Post by Kankuro on May 11, 2009 0:57:35 GMT -5
Note: Unless specified every technique uses only one weapon
Atemi: A general and inclusive term referring to the art of striking anatomical weak points. Atemi in some form was prevalent in virtually all Japanese close-range combat disciplines such as that of the sword (Kenjitsu) as well as in later unarmed systems such as Jujutsu and Judo.
Rankless
Imbue Weapon
Cp: 5 per round
Description: The user channels chakra into their weapon, greatly increasing the damage
PvP: the user can attack the same round they imbue, however they use the chakra whether they hit or not
Special Note: Imbue Weapon can not be tied into another Kenjutsu techinque you can either imbue your weapon or perform a kenjutsu move
-Genin: +2 dmg
-Chunin: +3 dmg
-Jonin: +5 dmg
E Rank
Chakara Dageki (Chakra Strike)
Type: Kenjutsu
Rank: E
Cp: 2
Description: By channeling a small thin amount of chakra into their weapon the user is able to hit more effectively
PvP: Rank weapon dmg +1
D Rank
Two Slashes, One Cut
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 4 + 1 for Bunshin(Non solid)
RP Description: The User uses a Bunshin to aid him in confusing and dropping the opponent's guard.
Allowing the strike to deal a little more damage as they arent expecting it
PVP Effect: Weapon Damage + 1d6
Teaching/Learning: (See Anko's Training)- Bunshin must be used the turn before, and must maintain the bunshin for this attack
Hornit Sting
Cp: 4
Description: The User Pulls the Blade back and then shoots it quickly towards certain Nerve points along the body, casuing small damage.
Pvp: Weapon Damage+ 1d4
Gyaku yurasu (Reverse Swing)
Type: Kenjutsu
Rank: D
Cp: 4
Description: The Reverse swing is a block or parry executed at the last moment of an attack, if done successfully the user breaks the attackers momentum, leaving them open to an attack the following move
PvP: Used to block, or parry, target suffers -1 to rolls for one round
Falling Blossem: Strike One:
Cp: 4
Description: Once in the Blossem Stance, the user may jump into the air and then spin gracefully to make two slashes along the shoulders.
PvP: Weapon Damage+1d4 (Blossem Stance Required)
Mantis Slash:
Cp: 4
Description: The User Curves the blade inwards like a Pyring Manti's Claw. The user then pounce wards and slashes at a downwards diagnal cut.
Pvp: Weapon Damage+1d4
C Rank
Doragon Senkou (Dragon Flash)
Type: Kenjutsu
Rank: C
Cp: 6
Description: Utilizing strength speed and precision one can channel their energy into a ferocious swing, the force of the strike seems to always take the shape of the users inner dragon form
PvP: Rank weapon damage + chakra nature bonus
Note: The Dragon is formed out of the users chakra nature, nature bonuses are as followed
Fire: +1d4 dmg for 2 rounds
Water: Roll a 1d20 die 15 and above the target takes 2 dmg for 1d4 rounds
Lightning: Roll a 1d20 die 10 and above target is stunned for 1 round until hit
Earth: +2 dmg
Wind: +1d6 dmg
Light: Target suffers -2 to rolls for 1 round
Dark: User gains +2 to rolls for 1 turn
Hidden Mist Sword Technique: Boomerang Throw
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 6
RP Description: The user channles chakra into the blade balancing it enough for them to throw it
at the opponent like a boomerang using thier control over the chakra to make it fly spinning back to thier hand.
PVP Effect: The Weapon makes two passes on the opponent, if it misses the first time it gets another attack roll at -2 on them during the
return pass, either way the opponent cannot be hit more than once.(Taijutsu damage for weapon as normal)
Teaching/Learning: (See Anko's training)- Must wield Greatsword/2 Handed Weapon required, Imbue Weapon must be known
Falling Blossem: Graceful Halt
Cp: 7
Description: Using the Falling Blossem Stance, One the oppoent strikes at them, the Use jumps into the air and then spins gracefuly. Stabbing their blade towards the opponent's palm
Pvp: Used in defence against Taijutsu and Kenjutsu. If succusful, the target takes 1d6 damage
Falling Dragon:
Cp: 6
Description: The User Shoots into the air, using chakra to propell into the air. The User than force the chakra they used to propell themselfs to propell them down towards the target in a powerful swing.
Pvp: Weapon Damage+1d6, If missed the User is stunned for a round.
Defensive Stance: One Wall Defense
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 6
RP Description: The User holds their weapon out focusing chakra into it, making it lighter and easier to block most attacks with greater ease.
PVP Effect: Allows the User to block or parry with their weapon at +2 to the defense roll.
Note: This is used before a defensive roll
Teaching/Learning: (See Anko's training)- Must be holding a weapon, Imbue Weapon must be known
B Rank
Kaeri Dageki (Return Strike)
Type: Kenjutsu
Rank: B
Cp: 9
Description: With speed and power the user counters a attack with a rapid riposte
PvP: This technique is declared before a defensive roll, the user makes a defensive roll for an attack and directly after they make an offensive roll for the riposte. The riposte does single rank weapon damage/2 if a weapon has damage bonuses the bonuses are not applied, the riposte can not be imbued or added to a technique.
Note: This technique can only be used if you are attacked by a taijutsu kenjutsu or melee ranged ninjutsu technique. It uses chakra whether you hit or not this does not count as the users turn
3 Hits, One Strike
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 9
RP Description: The user slams their sword into the ground, and pomels off it kicking the oppoent, flickers punching the opposite way, and flickers to slam an elbow
into thier gut causing moderate damage to thier torso.
PVP Effect: Rank weapon dmg + 1d8 damage
Teaching/Learning: (See Anko's Training)- - Must know Body Flicker
Bull Rush:
Cp:10
Description: The User backs up a few feet before they strech their blade outwards and begin to charge chakra into their feet as wel as their blade. They then race forwards and attempt to impale the target.
Pvp: Weapon Damage + 1d8+1d4/2 minimum of 1
Wind Disiperence:
Cp: 9
Description: Utilzing the Breezing Wind Stance, the user may move swiftly to seem like they are moving as the wind blows. Making five quick slashes along the Chest and back.
Pvp: (Breezing Wind Stance Required. Flicker Required) Duel-Weild Damage+1d4
A Rank
Seido Dageki (Precision Strike)
Type: Kenjutsu
Rank: A
Cp: 14
Description: Utilizing extreme speed and power the user flickers around their enemy and strikes at the targets wrist, arm, leg or temple.
PvP: Rank weapon dmg + anatomy damage, anatomy damage stacks
Note: Anatomy damage is as follows;
Damage to arm: 1 dmg for 1d4 rounds
Damage to Leg: 2 dmg for 1d4 rounds
Requirement: Must know flicker, Must be able to use both hands
Running with the Wind: Tornado Slash:
Cp: 16
Description: Using the Breezing Wind Style, the user pumps chakra into their feet and then runs at an incredable speed. Seeming to run at the speed of wind. The user than spins around and creates a volly of strikes around the enemy.
Pvp: (Breezing Wind Style required, Flicker Required) Duel-Weild Damage+3d4, but has a backlash of 1d10 damage.
Flashing Glory (Senkou Sakae)
(Dual wielded weapons required)
Rank: A
Cp: 13
Description:
Using their blinding speed the user moves in on their target slashing simultaneously downwards with both blades creating an X on their target finishing with a spin and sideways slash thru the center of the created X to finish the move.
PVP: Rank Damage + Dual wielded off-hand damage + 1d10
S Rank
Blade Storm
Description: The User begins to charge their chakra before they unleash a power volly of slashes,stabs, and strikes upon the target.
Pvp: Charges chakra to the whole body and blade/blades, leaving the target open to attack. Chargining costs 11 Chakra. Afterwords the target uses Ten chakra to unleash the power volly of attacks upon the target doing. Weapon Damage+1d10+1d8
Snake Bite: Cruel Fang
Cp: 21
Description: The user may attack from the shadows with precsion, striking certain nerves along the body that cause the target's body to begin to fight itself
Pvp: (Must be used from a Sneak Attack) Cause the body to hurt itself, 1d10 damage for 1d4 rounds. After it ends, the target may not attack from the trauma caused for 1 round.
Atemi: A general and inclusive term referring to the art of striking anatomical weak points. Atemi in some form was prevalent in virtually all Japanese close-range combat disciplines such as that of the sword (Kenjitsu) as well as in later unarmed systems such as Jujutsu and Judo.
Rankless
Imbue Weapon
Cp: 5 per round
Description: The user channels chakra into their weapon, greatly increasing the damage
PvP: the user can attack the same round they imbue, however they use the chakra whether they hit or not
Special Note: Imbue Weapon can not be tied into another Kenjutsu techinque you can either imbue your weapon or perform a kenjutsu move
-Genin: +2 dmg
-Chunin: +3 dmg
-Jonin: +5 dmg
E Rank
Chakara Dageki (Chakra Strike)
Type: Kenjutsu
Rank: E
Cp: 2
Description: By channeling a small thin amount of chakra into their weapon the user is able to hit more effectively
PvP: Rank weapon dmg +1
D Rank
Two Slashes, One Cut
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 4 + 1 for Bunshin(Non solid)
RP Description: The User uses a Bunshin to aid him in confusing and dropping the opponent's guard.
Allowing the strike to deal a little more damage as they arent expecting it
PVP Effect: Weapon Damage + 1d6
Teaching/Learning: (See Anko's Training)- Bunshin must be used the turn before, and must maintain the bunshin for this attack
Hornit Sting
Cp: 4
Description: The User Pulls the Blade back and then shoots it quickly towards certain Nerve points along the body, casuing small damage.
Pvp: Weapon Damage+ 1d4
Gyaku yurasu (Reverse Swing)
Type: Kenjutsu
Rank: D
Cp: 4
Description: The Reverse swing is a block or parry executed at the last moment of an attack, if done successfully the user breaks the attackers momentum, leaving them open to an attack the following move
PvP: Used to block, or parry, target suffers -1 to rolls for one round
Falling Blossem: Strike One:
Cp: 4
Description: Once in the Blossem Stance, the user may jump into the air and then spin gracefully to make two slashes along the shoulders.
PvP: Weapon Damage+1d4 (Blossem Stance Required)
Mantis Slash:
Cp: 4
Description: The User Curves the blade inwards like a Pyring Manti's Claw. The user then pounce wards and slashes at a downwards diagnal cut.
Pvp: Weapon Damage+1d4
C Rank
Doragon Senkou (Dragon Flash)
Type: Kenjutsu
Rank: C
Cp: 6
Description: Utilizing strength speed and precision one can channel their energy into a ferocious swing, the force of the strike seems to always take the shape of the users inner dragon form
PvP: Rank weapon damage + chakra nature bonus
Note: The Dragon is formed out of the users chakra nature, nature bonuses are as followed
Fire: +1d4 dmg for 2 rounds
Water: Roll a 1d20 die 15 and above the target takes 2 dmg for 1d4 rounds
Lightning: Roll a 1d20 die 10 and above target is stunned for 1 round until hit
Earth: +2 dmg
Wind: +1d6 dmg
Light: Target suffers -2 to rolls for 1 round
Dark: User gains +2 to rolls for 1 turn
Hidden Mist Sword Technique: Boomerang Throw
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 6
RP Description: The user channles chakra into the blade balancing it enough for them to throw it
at the opponent like a boomerang using thier control over the chakra to make it fly spinning back to thier hand.
PVP Effect: The Weapon makes two passes on the opponent, if it misses the first time it gets another attack roll at -2 on them during the
return pass, either way the opponent cannot be hit more than once.(Taijutsu damage for weapon as normal)
Teaching/Learning: (See Anko's training)- Must wield Greatsword/2 Handed Weapon required, Imbue Weapon must be known
Falling Blossem: Graceful Halt
Cp: 7
Description: Using the Falling Blossem Stance, One the oppoent strikes at them, the Use jumps into the air and then spins gracefuly. Stabbing their blade towards the opponent's palm
Pvp: Used in defence against Taijutsu and Kenjutsu. If succusful, the target takes 1d6 damage
Falling Dragon:
Cp: 6
Description: The User Shoots into the air, using chakra to propell into the air. The User than force the chakra they used to propell themselfs to propell them down towards the target in a powerful swing.
Pvp: Weapon Damage+1d6, If missed the User is stunned for a round.
Defensive Stance: One Wall Defense
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 6
RP Description: The User holds their weapon out focusing chakra into it, making it lighter and easier to block most attacks with greater ease.
PVP Effect: Allows the User to block or parry with their weapon at +2 to the defense roll.
Note: This is used before a defensive roll
Teaching/Learning: (See Anko's training)- Must be holding a weapon, Imbue Weapon must be known
B Rank
Kaeri Dageki (Return Strike)
Type: Kenjutsu
Rank: B
Cp: 9
Description: With speed and power the user counters a attack with a rapid riposte
PvP: This technique is declared before a defensive roll, the user makes a defensive roll for an attack and directly after they make an offensive roll for the riposte. The riposte does single rank weapon damage/2 if a weapon has damage bonuses the bonuses are not applied, the riposte can not be imbued or added to a technique.
Note: This technique can only be used if you are attacked by a taijutsu kenjutsu or melee ranged ninjutsu technique. It uses chakra whether you hit or not this does not count as the users turn
3 Hits, One Strike
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 9
RP Description: The user slams their sword into the ground, and pomels off it kicking the oppoent, flickers punching the opposite way, and flickers to slam an elbow
into thier gut causing moderate damage to thier torso.
PVP Effect: Rank weapon dmg + 1d8 damage
Teaching/Learning: (See Anko's Training)- - Must know Body Flicker
Bull Rush:
Cp:10
Description: The User backs up a few feet before they strech their blade outwards and begin to charge chakra into their feet as wel as their blade. They then race forwards and attempt to impale the target.
Pvp: Weapon Damage + 1d8+1d4/2 minimum of 1
Wind Disiperence:
Cp: 9
Description: Utilzing the Breezing Wind Stance, the user may move swiftly to seem like they are moving as the wind blows. Making five quick slashes along the Chest and back.
Pvp: (Breezing Wind Stance Required. Flicker Required) Duel-Weild Damage+1d4
A Rank
Seido Dageki (Precision Strike)
Type: Kenjutsu
Rank: A
Cp: 14
Description: Utilizing extreme speed and power the user flickers around their enemy and strikes at the targets wrist, arm, leg or temple.
PvP: Rank weapon dmg + anatomy damage, anatomy damage stacks
Note: Anatomy damage is as follows;
Damage to arm: 1 dmg for 1d4 rounds
Damage to Leg: 2 dmg for 1d4 rounds
Requirement: Must know flicker, Must be able to use both hands
Running with the Wind: Tornado Slash:
Cp: 16
Description: Using the Breezing Wind Style, the user pumps chakra into their feet and then runs at an incredable speed. Seeming to run at the speed of wind. The user than spins around and creates a volly of strikes around the enemy.
Pvp: (Breezing Wind Style required, Flicker Required) Duel-Weild Damage+3d4, but has a backlash of 1d10 damage.
Flashing Glory (Senkou Sakae)
(Dual wielded weapons required)
Rank: A
Cp: 13
Description:
Using their blinding speed the user moves in on their target slashing simultaneously downwards with both blades creating an X on their target finishing with a spin and sideways slash thru the center of the created X to finish the move.
PVP: Rank Damage + Dual wielded off-hand damage + 1d10
S Rank
Blade Storm
Description: The User begins to charge their chakra before they unleash a power volly of slashes,stabs, and strikes upon the target.
Pvp: Charges chakra to the whole body and blade/blades, leaving the target open to attack. Chargining costs 11 Chakra. Afterwords the target uses Ten chakra to unleash the power volly of attacks upon the target doing. Weapon Damage+1d10+1d8
Snake Bite: Cruel Fang
Cp: 21
Description: The user may attack from the shadows with precsion, striking certain nerves along the body that cause the target's body to begin to fight itself
Pvp: (Must be used from a Sneak Attack) Cause the body to hurt itself, 1d10 damage for 1d4 rounds. After it ends, the target may not attack from the trauma caused for 1 round.