- Overdrawn ~ Known:
- Name: Overdrawn
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: -
Speed: -
Element: -
Skill: Kyujutsu
Classification: Secret
Requirements: Kyujutsu Skill
Parent Technique: -
Hand Seals:-
Description: Flowing chakra into their bow the user is capable of enhancing their bow beyond it's limits. The chakra increases the strength (draw power) of the bow allowing it to act as though it was 1 grade higher in quality, this in turn increases the velocity (speed) of the arrow as well as how far it travels.
Weaknesses: User must possess the appropriate strength for the increased draw power.
- One Thousand Blades:
- Name: One Thousand Blades Technique
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: 50 Meters
Speed: -
Element: Kōton (Steel)
Skill: Ninjutsu
Classification: Secret
Requirements: impervious armor stage 3
Parent Technique: -
Hand Seals: Dragon, Ox, Horse
Description: the user creates several hundreds of swords (one-handed swords: katanas, shortsword, etc.) that scatter the battlefield around them, the blades forming out of the ground all around the radius of the technique. Allowing the user to have an unlimited supply of swords to wield against their opponent. Like most Tetsudashi steel these blades will fade at the end of the thread this is cast and does not cost to maintain after creation.
*Note: If used in conjunction with Mecha Terra Infirma, this Technique costs 5 less chakra to cast
Weaknesses: Anyone can grab a blade and use it, even the enemy.
- Molten Steel:
- Name: Molten Steel
Rank: A
Power: S
Activation Cost: 25
Upkeep Cost: 15
Range: 50 meter Radius
Speed: 1 Rank Lower Than Users Coordination
Element: Yōton & Kōton
Skill: Ninjutsu
Classification: Unique Bloodline Ability
Requirements: Lava release | Steel release
Parent Technique: N/A
Hand Seals: Tiger, Ox, Dragon (Hold)
Description: A Technique developed by Masaru that incorporates both of his bloodlines to create a new form of metal. In a similar process to how the Tetsudashi form their Steel, Masaru begins that process however by mixing in his Lava element during the creation he is capable of keeping the steel in a liquid-like yet solid state. This Molten Steel's speed is based off of the user's coordination, contact with the molten steel even in liquid form deals A-Rank Burn damage and will kill if injested. The user is capable of forming temporary constructs such as a domes, spikes, walls, whips, etc. and is only limited by the user's imagination
Weaknesses: Requires the user to have both bloodlines fully unlocked
Requires the user to hold the dragon handseal and maintain concentration preventing the use of other techniques without the use of clones, etc.
Constructs created from molten steel can not hold their shape return to a liquefied state at the beginning of the next post after it's creation.
Due to the nature of it's creation Ice techniques act as 1 rank higher against it as they are able to rapidly cool the metal into a solidified state that can be easily shattered afterwards causing the user to have to recast this Technique.
Like normal Steel Release Molten Steel is weak to Magnet release
- Binding Shackles ~ Known:
- Name: Binding Shackles
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: 15
Range: 25 Meters
Speed: A
Element: Kōton (Steel)
Skill: Ninjutsu
Classification: Secret
Requirements: Impervious Armor stage 2
Parent Technique: N/A
Hand Seals: Ox, Horse, Tiger, Dog
Description: forming the needed handseal the user is capable of creating (up to 4) 1 meter long shackles that can sprout out of the ground anywhere within 25 Meters of them. These shackles latch onto whatever appendage is closest, arms or legs limiting the movement of the target in addition to draining 15 chakra per post from the target which is transferred to Masaru, though more often than not the drained chakra is used to maintain the shackles. The user may shorten the length of the shackles however they cannot extend past 1 meter long.
Weaknesses: These chains can be broken with A-Tier Strength within 3 posts, B-Tier or lower strength is unable to break them. Alternatively a Technique that is stronger than this Technique can destroy the shackles, however the shackles must be the target.
- Guren:
- Name: Guren
Rank: S
Power: S
Activation Cost: -
Upkeep Cost: 20
Range: Self
Speed: -
Element: -
Skill: Kenjutsu
Classification: Secret
Requirements: -
Parent Technique: -
Hand Seals: -
Description: Guren also known as the Ancient art is a sword style that has been past down the generations of the Tetsudashi, however only the leader and those he chooses may learn the technique. Guren emphasizes the cultivation of the body and the mind through sword training, focusing upon the sword pattern to the point it becomes second nature requiring no thought to act. This grants the user a +2 tier boost to their coordination for the duration of the technique.
Weaknesses: -
- Rain of Terror:
- Name: Rain of Terror
Rank: A
Power: S
Activation Cost: 30
Upkeep Cost: -
Range: 60 meter radius
Speed: A+
Element: -
Skill: Nin-Kyujutsu
Classification: Secret
Requirements: Kyujutsu Skill
Parent Technique: -
Hand Seals: -
Description: The user will draw the string of their empty bow back as if notching an arrow, a arrow of pure chakra will form notched in the bow. This arrow must be shot in an arc or directly into the sky, once it reaches 120 meters in height the arrow will explode into 1000 senbon like needles that then rain down upon the 60 meter radius area beneath the explosion. While the speed of the arrow is determined by the bow, the downpour of senbons move at A+ Speed.
Weaknesses: the arrow has to reach 120 meter in height or else it will operate as a normal arrow. Anyone within the radius is endanger, whether friend or foe.
- Arc Sparrow:
- Name: Arc Sparrow
Rank: A
Power: A
Activation Cost: 15
Upkeep Cost: -
Range: -
Speed: -
Element: All
Skill: Kyujutsu
Classification: Secret
Requirements: Kyujutsu Skill
Parent Technique: -
Hand Seals: -
Description: Based off the essence of Chakra Flow, allowing an Archer to flow chakra through an arrow. Put simply like regular Chakra flow Non-Elemental chakra increases the Arrows damage output 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 possesses the +1 tier to damage from the Non-Elemental boost)
Earth: Turns the arrow into a deep black. Increases the strength of the arrow by an additional +1 (+2 to arrow Durability/strength)
Fire: Ignites the tip of the arrow in fire. B-rank Fire damage and spreading fire on contact, capable of igniting flammable materials.
Lightning: Creates sparks at the tip of the arrow. C-rank Lightning damage and numbness in the impacted area. (-1 rank to Coordination for two posts.)
Wind: Causes the chakra flow to grow in size. B-rank Wind piercing potential and a wider chakra extension; deeper penetration, wider wound, etc. Increases speed of arrow by (++)
Water: Encases the tip of the arrow in high pressure water, upon impact the high pressure water explodes in a 5 meter radius from the tip at B-Rank Strength. (Effective to water version of Concussion Bomb)
Weaknesses: when used the arrow is always destroyed, lessening the users ammunition.
User must pay activation cost for each arrow they enbue with chakra, which can become costly.
- Archer's Draw:
- Name: Archer's Draw
Rank: C/S
Power: C/S
Activation Cost: Varies
Upkeep Cost: Varies
Range: Self
Speed: -
Element: -
Skill: Kyujutsu
Classification: Secret
Requirements: Kyujutsu Skill
Parent Technique: -
Hand Seals: -
Description: Focusing Chakra into their arms, the user is capable of increasing their strength dependant on the amount of chakra they use. Where a C-Rank amount of chakra (5/3) would grant the user a +1 rank to their strength, paying the S-Rank cost (30/20) would result in granting them a +2 ranks to their strength.
Weaknesses: if the users strength is raised above the rank of the bow, the bow snaps as soon as they draw the string.
- Hontodan:
- Name: Hontodan
Rank: S
Power: S
Activation Cost: -
Upkeep Cost: 20
Range: Self
Speed: -
Element: -
Skill: Kyujutsu
Classification: Secret - Stance
Requirements: Kyujutsu Skill
Parent Technique: -
Hand Seals: -
Description: Hontodan also known as the True Shot Style is a unique archery stance that believes true aim and skill will see the mark hit every time. Through the use of this stance the user receives a +2 tier Boost to Coordination.
Weaknesses: -
- Phantom Arrow:
- Name: Phantom Arrow
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: -
Speed: -
Element: -
Skill: Kyujutsu
Classification: Secret
Requirements: Kyujutsu Skill
Parent Technique: -
Hand Seals: Snake
Description: Can embue an Arrow with chakra for the purpose of making them more translucent and harder to see, lowering the perception of the target lowering their ability to track the arrow by 1 Tier only when they are trying to observe the arrow. Range/speed of arrow is determined by the quality of the arrow and the bow it is shot from.
Weaknesses: activation must be paid for each arrow effected by this technique.
- Preserve:
- Name: Tamotsu (Preserve)
Rank: A
Power: A
Activation Cost: 20
Upkeep Cost: -
Range: Touch
Speed: -
Element: -
Skill: Fuuinjutsu
Classification: Secret
Requirements: -
Parent Technique: -
Hand Seals: Boar, Dog, Horse, Snake, Dragon
Description: This Technique was designed for the purpose of preserving the bodies of fallen shinobi for research, after forming the needed hand seals the user is able to seal away the body or organ of the dead. This puts the ooc 1 week timelimit on viable organs in Stasis until the body/organ is unseal and then the timelimit resumes at where it left off.
Weaknesses: can only seal dead bodies or organs that have been removed that are still viable
Last edited by Masaru on Sat May 16, 2020 1:11 pm; edited 4 times in total