rank Stamina, so instead of three, now there are 27, because each Kikaichu gets eight copies, while retaining the original three. Any technique requiring Shadow Clone Bug Swarm as its Parent Technique will need to have its original chakra cost paid in addition to Shadow Clone Bug Swarm's chakra cost (i.e., a B-rank technique with Shadow Clone Bug Swarm as a Parent Technique will actually cost the 10 CP for being a B-rank technique plus 20 CP for using Shadow Clone Bug Swarm, for a total CP cost of 30). Obviously, the handseals for the Shadow Clone Bug Swarm will also need to be used for any of those techniques as well, in addition to any handseals required for the jutsu used in conjunction with the Shadow Clone Bug Swarm.
Name: Secret Technique: Parasitic Bug Tsunami
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: 0-100m (directional cone shape)
Speed: A
Element: -
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichu
Parent Technique: Secret Technique: Shadow Clone Bug Swarm
Hand Seals: -
Description: The Aburame clan member sends out a wave of 5000 Kikaichu insects along the ground towards a target, creating a wave-like structure capable of washing clear over people to very nearly drown them in Kikaichu. Those that live the initial strike are likely to be covered in the parasitic insects and have their chakra drained quite quickly, if struck.
Weaknesses: Weakness to Katon techniques.
Name: Secret Technique: Parasitic Bug Rain
Rank: A
Power: B
Activation Cost: 20
Upkeep Cost: -
Range: 0-150m
Speed: B
Element: -
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichu
Parent Technique: Secret Technique: Shadow Clone Bug Swarm
Hand Seals: -
Description: The host Aburame sends a total of 6000 Kikaichu skyward to form a huge cloud of parasitic insects that appears to mimic a low-hanging nimbostratus cloud, appearing dark grey in color. After one post, the bugs fall like rain over a wide area, allowing them to latch onto a large number of opponents over a great distance. The bugs also fall at a steady rate, causing the cloudy appearance to gradually disappear as the technique is used. This jutsu also allows the Aburame clan member to attach insects to hidden opponents, so long as they're above the surface of the ground or any liquid, making it extremely useful for attacking hidden enemies, although this does not automatically mean that the Aburame host can find the hidden opponent.
The insects fall at a rate of 1000 Kikaichu per post over the course of 6 posts, up to their maximum range of 150 meters. This means that a target is likely to only catch six Kikaichu insects per post, resulting in very little draining, but also possibly revealing their location with the Kikaichu.
Weaknesses: Because the insects are weak to Katon, a Katon technique of B-rank or higher aimed at the cloud will destroy the entire cloud of Kikaichu, ending the technique early by killing off the swarm.
Name: Yin Healing Wound Destruction
Rank: A
Power: A
Activation Cost: A
Upkeep Cost: N/A
Range: Self
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: Requires sufficient Perception and/or Intelligence to predict the incoming attack as well as Constitution to endure the pain inflicted.
Parent Technique: N/A
Hand Seals: N/A
Description: A medical ninjutsu where one anticipates the spot the enemy will attack and preemptively applies medical treatment to it, reducing damage to a minimum. The user concentrates chakra to that area and begins the cell recreation process even before the targeted area becomes damaged. Using the opponent's physical movements and changes in the environment as well as the technique's speed and power, the user must analyze and accurately deduce where the attack will land. Even more than accurately predicting the attack or instantly gauging the situation, a great resilience is necessary depending on the damage inflicted. The technique will continue to heal damage until the user runs out of chakra, leaving the possibility that the damage will not be completely mended when the technique ends.
Weaknesses: This technique does not in of itself nullify pain inflicted by a technique thus requiring a commensurate amount of Constitution so that the user does not die from shock or passes out.
Name: Body Revival Technique
Rank: A
Activation Cost: 15
Upkeep Cost: 10
Range: Self
Speed: Instant
Element: Yoton
Skill: Ijutsu
Classification: Open
Requirements: C-Tier Constitution, B-Tier Intelligence
Parent Technique: None
Hand Seals: None
Description: The principles of this technique is to take advantage of the muscles' ability to grow stronger after repairing itself from damage. Understanding this theory, the Body Revival Technique can repair the user's body and increase its strength by manipulating the "Destruction and Rebirth" cycle of the muscles. This technique increases the user's Strength by a +, pushing it just far enough beyond its natural limit to cause damage, thereby replacing that + with a - for the following post. This cycle continues until the user's Strength reaches its peak, or until the technique ends. These boosts occur in the following way based on the number of the post since the process began:
1: +
2: -
3: ++
4: +
5: +1 Tier
6: ++
and so on, until Strength reaches S++.
This technique can be immediately activated to recover from fatal damage, giving the user the appearance of real death for a full post while recovery occurs within. Afterwards, the strengthening process begins. When used in this way, the technique's activation cost increases to 20 points.
Weaknesses: The cost of this technique is rather steep, generally requiring either a very high natural Stamina or an alternate source of energy. When this technique is fueled by Bijuu or Dark Chakra, it uses the natural regenerative properties of those chakra to eliminate the drawbacks present in techniques such as the Eight Gates, which inflict damage upon the muscles. This will not allow one to survive the Eighth Gate, however. When fueled by those two sources,Nature Chakra, or another powerful source of chakra, this technique can heal non-fatal physical damage without paying an extra cost (fatal damage can be recovered at any point via 20 points) and applies the same boosting ability to Speed as well as Strength.
Name: Cell Activation Technique
Rank: A
Power: A
Activation Cost: A
Upkeep Cost: N/A
Range: Close Contact
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: B Rank Intelligence
Parent Technique: Yin Healing Wound Destruction
Hand Seals: N/A
Description: Used only in the most dire of surgical procedures to increase the patient's survival rate, if even only by a single percentage, this technique employs a great level of refined chakra control to activate all the cells in the patient's body simultaneously. This causes their body to start repairing itself while the medical-nin is operating; restoring damaged tissues and bone structures while healing the patient during more invasive and delicate procedures. This technique's utility reaches its maximum potential when applied to transplant surgeries. Normally, transplanting organs into a patient carries the significant risk of an autoimmune response that can cause rejection and in some cases lethal injury. This technique allows the user to activate cells and repair damage during the transplantation process thereby healing any potential autoimmune related damage before it manifests in a rejection. This is quantified as a +10 modifier with respect to the success of an implant surgery.
Weaknesses: When used as a means to increase implant surgery success this technique may only be used on those who possess no kekkei genkai whether by birth or implanted. The activation of all cells in the patient's body would include those related to the utilization of the KKG, this adversely complicates the transplant surgery and nullifies any healing effect that would ordinarily take place. For this reason the +10 modifier is restricted to those who have no KKG.
Name: Cherry Blossom Profusion Palm
Rank: A
Power: A
Activation Cost: --
Upkeep Cost: 5/10 (based on level)
Range: 0-2m (size of chakra fist)
Speed: --
Element: --
Skill: Ijutsu
Classification: Open
Requirements: Standard CES requirements, Taijutsu skill
Parent Technique: Chakra Enhanced Strength
Hand Seals: N/A
Description: Using the Chakra Enhanced Strength technique, the user cloaks their own fist in a much larger one out of chakra. Using this fist, the user is able to effectively increase the range of their punches, as just one covers even more of the standard hand-to-hand attack. It extends it by the technique's range, with the increase in Strength based on the level of Chakra Enhanced Strength the user is applying. This forms a chakra-composed fist that's two meters in length, width and height.
Weaknesses: Only applicable to one hand.
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: Insane Rough-housing technique
Rank: A
Power: -
Activation Cost: 15
Upkeep Cost: 4
Range: arm's length
Speed: -
Element: -
Skill: -
Classification: Open
Requirements: Coordination A
Parent Technique: Rude Rough Housing technique
Hand Seals: -
Description:
Just like the Rude Rough housing technique, this technique meets out punishment in the form of a flurry of brutal and harsh punches, yet in this form the technique simply becomes more brutal, more deadly and more precise. As it is always with skills that have been honed, in this form the punches become more precise, more likely to hit at specific places and more capable of breaking through an opponent's physical guard, going so far that if sufficient strength was available and being applied, weaker armors would simply crumble under the full brunt of this technique's onslaught.
Weaknesses: -
Name: Grass Shadow-Style Emit Destroy Palm
Rank: A
Power: A
Activation Cost: -
Upkeep Cost: 10
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Exclusive
Requirements: -
Parent Technique: -
Hand Seals: -
Description:The Shadow style, created by the Grass village is one of the more potent hand to hand techniques in the land. Their style was quite famous, and for good reason. The style confuses enemy tracking with erratic movement and quick strikes. A pure taijutsu style in which the user delivers a set of open-handed as well as closed-fist hits along with kicks to the opponent. This series of attacks is so fast that it can barely be followed by the naked eye. This style improves Speed by +. And Coordination by ++. Those trying to track the users movement suffer a -- to Perception.
Weaknesses:
Name: Disturbance
Rank: A
Power: A
Activation Cost: N/A
Upkeep Cost: 20
Range: Close Contact
Speed: N/A
Element: N/A
Skill: Taijutsu/Bukijutsu/Kenjutsu
Classification: Exclusive (Kumo)
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Akin to a warrior's dance performance, the user is able to rapidly and relentlessly bombard his target, with precision, at various angles and locations. This style, comprised of sheer unpredictable movements, can easily catch his opponents off-guard. The technique debuffs opponents' Perception by two minuses for the purposes of tracking the user and increases the user's Speed and Coordination by two pluses. This style can be used as a Taijutsu, a Bukijutsu, or a Kenjutsu. This style also has the ability to completely scramble the precognitive abilities of the Sharingan, essentially rendering its visual predictive abilities useless.
Weaknesses: If the user stops moving and is rendered immobile then the "Sharingan scrambling" effect is negated.
Name: Insect Strong-Arm
Rank: A
Power: A
Activation Cost: -
Upkeep Cost: 10
Range: Self
Speed: -
Element: N/A
Skill: Nintaijutsu
Classification: Secret
Requirements: Taijutsu Skill, Ijutsu Skill, Kikaichu
Parent Technique: Chakra Enhanced Strength, Parasitic Destruction Insect Technique
Hand Seals: -
Description: A fighting style utilizing both the use of Kikaichu and the use of Chakra Enhanced Strength to create a destructive and draining method of fighting. After covering their hands and feet with Kikaichu and utilizing chakra control for increased strength, the user is able to attack an opponent while also deploying insects onto the opponent's body. Due to the use of insects with Chakra Enhanced Strength, the user trades off a bit of the power in order to reduce the possibility of crushing their Kikaichu with their improved strength, leaving them with a one-tier boost to Strength while also being able to leave behind 100 Kikaichu on the opponent for each successful strike. The "bugging" of the opponent's body is unlikely to be noticed until it's too late, thanks to the damage caused by the strike potentially masking the Kikaichu latching onto the opponent's body.
Weaknesses: Perception matching the Strength of the user's strike allows them to recognize that they've been "bugged" with Kikaichu. The Kikaichu covering the user's hands and feet are weak to Katon techniques, which this fighting style provides no protection for despite its A-rank power.
Name: Insect Strength Cricket Kick
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: Melee/See Thrown Projectile Rules
Speed: A (Speed of person launched by this technique)/See Thrown Projectile Rules
Element: -
Skill: Nintaijutsu
Classification: Secret
Requirements: -
Parent Technique: Insect Strong-Arm
Hand Seals: -
Description: In spite of the name, this technique is actually a flick of the finger. Gathering up chakra in their finger instead of their entire hand, the user is capable of flicking the opponent with enough focused power to launch them away from the user of the technique if it makes contact, with distance determined by the difference between the user's modified Strength stat and the target's own Strength stat; for each + of difference between the user's Strength and the target's, the distance launched increases by 5 meters. This technique boosts the user's Strength by 1 tier, and is one of only a few of the Insect Strong-Arm techniques that doesn't rely on direct contact to attach Kikaichu to an opponent's body; instead of flicking their finger directly against the opponent's body, Anzo can instead use the finger-flicking motion to launch Kikaichu at an opponent, utilizing the thrown projectile rules to determine its range; instead of determining the Strength as being -2 tiers the projectile's Speed, however, the Strength of the Kikaichu against an opponent is instead -3 tiers the projectile's speed, due to the very low weight of the Kikaichu. A maximum of 50 Kikaichu can be launched per use of this technique.
Weaknesses: An opponent with an modified Strength equal to or higher than the modified Strength of the user will not be launched at all, although the attack will still deal damage if relevant.
Name: Lightning Release: Electromagnetic Murder
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: 0 - 30 m.
Speed: A
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Boar → Ram → Snake
Description: A basic Lightning Release technique that allows the user to create a wave of electricity from their hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock.
Weaknesses: N/A
- S-rank:
- Name: Earth Release: Ultra-Added-Light-Weight Rock Technique
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: 10
Range: Contact/Self
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This technique is a more advanced version of the Earth Release: Light-Weight Rock Technique, in which the user drastically decreases the weight of their target, but to a much greater extent than that of the original ability. This is represented as an increase to the Coordination and Speed stat by 2 Tiers. For an additional B Rank amount of chakra, the atmosphere, along with their body, can be lightened in order to take flight. The user's and/or ally's skill with flight are determined by the Speed and Coordination stats. This technique has the consequence of decreasing the affected person's strength by 2 Tiers. The user can also use this technique to lift enormous objects that they normally wouldn't be able to such as a meteorite or an entire island.
Weaknesses: A person affected by this technique can be thrown farther when actually struck.
Name: Earth Release: Sandwich Technique
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: -
Range: 250 m.
Speed: A
Element: Earth
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Tiger → Ram → Rat → Slam hands on the ground
Description: The user creates two enormous rock formations, each 250 meters in height and length, that close in on the opponent from opposing sides with tremendous force, smashing everything caught in between. Both of these formations are capable of dwarfing even the Demonic Statue of the Outer Path in size, and each half has the symbol of Iwagakure inscribed upon it. Kitsuchi stated that this was his strongest technique, standing as a testament to both this ability's destructive potential and its difficulty.
Weaknesses: N/A
Name: Grand Tremor
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: 20
Range: 300m
Speed: S
Element: Doton
Skill: Ninjutsu
Classification: Personal
Requirements: -
Parent Technique: -
Hand Seals: Boar - Horse - Dog
Description: Grand Tremor is a technique that creates a sizable earthquake throughout its range from the user. This causes the ground to shake violently and cause those standing to fall if they have any less than A coordination when the technique reaches them. They will be unable to regain their footing while the technique is maintained so long as they do not get above A rank coordination again. Secondary, while this technique does not do damage on its own normally. Its range does extend down too, and any that are underground when the range of the techniques reaches them will take jutsu power damage.
Weaknesses:
Name: Great Spiraling Ring
Rank: S
Power: S
Activation Cost: 50
Upkeep Cost: -
Range: 500m
Speed: S
Element: -
Skill: Ninjutsu
Classification: Exclusive
Requirements: -
Parent Technique: Spiraling Ring
Hand Seals: -
Description: Just like before the user creates a dark purple Rasengan-like orb of chakra surrounded by a series of white rings of chakra that orbit the main sphere. These rings then align into one disc-like shape around the orb, causing the rings to resemble planetary rings. This attack however is incredibly more dangerous and can cause widespread destruction. This attack is no longer up close but can cause an explosion so massive it can be seen from miles out. A mushroom cloud will follow from the explosion itself comparable to a small nuke.
Weaknesses: Since the scale of this attack is so massive. There is a 5 post cooldown to use again.
Name: Fission Technique
Rank: S
Power: S
Activation Cost: S
Upkeep Cost: N/A
Range: Global
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: Ninjutsu
Parent Technique: N/A
Hand Seals: N/A
Description: The Fission Technique is a highly advanced ninjutsu which allows the user to literally split their own body into two identical — yet entirely independent — duplicates of themselves. Unlike clone techniques that only appear to be similar, the ability is instead a physical separation and so does not require hand seals to activate, making it faster in comparison as a result. This also means that even if one is incapacitated, the other remains physically unharmed as neither can truly be regarded as the original. The duplicates cannot be dispelled like normal clones and must physically merge in order for the technique to end.
Weaknesses: While split the user's chakra is halved meaning if one of them die then that chakra is permanently lost. The remaining duplicate must live on with their stamina point total halved. While this technique is active both duplicates cannot perform S Rank techniques.
Name: Grass Shadow Style: Light Meets Dark
Rank: S
Power: S
Activation Cost: 20
Upkeep Cost: 10
Range: 0-50m
Speed: -
Element: -
Skill: Taijutsu
Classification: Exclusive
Requirements: -
Parent Technique: -
Hand Seals: -
Description: One of the more potent taijutsu techniques from the Shadow Style. The user makes use of the speed of their movements to create shadow afterimages. While the user charges at their opponent, they use a zig-zag pathway the creates afterimages, though they are positioned in a different direction. This makes it increasingly hard to pinpoint an attack on them. While the user uses this to either get in front or the back of their opponents, they can now strike. The User palms a hand forward to hit their body.
However this is an afterimage attack as well, the real maneuver is a low sweeping kick to their legs. Which if connected, they would send a kick upwards into their body. This gives a boost of 1++ tier to Speed. And a debuff of - to Perception for the purpose of the Afterimage dash. After stopping the boosts switch for the combo. Providing a boost of 1 tier to Coordination. And a debuff of -1 tier to the opponents Coordination within range of this technique.
Weaknesses:
Name: Calorie Control
Rank: B/A/S
Power: B/A/S
Activation Cost: -
Upkeep Cost: 5/10/20
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: Konoha Exclusive
Requirements: Used all three Three-Colored Pills 5 times
Parent Technique: N/A
Hand Seals: -
Description: The Calorie Control skill is used after learning to control the method used by the Three-Colored Pills to convert fat cells directly to chakra. This allows the user to gain the benefits of the Three-Colored Pills without actually using the pills themselves. This also means that the user of the skill is capable of using the Calorie Control skill in any form they like, but the skill must be trained to the effective level, in order, from B to A to S. This does not mean that the Calorie Control skill needs to be used in that order to gain the effects - if the user has trained to use the S-rank version of the skill, they are capable of immediately going to that level without having to worry about taking the pills.
At B-rank, the skill provides the user with the effects of the Spinach Pill, with the same drawbacks.
At A-rank, the skill provides the user with the effects of the Curry Pill, with the same drawbacks.
At S-rank, the skill provides the user with the effects of the Chili Pill, although instead of being potentially lethal, the user has gained enough skill using the technique to only have a drawback of having their Stamina reduced by 1 tier-- and their Constitution reduced by 1 tier after five posts for the rest of the thread.
Weaknesses: Still requires 500 EXP cost, in addition to the other drawbacks.
Name: Chakra Enhanced Strength Version Two
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: 20
Range: Contact
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: N/A
Requirements: B Intelligence & B Coordination
Parent Technique: Chakra Enhanced Strength
Hand Seals: N/A
Description: A further refined version of it's parent technique, Version Two of Chakra Enhanced Strength focuses on the same basis; concentrating chakra to a focal point and releasing it at the right timing. This "new and improved" version of the technique, so to speak, allows the user to draw out more chakra, and with the necessary timing and control over that chakra, boost their strength to even more tremendous levels than before.
Unlike it's parent technique, this can even be used as an application for increased lifting strength. With this technique in play and the proper sustenance, a user of the technique can carry far beyond what they'd even imagine with their own strength, unless they're physically apt on their own. This version also opens up inspiration for other techniques that involve the technique's use, such as the Heaven Spear Kick and the Heavenly Foot of Pain.
Version Two gives a two tier boost to Strength while being utilized.
Weaknesses: Like the parent technique, Version Two requires necessary concentration and timing, as well as good control over one's chakra. Should the user lack either adequate means, especially if they're suffering from some type of debilitating drawback, this technique may be much harder to pull off, if not impossible.
Name: Cherry Blossom Tearing Impact
Rank: B/S
Power: B/S
Activation Cost: 10/25 (based on level of CES being used)
Upkeep Cost: --
Range: 0-30m
Speed: User's Strength -1 tier
Element: --
Skill: Ijutsu
Classification: Open
Requirements: Standard CES requirements, Taijutsu skill
Parent Technique: Chakra Enhanced Strength
Hand Seals: N/A
Description: Using the Chakra Enhanced Strength technique, the user slams their fist into the ground, forming a line of split earth and releasing their chakra from their fist. The released chakra is released in the form of a wave that runs along this line of split earth up to thirty meters, before dispersing automatically. It has the capacity to knock away what it comes in contact with, including projectiles. The strength boost the technique offers is based on the level of Chakra Enhanced Strength being used with it.
Weaknesses: N/A
Name: Perfected Cricket Kick
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: -
Range: Melee/See Thrown Projectile Rules
Speed: S (Speed of person launched by this technique)/See Thrown Projectile Rules
Element: -
Skill: Nintaijutsu
Classification: Secret
Requirements: -
Parent Technique: Insect Strength Cricket Kick, Chakra Enhanced Strength V2
Hand Seals: -
Description: An improved version of the Insect Strength Cricket Kick utilizing the perfected version of Chakra Enhanced Strength instead of the original fighting style, making it a requirement before one can learn this technique. It is similar in many ways to the original Insect Strength Cricket Kick, but it is now much more focused in its capabilities, with the distance that an opponent or a target can be launched being doubled compared to the original technique, but relying on the same differences between Strength of the user vs. the Strength of the target to determine the distance an opponent may be launched. In addition, the damage caused by a launched Kikaichu with this technique is instead given the same calculation as a normal projectile, as the increased power of the launch makes up for the lack of weight of the usual chakra beetle. One final difference is that instead of increasing the user's Strength by 1 tier, it is increased by 1 tier and a +.
Weaknesses: An opponent with an modified Strength equal to or higher than the modified Strength of the user will not be launched at all, although the attack will still deal damage if relevant.
Name: Secret Technique: Parasitic Bug Wasteland
Rank: S
Power: A
Activation Cost: 30
Upkeep Cost: -
Range: 0-20m
Speed: S+
Element: -
Skill: Ninjutsu
Classification: Clan Exclusive (Aburame)
Requirements: Kikaichu
Parent Technique: Secret Technique: Shadow Clone Bug Swarm
Hand Seals: -
Description: The Aburame clan member uses the shadow clone bug swarm to massively increase the number of Kikaichu currently living within their own bodies before 10000 Kikaichu attack in every direction from their body to a maximum range of 20m, completely covering anyone caught in the radius of the technique with Kikaichu, which immediately begin draining their chakra. Because of the speed of the technique, it often catches everyone unaware, and is capable of causing damage to both friends and foes, so it is best used outside of the range of friendlies. Once the Kikaichu latch onto a target, they begin draining them at an advanced rate of 0.2 per post for each insect.
Weaknesses: Unlike most Ninjutsu techniques, because of the number of Kikaichu that must be created, this particular technique requires a 1 post countdown timer before the insects can attack, and if the user is hit with a Katon technique during that countdown time, its damage is increased by 1 tier (up to a maximum of S-tier - if the power of the technique is naturally D-tier, the Aburame host is considered to have Constitution that is 1 tier lower against that technique instead).
Name: Insect Strength Hexapodal Fists
Rank: S
Power: S
Activation Cost: -
Upkeep Cost: 20
Range: Self
Speed: User's Coordination
Element: -
Skill: Nintaijutsu
Classification: Secret
Requirements: Taijutsu Skill, Ijutsu Skill, Kikaichu
Parent Technique: Insect Strong-Arm
Hand Seals: -
Description: This technique allows Anzo to form two additional arms made entirely of Kikaichu, though he can similarly use Chakra Enhanced Strength and Insect Strong Arm techniques with these arms as though they were Anzo's own natural arms. With the additional power afforded by using more arms, this technique gives him +1 tier of Strength and the additional arms allow for simultaneous punches, increasing his Coordination by +1 tier as well, though these boosts are exclusively for the purposes of Taijutsu techniques. Uses 350 Kikaichu per arm.
Weaknesses: The Kikaichu used in this technique cannot be used for other Aburame techniques without completely dropping the Hexapodal Fists style; this means they cannot instantly switch a punch with one of the Kikaichu fists to an Aburame technique immediately or in the middle of the attack. Because the Kikaichu only have a Constitution of E, after each strike with the Kikaichu arms, the Kikaichu used to create that arm are killed, and after two strikes, Anzo must use another 700 (total) Kikaichu to make two more arms or drop the fighting style immediately.
Name: Insect Strength Bunker Buster
Rank: B/S
Power: B/S
Activation Cost: 10/30
Upkeep Cost: -
Range: 0-30m
Speed: User's Strength -1 tier
Element: -
Skill: Nintaijutsu
Classification: Secret
Requirements: Taijutsu Skill, Ijutsu Skill, Kikaichu
Parent Technique: Insect Strong-Arm, Cherry Blossom Tearing Impact
Hand Seals: -
Description: Using the Chakra Enhanced Strength technique, the user stomps their foot into the ground, forming a line of split earth and releasing their chakra from their heel. The released chakra is released in the form of a wave that runs along this line of split earth up to thirty meters, before dispersing automatically. It has the capacity to knock away what it comes in contact with, including projectiles, depending on the strength of the projectiles or attacks that come into contact with it - up to C-rank for the B-rank version of the technique, and up to A-rank for the S-rank version of the technique. The strength boost the technique offers is based on the level of Chakra Enhanced Strength being used with it, which must be specified when the technique is used. Kikaichu will then erupt from the fissure to attack those caught within the 30m area of split earth. This technique uses 500 Kikaichu.
Weaknesses: -
_________________
Stats:
Strength: D
Constitution: C
Stamina: B+
Speed: D
Coordination: S
Intelligence: B
Perception: C