Name: Disturbance
Rank: A
Power: A
Activation Cost: N/A
Upkeep Cost: 20
Range: Close Contact
Speed: N/A
Element: N/A
Skill: Taijutsu/Bukijutsu/Kenjutsu
Classification: Exclusive (Kumo)
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Akin to a warrior's dance performance, the user is able to rapidly and relentlessly bombard his target, with precision, at various angles and locations. This style, comprised of sheer unpredictable movements, can easily catch his opponents off-guard. The technique debuffs opponents' Perception by two minuses for the purposes of tracking the user and increases the user's Speed and Coordination by two pluses. This style can be used as a Taijutsu, a Bukijutsu, or a Kenjutsu. This style also has the ability to completely scramble the precognitive abilities of the Sharingan, essentially rendering its visual predictive abilities useless.
Weaknesses: If the user stops moving and is rendered immobile then the "Sharingan scrambling" effect is negated.
Name: Iron Armor Seal
Rank: A
Activation Cost: 15
Upkeep Cost: N/A
Range: Contact
Speed: -
Element: N/A
Skill: Fuuinjutsu
Classification: Kumogakure Village Exclusive
Requirements: B-tier Intelligence
Parent Technique: -
Hand Seals: N/A
Description: Iron Armour Seal is the fūinjutsu used by Kumogakure to seal a Bijuu into a host. The seal itself takes the form of the kanji for "iron" (鉄, tetsu) and is usually printed somewhere on the jinchūriki's body.
Weaknesses: The Iron Armour Seal like any seal designed to contain Bijuu is impermanent and enough wear and tear will cause it to break as per the Bijuu sealing rules.
Name: Self-Repairing Barrier
Rank: S
Activation Cost: N/A
Upkeep Cost: Varies
Range: 0m-1km
Speed: -
Element: N/A
Skill: Fuuinjutsu
Classification: Kumogakure Village Exclusive
Requirements: -
Parent Technique: -
Hand Seals: N/A
Description: The Self-Repairing Barrier is a Cooperation Fuuinjutsu that by linking chakra from four PC shinobi (although shadow clones created by PC may be used), will create a barrier which if damaged, will constantly repair itself with said chakra that emanates from their bodies. The barrier also prevents those outside of it from sensing anything inside it through traditional methods (Sensory/Dojutsu). The users can erect as much as 36 barriers, with the highest number being able to stop and contain any individual jinchūriki. Barriers are erected in sets of nine for a maximum of thirty six. Every 9 barriers costs 5 Stamina points of upkeep per shinobi. A single set of nine barriers can be destroyed by a single Tailed Beast Bomb, S-rank Ninjutsu, and/or S++ Strength. If the user has 18 barriers for example, even after destroying the first nine the second nine will remain in place while the destroyed set repairs itself in a single post so long as the upkeep is paid. This would require four S-rank Ninjutsu launched at the same time, four simultaneous S++ Tier Strength blows or four simultaneous Bijuu Bombs to destroy a maximum of 36 barriers.
Weaknesses: X Tier attacks are orders of magnitude stronger than what this barrier is designed to defend against. Any offensive X Rank technique or X Tiered Strength blow will instantly shatter all thirty six barriers.
Name: Hiding with Camouflage Technique
Rank: A
Power: A
Activation Cost: A
Upkeep Cost: C
Range: Self
Speed: N/A
Element: None
Skill: Ninjutsu
Classification: Iwagakure Village Exclusive
Requirements: Ninjutsu
Parent Technique: N/A
Hand Seals: Tiger
Description: This is a ninja escape technique that allows the user to control how light is reflected around their body with chakra inflections. The technique also erases the user's scent and shadow, and is usable on any terrain, making it ideal not only for covert manoeuvres but also offensive strikes. Perceiving the user's position is possible only for ninja who are astute enough to observe minute variations within their surrounding environment (a base of A Rank Perception or above). The usefulness of this ability can be entirely negated by those with special vision (Dojutsu) or sensory skills, except for particularly adept users (an additional training 1,000 word count and must have possession of the Sensory skill), who can completely erase even their chakra signature with it.
Weaknesses: Those with a base of A Rank Perception and above can use the slightest environmental differences to vaguely perceive the user's position.
Name: Grass Shadow-Style Emit Destroy Palm
Rank: A
Power: A
Activation Cost: -
Upkeep Cost: 10
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Exclusive
Requirements: -
Parent Technique: -
Hand Seals: -
Description:The Shadow style, created by the Grass village is one of the more potent hand to hand techniques in the land. Their style was quite famous, and for good reason. The style confuses enemy tracking with erratic movement and quick strikes. A pure taijutsu style in which the user delivers a set of open-handed as well as closed-fist hits along with kicks to the opponent. This series of attacks is so fast that it can barely be followed by the naked eye. This style improves Speed by +. And Coordination by ++. Those trying to track the users movement suffer a -- to Perception.
Weaknesses:
Name: Grass Shadow Style: Light Meets Dark
Rank: S
Power: S
Activation Cost: 20
Upkeep Cost: 10
Range: 0-50m
Speed: -
Element: -
Skill: Taijutsu
Classification: Exclusive
Requirements: -
Parent Technique: -
Hand Seals: -
Description: One of the more potent taijutsu techniques from the Shadow Style. The user makes use of the speed of their movements to create shadow afterimages. While the user charges at their opponent, they use a zig-zag pathway the creates afterimages, though they are positioned in a different direction. This makes it increasingly hard to pinpoint an attack on them. While the user uses this to either get in front or the back of their opponents, they can now strike. The User palms a hand forward to hit their body.
However this is an afterimage attack as well, the real maneuver is a low sweeping kick to their legs. Which if connected, they would send a kick upwards into their body. This gives a boost of 1++ tier to Speed. And a debuff of - to Perception for the purpose of the Afterimage dash. After stopping the boosts switch for the combo. Providing a boost of 1 tier to Coordination. And a debuff of -1 tier to the opponents Coordination within range of this technique.
Weaknesses:
Name: Heavenly Prison Fire Sword
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 5
Range: 0-5 meters
Speed: S
Element: Katon
Skill: Ninjutsu
Classification: Land of Tea Exclusive
Requirements: N/a
Parent Technique: N/a
Hand Seals: N/a
Description:
The user brings up a large flame in his right hand, which soon after takes the form of a sword. If someone is hit by the sword, they will be engulfed in flames. The sword can also easily pierce flesh. The strikes deal A rank damage from the sword, with the engulfing of flames dealing B rank damage for 2 posts.
Weaknesses: The flame engulfing can be negated by being submerged in water.
Name: Fire Release: Heavenly Prison
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: N/a or 10
Range: Melee for Application, 500 meters
Speed: N/a
Element: Katon
Skill: Fuuinjutsu
Classification: Land of Tea Exclusive
Requirements: N/a
Parent Technique: N/a
Hand Seals: N/a
Description:The ones who are subjected to this technique have a formula applied to them, which will prevent them from moulding chakra and from using techniques. This seal debuffs the target's Stamina by a tier, and will also drain them of their chakra at a slow but steady rate of 5 chakra per post until they hit the Exhaustion threshold. If the ones who have the seal on them leaves a certain radius from the applier, then it would cause the victims to burst into flames from the inside, burning them to ashes. These flames burn at a continuous B power, using the continuous chakra drain to sustain the flames, until put out or reducing the target to ash. The user can also ignite the seal at their own free will, although this will cause the user to pay the upkeep per post to do so. Alternatively, they can choose to suppress its abilities from activating.
However, for people with stamina of A and higher after the drop, they can still mould chakra and use techniques to a certain extent. The techniques used, however, will be severely hampered, at 2 tiers less effective power and the seal will cause the user in question intense pain, as though their bodies were on fire, and if an S rank amount of chakra is forced out, the formula will set the victim ablaze at B power until put out or burned to ash. This does not count for purely physical styles such as Taijutsu and Kenjutsu, which can be used to their full normal extent at any time without triggering a burn, and regardless of stamina, so long as they can afford it.
Weaknesses: Being a fire technique, it cannot work in water, and the victim simply has to submerge themselves in a body of water to use chakra with ease; anyone set aflame by this technique can be saved if water is poured over them. Also, this technique only suppresses normal chakra from within one's body; when enhanced with natural energy gathered externally, one is still able to use chakra without restrictions. Someone with this seal applied to them can still utilize purely physical skills without setting off the continuous burning. If anyone with the seal applied were able to create a shadow clone, the clone will not bear the seal. If the target can be put out while outside of the range of the user, the seal will no longer burn them for not being within the range of the user until they enter the range once again. The seal will disappear if the user dies. Only works on human sized opponents and creatures with a chakra system.
Name: Fire Release: Great Fire Heavenly Prison
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: N/a or 20
Range: Melee range for application, 500 meters
Speed: N/a
Element: Katon
Skill: Fuuinjutsu
Classification: Land of Tea Exclusive
Requirements: N/a
Parent Technique: Fire Release: Heavenly Prison
Hand Seals: N/a
Description:
A stronger version of the Fire Release: Heavenly Prison that can be used on larger targets such as summons and Bijuu. Unlike with the parent technique, when this is used the person's entire body is engulfed in flames as the cursed seal is branded on them. The power of the flames is increased to A, and the chakra drain is increased to 10 chakra per post. Otherwise the same.
Weaknesses: Same as the parent technique, although there is no longer a size restriction.