Complying a list of all approved open custom techs so that people will actually see and use them.
- Kumo Exclusive:
- Name: Jump step
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Village Exclusive (Kumo), Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Similar to the Tree Climbing jutsu and Water walking Jutsu, the Jump Step was created in the Land of lightning as a method to gain better chakra control as well as facilitate mountain climbing. To do this, the user emits a quick burst of chakra from their feet providing a platform for them to jump from in midair. Platforms made in this manner will disburse immdately after jumping from them as they are only stable enough to allow for a brief moment of contact.
Weaknesses: Creates the force necessary for a double jump, but in no way makes you jump any higher than you normally could.
Name: Grazing Flash Strike
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 20 meters
Speed: N/A
Element: N/A
Skill: Kenjutsu + Taijutsu
Classification: Village Exclusive (Kumo), Open
Requirements: Speed is required to hit S-Rank for the technique to work, meaning that the user must have a minimum of A-Rank speed when initiating the move.
Parent Technique: N/A
Hand Seals: N/A
Description: Pushing his body to its limits Akashi has focused this technique on his enhanced speed and ability to move between several points in the time that previously would take to move once, raising his Speed by 1 Tier. Only possible when used within an area ranging 20 meters and the target being within said area. The attack begins with a sudden dash designed to clip the target with either blade, foot or fist, followed by a return dash upon contact with a jumping point within the designated range. This sequence can be repeated two more time for a total of three per post, starting with with Kenjutsu or Taijutsu and alternating between the two with each strike to whittle their opponent down. Each time the technique is initiated the user must choose which strike they will begin with as it will dictate the following two strikes with the alternating nature of the move.
Weaknesses: Requires an environment that has at least two different jumping points within the range, the more the better as they lower the number of predictable outcomes once the technique is recognized. Not only are these footholds requires to be in the immediate area but they must by at points that allow for the user to graze their target, meaning the foothold much be in the direct line of action being taken. Being that the technique is fairly basic in its alternating strikes, any opponent who encounters this technique will subsequently gain a tier of Perception for any additional use of it against them.
Name: Red Viper Fake Out
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: N/A
Range: 20 meters
Speed: N/A
Element: N/A
Skill: Kenjutsu + Taijutsu
Classification: Village Exclusive (Kumo), Open
Requirements: Speed is required to hit S-Rank for the technique to work, meaning that the user must have a minimum of A-Rank speed when initiating the move.
Parent Technique: Grazing Flash Strike + Shadow Clone
Hand Seals: N/A
Description: This technique is more or less designed for opponents who have begun to analyze the simple method to his Grazing Flash Strike technique, though it can still be used on its own and grants the user a single tier in Speed. It begins the exact same, a single dash towards an object just beyond their target to rebound off of. Immediately upon contact the user must form a one handed Clone seal to create a clone of themselves and have them expend the same level of speed so they can dash in opposite directions. This allows for Akashi and his clone to pincer the target with their second dash's that concludes with one using Kenjutsu and the other Taijutsu. These technique as well as its parent both suffer from having two tells with Akashi and the clone only having Kenjutsu and Taijutsu approaches to switch between for the finale.
Weaknesses: After witnessing this technique the target is able to gain a tier advantage when encountering it again in terms of Perception. This technique is more expensive then its parent as it both requires the creation of a clone but it must also expend the same activation cost of 3 to keep up with the user and be able to follow up with the pincer move.
Name: Flying Elbow Flash Strike
Rank: C
Power: C
Activation Cost: 3 + 3
Upkeep Cost: N/A
Range: 20 meters
Speed: N/A
Element: N/A
Skill: Kenjutsu + Taijutsu
Classification: Village Exclusive (Kumo), Open
Requirements: Both Speed and Coordination are required to hit S-Rank after boosts are applied for the technique to work, meaning that the user must have a minimum of A-Rank Speed and Coordination when initiating each sequence of the move.
Parent Technique: N/A
Hand Seals: N/A
Description: Drawing the user's hand to either their hip or back to grab a fasted sword a sudden dash is performed before the drawing of the weapon. The reaching for the weapon is designed as a feint for an elbow strike aimed at the face, intending to smack the target’s head either left or right depending on the arm used. After exerting a C-Rank activation cost the user then spends another C-Rank cost to move their hand with greater haste back to the desired blade followed by a swift downward plunge into their target for a potentially fatal blow. Speed is increased by 1 tier for the initial boost and and Coordination is increased by 1 tier for the purpose of drawing the blade and performing the downward strike.
Weaknesses: Once seen this technique loses its feint advantage, giving the assailant an increase of 1 tier to Perception on the second plus encounter.
Name: Electrifying Tendrils Curse
Rank: B
Power: B
Activation Cost: B
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: Raiton
Skill: Fuuinjutsu
Classification: Kumo Exclusive, Open
Requirements: Fuuinjutsu
Parent Technique: Self-Cursing Seal
Hand Seals: N/A
Description: Similar to the parent this seal is used on contact and is flowed through a sword to be enacted when pierced into an enemy, a slash will not suffice. The seal travels through the blade and inside the target and spreads all over in an inelegant fashion, coating bone and organs alike in an electric blue seal that releases a terrible shock upon vigorous movement. This is designed to allow for interrogation of a target as well as subduing them with the threat of their own life being taken if they move too much for those of weaker fortitude. Any movement beyond talking, breathing and/or slowly changing position will cause varying levels of pain dependant on the target’s Constitution for continuous movement:
E - Target enters shock immediately and will die in the second post without medical attention.
D - Target is able to move for one post, goes into shock in the second post and dies by the third without medical attention.
C - Target is able to move for two posts, goes into shock on the third and dies on the fourth without medical attention.
B - Target is able to move for three posts and is knocked unconscious on the fourth without medical attention.
A - Target is able to move for five posts, receives a C-Rank decrease to all physical stats for two posts then is back to normal and the seal exhausted.
S - No effect
X- No effect
Weaknesses: Requires the user’s sword to remain inside the target, allowing for an easy release of the technique through pulling the blade out.
- Iwagakure Exclusives:
- Name: Hard-Soft Style
Rank: C
Activation Cost: -
Upkeep Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Village Specific (Iwa): Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description: Being the Taijutsu standard enforced for experienced Taijutsu users and those capable to learn it effectively, Hard-Soft Style is one based around striking primarily with speed and precision first before dedicating a powerful attack when an opening comes within a weakened opponent. This technique revolves around softening up an opponent's defenses using their hands and sometimes legs to execute accurately timed strikes to gradually weaken their opponent before using dedicated leg-only Taijutsu to deliver the powerful kick to cripple their opponent.
The style itself is based around the soft style. When using this Taijutsu the user loses -1 advantage to their Strength and gain +2 advantages to Coordination and +2 advantages to Perception in regards to saves and perceiving your opponent's actions maximizing your ability to land successful attacks.
Weaknesses: N/A
Name: Art of War
Rank: C
Activation Cost: -
Upkeep Cost: 3
Range: -
Speed: -
Element: -
Skill: Bukijutsu
Classification: Open (Iwa)
Requirements: -
Parent Technique: -
Hand Seals: -
Description: This is the standard weapon practice passed among the Shinobi of Iwagakure. Those who have invested a practice into Bukijutsu are taught how to utilize all common and unique weapons which fall under the Bukijutsu branch. This fighting style focuses on the speed and precision of the user believing the tool is designed to deal the damage output.
When using Art of War the user's Coordination increases by +1 tier when using any weapon that does not fall under Kenjutsu or Kyujutsu.
Weaknesses: N/A
Name: Gentle Way
Rank: D
Power: C
Activation Cost: -
Upkeep Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Village Specific (Iwa): Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description: Gentle Way was designed for its simplicity and ability for Iwagakure's military to adopt despite not being Taijutsu professionals. This technique focuses on grapples and redirecting an attacker's energy, utilizing the strength an experienced close-quarters user would have and pin it against them. This would in turn give the weaker opponent an advantage and allow them to either flee to a safer distance or quickly finish off a weakened opponent.
As mentioned, this style revolves around redirecting an attacker's energy into powerful throws or slams. Because of this, the technique is purely defensive in nature. The user gains +1 tier in Coordination when taking control of an opponent or sprawling. When a throw or take-down becomes successful, the user's strength and opponent's strength of the attack are combined to determine impact force. Upon a successful throw or slam the +1 tier in Coordination becomes +1 tier in Strength.
Weaknesses: Due to the defensive nature and dedication this technique takes the user has to remain completely stationary, or in sprawling cases be working around a stationary opponent. In addition, the power is determined of the combined strengths of the user and attacker. This will also only on creatures equal or lower to the user's size.
Name: Cradle Bind
Rank: D
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Village Specific (Iwa): Open
Requirements: Gentle Way
Parent Technique: N/A
Hand Seals: -
Description: This technique is a powerful bind using the user's legs to wrap around the target and using their muscles to constrict the opponent's body. The goal is to put tremendous pressure on a muscle group, in most common cases the abdomen, to lock the muscles from contracting robbing the victim of their control. When locking the attacker from the abdomen this naturally disables their legs leaving them nearly helpless by only leaving their arms free.
This technique increases the user's Strength by +1 tier for the leg bind.
Weaknesses: In order for the technique to be executed properly the user must have equal or greater the victim's strength in order to successfully bind them. Having less strength would allow the victim to break free.
Name: Hard Style: Rock Smash
Rank: C
Activation Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This technique is a simple ax kick done by generating momentum through a somersault done while airborne. Common targets include the top of the head or clavicle to deal an incapacitating blow.
This technique grants a single +1 tier to the user's Strength upon landing a successful kick.
Weaknesses: N/A
Name: Hard Style: Boulder Smash
Rank: B
Activation Cost: 5
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This technique focuses on the user's strength to overwhelm the opponent. The technique is a spinning back kick which allows the user to build up impressive speed to drive into their opponent.
This technique grants the user +1 tier and +1 advantage to their Strength as well as +2 advantages to their Speed. In turn, the user receives a -2 advantage penalty to their Perception.
Weaknesses: N/A
Name: Hard Style: Great Mountain Summit
Rank: B
Activation Cost: 10
Range: -
Speed: -
Element: -
Skill: Taijutsu/Ninjutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: Shadow Clone Technique
Hand Seals: Clone Seal
Description: This combo attack utilizes the Shadow Clone Technique as its primary function, though can easily be done by multiple people who know this particular combo. The target is sent airborne usually by an upward palm strike to their bottom jaw. The user may then perform the Shadow Clone Technique when the user is stunned if they haven't already. Four clones must be used to execute this combo properly. Upon pursuing the stunned victim airborne the four clones will attack in unison with lateral kicks in a single direction, each kick striking a different location on the victim's body (four locations being: leg, waist, upper torso, and the head.) The different angles, location, and physical finesse of the user makes it almost impossible for a helpless opponent to protect against.
These kicks generate enough force to spin the victim violently. Two of the clones disperse while the remaining two deliver a spinning back kick to the victim's body sending him straight towards the ground. The original user, who anticipates this, prepared a final ax kick maximizing the impact force from the fallen victim.
Each of the Shadow Clone's kick patterns gain +1 tier to their Strength. The user gains +1 tier and +1 advantage to their Strength for the final ax kick.
If more than two of the lateral kicks are successful the victim is spun violently in air, dropping their Perception by -1 tier.
Weaknesses: This technique relies on the user always having the upper hand on the opponent leaving no room to focus on other events around them. The user receives a -2 advantage to their Perception when using this technique. In addition to this the technique suffers the same drawback as the Shadow Clone Technique does due to it being a major part of the technique.
Name: Soft Style: Nervous Breakdown
Rank: C
Activation Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This technique is a simple three-hit combo involving striking the target with three consecutive jabs. The user concentrates their strength and precision with each jab in their first two knuckles to deliver a short, forceful series of attacks. Normally the user would target sensitive areas such as major nerves or where the skin meets the bone to maximize the stunning potential allowing them to move onto a Hard Style technique.
This technique increases the user's Strength by +2 advantages to Strength and +1 advantage to Coordination.
Weaknesses: N/A
Name: Soft Style: Preemptive Break
Rank: C
Activation Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This technique is a single side-handed strike designed to counter-attack an enemy's incoming aggression. The user must play defensively being ready to react to an enemy's attack. They will then target a sensitive area, such as the nose or wrist to gain maximum potential from this technique.
The user's Coordination is increased by +2 advantages while their Perception is increased by +1 advantage.
Weaknesses: N/A
Name: Soft Style: Will Breaker
Rank: C
Activation Cost: 3
Range: -
Speed: -
Element: -
Skill: Taijutsu
Classification: Open (Iwagakure)
Requirements: Hard-Soft Style
Parent Technique: -
Hand Seals: -
Description: This is a two-hit combo involving a straight kick using the front of their foot followed by a dropping heel kick. The attack happens in quick succession, similar to the one-two combo commonly practiced in boxing. The jab, being the straight kick to the bottom of the target's jaw, then the powerful cross-punch being the ax kick.
The straight kick gives the user a +1 advantage to Coordination and +2 advantage to Strength. The dropping ax kick changes the Coordination buff to Strength, giving the user an overall total of +1 tier to their Strength.
Weaknesses: N/A
- Sunagakure exclusive:
- Name: Poison Liquid
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-1m
Speed: D
Element: N/A
Skill: Chemistry & Ijutsu
Classification: Village Exclusive - Sunagakure
Requirements: The user must have created the poison they are spewing or have sufficient analyzed or learned another poison in order to reproduce it within their body. The poison must be able to take a liquid form.
Parent Technique: Poison Mist
Hand Seals: Ram
Description: Chakra is kneaded within the body and transformed into a chemical substance (specifically a poison that the user already knows well), which then comes out of the mouth. The liquid poison can either be spit from the mouth or can be dripped onto something. Each use has the strength of one dose. The poison expires within the topic. When learning this technique you must learn it with each different poison you make. The rank of the poison being used can be equal to the technique rank or lower.
Weaknesses: This can only be used with liquid poisons and has a very short range.
Name: Medicine Liquid
Rank: A
Power: A
Activation Cost: 15
Upkeep Cost: -
Range: Self
Speed: N/A
Element: N/A
Skill: Chemistry & Ijutsu
Classification: Village Exclusive - Sunagakure
Requirements: The user must have created the medicine they are perspiring or have sufficient analyzed or learned another medicine in order to reproduce it within their body. The medicine must be able to take a liquid form (no pills).
Parent Technique: Poison Mist
Hand Seals: Bird
Description: Chakra is kneaded within the body and transformed into a chemical substance (specifically a medicine that the user already knows well), which then perspires out onto the hands of the user. Each use has the strength of one dose. When learning this technique you must learn it with each different medicine you make. The rank of the medicine being used can be equal to the technique rank or lower. The medicine expires within the topic.
Weaknesses: This can only be used with liquid medicines and has a very short range.
Name: Ventriloquism
Rank: E
Power: E
Activation Cost: 1
Upkeep Cost: 1
Range: 60m
Speed: N/A
Element: N/A
Skill: Kugutsu
Classification: Sunagakure
Requirements: Chakra Strings + Kugutsu Skill
Parent Technique: Puppet Technique
Hand Seals: N/A
Description: A secret technique of the puppeteers of Suna who have furthered the art more than any other, this allows the puppeteer to vibrate the strings which manipulate the puppet and create sound, acting as a long range voice box as the name would imply. They an also modulate the voice to their liking.
Weaknesses: Voice modulation is dependent on the user's coordination, able to fool those with a perception of equal to or lower than said coordination.
- Kiri exclusive:
- Name: K.B.S.D.S (Kirigakure Basic Self Defense Skills)
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: User
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Kirigakure Specific, Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: K.B.S.D.S is a basic course of taijutsu techniques targeted specifically at self-defense. This style is provided to anybody who wishes to learn it, regardless of their skill at taijutsu, so that anybody within the village is able to adequetely defend themselves in a number of different scenarios. The course centers around reading moves to block, different ways to parry or counter, how to defend against common weapons (swords, kunai, daggers, etc), as well as a few offensive maneuvers comprised mostly of basic punches, elbows, throws, and a few submission techniques. Nothing is overly complicated, relying on basic footwork that anybody can learn and master and basic movements to accomplish the goals.
Provides a single plus to Strength and Coordination.
Weaknesses: A bit lacking on the offensive side of things, so it does not receive the boost to Strength when engaging as the aggressor.
Name: Pit Style
Rank: A
Power: A
Activation Cost: N/A
Upkeep Cost: 7
Range: User
Speed: N/A
Element: N/A
Skill: Taijutsu (Bukijutsu, Kenjutsu optional)
Classification: Relatively Open
Requirements: Live through enough fights in the Pits, C rank in every single physical skill and Perception minimum
Parent Technique: N/A
Hand Seals: N/A
Description: The style of the Pit is one found only in the archipelago of the Land of Water. The clans that used to rely on piracy frequently pay to see people fight in a pit, finding it to be a great source of entertainment. The people who fight in the pit gain more than entertainment though, both in fame and in personal skill. It's a style bred out of pure desperation, adjusting itself to suit the situation at hand. In the Pit, you don't know what weapon you'll be given. Sometimes you're given none and must take one from somebody else. Every fight is to the death, should the crowd wish it, and any means required to win is used by those who have truly grasped what it means to be a Pit Fighter. Being agile is a requirement since rigidity only gets you a knife in the back when you're in the Pit.
Pit Style revolves around using any kind of weapon you can get your hands on, and barring that possibility, breaking your opponent and then killing them as efficiently and ruthlessly as possible. Knives, axs, rocks, swords, sticks, even dirt and sand are fair game. Anything to help you win. This ability to transform literally anything into an effective weapon is incredibly Dirty tactics are right at home, with eye gouging and shots to the groin frequently used. Biting, headbutts, knees, anything and everything you can utilize to break your opponent before they break you. A few grappling maneuvers and throws are taught, just as a way to help balance the style, and a few lessons are devoted on what to do if you find yourself fighting on the ground. The official lessons given are not that complex or difficult, since most of the ins and outs of each individual's style is hammered out in the Pit where they either adapt or die.
Favored tactics are generally disarming your opponents regardless on whether you're armed or not, followed by breaking or otherwise disabling some part of your opponent to make killing them easier. Practitioners frequently practice interruption tactics, making this a style that is very good at countering. This really only applies to opponents around the same level of strength as you, as weaker opponents can typically be overwhelmed. This is because a great emphasis on speed is put into the style, since you rarely ever face a fair fight in the Pit. Killing people slowly only increases the chances of you being killed yourself, after all. This means fighters must be in peak physical condition and must have a decent awareness of their surroundings. They're taught the hardest way possible, through constant life and death situations, that being aware of all the enemies around you and being able to react to them is required to survive in the Pit. This experience also makes each practitioner's version of the style unique, with no two fighters fighting the same way once they get some experience under their belts.
This style grants a maximum of four pluses that may be distributed to Speed or Coordination any way the individual practitioner wishes. In addition, the absolutely ruthless approach in regards to interrupting and destroying your opponent through extremely close range fighting makes fighting against it within this comfort zone exceptionally difficult. This results in a - to either the opponent's Speed or Coordination and can't be changed for the rest of the topic once chosen. This ability applies to each target individually, allowing for great flexibility in the user's approach to the fight. This same ferocity also protects Pit fighters from the methods of interruption present in styles like it, decreasing debuffs to Speed or Coordination given by fighting styles by one minus. Only one stat may be chosen for protection in this manner.
Weaknesses: The style must be learned through constant struggling in the Pits of the Land of Water. This is a life threatening area, with death being a very real possibility. In addition to being forced to put your character's life on the line, they must also pay one-hundred experience per plus of boosts in order to access that boost- this displays their growth in the style's execution by constant victories in the Pit. Each plus also requires one victory in the pit, and the secondary effects cost another 100 experience and victory in the pit. This is the level of skill with the style that true champions possess, unmatched in personal combat.
In order to prevent boosts to someone else's stats via their styles, the user must also possess the skill said style belongs to so they have the personal knowledge and experience to work around these particular styles. Similarly, they must have the skill and equal Perception minimum if they wish to be immune from stat debuffs by opposing styles. Uniquely, those who know Pit Style may negate both the debuffs and the protections of another practitioner.
Name: Chikushou no Ken [畜生拳 lit. Brute Fist]
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 3
Range: Self
Speed: -
Element: -
Skill: Taijutsu
Classification: Kirigakure Exclusive Style
Requirements: Taijutsu skill, D-Rank in Coordination & Speed
Parent Technique: N/A
Hand Seals: N/A
Description: This fighting style focuses on exploiting the target's weak spots, and attacking with raw power and speed. The style is occasionally used in tandem with Ninjutsu created to be befitting of it. This fighting style boosts the user's Strength by ++ and their Speed by a +.
Weaknesses: If an opponent has countermethods to the especially-pinpoint fighting style, it's fairly difficult to pull off within combat.
Name: Quick Step
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: N/A
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: Chikushou no Ken
Hand Seals: Chikushou no Ken
Description: More or less a technique used for supplementary means, the Quick Step sticks true to its name. Through the combined use of the Surface Walking technique, albeit in a unique use, and proper positioning of their foot, the user is able to capitalize on the flow of chakra to their sole, using it as a means to propel themselves forward in a quick burst, simultaneously kicking off with the foot they've just lifted the heel of, for a brief propulsion. ++ to Speed for the duration.
Weaknesses: N/A
Name: Mirage Step
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: Self
Speed: -
Element: -
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: Chikushou no Ken, Clone Technique
Hand Seals: Ram → Snake → Tiger
Description: After forming the handseals pertaining to the Clone Technique, the user amps it up. Whether sprinting, jogging or even sauntering, they employ the academy technique in the form of a consistent trail of afterimages behind them, mirroring the movements of the creator, but doing nothing else aside from that. When used by someone with incredible speed, the technique becomes especially effective, as they can cloak themselves in a consistent "stream" of afterimages. For every 3 chakra used, five afterimages are created, and last within the post they're created.
Weaknesses: Easily distinguishable with doujutsu or sensory. Additionally, if the opponent's Perception can track the user's Speed, they're able to distinguish the real user from the afterimages. Additionally, despite making duplicates of the user, these afterimages do not have a physical form.
Name: Art of Precision
Rank: C
Power: C
Activation Cost: -
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Kenjutsu/Taijutsu
Classification: Village Exclusive (Kiri), Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This fighting style focuses on implanting a great focus for the user for use in either the way of the sword, or in hand-to-hand combat, granting a 1 tier bonus to coordination for when this is turned on.
Weaknesses: N/A[/quote]
Name: Suiton Release: Draw Current
Rank: D
Power: D+
Activation Cost: 3
Upkeep Cost: ---
Range: 15 Meters
Speed: C+
Element: Suiton
Skill: Ninjutsu
Classification: Village Specific (Kiri)
Requirements: Existing Body of Water.
Parent Technique: ---
Hand Seals: Monkey > Bird > Dog > Ram
Description:
Chakra flows from the hands and into the body of water. Like pulling on rope the hands moves to their body and the current pulls at the caster’s direction. Like pushing a cart the hands move forward and the current pushes away from caster. This technique is best used in calm bodies of water, but it is possible to affect strong currents with more effort. It is mainly used to quickly change course on a ship or to rescue people in water.
Weaknesses:
Can only affect a section of water equivalent to 6 meters in radius. When used on strong currents it is impossible to go against the current. The only thing the caster can affect is directing the affected area in a bending motion.
Name: Hantā no ken (Hunter's Sword)
Rank: E - D - C - B - A - S (Each Rank must be learned in ascending order before the next can be learned. You cannot only know the E-Rank of this style and go on to learn C rank afterward.)
Power: Equal to technique Rank
Activation Cost: --
Upkeep Cost: E - 1, D - 1, C - 3, B - 3, A - 5, S - 10
Range: --
Speed: --
Element: --
Skill: Kenjutsu
Classification: Kirigakure Exclusive
Requirements: Kenjutsu
Parent Technique: --
Hand Seals: --
Description: A style of Kenjutsu brought to Kirigakure near its founding, said to have originated from a band of pirates that ceded to the Hozuki before the founding of the village. This style revolves around using one's speed to overwhelm and outperform the opponent while using well placed strikes to take an opponent out quickly before having to move on to another. Most associate its users with assassins, and while it's true that in recent time it's been used as such, it was originally used to be able to combat equally sized or even larger crews on ships, take what they had, and escape quickly. Focusing on slashes to joints, stabs to the abdomen and to vital spots between a target's ribs, an ideal fight to a Hantā no ken user is one that ends after one or two moves. No action is wasted, no step is without intent, there is no attack made without thought or purpose. Hantā no ken is designed to be efficient above all else, lacking flashy swordplay. Being used by pirates, there aren't many that still use Hantā no ken to give it notoriety or to give themselves fame. The only thing many find they gain from it is pride in results.
When active. Hantā no ken gives the user the following buffs to the appropriate stats depending on what rank of the ability they use.
E - Rank: +Speed
D - Rank: + Speed +Coordination
C - Rank: ++ Speed +Coordination
B - Rank: ++ Speed ++Coordination
A - Rank: 1 Tier to Speed ++Coordination
S -Rank: 1 Tier to Speed 1 Tier to Coordination
Weaknesses: Because of the focus on out-speeding your opponent, when a user encounters someone who can either keep up in sheer speed or is even faster, they often have difficulty utilizing this style of Kenjutsu against them. Also because of the style's focus on precision and quick strikes, users tend to be beat out by heavily armored individuals, or those that can simply withstand their onslaught of attacks.
- Konoha Exclusive:
- Name: Swift Pole Arts
Rank: C
Activation Cost:-
Upkeep Cost: 3
Range: Self
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements: Bukijutsu skill, Polearm (blade/blunt)
Parent Technique: -
Hand Seals: -
Description: A martial arts style taught within Konoha to those wanting to be proficient with polearms. The Swift style is unforgiving in its art of taking advantage of openings and quickly dealing out punishment from a distance in a flurry of rapid strikes, fast hand placement, and flawless footwork. The style relies heavily on fluid body transition, graceful acrobatics, and sharp senses to continuously maneuver around opponents and strike from numerous angles, while always keeping their weapon in line to defend.
This style boosts the user's speed by ++ and coordination by +. These boosts can be swapped when on the defensive to block, parry and repel attacks.
Weaknesses: N/A
Name: Swift Twirl
Rank: D
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements: Bukijutsu skill, Polearm (blade/blunt)
Parent Technique: Swift Pole Arts
Hand Seals: -
Description: A technique of the Swift style, where the user applies both hands to quickly twirl their polearm in a show of proficiency. This is done in a number of ways be it to their right side, left side, or overhead. However, this isn't just a flashy maneuver. Whether stationary or moving this technique is done in preparation to attack as it boosts the user's speed by + for the following attack whilst debuffing the target's perception by -. This technique is often quicky used between attacks and blocks and thus can be kept up in such a way when in close combat.
Weaknesses: The twirl can be interrupted by catching the polearm in some manner to render it unmovable, thus overpowering the wielder. Or clashing with it prematurely to establish a deadlock.
Name: Swift Flourish
Rank: D
Activation Cost: 1
Upkeep Cost: -
Range: -
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals: -
Description: A simple technique. The user proceeds to unleash a flurry of rapid thrusts at their target aiming to either pierce them many times or pummel them in the case of blunt polearms. The onslaught of strikes are delivered with a speed that creates a number of afterimages of the weapon debuffing the target's perception and coordination by a -.
Weaknesses:
Name: Swift Style: First Thrust
Rank: C
Activation Cost: 3
Upkeep Cost:
Range: -
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals: -
Description: The first big step to working towards the advanced Rend style of the Pole arts. The training for this technique works along the arm muscles to harness them for optimal use. The user brings the polearm to their side and pulls it back bending the elbow and pushing it outward. The wrist is quickly rotated clockwise before in a burst of speed the polearm is jutted forth whilst rotating the wrist counter-clockwise to deliver a deadly strike of force. The process of how the weapon is thrust forward boosts the user's strength by ++ and speed by +.
Weaknesses: The technique leaves a mere moment of time before actually initiating. If the arm holding the weapon is struck at this moment the built up muscle tension acts against the user dropping the strength and coordination in that arm by - for three posts.
Name: Swift Parry
Rank: D
Activation Cost: 1
Upkeep Cost:
Range:
Speed: -
Element: -
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals:-
Description: A staple technique of the Swift style, the user clashes with the opponent's attack(limbs, projectiles, weapon) in such a way to redirect it off course and away from the user. In the swift style, the practitioner uses their speed and coordination to offset the opposing strength to successfully parry. Thus in the situation of either being higher than the opposing strength tier by more than a +, however, both must be within the same tier or higher as the strength, a parry is possible. If successfully done against a weapon in hand of the opponent, they are thrown off balance. This debuffs their coordination by -. This technique can defend against multiple projectiles, as well as disrupt and end multi-strike techniques as long as one of the strikes is successfully parried.
Weaknesses: If the speed tier of the incoming attack is above the user's own speed by more than a +, this technique would be rendered ineffective.
[/quote]
Name: Swift Slam
Rank: D
Activation Cost: 1
Upkeep Cost:
Range:
Speed:
Element:
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals:
Description: One of the basic techniques of the Swift style. The user swings their polearm overhead and down to slam into their target or the ground itself. When making contact with the target or the ground the user can choose to use them as leverage to launch themselves airborne by five meters. This distance increasing by five for every tier above D-rank strength the user has. Boosts strength and speed by +.
Weaknesses:
Name: Swift Sweep
Rank: D
Activation Cost: 1
Upkeep Cost:
Range:
Speed:
Element:
Skill: Bukijutsu
Classification: Konoha (open)
Requirements:
Parent Technique: Swift Pole Arts
Hand Seals:
Description: A simple side swing of the user's polearm to bash the target in their ribs with the shaft of the weapon. This technique is often employed instantly in the instance a target evades around a strike and tries to close in on the user. Boosting strength by ++. If succesful, the target is tossed away by three meters.
Weaknesses:
Last edited by Ryuko on Tue Dec 04, 2018 9:10 pm; edited 16 times in total