- 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.
Hanabi Uchiha Jutsu Reg
Raika Ryuutei- Mist Special Jounin
- Village : Kirigakure
Posts : 339
Join date : 2022-11-23
Character File
Skills & Elements: Taijutsu, Kuchiyose, Fuuinjutsu, Bukijutsu, Ninjutsu
Class: A
Ryo: 220,400
- Post n°1
Hanabi Uchiha Jutsu Reg
_________________
Name: Raika Ryuutei
Age: 18
Gender: Female
Rank: Special Jounin
Village: Kirigakure
Titles: Maneater of Kirigakure, Chainwhirler
Experience:
Total - 6000
unused exp - 0
Ryo: 395,400
Stats:
Strength: B
Constitution: C (C++ with Nemean Cloak)
Stamina: S
Speed: B
Coordination: B (B+ with Felis Bangle)
Intelligence: D
Perception: B
Character Jutsu: Raika Ryuutei Jutsu Registry
Current attunement -
Hiramekarei - Active
BMA - Active <+1 tier CON>
Felis Bangle - Active <+ COORD>
Raika Ryuutei- Mist Special Jounin
- Village : Kirigakure
Posts : 339
Join date : 2022-11-23
Character File
Skills & Elements: Taijutsu, Kuchiyose, Fuuinjutsu, Bukijutsu, Ninjutsu
Class: A
Ryo: 220,400
- Post n°2
Re: Hanabi Uchiha Jutsu Reg
- D-rank:
- Name: Flaring Embers
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: ---
Range: 15m
Speed: C
Element: Katon
Skill: Ninjutsu
Classification: Open
Requirements: Pre-existing Fire
Parent Technique: ---
Hand Seals: Tiger
Description:
By pouring their katon chakra into the source of fire, the user causes a sudden eruption within the heat. Capable of exploding up to a small campfire-sized fire scattering stones, burning wood, ashes, etc within a 5 meter radius. Causing flammable materials to ignite and cause light physical trauma and minor burns. The eruption also creates an audible bang that can be heard within 100 meter radius.
Weaknesses: No fire means no bang.
Name: Flame Serpent
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 0-15m
Speed: D+
Element: Katon
Skill: Ninjutsu
Classification: Secret
Requirements: -
Parent Technique: -
Hand Seals: Dragon | Tiger | Snake
Description: The user molds Katon chakra into the mouth before releasing it in the form of a large flaming serpent (3m long) that rushes across the ground towards the target at a rapid speed. This serpent will explode in a burst of fire, whenever it hits a object or reaches its maximum distance, that covers a 5m radius from where it's head was when it was triggered, that deals minor burns and ignites flammable materials.
Weaknesses: This requires line of sight of the target, can only travel in a straight line, a Suiton technique of D-Rank can extinguish the serpent before it burst.
Name: Demonic Illusion: Mirage Crow
Rank: D
Range: Sight
Speed: Instant
Element: Inton
Skill: Genjutsu
Classification: Group Exclusive (Uchiha)
Requirements: Tomoe Three Sharingan
Parent Technique: Genjutsu: Sharingan
Hand Seals: None
Description: The user begins the technique by calling upon a small swarm of crows that emerge from somewhere within the immediate vicinity, generally from underneath a coat the user is wearing. The crows will then swarm the target and if the target looks upon any of the crows, he will see the user's Sharingan reflected in their eyes and be instantly caught in the illusion. The illusion itself places the target in a world of red and pink, with no discernible details other than the target, the swarm of crows, and the user, who appears to be partially formed from that swarm of clones. The ground and the sky seem to meld together, and though wind may appear to be flowing in this illusory world, nothing can be felt. The user is then free to converse with the target for as long as desired, warping the perception of time in both of their minds.
Being drawn into the illusion is so sudden that the target's brain will mistake it for reality, but notes that it is separate; the target can simultaneously perceive reality and illusion, but the illusion encapsulates the target so much that he will fall to the ground in reality, the brain mistakenly recognizing the illusion as reality. The body will reflexively catch itself, causing the target to snap out of the illusion, but by that time, the conversation between the two will be over, having lasted for up to an hour within the illusion, but only taking seconds out of the real world.
Weaknesses: This technique requires the Genjutsu Skill. Because of its instantaneity, the illusion has little use for offensive purposes, as it is designed neither for mental trauma nor physical harm, offering only enough control for the user to manipulate the crows and his own form while inside.
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
Weaknesses: N/A
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.
Weaknesses: N/A
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: 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: 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: Spring Chant
Rank: D
Power: C
Activation Cost: N/a
Upkeep Cost: 3
Range: Self
Speed: N/a
Element: N/a
Skill: Taijutsu
Classification: Open
Requirements: C rank Coordination w/o taijutsu skill or D rank with the taijutsu skill.
Parent Technique: N/a
Hand Seals: N/a
Description: This style of combat focuses on fast, flowing combinations utilizing basic principles of Taijutsu. The style uses sheer speed and number of attacks to achieve its goals in contrast to other more strength reliant Taijutsu styles. While those who aren't trained in Taijutsu find that faster strikes tend to lose out on power, a Taijutsu user who has trained in the skill can utilize this style without losing any of their striking power, allowing body mechanics to make up for any power lost. Boosts coordination by one tier with the taijutsu skill and by one plus without it.
Weaknesses: The boosts are lowered by -- if the user doesn't have the taijutsu skill. Their strength is also lowered by - if they don't possess the Taijutsu Skill to represent their lack of true effort in mastering their body.
Name: Rising Side Kick
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user swiftly launches their leg from standstil position into an at most 6-7' high side-swipe kick. While using this technique, if the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses: -
Name: Rising Scissor Kick
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: -
Range: melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user raises on leg 180° into the air from standstill, dropping said leg/foot onto an opponent. This can also be used while jumping. If the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses:-
Name: Rising Defense Kick
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: melee
Speed:N/A
Element: -
Skill:Taijutsu
Classification: Open
Requirements: Taijutsu
Parent Technique: -
Hand Seals: -
Description:
When facing a low ranked (D at most) attack or technique of a solid nature (won't work on raiton for instance) the user rather than defending with their hands, raise their leg and use the soles of their shoes/feet to defend and redirect the attack to the ground.
Weaknesses: -
Name: 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: Manipulated Shuriken Technique
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: 1
Range: 0 - 100 m.
Speed: -
Element: -
Skill: Bukijutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.
When using this technique the user's Coordination increases by +2 advantages regarding Shuriken control. Shuriken do not lose momentum when using this technique. The user may also "re-throw" a shuriken that has lost momentum, whether it got stuck in a tree or ground. The shuriken does not benefit from the user's Coordination when regarding its speed using this method.
Weaknesses: N/A
Name: Boomerang throw
Rank: D
Power: D
Activation Cost: E
Upkeep Cost: N/A
Range: Same as normal based on projectile rules
Speed: Same as normal based on projectile rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: C rank Corrdination
Parent Technique: N/A
Hand Seals: N/A
Description: A technique to throw small to moderate sized objects such as kunai, shuriken or batons and have it act in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it
Name: Manipulated Tools Technique
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: E
Range: Varies (Equal to Chakra Strings)
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: Bukijutsu/D-Rank Coordination/Chakra Strings
Parent Technique: Chakra Strings
Hand Seals: N/A
Description: This is a rather unique and iconic technique with which users make use of their cultivated marksmanship and dexterity intermingled with controlling thrown weapons. With this technique a chakra thread is attached to a throwing weapon, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the weapon in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite. The user's level of Coordination allows more complex weapons to be used alongside this technique and within this style, as well as increases the speed at which the weapons are capable of moving when manipulated.
D-Rank Coordination = Projectile/Giant Projectile (Senbon, Shuriken etc.)
C-Rank Coordination = Flowing (Chains, Whips, Kusari etc.)
B-Rank Coordination = 1-H Melee (Swords, Clubs etc.)
A-Rank Coordination = 2-H Melee (Greatswords, Hammers etc.)
S-Rank Coordination = Polearms (Tridents, Scythes etc.)
Weaknesses: N/A
Name: Flash Step
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: N/A
Range: 30 meters
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user will focus for a moment and suddenly dash at their target slashing with their weapon toward the opponents torso, this will give them a +Boost to Speed and Cordination.
Weaknesses: They can only move in straight lines and once on course are unable to stop or change direction.
Name: Savage Strikes
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Close
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user will take a spear or long bladed weapon and rush the opponent stabbing three times in quick sucsession and power toward the chest. This will have an incease of strength by ++.
Weaknesses: This is a quick thrusting combo so once they aim to strike three times it must aim where the first blow aims, this means if the first blow misses the rest will miss as well.
Name: Red Tiger Style
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: ---
Parent Technique: ---
Hand Seals: ---
Description:
A common swordstyle that most people and beginners start off and even most often than naught they unknowingly doing it. The style focuses around strikes from the katana that are both simple and efficient to use. The normal stance for the Red Tiger is to place the dominant foot in front of you as you shift your body sideways so to speak. Your other foot should be behind you as it will serve as your root while the one up front is the accelerator. Sword wise it should always be facing in front of you at the opponent. Using this style boosts the user’s Speed and Coordination by 1 advantage.
Weaknesses: N/A
Name: Zangeki no Sora ”Slashing Sky”
Rank: D
Power: E
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A simple upperslash that heavily boosts in speed. It is mainly a defensive technique to block an attack coming from above, but it can be used to get a scratch on the opponent. Boosts Speed by 2 advantages.
Weaknesses: ---
Name: Nikko ”Sunlight”
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Moonlight
Hand Seals: ---
Description:
It is considered as a cheap trick to some practitioners, but basically the user angles their sword at just the right spot to direct the blinding sunlight at the opponent’s eyes. Then the user will continue the motion to lunge forward while simultaneously slashing horizontally at the target in that moment of weakness. Boosts Coordination by 2 advantages.
Weaknesses:
Due to the fact that it requires light equivalent in brightness as the sun it is mainly used outdoors. The Sunlight cannot be used while in dim lighting and in the dark. Also if the opponent is quick and aware of it then they can just close their eyes against it on time to resist the blinding aspect.
Name: Akai Mikadzuki ”Red Crescent”
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A counter based technique that requires near perfect timing to execute properly to have maximum effect. When the opponent moves to attacking the user either by weapon or body, the user may react to it by evading it. The process starts by leaning to the rear foot and using the dominant foot to pivot into a spinning motion. Using the ball of the rear foot for balance, the practitioner effectively side-steps out of the opponent’s trajectory. The full spin ends in a single swift motion as the user would slash horizontally at the opponent’s arm, leg, or the sides. Using this technique boosts Coordination by 2 advantages.
Weaknesses:
As mentioned beforehand, this technique requires the opponent to initiate an attack that is frontal or simply charging within the 120 degree view of the user’s sight. As such the user must be aware of the attack and it must be within melee range. Ninjutsu being externalized at a distance such as a Fireball for example would render this counter ineffective.
Name: Akai Mikadzuki ”Red Crescent”
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: ---
Range: Melee
Speed: D
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Tiger Style
Hand Seals: ---
Description:
A counter based technique that requires near perfect timing to execute properly to have maximum effect. When the opponent moves to attacking the user either by weapon or body, the user may react to it by evading it. The process starts by leaning to the rear foot and using the dominant foot to pivot into a spinning motion. Using the ball of the rear foot for balance, the practitioner effectively side-steps out of the opponent’s trajectory. The full spin ends in a single swift motion as the user would slash horizontally at the opponent’s arm, leg, or the sides. Using this technique boosts Coordination by 2 advantages.
Weaknesses:
As mentioned beforehand, this technique requires the opponent to initiate an attack that is frontal or simply charging within the 120 degree view of the user’s sight. As such the user must be aware of the attack and it must be within melee range. Ninjutsu being externalized at a distance such as a Fireball for example would render this counter ineffective.
Name: Wind Release: Verdant Mountain Gale
Rank: D
Activation Cost: 3
Upkeep Cost: 1
Range: 0 - 40 m/
Speed: C
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake
Description: By using wind-based chakra, the user can infuse their bladed weapons with it from a distance and manipulate them.
Weaknesses: Doesn't add any power to the weapon, only allows for manipulation of it. Holding the hand seal leaves the user more vulnerable than before.
Name: Wind Release: Passing Typhoon
Rank: D
Activation Cost: 3
Range: 0 - 100 m.
Speed: C+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user creates a gust of wind in a radius around them that blows away all weather conditions. It is powerful enough to dispel even the Hiding in Mist Technique and can even be used to deflect small projectiles.
Weaknesses: The lack of concentration and speed makes this a poor offensive technique.
Name: Wind Release: Breakthrough
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: 15m
Speed: C
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dog-Horse-Bird
Description:
After making the handseals and gathering chakra in their stomach while holding the Bird handseal, the user expels said accumulated chakra as a violent gust of wind. This technique is powerful enough to knock grown adults off their feet. This technique can also be used for supplementary purposes such as breaking someone's fall or repel common projectiles such as senbon, kunai and shuriken (not fuuma or giant shuriken though)
Weaknesses: N/A
Name: Wind Release: Concussion
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: 20m
Speed: C
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique:
Hand Seals: Ox-rat-dog
Description:
The user pressurizes chakra with the wind nature into a small sphere with a radius of one inch and launches it towards their intended target, when this sphere hits anything solid, it will erupt with loud, almost deafening bang. It doesn't do much damage, but the sound may act as a confusion and can spook enemy shinobi. The sphere can reach a max distance of up to twenty meters before it explodes. The force of this explosion is enough to deliver shallow cuts due to its wind nature's cutting abilities, but only reaches about one meter in radius.
This jutsu can also be used on loose ground or sand to provide visual cover, whipping up a cloud of dust or sand of about two meters in radius for a single post.
Weaknesses: Highly unstable, will explode even when touching a leaf in a tree.
Name: Gentle Step
Rank: D
Power: E
Activation Cost: 5
Upkeep Cost: 3
Range: Varies on Speed (50 Meters Max)
Speed: D+
Element: Wind
Skill: ---
Classification: Open
Requirements: Tree Climbing Practice | Water Walking Practice
Parent Technique: Tree Climbing Practice | Water Walking Practice
Hand Seals: ---
Description:
The process of this technique is as simple as the parent techniques. By focusing chakra on the user’s feet the user can apply the Fuuton Chakra to gain a special ability. Temporarily the user can ‘step’ on the air as if it was solid ground. Gravity still applies and for the brief moment the user steps it seems solid. But if the user stands still he/she will begin to fall. Gentle Step can be used to step up higher or the user can sprint through the air as their movement. While using this technique the user is treated like he/she has 1 advantage on Speed since the user travels slightly faster when using this technique.
Weaknesses:
Cannot stand still or else the chakra dissipates and the user will begin falling to the ground. Additionally if the user was falling from greater heights and they suddenly use this technique they still take damage from inertia and such. Least to say it is still going to hurt. Be warned that this technique applies for a whole second.
Name: Gentle Descent
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: Self
Speed: D+
Element: Wind
Skill: Ninjutsu
Classification: Open
Requirements: Gentle Step
Parent Technique: Gentle Step
Hand Seals: Bird
Description:
To correct an error this technique was developed so when the user finds him/herself falling from greater heights they have an option to remedy that. By focusing the kneading Fuuton chakra to either the bottom of their feet or even their palms the user release a strong current of air by manipulating the surrounding wind to cushion and slow his/her fall. This technique allows for safe landing from great heights without worry of gravity damaging the body. The user may carry a single person provided they’re not over 200 lbs as they descend, and the user can more or less glide equivalent to 10 meters.
Weaknesses:
With elemental problems in effect it is possible that a small fire could get excited from the manipulation of wind and momentarily blaze bigger than it should. Negating this technique and potentially damage the user in the process. Additionally the winds are not strong enough to deflect projectiles so it is normally not used in combat.
Name: Fūton: Zangeki no yumi [Wind Release: Slashing Blow]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: D-(10m)
Speed: N/A
Element: Fuuton
Skill: N/A
Classification: Ninjutsu
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake,Tiger
Description: The user will first mold Fūton chakra within their lungs. Before letting out the wind in a steady stream while holding the handseal they are capable of expelling Fuuton from their mouth moving their head in a slicing motion to slice small objects, it is incapable of slicing through the human body or anything denser however it can make minor cuts. The wind itself is invisible as all winds techniques are, and if not used in a slicing motion can merely send someone back if aimed at them.
Name: Fūton: Sutorīmu [Wind Release: Stream]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: D-(20m)
Speed: N/A
Element: Fuuton
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake, Tiger, Boar
Description: A basic Fūton no Jutsu that a Shinobi uses to blow a powerful stream of wind from their mouth. The technique is mostly used to change directions in mid-air. In this case, the strength of the stream is powerful enough to move the source body at high speeds. On the ground, it can be used to blow up a cloud of dust, masking the caster's movements. It can also be used offensively to stagger an opponent's movement.
Name: Fūton: Hakike Peretto [Wind Release: Gagging Pellet]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: D-(20m)
Speed: 20mps
Element: Futon
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake, Boar
Description: A relatively simple technique where the user places a small rock or pellet in their mouth and then fires it like a bullet through quickly releasing a large sum of wind-infused chakra air behind it using their mouth itself as a barrel; essentially making them a living air gun. Depending on what they are made of these pellets are capable of denting wood and leaving welts on individuals.
Name: Fūton: Kaze Sanpo [Wind Release: Wind Walk]
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: N/A
Speed: 20mps
Element: Futon
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description:This technique allows the user to create a wind like base under their feet, reducing friction and enhancing the user's speed. The user doesn't seem to be levitating unless under close inspection which they seem to be about 1.5 - 2cm off the ground. This jutsu particularly give a ++ boost is also "helpful for evading projectiles with ease."
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.
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: 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
Last edited by Raika Ryuutei on Sat Apr 08, 2023 9:27 am; edited 3 times in total
_________________
Name: Raika Ryuutei
Age: 18
Gender: Female
Rank: Special Jounin
Village: Kirigakure
Titles: Maneater of Kirigakure, Chainwhirler
Experience:
Total - 6000
unused exp - 0
Ryo: 395,400
Stats:
Strength: B
Constitution: C (C++ with Nemean Cloak)
Stamina: S
Speed: B
Coordination: B (B+ with Felis Bangle)
Intelligence: D
Perception: B
Character Jutsu: Raika Ryuutei Jutsu Registry
Current attunement -
Hiramekarei - Active
BMA - Active <+1 tier CON>
Felis Bangle - Active <+ COORD>
Raika Ryuutei- Mist Special Jounin
- Village : Kirigakure
Posts : 339
Join date : 2022-11-23
Character File
Skills & Elements: Taijutsu, Kuchiyose, Fuuinjutsu, Bukijutsu, Ninjutsu
Class: A
Ryo: 220,400
- Post n°3
Re: Hanabi Uchiha Jutsu Reg
- C-rank:
- 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: 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: Hiding in Shadows Technique
Rank: C
Activation Cost: 5
Upkeep: 1
Range: Self
Speed:-
Element: Non-Elemental
Skill: 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: 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: 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: Pheonix Wings
Rank: C
Power: C
Activation Cost: 5 (ea. Slash v.1)
Upkeep Cost: 3 (v.2 only)
Range: 90 m
Speed: C
Element: Koton
Skill: Kenjutsu, Ninjutsu
Classification: Secret
Requirements: Katon, Kenjutsu, Ninjutsu, Hanabi
Parent Technique: Chakra Flow
Hand Seals: Bird
Description:
V.1 The user uses very light and precise movements when they step and slash. As the fire becomes enraged with the oxygen through movement, the user can create fiery slashes that can go travel up to 90 m in a straight line. If the user is skilled enough, they can make the slashes curve with a disadvantage of going 60 m.
V.2 The user creates Phoenix wings from fire that form on the users back, giving them a +1 tier to speed. This will be active until the user decides to end it or they fall below 50% stamina. This ability allows the user to be light on their feet, allowing them to make longer jumps at faster speeds, not giving them flight but giving them a boost while in air by jumping.
Weaknesses: Water, close range
(Versions 1 and 2 CANNOT be used at the same time. Only one at a time may be used each use.)
Name: Chakra Flow
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 3
Range: 0 - 5 in.
Speed: -
Element: -
Skill: Kenjutsu/Bukijutsu
Classification: Open
Requirements: None
Parent Technique: N/A
Hand Seals: N/A
Description: Chakra Flow refers to both the flowing of chakra through an object. Generic Chakra Flow simply increases the weapon's Durability OR Hardness by +1 rank. By channeling in different elements this also influences the effects by changing the nature of the chakra flow. (Note: elemental chakra flow also carries over the +1 tier for Durability/Hardness from the original technique.)- Earth: Turns the blade into a deep black. Increases grade or hardness by +1 rank (so basically +2 ranks on hardness/grade or +1 rank in each.)
- Fire: Ignites the blade in fire. B-rank Fire damage and spreading fire on contact.
- Lightning: Creates sparks along the chakra flow. C-rank Lightning damage and numbness in the affected area. (-1 advantage to Coordination for two posts.)
- Wind: Causes the chakra flow to grow in size. B-rank Wind cutting potential and a longer chakra extension (up to 3 feet.)
- Water: Encases the blade in a thick skin of water flowing either away or towards the user. Reduces the opponent's Strength of their swing on contact by -1 tier as well as pushes their attack in the direction of the water current with B-tier Strength.
Weaknesses: N/A
Name: Moonlight
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: -
Speed: -
Element: -
Skill: Taijutsu/Kenjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user stabs their sword into the ground, balances themselves on it and kicks their opponent away. The kick is usually aimed at the upper abdomen or the neck area.
The user gains +2 advantages in Coordination and +2 advantages in Strength.
Weaknesses:
Name: Ember Clone
Rank: C
Power: C
Activation Cost: 1/10th Chakra per Clone
Upkeep Cost: -
Range: 25m
Speed: -
Element: Katon
Skill: Ninjutsu
Classification: Secret
Requirements: -
Parent Technique: -
Hand Seals: Dragon
Description: The user creates one or more clones of pure Katon element chakra, While the clones can perform Katon techniques, they only possess one-tenth of the user's chakra and cannot go too far from the original. If there is a source of fire within 25m of the user, that source can be used to form the clone, this does not reduce the cost but allows the user to create the clone further away from them then they normally would be able to. When these clones are struck with a sufficient amount of force they will revert to their fire form, burning those within 5m of them when they are destroyed.
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 clones must be remain within 25 m. of the user. A Suiton technique of D-Rank can destroy the clones without causing them to burst into flames.
Name: Exploding Flame Shot
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3 per 2 shots
Range: Refer to Projectile rules
Speed: Refer to Projectile rules
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rabbit -> Dog -> Ox
Description: By creating fire from their hands, this technique allows the user to throw two balls of flame which are able to either cause fiery explosions on impact or set the target on fire. These explosions have a five-meter diameter to them, catching others in them if necessary.
Weaknesses: N/A
Name: Fire Release: Dragon Fire Technique
Rank: C
Power: B
Activation Cost: 5
Upkeep Cost: -
Range: 0-50m
Speed: C+
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Dragon → Rabbit → Tiger
Description: The user breathes fire along a cord or any other type of long object, which rushes forward in a straight line catching the enemy on fire. A line of enemies can be used as the conductor as well. The flames are meant to target, and assault the enemy's upper body. Once colliding with something, the attack detonates into a five-meter spread of flames, incinerating whatever was at the epicenter and around it.
Weaknesses: Requires something to run along, such as wire string or actual people.
Name: Fire Release: Great Fireball Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: v1 0 - 25m | v2 0 - 100m
Speed: v1 B | v2 C++
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Ram → Monkey → Boar → Horse → Tiger
Description: A technique where chakra kneaded inside the body is converted into fire and expelled from the mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The scope of the attack is altered by controlling the volume of chakra that is mustered. The released flames will engulf their target, and leave a crater in the ground's surface.
Version 1.) When released as a continuous flamethrower, this technique creates a widespread stream of flames, expanding out 25 meters in front of the user. It moves at B-tier speed and possesses the same power as normal, but can be maintained for a small cost to do consistent burn damage overtime, should something remain in it's range.
Version 2.) When released as a projectile, the technique fires off a broad sphere of flames, moving at C++ speeds. Upon impacting something the sphere detonates into a ten-meter fire bomb burning anyone in contact with the flames. Once passing 100 meters, the fireball fizzles out.
Weaknesses: N/A
Name: Fire Release: Phoenix Sage Fire
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0 - 40m
Speed: B
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rat → Tiger → Dog → Ox → Rabbit → Tiger
Description: This technique creates a volley of sixteen small fireballs, which are sent flying in an unpredictable manner assaulting the enemy. In addition, the flames are controlled individually with chakra, so avoiding them all is extremely difficult. Shuriken can also be concealed within the flames, creating an unexpected secondary surprise attack. Like the flames, the shuriken can be controlled with chakra. For the most part, however, this technique is used as a distraction. The control of individual fireballs is done at the two tiers below the user's Coordination.
Weaknesses: N/A
Name: Fire Release: Fire Dragon Bullet
Rank: C
Power: B
Activation Cost: 5
Upkeep Cost: -
Range: 0-10m
Speed: C
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger->Dragon-> Boar
Description: A basic Fire Release technique, where the user exhales a flame breath from their mouth. As shown by Hiruzen, this technique can be used in conjunction with Earth Release: Earth Dragon Bullet to ignite the projectiles fired by the latter technique, making it more devastating by giving it the potent properties, speed, and range of the former.
Weaknesses: N/A
Name: Ember Dragon
Rank: C
Power: C
Activation Cost: 10
Upkeep Cost: 3 (optional)
Range: 120 m
Speed: Rank C
Element: Fire
Skill: Ninjutsu
Classification: Secret
Requirements: Hanabi to teach the Jutsu.
Parent Technique: -
Hand Seals: Tiger -> Snake -> Dragon -> Bird
Description: When the user combines these hand seals together, a large dragon, with a snakes body (a Chinese dragon to be exact), comes from the back of the user, creating a large Ember Dragon. Although this comes straight from the source, the activation cost will take a hit on the user. This dragon is roughly 10x15x25FT (WxHxL), burning everything in its path that’s flammable. The dragon goes forth onto its opponent and either disperses, engulfing the user and searing the skin on the body or combusts, leaving 6 exploding little dragons to attack and explode near any targets the user chooses. These dragons can be at random or if the user wants to pay an additional 3 chakra, force the dragons to a certain area OR make them explode manually with coordination taking a -1 tier to coordination.
Weaknesses: Water
Name: Wind Release: Slash
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user waves his hand and creates multiple blades of wind, which combine to form a single, large blade of air. The technique was powerful enough to stop a Susanoo's movements, but is not able to break through its defense.
Weaknesses: N/A
Name: Wind Release: Drilling Air Bullet
Rank: C
Activation Cost: 5
Range: 0 - 100 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: To use this technique the user will first take a deep breath, and then exhale to shoot a highly compressed air ball from its mouth. This bullet can be as large as the amount of air the user can store in their lungs.
Weaknesses: N/A
Name: Wind Release: Divine Wind
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 60 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram
Description: The user releases a gust of wind which forms four small tornadoes. These tornadoes are capable of flinging away all projectiles and people who make direct contact with them. The wind cuts like most wind-nature techniques and may be combined with fire release techniques to create flaming hurricanes.
Weaknesses: N/A
Name: Wind Release: Gale Palm
Rank: C
Activation Cost: 5
Range: 0 - 40 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Ram → Boar → Bird → Hands clapped together
Description: A Wind Release technique where the user either increases their velocity, or by the user clasping their hands together, wind is compressed and transformed into a powerful gale, which has enough force to knock over a person. When used in conjunction with shuriken or kunai, the tools become more lethal as their speed is increased.
When used to increase the user's Speed they move at B-tier Speed if they are not already at or above B-tier Speed. If the user is at or above B-tier Speed they simply gain +1 tier to their Speed.
Weaknesses:
Name: Wind Release: Great Breakthrough
Rank: C
Power: C
Activation Cost: 5
Range: 0 - 150 m.
Speed: B+
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Ox → Dog → Rabbit → Snake
Description: The user creates a powerful, concentrated gust of wind that can easily tear trees up from their roots and hollow out the ground in its wake.
Weaknesses: N/A
Name: Wind Release: Rotating Shuriken
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 10 m.
Speed: B
Element: Wind
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: By infusing wind-nature chakra into shuriken, the user can make them spin, as well as control them in the air. The user can control the shuriken as long as they're within ten meters of the user. If the shuriken are projected outside of the range then they will follow standard projectile rules, losing speed every ten meters until it reaches E-tier Speed.
Weaknesses: N/A
Name: Crimson Wolf Fang
Rank: C
Power: C
Activation Cost: —
Upkeep Cost: 3 CP/Post
Range: Melee
Speed: --
Element: --
Skill: Kenjutsu
Classification: Secret
Requirements: 3 swords in inventory, B Rank Coordination
Parent Technique: --
Hand Seals: --
Description: This is a unique stance. The user places a single sword in their mouth while dual wielding swords in their hands. This stance requires years of practice in this style as it can seem clunky and awkward to those just attempting to use it, requiring a certain amount of mental processing to coordinate all three weapons at once. However, once the user has mastered the art, they become masters of the stance and will become like a flurrying storm, timing their strikes with perfection and precision. A master of the stance is capable of performing three consecutive strikes with each of the weapons or they would be able to strike with each three, precisely, at the exact same time. Due to the mastery of this technique and the fluid and fast movements, the user will gain +1 Coordination to their Kenjutsu attacks while in this stance.
Weaknesses: Due to both of the user's hands having weapons equipped in them, the user will be incapable of performing handseals while equipped with swords in both hands. Due to the user's mouth being occupied, they are incapable of intelligible speech and may not perform Ninjutsu requiring the user's mouth (such as Great Fireball).
Name: Kendo
Rank: C
Power: B
Activation Cost: -
Upkeep Cost: 5
Range: Self
Speed: N/A
Element: N/A
Skill: Kenjutsu
Classification: Open
Requirements: Kenjutsu weapon
Parent Technique: N/A
Hand Seals: N/A
Description: A basic Kenjutsu style that focuses on quick, precise strikes followed by strength. It is considered the foundation Kenjutsu style mastered by all users of the sword before branching out into the other various fields.
Coordination is boosted by +1 tier and Strength by +1 advantage.
Weaknesses: N/A
Name: Manipulating Windmill Triple Blades
Rank: C
Activation Cost: 3
Range: Varies
Speed: Varies
Element: None
Skill: Bukijutsu
Classification: Group Exclusive (Uchiha)
Requirements: Tomoe One Sharingan
Hand Seals: None
Description: The user will secure wires to several small, ranged projectiles, generally kunai and/or shuriken, and will throw a barrage of them at the target. Not all of the projectiles have wires secured, and while the target is busy evading the decoys, those with wires attached will be pulled back around, swinging off any structure at the target's back to swing around and strike from the front. The target will be too busy handling the decoy projectiles to notice them, and due to the Sharingan, the user will more adeptly be able to predict the target's movements and compensate for them to ensure that the ploy is not seen through and that it retains deadly accuracy. Rather than hit the target directly with the wired projectiles, the user can force them to wrap around instead, pulling the target towards the structure and then binding him to it with surprising speed and power. This can be combined with another jutsu, most often the Fire Release: Dragon Fire Technique. During this technique, the user's Coordination is increased by 2+, while the target's Perception is decreased by -.
Weaknesses: There must be some kind of structure behind the target for this technique to work. Both the range and the speed of this technique are determined by the user's stats. Should the target manage to notice the wires, they can be cut with an appropriate edge.
Name: Advanced Boomerang throw
Rank: C
Power: C
Activation Cost: D
Upkeep Cost: N/A
Range: Same as normal based on projectile rules
Speed: Same as normal based on projectile rules
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: B rank Corrdination, C rank strenghth
Parent Technique: Boomerang Throw
Hand Seals: N/A
Description: A technique to throw medium sized objects such as a fuma shruiken in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it
Name: Flash Dance
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 50 meters
Speed: N/A
Element: N/A
Skill: Bukijutsu
Classification: Open
Requirements: Flash Step
Parent Technique: Flash Step
Hand Seals: N/A
Description: This is a more advanced version of the flash step as the user will add two more attacks forming a triangle of attacks from three directions on the opponent. This will increase the users speed and cordination by ++ But due to the strain put on their body once they finish using this jutsu they will suffer -- constitution for two posts.
Weaknesses: After the Jutus use the user will be winded for two posts suffering -- constitution for two posts.
Name: Akai Rubi ”Red Ruby”
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: ---
Range: Melee
Speed: C
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: ---
Hand Seals: ---
Description:
The Red Ruby was given that name simply because this attack is power oriented. It takes on the katsugi waza technique in terms of aspect as the user brings the sword to their left shoulder. Then after taking a step forward the user brings a heavy strike around the opponent’s upper torso. The technique is meant to break through the opponent’s guard, but should there be no armor then the katana would very likely slice a limb off or at least half way. Boosts Strength by 1 tier.
Weaknesses:
Due to the stance the user would be considered vulnerable at the lower body.
Name: Agehacho ”Swallowtail”
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: C
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Red Tiger Style
Parent Technique: Red Crescent/Red Tiger Style
Hand Seals: ---
Description:
An advanced counter that follows the same concept as the Red Crescent. The user avoids the opponent’s incoming melee attack by sidestepping or in some cases even backstepping. Instead of swinging the katana in a horizontal arc however, the user instead precisely slashes at the opponent’s palm side of the wrist or forearm. Should there be no armor present, this technique will cut into the muscles at just the right depth to practically render them useless from carrying weapons. It makes any sign weaving clumsy with the affected limb, and forming a fist will be a struggle on its own. Boosts Coordination by 2 advantages and Speed by 1 advantage.
Weaknesses:
Again this is a counter, so naturally it won’t go off if the opponent is not the one attacking. Additionally if the opponent is wearing armor around the arms then it’ll be a contest of blade against armor. In most cases the technique won’t hinder the opponent’s arm, but it will still leave a mark be it skin or armor.
Name: Kenbu
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: Melee
Speed: C+
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide
Parent Technique: Twin Divide
Hand Seals: ---
Description:
Kenbu is translated as Sword Dance, and another term for it is a dance of sword and poetry. In this instance the user unleashes a flurry of slashes at the target in multiple angles. Total amount of strikes is six can be launched from a single use of this technique, and this is because three strikes would be unleashed from each sword in hand. How this technique can initiate is versatile since it can launched low, chest level, head level, or all of the above. It should never reach higher than six for the boosts this technique would be lost.
Boosts Coordination by +1 tier.
Weaknesses: ---
Name: Hiyaku Ken
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 10 Meters.
Speed: C++
Element: ---
Skill: Kenjutsu
Classification: Open
Requirements: Twin Divide/Speed C-Tier
Parent Technique: Twin Divide
Hand Seals: ---
Description:
What one cannot reach with their sword must close the distance as quickly as possible. The user crouches with arms folded and blades pointing behind the practitioner. By building up the strength within the legs; practitioner leaps at the target within 10 meters in a straight line. When the user reaches the target, practitioner can swing his/her blades either at the shin area or the alternative practitioner can immediately rise to standing position. Where the user can swing two attacks around the midsection and torso of the target.
Boosts Speed by +1 Tier.
Weaknesses: ---
Name: Division
Rank: C
Power: C
Activation Cost: 5
Upkeep: 3
Range: Close Combat
Speed: C
Element: —
Skill: Kenjutsu
Classification: Secret
Requirements: Hanabi
Hand Seals: Lion
Description: Upon using this Kenjutsu Technique, the user will gain a +1 tier in strength. The user may use this as a defensive mechanism to push back any enemies surrounding them. While in this stance, the user has an advantage of using their sword as a shield by placing the flat side of the sword and pushing the target away and or countering their melee attack.
Weakness: Long range, Elemental Jutsu’s, Boosts only applied when holding a sword.
Name: Coercion Sharingan
Rank: C
Range: Sight
Speed: Instant
Element: Inton
Skill: Genjutsu
Classification: Group Exclusive (Uchiha)
Requirements: Tomoe Three Sharingan
Hand Seals: None
Description: Through the Sharingan, the user can cast over any target that looks upon his eyes a feeling of tremendous fear. The target will be cast into a world of swirling black and red patterns, with no differentiation between even the floor and the sky, with only a central Sharingan looming overhead. This Genjutsu is used for immediate intimidation, as an inexplicable terror overwhelms even an emotionally distant and strong willed target, such that even the bravest warrior will back away and fall to the ground in fear. The illusion lasts only a few seconds, but its effects reverberate for quite some time -indefinitely, in some cases. The fear of this technique induces a mental trauma upon the target, reducing their Intelligence by two -'s for the remainder of the topic, regardless of the duration of the actual fear.
Weaknesses: This technique can induce up to severe mental trauma to the point that the target will scream in terror any time he see the user, even long after the illusion's effects have worn off, but it cause no physical harm and is over very quickly.
Name: Bell Ring Genjutsu
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 25 m.
Speed: A
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: A bell or chime that is connected to the user (directly or thru any cording/wire)
Parent Technique: N/A
Hand Seals: N/A
Description: This Genjutsu is triggered by the usage of a bell emitting a particular sound wave that travels from the inner ear to the brain. Once triggered, this Genjutsu will cause the opponent to hallucinate, seeing multiple images on the user and making it very hard to tell the real one from the illusions. Additionally, the target loses their motor skills with continued exposure to the ringing. This is manifested as a tier loss to Coordination.
This technique takes two posts to set in and can affect multiple targets, and unlike most Genjutsu techniques, deals D-rank damage to the inner ear of the target at the end of the two posts.
Weaknesses: Every upkeep post must have the user ring the bell or chime they're using to continue the effects. Preventing the bell/chime from being rung or protecting you from its sound waves will nullify the technique.
Name: Sly Mind Affect Technique
Rank: C
Activation Cost: 5
Upkeep Cost: 3
Range: 0 - 80 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger
Description: This technique allows the user to change the enemies' sense of direction as they see fit. When this technique was evoked, the enemy was forced to walk around continuously in circles by making it seem as if they're walking straight to their desired destination.
This technique covers a 80 meter diameter influencing whatever steps foot inside. The technique takes one post to set in. Once it has, the victim will walk in circles for as long as the technique is kept up or until they realize their mistake.
Weaknesses: N/A
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.
Weaknesses: N/A
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: 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.
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: 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.
Weaknesses: N/A
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.
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: 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.
Weaknesses: N/A
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: 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: 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: Chibata
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: Melee
Speed: -
Element: -
Skill: Taijutsu
Classification: Open
Requirements: Capoeira
Parent Technique: -
Hand Seals: -
Description: In this technique, the user drops their upper body, put one hand to the ground in order to keep themselves balanced, then brings their both feet up and around, their first leg acting as a feint so their back foot can swing down like an axe kick at the opponent's head or shoulders. This technique boosts the capoeirista's Coordination by +.
Name: 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: - - Earth: Turns the blade into a deep black. Increases grade or hardness by +1 rank (so basically +2 ranks on hardness/grade or +1 rank in each.)
Last edited by Raika Ryuutei on Sat Apr 08, 2023 9:28 am; edited 3 times in total
_________________
Name: Raika Ryuutei
Age: 18
Gender: Female
Rank: Special Jounin
Village: Kirigakure
Titles: Maneater of Kirigakure, Chainwhirler
Experience:
Total - 6000
unused exp - 0
Ryo: 395,400
Stats:
Strength: B
Constitution: C (C++ with Nemean Cloak)
Stamina: S
Speed: B
Coordination: B (B+ with Felis Bangle)
Intelligence: D
Perception: B
Character Jutsu: Raika Ryuutei Jutsu Registry
Current attunement -
Hiramekarei - Active
BMA - Active <+1 tier CON>
Felis Bangle - Active <+ COORD>
Raika Ryuutei- Mist Special Jounin
- Village : Kirigakure
Posts : 339
Join date : 2022-11-23
Character File
Skills & Elements: Taijutsu, Kuchiyose, Fuuinjutsu, Bukijutsu, Ninjutsu
Class: A
Ryo: 220,400
- Post n°4
Re: Hanabi Uchiha Jutsu Reg
- B-rank:
- Endwalker:
Name: Endwalker
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-90m
Speed: B
Element: —
Skill: Genjutsu
Classification: Secret
Requirements: —
Parent Technique: —
Hand Seals: Ram, Hare, Rat
Description: The opponent(s) are taken to a separate place, an empty room with only a door. The targets will open the door and see a hallway that turns to the right and continue on, seeing a few doors on both sides of the walls and a door at the end of the hall way. The first round would be normal but as they were to enter through the door at the end of the hall way, they would see the same sight only this time, duller and a bit darker, like the lights had started to fade. The more times they go through, the more intense and deranged the loop gets, enough to start seeing doors shut, eyes looking through the picture frames on the walls and someone’s breath showing on the windows. This takes 2 posts to set in and each round is one post. This genjutsu lasts for 4 posts and with the fourth post, the target will see a deranged person, almost twitching and shaking. Once the target gets close enough, it will come at them at B speed. This will deal B rank Psychological damage. (The most deranged is the 4th post))
Weaknesses: User getting knocked out, Genjutsu Kai
- White Noise:
Name: White Noise
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-100m
Speed: B
Element: —
Skill: Genjutsu
Classification: secret
Requirements: —
Parent Technique: —
Hand Seals: Bird, Snake, Ox
Description: When the user performs the requisite hand seals, the afflicted opponents will feel a sudden pulse throughout their body, unaware of what just happened. After the pulse, it’ll take 2 posts to set this genjutsu in. Once the genjutsu takes place, the opponents body will start to feel numb going from feet to head, almost like their body has fallen asleep. They will find themselves unable to walk properly, as if they had sat down for a long time and feeling has been regained within their legs. They will feel needles on the bottom of their feet, making it hard to walk as well as move in general. This will last 2 posts and reduce their speed by one tier.
Weaknesses: User getting knocked out, Genjutsu Kai
- Moso-Tekina:
Name: Mōsō-Tekina (喪祖的な)
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0-100m
Speed: B
Element: —
Skill: Genjutsu
Classification: Hanabi Exclusive
Requirements: One Tomoe
Parent Technique: —
Hand Seals: Bird, Tiger
Description: This genjutsu creates random shadows in the corners of the enemies vision and creating a unpleasend feeling of getting attacked any second from an unknown direction. This allows the opponent to be at a disadvantage, constantly paranoid about the things around them. They will view everything around them, feeling as though somebody is always watching them. This causes their perception to take a decrease in one tier. This sets in when the opponent see’s the first hand sign. It will take 2 posts to set in and it deals a one time hit of B rank Psychological Damage.
Weaknesses: This can be taken out with Genjutsu Kai, the opponent stepping out of the radius or the user being knocked out.
- Bukimina Noizu:
Name: Bukimina Noizu(不気味なノイズ)
Rank: B
Power: B
Activation Cost: 20
Upkeep Cost: 10
Range: 0-50m
Speed: B
Element: —
Skill: Genjutsu
Classification: Hanabi Exclusive
Requirements: Bell
Parent Technique: —
Hand Seals: Bird
Description: When the target hears the users Bell, the genjutsu will start to take place, taking 2 posts to set in. Once this genjutsu sets in, the opponent will begin hearing clicking around him, the position of the noise occasionally changing sides or even range. Sometimes can be heard from behind while other times being away. This will lower the opponents perception by 1 tier and deal b rank psychological damage (one time).
Weaknesses: Genjutsu Kai, user being knocked out.
Name: Omega Wolf
Rank: B
Power: C
Activation Cost: 10 CP
Upkeep Cost: 5 CP/Post
Range: 0-5m of the user
Speed: -1 User's Coordination
Element: Katon
Skill: Ninjutsu
Classification: Secret
Requirements: --
Parent Technique: Dance of the Crimson Wolf
Hand Seals: Rabbit, Dog, Rat, Dog, Snake, Dog
Description: This is an aura. Once the user performs the pre-requisite handseals, they summon a fiery manifestation of a wolf that appears to have the same level of Sharingan that the user possesses. This wolf will stand by the user's side for the entirety of it's duration. Once someone who the user deems as the enemy gets within 5 meters of the user, the Omega Wolf lashes out and attempts to strike the target. Upon a successful strike, the Omega Wolf will deal C Rank Power Fire damage to the target. The following round, if the target is still within 5 meters of the user, the wolf will go in for another attack. This will continue for all targets the user deems as an enemy.
OOC Note: This is just an aura with a physical manifestation of the damage over time. This is not a summon as it cannot act on it's own other than attacking everything it deems an enemy within range.
Weaknesses: This creation can be extinguished with a B Rank water technique or cancelled out with a C rank Water Technique. Long range attacks, outside of the Omega Wolf's range, will cause the target to easily avoid damage. The Wolf does not possess the Sharingan, that's only for aesthetic flare.
Name: Dance of the Crimson Wolf
Rank: B
Power: B
Activation Cost: 10 CP
Upkeep Cost: 5 CP
Range: 50 meters
Speed: User's Coordination
Element: Katon
Skill: Ninjutsu
Classification: Secret
Requirements: --
Parent Technique: --
Hand Seals: Dog, Dragon, Bird, Horse, Rat, Ram
Description: The user performs the pre-requisite handseals, the user places both hands (with the first two fingers pointed skywards) up to their mouth and the user breathes out a bath of flames. From the bath of flames, a burning wolf of crimson fire would run out of and run strike at it's target, typically aiming for the jugular. Once the attack hits, the Crimson wolf will deal C Power damage and light the target on fire. This will deal C Power Fire damage to the target, per post, for as long as they remain on fire.
The user may, at time of casting, make the crimson wolf more agile. Doing so will reduce it's speed by -1 Tier of Speed, but will allow the Wolf to continue hunting every round until it hits the target. The wolf will take 1 additional attempt every post to hit the target. The jutsu will be maintained as long as the wolf continues to chase.
Weaknesses: If the target is covered in a water jutsu of C Rank or higher, the flames would be instantly extinguished. If the wolf, itself, is covered in an C Rank or higher water jutsu, it will be extinguished.
Name: Demonic Illusion: Tree Binding Death
Rank: B
Activation Cost: 10
Upkeep Cost: 5
Range: 0 - 25 m.
Speed: B
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dog → Snake → Monkey → Ox → Tiger
Description: This technique is triggered by the victim observing the target's hand sign. The user first disappears from plain sight in a mist-like fashion in order to approach the target without being detected. Once within 5 meters of the target, the target will then be completely robbed of their mobility as they see the mirage of a fast-growing tree coiling itself around them. Once the target is immobile, the user can then attack the enemy through the Genjutsu dealing B-rank psychological damage, keep them immobile, or execute them.
The first phase of the Genjutsu takes place immediately once the trigger is activated. Once within 5 meters of the target, this part of the Genjutsu takes one post to set in and can cause damage every post after that.
Weaknesses: After casting this technique on the target the user is reduced to E-tier Speed. Moving faster than E-tier Speed will break the Genjutsu.
Name: Hazy Moon Night
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: N/A
Range: -
Speed: -
Element: -
Skill: Kenjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: The user swings their sword in a circular motion, leaving a trace of afterimages behind, which befitting to name, mirrors that of a moon. The user can then rush at their opponent to deliver a blow, taking advantage of the difficulty in following their movement.
The user gains a +1 advantage to their Coordination and debuffs the target's Perception by 1 tier.
Weaknesses: N/A
Name: Burning Wheel
Rank: B
Power: B
Activation Cost: 10 CP
Upkeep Cost: --
Range: Melee Range
Speed: --
Element: Katon
Skill: Kenjutsu
Classification: Secret
Requirements: The user's weapon must be under the effect of Chakra Flow: Fire
Parent Technique: Crimson Wolf Fang
Hand Seals: --
Description: While the user's weapon is bathed in fire from Chakra Flow, They quickly jump towards the target within Melee Range and completely turns their body horizontally and delivers a lightning fast spinning slash, striking the target with all three blades turning into a wheel of fire for a series of slashes amounting to nearly 33 slashes in total. The flames cauterize every slash wound instantly burning the newly exposed flesh. This deals B Rank Fire damage to the target. After performing the spinning wheel, the user quickly lands upon their feet and readies themselves for the next attack.
Weaknesses: Due to the awkward body position, the user is quite vulnerable while performing the technique. They will be unable to react to any attacks during this time. General Chakra Flow: Fire weaknesses.
Name: The Wild Hunt
Rank: B
Power: B
Activation Cost: 10 CP
Upkeep Cost: —
Range: 0-25 meters
Speed: User's Speed
Element: --
Skill: Kenjutsu
Classification: Secret
Requirements: --
Parent Technique: Crimson Wolf Fang
Hand Seals: --
Description: The user quickly dashes towards the target and just slightly passed them before performing a quick and low spin with their weapons, slicing at the target's legs, targeting the Achilles Tendon specifically. This will cause the target to lose -1 Tier of Speed for 3 posts, or until healed, whichever comes first.
Weaknesses: The user will remain vulnerable for a short time after the attack due to having their back turned to the enemy. The user will remain vulnerable to attacks until the user begins to spin.
_________________
Name: Raika Ryuutei
Age: 18
Gender: Female
Rank: Special Jounin
Village: Kirigakure
Titles: Maneater of Kirigakure, Chainwhirler
Experience:
Total - 6000
unused exp - 0
Ryo: 395,400
Stats:
Strength: B
Constitution: C (C++ with Nemean Cloak)
Stamina: S
Speed: B
Coordination: B (B+ with Felis Bangle)
Intelligence: D
Perception: B
Character Jutsu: Raika Ryuutei Jutsu Registry
Current attunement -
Hiramekarei - Active
BMA - Active <+1 tier CON>
Felis Bangle - Active <+ COORD>
Raika Ryuutei- Mist Special Jounin
- Village : Kirigakure
Posts : 339
Join date : 2022-11-23
Character File
Skills & Elements: Taijutsu, Kuchiyose, Fuuinjutsu, Bukijutsu, Ninjutsu
Class: A
Ryo: 220,400
- Post n°5
Re: Hanabi Uchiha Jutsu Reg
[spoiler=A-rank]
- Blade Pulse:
https://imgur.com/P3JlmCe.gif
Name: Blade Pulse
Rank: A
Power: Weapon Damage
Activation Cost: 20
Upkeep Cost: —
Range: 5m
Speed: Instant
Element: —
Skill: Kenjutsu
Classification: Secret
Requirements: Genjutsu, Kenjutsu
Parent Technique: Beauty In Disguise, Chakra Flow
Hand Seals: —
Description: While opponents are under the effect of Beauty In Disguise, Hanabi can use this time to make an attack, giving her an extended reach with this ability. Upon activating this technique, Hanabi is able to use her blade within a short range and pulse out chakra from her weapon, causing A rank damage. She can choose to use the chakra or simply slice. This is only effective under Beauty In Disguise due to the debuff in perception. The amount of time allows Hanabi to dart forward, making an attack with no issue.
Status Effect: +1 to Strength
Weaknesses: Higher Perception than the attack, If hanabi performs this ability outside of the designated range, the opponent has the ability to counter and or dodge but with a disadvantage due to being caught off guard. (They would probably get some sort of superficial wound) This can only be used under the effect of Beauty In Disguise
_________________
Name: Raika Ryuutei
Age: 18
Gender: Female
Rank: Special Jounin
Village: Kirigakure
Titles: Maneater of Kirigakure, Chainwhirler
Experience:
Total - 6000
unused exp - 0
Ryo: 395,400
Stats:
Strength: B
Constitution: C (C++ with Nemean Cloak)
Stamina: S
Speed: B
Coordination: B (B+ with Felis Bangle)
Intelligence: D
Perception: B
Character Jutsu: Raika Ryuutei Jutsu Registry
Current attunement -
Hiramekarei - Active
BMA - Active <+1 tier CON>
Felis Bangle - Active <+ COORD>
Raika Ryuutei- Mist Special Jounin
- Village : Kirigakure
Posts : 339
Join date : 2022-11-23
Character File
Skills & Elements: Taijutsu, Kuchiyose, Fuuinjutsu, Bukijutsu, Ninjutsu
Class: A
Ryo: 220,400
- Post n°6
Re: Hanabi Uchiha Jutsu Reg
- S-rank:
- Blade Warp:
Name: Blade Warp
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: 20
Range: 0-100m
Speed: Users Speed
Element: —
Skill: Kenjutsu
Classification: Secret
Requirements: Kenjutsu
Parent Technique: Blade Pulse (Combo)
Hand Seals: —
Description: Hanabi is able to use this Technique in relation to Blade Pulse and can only be used with Blade Pulse for its full power. Using it without blade pulse is an automatic 1 rank debuff (A rank). From any point (in air, on ground), Hanabi is able to let off a series of slashes, which does not affect the opponent until Hanabi has landed, making the Opponent have a misconception that they have yet to be hit. Once Hanabi lands, the target will be affected by weapon damage. Successful combo will result in the target being affected by -1 Tier to their Constitution while this jutsu is maintained and will give 2 advantages to Hanabi’s Speed. the user may bounce around from target to target within the 100m range.
Weaknesses: Cannot be used to the fullest without Blade Pulse, Higher Perception and Coord to successfully block/dodge this attack. People who are aimed next can have a chance reaction to dodge out of the way. Without Blade Pulse, the attack will be -1 rank lower than weapon damage and only cause 2 negatives to the targets con.
- Domain Expansion:
Name: Domain Expansion: Graveyard
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: 20
Range: 125m around user
Speed: S
Element: —
Skill: Genjutsu
Classification: Secret
Requirements: Genjutsu
Parent Technique: —
Hand Seals: Bell Ring
Description: When an opponent hears Hanabi’s bell, the countdown for this Genjutsu will start (3 posts). Once the count down is done, Hanabi can activate this Genjutsu whenever by saying the command word “End”. Once she says the word, the world around them will quickly warp into a graveyard, causing any outside people to not see what Hanabi and the afflicted opponents will see. The power in itself isn’t so much damaging, however it is the hardness of this jutsu. Within this realm, Hanabi is able to manipulate how she attacks and even manipulate the amount of pain the opponent feels in this Genjutsu. (To clarify, they will FEEL pain mentally but it will not be afflicted physically.)
She will be able to:
1. Take away one’s nose
2. Take away one’s ears
3. Take away one’s mouth
4. Take away one’s eyes
This will leave them completely vulnerable, unable to use these senses, causing a gradual increase of D rank Psych damage over time, increasing damage by one rank with each post maintained, equaling out to A rank total psych damage. While within this domain expansion, they lose -1 tier and 2 negatives to Perception. Because of this type of Genjutsu, it will end when one realizes they’re in one. If they cannot differ from reality to Genjutsu, Hanabi has the ability to end it herself by saying the command word “Release”. This Genjutsu is considered a perception based Genjutsu.
Weaknesses: Genjutsu Kai (if possible), User gets knocked out.
- Golden Flower:
- Name: Special Technique: Golden Flower
Rank: B/A/S
Power: Varies
Activation Cost: B/A/S
Upkeep Cost: one rank lower than activation cost
Range: 100m
Speed: S
Element: —
Skill: Genjutsu
Classification: Secret
Requirements: A golden flower of any kind on Hanabi
Parent Technique: —
Hand Seals: Bird
Description: After Hanabi forms the bird sign, the target is required to lay eyes upon the Golden Flower upon Hanabi. This jutsu has a 2 Post Countdown. At the end of the countdown, the target(s) will begin seeing golden flower petals floating down to the ground. The opponent will begin feeling drowsy with Hanabi sitting on the ground in front of them. They will feel compelled, in this illusion, to lay their head upon Hanabi's lap as her hands caress their face and begin to sing them a melody. As the melody continues to play in the targets' head, they will feel themselves sinking below the ground as they grow further and further into sleep. Upon the second post, they will fall into a deep sleep that will last for 3 posts.
Weakness: Due to the way this Genjutsu is set up, anyone outside of the jutsu's radius will be affected. One could bring a sleeping target outside of the range to instantly wake them up. The pain of an attack that is 1 Rank higher than the target's Constitution may awaken the target prematurely. (Does not include targets with S Rank Constitution -- those who cannot feel pain
- Secret Technique:
Name: Secret Technique: Underworld
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: 20
Range: 200m
Speed: Instant
Element: N/A
Skill: Genjutsu
Classification: Secret
Requirements: Genjutsu, Tomoe 3
Parent Technique: Genjutsu: Sharingan
Hand Seals: Finger Snap (tell/sign)
Description: When Hanabi snaps her fingers, the afflicted opponents fall below the ground, slipping into a Life or Death state called Limbo. The opponents feel as though they cannot breathe, speak or see, let alone hear. They are left in complete darkness, suffocating on whatever air they had left from the world above. This deals S rank psychological damage upon the first post within the Genjutsu and the pain lasts until it’s over. When the opponents escape or are released from this Genjutsu, they will feel their body hit the ground as if they dropped from 10 feet in the air, causing some bruising but nothing major. This Genjutsu takes 2 posts to set in and lasts 2. They will feel like they’re are short of breath if they are in the Genjutsu for the full amount of times losing -1 and 2 (—) tier(s) to stamina.
Weaknesses: Genjutsu Kai, User is knocked out.
- Beauty In Disguise:
Name: Beauty In Disguise
Rank: A/S
Power: A/S
Activation Cost: 20/30
Upkeep Cost: —
Range: 75m
Speed: Instant
Element: —
Skill: Genjutsu
Classification: Secret
Requirements: —
Parent Technique: —
Hand Seals: Hair Flip (tell/sign)
Description: Hanabi can choose however many people to affect. With a simple flick of her hair to catch their attention, she is able to distract them, putting them in a tunnel vision like Genjutsu. With the sight of her hair flick, all their eyes are focused on her, anyone else disappearing from their view. To them, they are the only people with Hanabi. This allows anyone that was originally with Hanabi to make an attack unsuspected. This only lasts for a few seconds and does not have a count down but for time purposes, it will last up to one post.
Status Effects: -1/-1 (— —) to Perception
Weaknesses: Hanabi must remain in sight for this to work for another person. S perception can still see the teammate before they try and attack since this is more illusory than a real Genjutsu.
_________________
Name: Raika Ryuutei
Age: 18
Gender: Female
Rank: Special Jounin
Village: Kirigakure
Titles: Maneater of Kirigakure, Chainwhirler
Experience:
Total - 6000
unused exp - 0
Ryo: 395,400
Stats:
Strength: B
Constitution: C (C++ with Nemean Cloak)
Stamina: S
Speed: B
Coordination: B (B+ with Felis Bangle)
Intelligence: D
Perception: B
Character Jutsu: Raika Ryuutei Jutsu Registry
Current attunement -
Hiramekarei - Active
BMA - Active <+1 tier CON>
Felis Bangle - Active <+ COORD>