Name: Muntara
Rank: C
Power: D++
Activation Cost: N/A
Upkeep Cost: 3
Range: Self
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Secret (Rin Tohsaka)
Requirements: Coordination C-tier
Parent Technique: Spring Chant | Strong Fist | Arhat Fist
Hand Seals: N/A
Description:
Muntara is a fighting style that mainly focuses on finesse and grace. Users alternate between evasion to counters as quick as they can. Most would say this style is a defense only type given the large number of counter attacks and evasions. Others would say that Muntara can be quite brutal to those who rely on strength alone. The truth is that the Muntara blends the concept of counterstrikes and then developing a strong chakra flow through the body. Practitioners generally let their opponent(s) tire themselves out while hardly ever touching them. On some occasions grappling exists to quickly put their opponents out of the fight.
To put it in simple terms, the arms is meant to aid in their evasion attempts and grapples. Sometimes they are used to deliver counters and strong attacks. Most of their strength goes to their legs however, and in addition to their agility this can be very powerful. In fact some of Muntara’s most powerful attacks makes use of the legs.
Boosts Speed by ++ and Coordination by +.
Weaknesses: N/A
Name: Haze
Rank: C
Power: C
Activation Cost: ---
Upkeep Cost: 5
Range: Melee
Speed: C+
Element: ---
Skill: Taijutsu
Classification: Secret (Rin Tohsaka)
Requirements: Muntara
Parent Technique: Muntara
Hand Seals: ---
Description:
The user takes advantage of their speed to leave physical energy behind them as they spin around their opponent. The physical energy trails behind them, and with high enough speed what the opponent thought they were hitting is really just a physical illusion the user leaves behind. Haze can be used to set up a combination of attacks if not land a strong attack, but mainly this is to avoid a heavy strike.
Boosts the user’s Speed by 1 plus. Debuffs the opponent’s Perception by 2 minus.
Weaknesses:
Is rendered useless if the user cannot move or if the attack is an AOE. Haze is meant only for melee attacks.
Name: Swift Spinning Kick
Rank: C
Power: C+
Activation Cost: 5
Upkeep Cost: ---
Range: Melee
Speed: C+
Element: ---
Skill: Taijutsu
Classification: Secret (Rin Tohsaka)
Requirements: Muntara | Perception C-Tier
Parent Technique: Muntara
Hand Seals: ---
Description:
A beautiful counter that is directly aimed for someone who is attacking the user from a flanking position. For one thing the user must be aware of the opponent's approach so it is recommended having decent perception. The user counters by leaping over the attack with a twirling flip that puts some stress on the abdomen. During the flip the increased speed drops as the user builds up strength in order to deliver a nasty heel drop on the opponent at the end of the flip. Often this counter catches the opponent off-guard because of the fluid and swift motions of combat.
Boosts the user’s Speed by +1 tier until the heel drop. Which converts the +1 tier in Speed to boost the user’s Strength by +1 tier.
Weaknesses:
Swift Spinning Kick is actually a counter and it really depends on the position of the opponent. So it is quite situational to use. Should the opponent striking high then it'll become difficult to counter as the opponent can easily land their attack.
Name: Shield of Forbidden Storm
Rank: C
Power: C
Activation Cost: ---
Upkeep Cost: 5
Range: Self
Speed: ---
Element: ---
Skill: Ninjutsu
Classification: Secret (Rin Tohsaka)
Requirements: Chakra Flow | D-Class or higher
Parent Technique: Chakra Flow
Hand Seals: ---
Description:
Flowing through the affected areas is chakra that takes on a eerie red glow that resembles to be veins is pure chakra utilized the harden the affected area. Taking on the generic concept of Chakra Flow that enhances the durability, this technique enhances the durability on the body to withstand heavy punishment for brief periods of time. Shield of Forbidden Storm can only affect limbs such as the arms and legs. Additionally it can only affect one whole limb or one portion on one arm and covering another portion on the other arm.
Shield of Forbidden Storm enhances the body at the affected area by increasing the user's Constitution by +1 tier.
Weaknesses: N/A
Name: Rushing Gale
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: 10 Meters
Speed: C
Element: Wind
Skill: Ninjutsu
Classification: Secret (Rin Tohsaka)
Requirements: Muntara
Parent Technique: Muntara
Hand Seals: ---
Description:
A simple manipulation of the surrounding air to push against the target. Effectively slowing the attacks and projectiles within a straight 2 meter wide line. The howling wind can be heard as the fuuton chakra pushes against them, yet doesn't deal any damage to the targets. Rushing Gale can be maintained with low cost as the wind rushes at the direction the user desires. It can be used to sweep across the field, but in order to actually slow an attack/projectile the user is required to keep the line focused on that source. This technique reduces the target(s) Coordination by 2 minuses.
Weaknesses:
Cannot harm the affected targets. Rushing Gale lacks the wind power to deflect projectiles. If a fire is nearby such as a campfire or a lantern this technique ignites. In which case can inflict minor burning damage.
Name: Twisted Palm
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: ---
Range: Melee
Speed: ---
Element: ---
Skill: Taijutsu
Classification: Secret (Rin Tohsaka)
Requirements: Muntara
Parent Technique: Muntara
Hand Seals: ---
Description:
When the opponent goes to strike the upper body whether it is from a fist, elbow, or even shoulder. It is always possible to counter something that is in front of you. The user must evade the attack in some fashion and using the arms to redirect the attack from the body if possible. The true goal however, is the deft work with the hands preferably around the wrists or the elbow to effectively dislocate that portion of the arm. Of course this can be applied to fingers as well, and in any case it generally results the opponent having a rather odd limb. Using that limb tends to be slower.
Lowers the opponent’s Coordination by 1 tier unless they spend a post putting the dislocated limb back in place.
Weaknesses:
This technique is a counter and so naturally the user must be attacked from the front. While it can be executed from side attacks, Twisted Palm is most effective at the front. Also if the user is unable to move this technique becomes incredibly difficult to pull off without getting hit.
Name: Low Moon
Rank: B
Power: B
Activation Cost: 5
Upkeep Cost: ---
Range: Melee
Speed: ---
Element: ---
Skill: Taijutsu
Classification: Secret (Rin Tohsaka)
Requirements: Muntara | C-tier Strength
Parent Technique: Muntara
Hand Seals: ---
Description:
Like the Twisted Palm, Low Moon is a counter designed to hinder the opponent in some form. This one requires a certain strength since in battle opponents may attack the lower body. First the user must begin the process of evading the attack, and while evasion is the focus it leads up to Low Moon’s true power. The user will follow up from the beginning of the evasion to deliver a strong low kick primarily aimed at the knee. If the opponent is not careful the user can forcefully dislocate the opponent’s knee and cause it to bend backwards. Not only does this cause some excruciating pain, Low Moon also hinders their speed.
However the knee is not the only one that can be targeted. The ankle for instance can be affected by this too.
Lowers the opponent’s Speed by 1 tier and a minus. This effect lasts until the affected limb is set back in place.
Weaknesses:
The user must be fast and strong. Outsmarting the opponent is crucial as Low Moon does require some planning in order to execute it so fluidly. Should the opponent hold greater Constitution than the user’s Strength then this technique is rendered useless.
Name: Tenchi Style: Tengoku no Piasa
Rank: B
Power: A
Activation Cost: 12
Upkeep Cost: ---
Range: Sword’s Length (Starting Point) | 45 Meters (Max Range length & width)
Speed: B
Element: Wind
Skill: Kenjutsu | Ninjutsu
Classification: Secret (Rin Tohsaka)
Requirements: Sword Medium | Tenchi Style
Parent Technique: Tenchi Style | Autumn Leaf Blade
Hand Seals: ---
Description:
Normally when fuuton chakra is molded in existence most people find it near invisible or just deafening howls that drowns out any noise. By flowing condensed fuuton chakra along the blade so strong that the wind becomes dark and heavy effectively looking like shifting darkness. When the user wishes to unleash it whether it is during mid clash or even remaining stationary. The moment it is released the dark fuuton energy spread outward in whatever direction the user aimed with the medium. The terrifying part isn’t the fact that it can be released anywhere on the medium, it is when the chakra is released like a cone that starts as small as the medium’s length then spreads out to a full 45 meters length as it reaches the max range.
This technique holds a high cutting power focused into a single force as the near black substance slices through objects that are in its path. Should targets wish to defend themselves physically it is best to hold a weapon and/or armor of at least B grade in hardness to withstand this technique. Even then this technique cuts deep into the target(s).
Weaknesses:
Fire is the ultimate weakness given the element advantage, but if a katon technique holds the power of C rank or lower then it’ll simply ignite the fuuton chakra dealing heavy damage in addition to burning things to the ground. Effectively able to cut through C rank katon techniques and is enhanced in terms of cutting power. Additionally people with B Constitution equipped with armor equivalent to Steel or greater can survive from this technique with only a gash into their armor.
Name: Athangia
Rank: C
Power: C
Activation Cost: ---
Upkeep Cost: 3
Range: Self
Speed: ---
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: C-tier Strength | C-tier Coordination
Parent Technique: ---
Hand Seals: ---
Description:
A scythe oriented fighting style that originated from farmers who defended themselves against bandits and raids when the officials could not. The scythe, though a farming tool, can be used to perform simple attacks such as harvesting the calves limiting their enemy’s movement and progress to more fluid advanced uses of the tool. However, the style does not just use the blade even though most of the lethality comes from that side. The user can use the shaft of the large tool as both a defensive mechanism and to fight similar to Bo-Staves.
Boosts the user’s Strength by ++ and Coordination by +.
Weaknesses:
N/A
Name: Defensive Twirl
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: C
Element: ---
Skill: Bukijutsu
Classification: Open
Requirements: Athangia
Parent Technique: Athangia
Hand Seals: ---
Description:
A twirl of the scythe in rapid movement can ward projectiles away from the user equivalent to the user’s Coordination. Be mindful that just because the user wards it doesn’t mean they are protected as some projectiles pack more power than the user can handle.
Boosts the user’s Coordination by +1 tier.
Weaknesses:
Cannot ward against AOE or attacks from the side/behind that isn’t covered by the scythe.
Name: Wind Release: Skyride
Rank: A
Power: A
Activation Cost: 15
Upkeep Cost: 10
Range: 1-150 Meters
Speed: Varies by User's Speed
Element: Wind
Skill: Ninjutsu
Classification: Open
Requirements: B-tier Stamina
Parent Technique: N/A
Hand Seals: Bird
Description:
By kneading the fuuton chakra inside of the body the user absorbs the molded chakra into their body. Gaining the ability to fly through the air as well as controlling their velocity and mobility. The user's Speed affects how fast they actually move, but they should not move more than 150 meters per post. Truthfully the main strength about this technique is the user's freedom of movement.
Weakness:
Be warned not to get hit by a katon technique that damages the user higher than their Constitution. Not only can this disrupt the molding process, but it can risk causing the user to combust from the inside. Most times this leads to a “blood rain”.
Name: Style of the Dragoon
Rank: A
Power: A
Activation Cost: 18
Upkeep Cost: --
Range: 1-50 meters
Speed: A
Element: Wind
Skill: Ninjutsu/Bukijutsu
Classification: Secret (Rin Tohsaka)
Requirements: B-tier Coordination, B-tier Stamina, Skyride
Parent Technique: Wind Release; Skyride
Hand Seals: Bird > Dragon
Description:
By lacing the externalized futon chakra onto the selected tools, the user lifts up the tools like threads connecting to his fingers. Then with an audible gust of wind the user launches these tools at the indicated target(s). Multiple targets can be set, but no matter how many times these tools hit the targets only take 1 A rank damage. Tools affected by this style travel with speed equivalent to A-tier and each pack enough strength to be A-tier as well. Capable of deflecting opposing projectiles and even destroying these items. The amount of tools the user can manipulate depends on the user’s base Coordination. Note that if the user wishes to wield two tomahawks for example with B tier Coordination they can only wield up to 10 projectiles. Every 1 medium tool is equivalent to 10 projectiles.
B-Tier:
A-Tier:
S-Tier:
Weakness:
Same flaws as Skyride, but with additional weaknesses. Tools manipulated at full force will automatically break upon impact if it is market quality or higher. Even B-Grade Hardness will break after a while. Additionally, the tools have a limited range as they cannot exceed past 50 meters around the user. The instant they do the tools lose all power behind it and most likely will be rendered useless. Attempting to lace chakra onto more tools than the user is allowed will result in nothing happens and the tools remain where they are until the user frees control of another.
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: Neko Chakra Claw Technique
Rank: B
Power: B
Activation Cost: ---
Upkeep Cost: 5
Range: Self
Speed: B
Element: Non-Elemental
Skill: Ninjutsu
Classification: Open
Requirements: Claw Creation | Chakra Flow
Parent Technique: Claw Creation | Chakra Flow
Hand Seals: ---
Description:
A specific flow of chakra while Claw Creation is active that further enhances the claws’ durability and sharpness. The claws’ hardness is equivalent to B-Grade and has the ability to slice through items that is below B-Grade hardness quite easily.
Weaknesses:
This chakra flow does not extend the nails in any way as it is solely meant to harden the claws and sharpen them. The claws are still prone to break, it is just a little bit harder to do so.
Name: Selou Won
Rank: B
Power: B
Activation Cost: ---
Upkeep Cost: 5
Range: Self
Speed: B
Element: ---
Skill: Buki/Taijutsu
Classification: Exclusive (Rin Uchiha)
Requirements: C-tier Coordination & C-tier Speed
Parent Technique: ---
Hand Seals: ---
Description:
A martial arts revolving around using a particular named karambit where the user combines the use of bukijutsu and taijutsu into one fluid motion. The Selou Won emphasis on excellent coordination and swift footwork in order to move around the opponent and easily take advantage over the battle. One thing is certain is that the karambit is always in motion in some form until it buries the blade into the opponent’s body. Taijutsu comes into play when the practitioner evades the opponent, maneuver into a grappling position, or simply countering when the opponent moves to block the knife hand. Otherwise the karambit is used to aid in grapple by maneuvering the claw-like blade to hook around the forearm and pin the blade into the pressure point between the bicep and elbow on the palm side. Slicing into the opponent’s back knee to render their mobility, breaking hands, puncturing muscle tissue, slicing into the veins of life.
Using Selou Won boosts the user’s Coordination and Speed by ++.
Weaknesses:
As Selou Won takes advantage of the opponent’s position and actions into account. If the user has insufficient strength to keep a hold of their opponent then the user can easily get overpowered under opportune moments. Additionally a Selou Won user is at a disadvantage when their opponent has higher Coordination than they possess simply because the opponent can outmaneuver the user. Lastly this style is effective when using the karambit, so using other tools such as kunai or other knives would only grant a single + towards Coordination and Speed instead of 2 plus.
Name: Shred
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: C
Element: ---
Skill: Bukijutsu/Taijutsu
Classification: Exclusive (Rin Uchiha)
Requirements: Selou Won
Parent Technique: Selou Won
Hand Seals: ---
Description:
A set of movements with the karambit that keeps it in motion. At the same time, it keeps the body in general moving as well to match the tempo his/her opponent is set at. By keeping the body moving the user has virtually freedom to unleash a flurry of strikes and just as quickly counter to defend the body from external harm if evasion seems to fail. In this combination the user’s strength slightly increases as it seeks to strike and inflict potential hindering injuries.
Boosts user’s Coordination by ++ and Strength by +.
Weaknesses:
Same as Selou Won.
Name: Reap
Rank: C
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: 30m
Speed: C
Element: ---
Skill: Bukijutsu/Taijutsu
Classification: Exclusive (Rin Uchiha)
Requirements: Selou Won
Parent Technique: Selou Won
Hand Seals: ---
Description:
To put simply the user takes on the stance of their footwork to increase in terms of sheer speed against distant opponents. Allowing them to actively seek and reap the opponent into melee range despite the range. At the end of the movement, or at least from what Reap allows, the user unleashes a flurry of strikes which may result on using Shred at the end of the movement. Alternatively, this technique can be used to pursue fleeing targets or evade incoming projectiles depending on the situation.
Boosts the user’s Speed by ++ and Strength by +.
Weaknesses:
Reap is meant to close the distance against short distant opponents quicker than normal through physical effort. If the opponent can gauge the distance and stay outside the 30 meter range they’ll be safe from this technique.
Name: Elation
Rank: B
Power: B
Activation Cost: 5
Upkeep Cost: ---
Range: Melee
Speed: B
Element: ---
Skill: Taijutsu
Classification: Exclusive (Rin Uchiha)
Requirements: Selou Won
Parent Technique: Selou Won
Hand Seals: ---
Description:
An evasive counter technique designed to win the combat back into the user’s advantage. Basically the user pivots their body over to the opponent’s flank preferably where the opponent’s back is towards the user, but this can be used on either side. During this pivot the user drops low into a spinning crouch with an extended leg coming around to slam hard against the opponent’s upper body. For maximum effect slamming the roundhouse kick towards the face does the trick too and increases the chance to stagger the opponent enough to follow up with a short combo of sorts. Or the user may use this opportunity to catch a breather and plan tactical as their opponent recovers.
Boosts the user’s Strength and Coordination by ++.
Weaknesses:
This is designed to counter a melee attack, so trying this against a ranged attack simply puts this technique ineffective. Additionally if the opponent is able to outmaneuver the user or at least react to the kick. The opponent can easily choose to evade it or worse slice in the back of the user’s knee making the ability to walk a bit harder in a fight.
Name: Betray
Rank: B
Power: B
Activation Cost: 5
Upkeep Cost: ---
Range: Melee
Speed: B
Element: ---
Skill: Bukijutsu
Classification: Exclusive (Rin Uchiha)
Requirements: Selou Won & Elation
Parent Technique: Selou Won & Shred
Hand Seals: ---
Description:
Betray is a technique that some people, including other practitioners, frown upon because of its purpose. The user from any angle provided they can pull it off; can deliver a hindering laceration behind the knee, palm side of the wrists, the pressure points along the arms and legs. Either one is enough to make the fight harder for their opponent. On a normal case this wound can be healed via B grade medicine or B rank ijutsu. Because until it is healed, the opponent suffers either a 2 minus debuff towards Coordination if the user succeeds on cutting into any of the sensitive parts of the opponent’s arm. Or a 2 minus debuff towards Speed if the user sliced into the back knee instead as walking becomes harder to do so let alone use that leg in general.
This debuff only affects the targeted limbs, and can be healed after the combat thread ends. For a short version;
Target Arm = 2 minus Coordination debuff
Target Leg = 2 minus Speed debuff
Weaknesses:
Betray semi-stack stack on itself. Upon activation should it succeed the user selects what debuff to use and it’ll apply to that limb afterwards. However the user cannot use Betray again to the same limb as each limb can only be affected once. This means that while (for example) the target's left leg has been cut by Betray it cannot be debuffed again. But the practitioner can select the other leg providing another Betray to the right leg. Systematically this doesn't stack debuffs for it'll still be 2 minus, but it'll affect two legs now instead of just one.
Name: Chakra Thrust
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: ---
Range: 20 Meters
Speed: C
Element: Non-Elemental
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: ---
Description:
The user coats one of their hands in pure chakra. By briefly overloading the molded chakra to propel it into a pale blue wave of force dedicated to slamming into the target. It has enough strength to push heavy objects for a total of 5 meters, and tends to leave a dent the size of a palm on the surface. As such this technique has a fair chance of knocking over people as they are being pushed back.
Weaknesses:
Because this is a Non-Elemental wave of force it doesn't gain advantage against other elements. Additionally this technique was generally designed to target human sized individuals. So anything larger than a human would lower the effectiveness of this technique.
Name: Seismic Slam
Rank: B
Power: B
Activation Cost: 5
Upkeep Cost: ---
Range: 5 meters
Speed: B
Element: ---
Skill: Taijutsu
Classification: Open
Requirements: Arhat Fist | Smashing Boulder
Parent Technique: Arhat Fist
Hand Seals: ---
Description:
A mighty punch from the Arhat Fist that is rumored to change the landscape after a number of uses. Essentially the user slams his fist at the surface of earth, be it stone, dirt, or even sand. The sheer force of it creates a seismic wave to a small degree. It causes a small scale earthquake to erupt within the area and depending on the environment the user can produce numerous results. Whether it is so much as shattering a large boulder into palm sized pieces, or even making the city walls crumble before them. The uses are only limited to the user's creativity, and most importantly if used against a creature. Seismic Slam will no doubt fracture even the most durable creature.
Seismic Slam boosts the user's Strength by 1 tier and Constitution by 1 advantage.
Weaknesses:
The weaknesses is situational, but if for example the user executes Seismic Slam on a building while they are in the building then in most cases they'll have to endure the same punishment from their own doing. So the user must be aware that this can backfire on them, and of course if there is no surface to strike then the user is just needlessly burning unnecessary energy.
Name: Mark of the Scorpion Seal
Rank: A
Power: A
Activation Cost: 15
Upkeep Cost: ---
Range: Contact
Speed: A
Element: ---
Skill: Fuuinjutsu
Classification: Open (Konoha)
Requirements: B-tier Intelligence
Parent Technique: N/A
Hand Seals: N/A
Description:
One of the lesser fuuinjutsu within Konoha’s arsenal that is capable of sealing Bijuu into a host. Be it a human or object. The process of this seal's completion requires the user to touch the object/Bijuu and simultaneously touch the host. The real challenge however, is that before the process can begin the Bijuu needs to be weakened as in it has received significant damage. This is determined by the Bijuu's Constitution. Once the process begins the Bijuu is being absorbed like a funnel to the host. This process however takes time to accomplish as it always takes 3 posts to complete, and this process can take longer by +1 post per tail the Bijuu has.
So in short, the minimum amount of posts for this process to take effect is 4 posts. Maximum amount of posts however is 10 posts, and do note that these posts has to be consecutive. Breaking concentration during the sealing process will require the user to start over. The seal will appear to be like a black tattoo of a scorpion in a threatened position as it is surrounded by a ring of fuuinjutsu seals strung together. This symbol is generally formed on the object or the host’s body.
Weaknesses:
Like all seals designed to imprison Bijuu, Mark of the Scorpion Seal does wear and tear as per the Bijuu rules. With enough of a tear, the Bijuu is released from its prison. During this process of sealing the Bijuu, the Tailed Beast is still capable of lashing out around them. Meaning that unless the Bijuu is restrained greatly the user and nearby creatures are still in danger of the Bijuu's wrath.
Name: Heaven's Splitter
Rank: A
Power: A (S Cutting Power)
Activation Cost: 20
Upkeep Cost: ---
Range: 500 Meters
Speed: A++
Element: Fuuton
Skill: Ninjutsu
Classification: Secret (Rin Tohsaka)
Requirements: Tenchi Style | Piercer of Heaven
Parent Technique: Tenchi Style | Piercer of Heaven
Hand Seals: Bird > Ox > Tiger > Bird > Horse > Bird
Description:
A deadly technique where the user cloaks their hand(s) in condensed massive amount of fuuton chakra. By swinging their hands like they would with a blade, they release a massive arc of wind chakra that reaches up to the sky as it slices into the earth and everything in front of the user. Capable of creating a fissure and even slicing into mountains. This arc is 50 meters tall, and is only 5 meters wide. Even being outside of the arc's path phenomena have been known to happen such as the overhead clouds split in two for example.
Weaknesses:
Sound is drowned out from the howling wind around the user for a good 10 meters. Fire of A rank in Power can cancel out this technique. Afterwards this technique enters a 2 post cooldown before it can be used again.
Name: Storm's Wrath
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: 20
Range: 300m
Speed: S
Element: Fuuton
Skill: Ninjutsu
Classification: Personal
Requirements: A tier Coordination
Parent Technique: Pressure Damage
Hand Seals: Horse > Bird
Description:
A technique that produces seven large orbs of condensed fuuton chakra that gives off a jade green glow surrounding the user with the seventh sphere hovering over the user's head. To break this technique down;
Each orb has the power to produce a 15 meter radius tornado that decimates the terrain and the tornado stretches as high as the clouds. Additionally it creates a wall of severe winds effectively redirecting projectiles within the area of 10 meters into the tornado. People being dragged (A tier Strength) into this tornado will be under constant assault from the debris. Each tornado can be controlled to move with equivalent speed of -2 tier Coordination.
by sending two or more orbs in close proximity of each other causes a chain reaction. Each orb produces a tornado that joins together forming a thick wall of howling wind. This can be used to defend against large attacks and simultaneously send attackers flying through the sky. It has a stronger pull than usual as it covers more ground. Having 2 joint tornadoes increases the strength by 1 plus, 3 tornado is 2 plus, and 4 gives the wall an S tier Strength pull within 10 meters from the wall. Unlike the solitary tornadoes this wall is solitary so timing and location is key.
This particular version of this technique is perhaps the most powerful and the most dangerous part. By combining all seven orbs into a close proximity of each other, they create a massive tornado of 80 meters sundering the earth and uprooting every plant within the vicinity. Extraordinary bursts of wind expands for an additional 30 meters around the funnel, pulling and tearing away matter with S tier Strength with equal speed into the tornado itself. Large bodies of water is being pulled will form a spiraling liquid blade around the tornado, debris of various objects shroud the whole area as well as slamming into those caught in the tornado with S tier Strength. Constantly bombarding those who are trapped with high speed debris as long as the tornado is sustained.
This tornado can move at incredible speed of S tier within the 300 meter range. Because of the dense, howling winds subjects' Perception is treated as if they are -1 tier in terms of sight and hearing within the tornado's body and the affected area. Additionally, if combined with a Katon technique of S rank in Power, this technique expands for an additional 10 meters as it ignites into a fiery tornado hitting X tier in Power. However this X tier only applies to the amount of burning in terms of damage within the tornado.
Weaknesses:
As it should always be advised, the user must be aware of where these tornadoes are and not get caught him/herself. They are just as vulnerable against these tornadoes as their opponent's/allies are. Therefore they can get pulled into the tornado and the technique will end if the user is dragged into the tornado. Likewise this technique has a cooldown after the user stops his/her concentration of 5 posts.
Element wise Fire always have the advantage over this technique. A large scaled Katon of A rank Power can cause this technique to explode assuming the Katon can catch all seven orbs. This rapid expansion of fire and wind scorches anything within 10 meters of each orb as it still holds S rank Power. Potentially killing or severely wounding the user in the process.
Name: Wind Barrier Formation Seal
Rank: A
Power: A
Activation Cost: 20 (Apply), 10 (Activate)
Upkeep Cost: 5 (Activate)
Range: 10 Meters
Speed: A
Element: Wind
Skill: Fuuinjutsu
Classification: Personal
Requirements: Intelligence B-Rank, Medium
Parent Technique: N/A
Hand Seals: Tiger > Ox > Bird > Horse > Bird
Description:
This Seal is first applied onto a medium. Such mediums can be anywhere on a person, scroll, clothing, or even on furniture. So long as there is a surface for this Seal to be placed on. Once applied this Seal takes on the kanji of "WIND" and will remain until it is erased.
Upon activation this Seal produces a near invisible dome of Fuuinjutsu intertwined with Fuuton chakra over the medium. This done covers about 2.5 meters in diameter so it can potentially shroud other people from harm if need be. The barrier wards off people, matter, and chakra from passing through as it can soak up to 1 A rank Power before breaking. Unfortunate for the attackers, once something makes an impact with the barrier. It produces a strong gust of wind specifically designed to push everything skyward and away for 10 meters total. The Fuuton part has the Power of B rank, and is meant to give a knockback effect in the case of the barrier being damaged no matter if it breaks or not.
Weaknesses:
The barrier is stationary so even if the seal is placed on a person. This barrier won't follow them. Additionally just like how things can't get through the barrier neither can those who are inside the barrier.
Katon techniques of at least B rank Power can overcome this barrier due to the Fuuton chakra within it. Strength of A tier which is greater than the Fuuton's Power can resist the knockback effect to only half and not get sent flying. S tier Strength gives total immunity over this. Otherwise a single A rank technique or A tier Strength will be enough to break through the barrier.
Lastly just as all other Seals can be erased, so can this one. While it is inactive anyone can use the Five Elements Unseal to erase the Seal before it can be used.
Name: Gekido-ju Jutsu
Rank: S
Power: S
Activation Cost: ----
Upkeep Cost: 20
Range: 0-30m
Speed: S
Element: ---
Skill: Taijutsu
Classification: Rin Tohsaka
Requirements: Mastered V1 (Jinchuriki)
Parent Technique: ---
Hand Seals: ---
Description:
With enough practice the Jinchuriki has trained with the tails long enough to develop a fighting style unique to this mode. By taking advantage of the tails deceptive and destructive nature the user bolsters an increase to raw strength and agility. This Gekido-ju Jutsu incorporates certain changes to the Jinchuriki such as having a tail or three to support the Jinchuriki whether for strength reasons or additional methods for attacks. It brings out the jinchuriki's fighting style of being on all fours and using claw-like strikes against the opponent. Except this Gekido-ju exerts more energy into their ability to fight with technique despite the strain on their consciousness.
Boosts Strength, Speed, and Coordination by ++ equally.
Weaknesses:
Main weakness is that the Jinchuriki must be able to benefit from Taijutsu boosts. Otherwise it will be rendered useless. The Jinchuriki also cannot use this fighting style in Initial or in V2. Essentially requiring the user to be in V1 and maintain their mastered state.
Name: Vermillion Rasengan
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost: ---
Range: Contact
Speed: ---
Element: Non-elemental
Skill: Ninjutsu
Classification: Rin Tohsaka
Requirements: Jinchuriki | Rasengan
Parent Technique: Rasengan
Hand Seals: ---
Description:
This Rasengan can be anywhere from the size of a baseball to be extraordinarily large. Doing so upgrades the Rasengan into Giant Rasengan as it is meant to affect giant creatures as well. Either way this ball of spiraling chakra emits a cloak of the bijuu's chakra. Upon impact the spiraling chakra will grind into the target, and the bijuu chakra rapidly deteriorates the victim before it bursts. Propelling the target either along the Rasengan or into the ground.
In addition to the damage from the Rasengan, the bijuu chakra deteriorates the victim to the point where it prevents healing of any kind for 2 posts.
Like the Rasengan, Vermillion Rasengan doesn't need to be sustained and can be held within 3 posts or until it is used.
Weaknesses:
Vermillion Rasengan can be used without being in Initial, V1, V2, Tailed Beast Mode, or Chakra Mode. However until Control is established the Jinchuriki will burn 5 points from their seal every time they use this technique. The only exception is that the user is already under any one of the forms from Initial to Chakra Mode. In which case the user only needs to pay CP since the bijuu's chakra is already present.
Name: Disciple of War (Unique Booster)
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 10
Range: 5 meters
Speed: User's Coordination
Element: ---
Skill: Taijutsu
Classification: Secret (Rin Uchiha)
Requirements: ---
Parent Technique: ---
Hand Seals: ---
Description:
Disciple of War is said to be a gift from the Dragon God of War named Hakkun. Tribal tattoos of black ink can be seen along both arms of the user. Usually holding onto the reference of dragons, but some may differ. This technique grants a + in Strength and Coordination. Usage of this technique creates short cone-shaped burst of force along the limbs. This burst extends up 5 meters, and it travels equivalent to the User's Coordination in speed. Bursts of force carries the same Strength as the user's that focuses on crushing the target(s).
Weaknesses:
Because this is purely physical, the user will sustain penalties after this technique wears off. The user suffers 1 minus debuff to Coordination and Strength for the duration of the thread. Reactivating this technique removes the penalty temporarily, but the debuff will stack until the user's Coordination and/or Strength drops to E tier.
Name: Fuuton Release; Wind Dragon Cannon
Rank: S
Power: S
Activation Cost: 30
Upkeep Cost:
Range: 250 meters
Speed: S
Element: Fuuton
Skill: Ninjutsu
Classification: Secret (Rin Uchiha)
Requirements: B tier Constitution | B tier Stamina
Parent Technique: ---
Hand Seals: Bird > Horse > Tiger > Dragon > Rat > Dragon > Horse > Bird
Description:
Upon forming the last seal, the user extends one hand towards the target(s). The second hand is placed on the extended arm for brace. An enormous collection of fuuton chakra gathers into a single point in front of the user. Creating a condensed ball of fuuton chakra, and as time passes this orb increases to 30 meter diameters that dwarfs humans and maybe the size of a baseball to giant creatures.
After waiting for 1 round of charging, this giant ball bursts into an 40 meter diameter beam traveling at swift speeds to the end of the range. This beam decimates and slices anything within it. Clashes against chakra usually cancels out in mighty turbulence. However, Raiton Techniques are overpowered due to the element's advantage.
Weaknesses:
Takes 1 round to charge. Katon of S rank can overpower this technique. Katon of A rank however cancels it out.
Name: Tailed Beast Shockwave, Lesser
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: ---
Range: 10m
Speed: B
Element: ---
Skill: Ninjutsu
Classification: Jinchuriki Exclusive
Requirements: Initial Mode Active
Parent Technique: Tailed Beast Shockwave
Hand Seals: ---
Description:
With a motion of a limb, the user concentrates bijuu chakra around the chosen limb and may release it into a blast of kinetic energy. Alternatively, this can be used in a version of a roar from the mouth to achieve the same effect. This blast often takes on a cone shaped, but it can be narrowed into a tunnel of energy that slams against the target and pushed it away. This technique is known to dispel Ninjutsu of B rank power or lower.
Weaknesses:
Initial Mode has to be active, and Jinchuriki without Control will eventually suffer a backlash if used too often. Jinchuriki with Control may use this technique 5 times before suffering a single minus to Coordination. Those without Control may only use this 3 times before they suffer two minus debuff. This can't be healed from the Bijuu.