The Book of Five Rings

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Table of Contents

Approved Custom Jutsu

  1. (Ō Rōnin Seishin Ken no Jutsu) - Great Rōnin Spiritual Blade Technique (1/6)
  2. (Kurai Taiyō) - Dark Sun (1/6)
  3. (Omoikane) - Omoikane (1/6)
  4. (Fukurokuju) - Fukurokuju (1/6)
  5. (Dokkōdō: Rokotsuna Uso) - The Alone Way: Blatant Lies (3/6)
  6. (Dokkōdō: Shin Shiraha Nagashi) - The Alone Way: True White Blade Flow (4/6)
  7. (Kenjutsu: Ichimonji) - Sword Technique: Straight-line (4/6)
  8. (Kenjutsu: Amakakeru Ryū ga Gotoku ) - Sword Technique: Like a Soaring Dragon (2/6)
  9. (Rōnin Seishin Kenjutsu: Kuroiha Nagashi) Ronin Spiritual Kenjutsu: Black Blade Flow (1/6)
  10. (Kenjutsu: Kage no Ōi Isogu) - Sword Technique: Shadowrush (4/6)
  11. (Dokkōdō: Senbonzakura) - The Alone Way: One Thousand Cherry Blossoms (5/6)
  12. (Rōnin: Kuninotokotachi) -Rōnin: Kuninotokotachi (2/6)
  13. (Rōnin Seishin Kenjutsu: Shin Kuroiha Nagashi) Ronin Spiritual Kenjutsu: True Black Blade Flow (1/6)
  14. (Rōnin: Amenominakanushi) Rōnin: Amenominakanushi (1/6)
  15. (Ebisu) - Ebisu (1/6)
  16. (Rōnin Seishin Kenjutsu: Mugen) - Rōnin Spiritual Kenjutsu: Infinity (1/6)
  17. (Seppuku) - Seppuku (1/6)
  18. (Mizutori no Odori) - Waterfowl Dance (4/6)
  19. (Kaen Kakkusei Iden: Moeru Kaidan no Michi) – Atavistic Flame: Path of Burning Steps (4/6)
  20. (Dokkōdō: Kotae) - The Alone Way: Answer (1/6)
  21. (Kaen Kakkusei Iden: U~iru O Waikusu) – Atavistic Flame: Will O' Wykes (1/6)
  22. (Seishin Iaidō: Styx) – Art of the Spiritual Quick Draw: Styx (1/6)
  23. -
  24. -
  25. -
  26. -
  27. -
  28. -
  29. -
  30. -
  31. -
  32. -
  33. -
  34. -
  35. -
  36. -
  37. -
  38. -
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  40. -
Custom Weapons
  1. (Tsukihime) Moon Princess (0/6)
  2. (Nagareboshi) Shooting Star (0/6)
    1. (Ryūsei-gun) – Meteor Shower (0/6)
  3. -
Custom Technology
  1. (Go Rin no Sho: Chikyū no Sho) The Book of Five Rings: The Book of Earth (0/6)
  2. (Go Rin no Sho: Hi no Sho) The Book of Five Rings: The Book of Fire (0/6)
  3. (Go Rin no Sho: Kaze no Sho) The Book of Five Rings: The Book of Wind (0/6)
  4. -
  5. -
 
Last edited:
Joined
Apr 8, 2021
Messages
496
Kin
1,902💸
Kumi
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Ryo Accounting Sheet
Available Ryo:Deposited Ryo:
15450​
0​
Available Artifacts:
1.)
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique with a damage value greater than 100 they have a 20% chance to gain a single Void Infusion; this can occur a maximum of once every two turns.
Acquired here.

2.)
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.
Acquired here.

3.)
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.
Acquired here.

4.)
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Remaining within a single landmark and meditating for three turns (or three posts separated by 45 minutes) grants the user a 50% chance to gain a single Void Infusion.
Acquired here.

5.)
Type: Void Infused Artifact
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes a single Void Infusion; the user’s ability to move in the Ninja World is strengthened, reducing the time it takes to travel between landmarks by 50%; this does not stack with any other source of travel time reduction. Lasts for up to six landmarks.
Acquired here.

6.)
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 50% chance to gain a single Void Infusion
Acquired here.

7.)
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user heals themselves successfully for at least 40 health in a single turn they have a 50% chance to gain a single Void Infusion.
Acquired here.

8.)
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.
Acquired here.

9.)
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.
Acquired here.

10.)
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.
Acquired here.

11.)
Type: Void Infused Artifact
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: A supplementary Void Infused Artifact targeted at unsealing the potential of other Void Infused Artifacts. Unsealed Potential is strictly intended to work in unison with Void Infused Artifacts like War Fan Proficiency and Lucent Blade, those targeted at increasing damage through a percentage of the base value. Activated at the cost of a move and three Void Infusions the user unseals the potential of these types of Void Artifacts, allowing them to increase damage based on its current value rather than the base. The boosting Artifact will still count as one of the two boosts applied but will apply to the highest damage it can obtain with the second boost. Usable twice per battle.
Acquired here.
Transaction Log:
Amount Value:Date:Type/Link:Total:
+1500
July 17, 2021​
1500​
+650
August 7, 2021​
2150​
+250
September 10, 2021​
2400​
+1500
February 26, 2022​
3900​
+650
March 13, 2022​
4550​
+650
March 14, 2022​
5200​
+650
March 14, 2022​
5850​
+450
April 16, 2022​
6300​
+650
April 22 - 23, 2022​
6950​
+650
May 2 - 6, 2022​
7600​
+650
May 10, 2022​
8250​
+450
May 10, 2022​
8700​
+450
May 18, 2022​
9150​
+650
May 18, 2022​
9800​
+450
May 21, 2022​
10250​
+450
May 26, 2022​
10700​
+450
May 26, 2022​
11150​
+250
May 26, 2022​
11400​
+450
May 26, 2022​
11850​
+450
May 30, 2022​
12300​
+450
June 1, 2022​
12750​
+450
June 1, 2022​
13200​
+450
June 9, 2022​
13650​
+450
June 16, 2022​
14100​
+450
June 17, 2022​
14550​
+450
June 18, 2022​
15000​
+450
June 19, 2022​
15450​
-1500
May 19, 2022​
13950​
+1500
August 9th, 2022​
15450​

 
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Custom Weapons

Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: A magnificent katana, crafted by the blacksmith Emiya Shiro, forged of broken fragments of the Ten Thousand Cold Nights Muramasa and Tender Hands Masamune. The blade has a gunome style hamon, with pale, light-blue colored steel, polished to a glassy finish; the handle wrappings are a dark purple, surrounding a wooden handle of dark oak, with the tsubasa of the sword depicting a complex pinwheel like pattern. Forged from the fragments of masterwork pieces crafted of the purest materials by master swordsmiths, Emiya Shiro worked the broken blades into marvelous, harmonious whole; the melding of these two blades into one resulted in a blade attuned with "all of creation", in harmony with the pure and impure world; both nature, and the soul. Wielding Tsukihime augments Ronin Spiritual Kenjutsu and Dokkodo for those who can use them.

(Kenshin) Dedication - Tsukihime's hallowed blade, crafted in such a way to reach all of creation, augments the cutting power of Ronin Spiritual Kenjutsu and Dokkodo techniques such that techniques of those categories used by its wielder increase in such a manner that they gain Elemental Superiority to anything they were previously neutral to, and any Elemental Weakness they had instead becomes Elemental Neutrality.

(Shizukesa) Serenity - Tsukihime's balanced blade sits wholly in the scheme of the universe, unwavering on the edge of the pure and impure. This confers a powerful effect to the blade: Kenjutsu and related field techniques can become imbued with these energies when performed by the wielder of Tsukihime, allowing them to be treated as Spiritual Kenjutsu or Dokkodo techniques for the purposes of effects that affect or modify those fields, by adding 10 chakra to the cost of the technique to do so. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized as a Spiritual Kenjutsu or Dokkodo technique.

Note: Tsukihime's abilities that affect Spiritual Kenjutsu and Dokkodo techniques only function if its wielder is capable of using said field and wielding the blade.

Rank: S
Type: Weapon
Chakra Cost: N/A
Damage: N/A
Description: An heirloom sword of masterwork quality, forged by an unknown smith from a foreign land. A katana with a silvery blade, likened to a comet's tail streaking through the night sky, the sword has a suguha style hamon, a mahogany handle, and a octagonal tsubasa that depicts a compass rose or star; the handle wrappings are black in color, and the blade has a rain-guard that depicts constellations of the northern hemisphere. The sword has its namesake from the meteoric iron from which it was forged, and has been long treasured as a family heirloom.

(Negai) Wish - Nagareboshi's treasured blade is meticulously crafted, and its superb balance helps in directing its wielders form to maximize their potential, calling to mind a guiding light handing in the sky. A masterful blade that seeks to continue its legacy, the wielder's Kenjutsu will be granted +20 damage as a passive boost while wielding Nagareboshi.

(Eien) Everlasting - As a sword that has passed through many hands over the years, Nagareboshi holds within it a storied history, and countless years of experience. Wishing to embolden its wielder with the knowledge of those who came before, Nagareboshi can grant the Kenjutsu techniques of its wielder +10 chakra passively, but the wielder must supply this chakra.

(Ryūsei) Falling Star - A silvery orb manifests at the tip of Nagareboshi and can be lobbed away by swinging the blade, where it streaks through the air like a comet. The technique has enough power to shatter stone and interact neutrally with elemental Ninjutsu techniques, dispelling and dispersing completely techniques it interacts with upon successful matching or overpowering. Falling Star can be used once per turn, and is an A-Rank Kenjutsu technique, having 60 damage and 30 chakra cost base, has a range of Short-Mid, and takes a moveslot to cast.

Note: Nagareboshi's abilities to empower Kenjutsu, and the use of Falling Star, are only in effect while wielding the blade.

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A more powerful version of Nagareboshi's Ryūsei ability, which can be used while wielding the blade. Ryūsei-gun
causes a silvery orb to manifest at the tip of Nagareboshi and can be lobbed away by swinging the blade, where it streaks through the air like a comet. Unlike the parent technique, the orb in Ryūsei-gun shatters apart into a swarm of smaller orbs, invoking the image of a meteor shower and covering a large area with the attack. The technique has enough power to shatter stone and leave small craters were it falls, and interact neutrally with elemental Ninjutsu, dispelling and dispersing completely techniques it interacts with upon successful matching or overpowering. Ryūsei-gun has an alternate use in that instead of being directed forward, that if the orb is launched into the sky the wielder of Nagareboshi can have the technique fall upon the field in the following turn.
Note: Usable three times per battle, but only once per turn.
Note: Must be wielding (Nagareboshi) Shooting Star to use.
 
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Custom Technology


Type: Tool
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Book of Earth is one piece of a set of five Scientific Ninja Tools, collectively known as the Book of Five Rings. Inspired by the armor of the Samurai and the chainmail shirts that Shinobi wear, and based upon the principle of having a steady foundation, The Book of Earth is reinforced clothing that can act as protection both from the elements and from outside attacks. Interwoven with carbon nanotubes, tightly wound into thin springs, to increase the material strength of the fibrous cloth while remaining lightweight, and using the premise of silk sheet armor, The Book of Earth provides ample defense without being a hindrance; the coiled springs have high Young's Modulus, augmented by the same sort of mechanics that are responsible for Leg Weights being so heavy in a small package, such that when struck - or pulled - they absorb a tremendous amount of the energy to become deformed and thus protect the wearer. Wearing The Book of Earth provides 20 damage resistance to non-Spiritual attacks, as well as extreme temperature variation, such as traversing near lava or through a biting cold tundra, as the carbon nanotube fibers can be oriented as needed to either let heat in, or out. The height of fashion, this weaving technique could be integrated into everyday clothing as well.
1.)Imperfect
Type: Tool
Rank: A
Range: Short
Chakra: -10 per turn
Damage: N/A
Description: The Book of Fire is one piece of a set of five Scientific Ninja Tools, collectively known as the Book of Five Rings. Based upon the the Smoke Flash Bomb Scientific Ninja tool and the principles of martial pragmatism, it is a complex mechanism that is built into the hilt and crossguard of the weapon, and a nano-wire chakra metal filament that runs along the edge or side of the weapon. Running chakra through the device causes it to radiate, not unlike a lightbulb filament, and vibrate - resulting in the release a sound not unlike a string instrument. Where as a Smoke Flash Bomb is consumed during this use, the Book of Fire's method of producing a loud noise and chakra suffused light is less destructive, and can thus be used many more times from a single piece of equipment. It produces the exact same disorientation effects as a Smoke Flash Bomb, but only within a Short Range, rather than a Medium range. It can produce these effects so long as chakra is channeled through the filament, and the user can control the toggle of this effect by controlling when they pass chakra through the tool.
Note: Activating the Book of Fire does not consume a moveslot, though it does have a place in timeframe, and consumes 10 chakra per turn once active.
Note: The Book of Fire is considered a part of whatever weapon it is attached to, and breaks when the weapon breaks.
Note: A single Book of Fire can be used on up to two melee armaments. Does not function on ranged weaponry (bows and arrows, or a kunai once thrown).
1.)Imperfect
Type: Tool
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Book of Wind is one piece of a set of five Scientific Ninja Tools, collectively known as the Book of Five Rings. Inspired by the methodology of Scroll Cartridges found in Kote, and founded upon the principle of freedom and versatility, the Book of Wind is a book of quick-tear talismans, pre-inscribed with contract summoning formula. These talismans allow the use of Contract Summoning techniques, allowing for quick casting of Contract Summonings by simply tearing the talisman and running chakra through it. The inscriptions placed upon the talismans are more complex than one might naturally find in other scripts, due to their intended use by Samurai and Ronin, and thus negating the need for usage of handseals.
Note: The Book of Wind has 5 charges and can be used once per turn with a turn cool down in between usages., and can produce the effects of a summoning technique for a bound contract; or techniques specific to a Summoning Contract (ex. Tengubi for Tengu).
Note: Like a Kote, the five charges must be defined on one's biography. Unlike a Kote that can have a wide variety of techniques at a scale of ranks, the charges of the Book of Wind can be of any rank.
Note: The Book of Wind allows Samurai and Ronin to use the above listed techniques, so long as they meet other necessary requirements (ex. Samurai could use a Fire-related Summoning Contract Ninjutsu talisman due to having elemental access, while a Ronin could not).
 
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Custom Kenjutsu

Type: Defensive/Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The ultimate form of the Ronin Spiritual Blade Technique; a technique unique to the Rōnin, utilizing similar principles to the Samurai Sabre. The user channels their chakra through their swords and extends the reach and binding ability of the blade. This creates a meter-long spiritual flame effect around the blade, appearing as if the blade was engulfed in a steam like flame with flecks of various colors. Crescent arcs of almost pure spiritual energy are created through the user’s swings. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.
Note: Can be used three times and after each use, the user cannot use any Ronin techniques S rank and higher the next turn.
Note: Can only be used by Rōnin biographies.
1.)Ignia

Rank: B
Type: Supplementary
Range: Short
Chakra: 20 ( -5 per turn )
Damage: N/A
Description: A simple Rōnin technique meant to match the Mūgetsu technique of the Samurai. The Rōnin will mold chakra to their hand and create a blade of chakra that is intangible, but appears to be real. The blade itself can cause no harm despite appearing to be real, and thus is mostly used for feinting or as a medium for techniques like the Rōnin Spiritual Blade Technique, which makes these blades quite deadly. Like Mūgetsu, up to two blades can be created with a single use. A single use can last up to 4 turns.
1.)Ignia

Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A (-20 to User)
Description: A restricted skill among the Ronin, Omoikane invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to disrupt the enemy's spirit with their own. When effected by Omoikane, all of the opponent's techniques are treated as if they have had a usage expended for the duration of the tether. This means, for example, that a technique that could only be activated once per battle but had yet to be used could not be used while tethered through the effects of Omoikane. If a technique does not have a usage restriction in place, it is instead placed on a one turn cooldown every time it is used, meaning it cannot be used in consecutive turns or repeatedly in the same turn. Because of the associated cost, the user loses 20 chakra and 10 health each turn this is active, being able to end this voluntarily. This chakra and health loss cannot be mitigated, applying after healing abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: If the effects of Omoikane end, the usage that this technique suppressed is restored, and any cooldowns affected by this technique are immediately refreshed.
Note: Omoikane shares a usage limit with Kuebiko and Fukurokuju, limiting the choice to one of the three per battle.
Note: Omoikane lasts for a maximum four turns if not ended early. Additionally, when ended, Omoikane bars it’s user from using any Ronin Spiritual Kenjutsu for two turns and inflicts 10% Spiritual Fatigue upon the user regardless of its duration, on top of the 20 Health cost to the user upon activation and its 10 Health maintenance cost, for a maximum 60 HP and 10% Spiritual Fatigue.
1.)Ignia

Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: N/A (-20 to the User)
Description: A restricted skill among the Ronin, Fukurokuju invokes the skill of Spirit Mimicry in battle, allowing the user to link their spiritual energy with that of the targets. Initiated alongside another Ronin Kenjutsu technique, this technique creates a 5 meter wave of chakra that accompanies a technique, neither debuffing nor augmenting its power. Instead, this wave of chakra is intended to contact an enemy source of chakra to establish a spiritual link. Once done, this causes a mixing of spiritual energy that allows the user to suppress the enemy's spirit with their own. When effected by Fukurokuju, the opponent's allowed number of moves per turn changes from three to two and they may not activate techniques that have passive activations; techniques or effects that they have active that can be deactivated or ended are forced to do so, triggering any relevant effects. Because of the associated cost, the user loses 20 chakra and 10 health each turn this is active, being able to end this voluntarily. This chakra and health loss cannot be mitigated, applying after healing abilities at the end of each turn.
Note: Can only be used by Rōnin biographies and only once per battle.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
Note: If the effects of Fukurokuju end, then the opponent's number of allowed moves per turn is restored to normal and they regain the ability to use techniques that have passive activations.
Note: Fukurokuju shares a usage limit with Kuebiko and Omoikane, limiting the choice to one of the three per battle.
Note: Fukurokuju lasts for a maximum four turns if not ended early. Additionally, when ended, Fukurokuju bars it’s user from using any Ronin Spiritual Kenjutsu for two turns and inflicts 10% Spiritual Fatigue upon the user regardless of its duration, on top of the 20 Health cost to the user upon activation and its 10 Health maintenance cost, for a maximum 60 HP and 10% Spiritual Fatigue.
1.)Ignia

Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The ultimate form of the Dokkodo technique Hidden truths, this technique is comparable to the Samurai Saber Technique in both its concept and execution. By channeling Senjutsu into the blade, the user becomes capable of creating crescents of natural energy sharpened to slice through metal and bone effortlessly. These crescents are capable of combating equal ranked Elemental Ninjutsu. Unlike Samurai Saber Technique, however, these cannot create chakra weapons to attack with, instead just creating slashes and strikes following the user's strike motion. They crescents can carry the effects of either form of Senkenjutsu.
Note: Can be used three times and the user cannot use any other Dokkodo techniques S rank and higher that turn and the next turn.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
1.)Imperfect
2.)Anbu Junior
3.)Ignia

Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: After entering Dokkodo, the user will focus Senjutsu enhanced chakra into their blade and charge it, such that the effects of White Blade Flow can be extended to other Dokkodo Kenjutsu by adding 10 chakra to its cost. Doing so causes the user's sword to leave a glittering trail of glass like shards in the air simply by moving it, and allows the techniques to carry a corroding Senkenjutsu effect: the released chakra quickly corrodes through the obstacle, weakening by exposing the obstacle's "shatter point". This is a point on the technique that the Senjutsu compromises, causing it to shatter in a glow of white glass-like shards, lending to the technique's name. It is capable of destroying solids and liquids of equal chakra or lower while dispersing energy as well.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to Dokkodo techniques.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: Can be used as a standalone technique or alongside another Dokkodo technique, occurring in the same timeframe in the case of the latter.
1.)Imperfect
2.)Kirikoe
3.)Anbu Junior
4.)Ignia

Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.
Note: S Rank version is usable three times; A rank version is usable 6 times.
1.)Goetia
2.)Mirai
3.)Imperfect
4.)Ignia

Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A powerful mulit-hit Kenjutsu technique that emulates a dragon's coiling body soaring throug the skies. Starting from a low stance, the user will sweep their blade upward in a concentric arc before cutting back down in the opposite arc. Following this, the user will do a low sweeping slash, and end with a spiraling thrust forward, able to adjust course during these movements to attempt to keep the enemy under pressure. The rapid movements of this technique make it an excellent way to weave attack and defense together, allowing one to avoid incoming blows and provide pressure at the same moment, emulating the fluidity of a dragon's coil.
Note: S Rank version is usable three times; A rank version is usable 6 times.
1.)Mirai
2.)Ignia

Type: Offensive
Rank: A - S
Range: Short-Long
Chakra: 30 - 40
Damage: 60-80
Description: A Ronin technique devised as an offensive counterpart to the Dokkodo technique White Blade Flow. Black Blade Flow utilizes a principle found in the Dangerous Strike technique: the user will focus chakra into their blade and swing, releasing a shockwave like a calligraphy stroke, thus its name. Because of its spirit steeped nature, this technique does Spiritual Damage to the enemy if it lands.
Note: S-Rank version can be used three times per battle; A rank version can be used six times.
1.)Ignia

Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A powerful Kenjutsu technique where the blade is held in a stance parallel to the ground, either above the wielder's head or at eye level, with their off hand reaching towards the tip of their blade. Leaping forward the user will deliver a thrust, driven by their own power and movement, effectively turning their sword into a piercing spear capable of shattering stone. At the end of the thrust the user can vault off of their landing point, allowing them to quickly reposition to a more favorable position either via retreating in the direction they came from, or to better position for a follow up, within short-range of their vaulting point.
Note: S Rank version is usable three times; A rank version is usable 4 times.
1.)Mirai
2.)Never
3.)Imperfect
4.)Ignia

Type: Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage: 60-80
Description: A Dokkodo technique comparable to the Samurai technique Secret Sword: Snowstorm Beheading. The user will channel Senjutsu into their blade, cloaking it in natural energy in much the same manner as one would for (Dokkōdō: Kakusu Shinjitsu ) - The Alone Way: Hidden Truths. Once done, the user will swing their blade, releasing outwards a massive swirling cyclone-like shockwave of natural energy that can carry either form of Senkenjutsu, that takes the appearance of a storm of cherry blossom petals. The cyclone is powerful enough to slash apart bone and steel effortlessly, and is capable of combating equally ranked Elemental Ninjutsu.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: S rank version is usable 2 times per battle with a two turn cool down in between usages; A rank version is usable 3 times per battle.
1.) Mirai
2.)Kirikoe
3.)Anbu Junior
4.)Imperfect
5.)Ignia

Type: Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage: 60-80
Description: A Ronin Spiritual Kenjutsu technique comparable to the Samurai technique Secret Sword: Snowstorm Beheading. The user will channel chakra into their blade, cloaking it in a wispy spiritual effect in much the same manner as one would for (Rōnin Seishin Ken no Jutsu ) – Rōnin Spiritual Blade Technique . Once done, the user will swing their blade, releasing outwards a massive swirling cyclone-like shockwave of almost pure spiritual energy that takes the appearance of the wispy steam signature to the field. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.
Note: S rank version is usable 2 times per battle with a two turn cool down in between usages; A rank version is usable 3 times per battle.
1.)Ignia
2.)Kirikoe

Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: A Ronin technique created as a further extrapolation of the principles found in the Dangerous Strike technique, and based upon the Black Blade Flow technique, a spiritual shockwave that deals spiritual damage. The user can extend this effect to other Ronin Spiritual Kenjutsu techniques by adding 10 chakra its cost. Doing so causes the techniques used to take on an appearance like a calligraphy stroke, thus the name, and even simply moving the sword leaves what appears to be a trail of ink in the air. Highly offensive in nature, this aims to use Ronin Spiritual Kenjutsu techniques to do Spiritual Damage to the enemy if they would not normally, instead of physical, if they land, as spiritual wounds are harder to heal than physical ones.
Note: Useable three times, and remains active for three turns per activation. Only during this window can the +10 Chakra augmentation be done to Ronin Spiritual Kenjutsu techniques.
Note: After ending, the user cannot use for 3 turns.
Note: Can be used as a standalone technique or alongside another Ronin technique, occurring in the same timeframe in the case of the latter.
1.)Ignia

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A Ronin Spiritual Kenjutsu technique meant to affect a wider area, rather than the typically precise area. The user will channel chakra into their blade, cloaking it in a wispy spiritual effect in much the same manner as one would for (Rōnin Seishin Ken no Jutsu) – Rōnin Spiritual Blade Technique . Once done, the user will swing their blade and release a cone-shaped shockwave that grows larger the farther away form the Ronin it travels, though they can constrict the width of this to affect a smaller area if needed; left unmodified the cone has a short-range width at short range, medium range at medium, and extends up to 20 meters away from the user. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.
Note: Usable 3 times per battle with a one turn cool down in between usages.
1.)Ignia

Type: Offensive
Rank: A-S
Range: Short (Short-Long)
Chakra Cost: 30-40
Damage: 60-80
Description: A technique named after one of the Seven Gods of Fortune, this is a counter-offensive Ronin Spiritual Kenjutsu technique devised for the event that a Ronin becomes ensnared in a Spiritual technique that otherwise immobilizes the Ronin, such as a Genjutsu or Yin technique, and to weaponize the connection such techniques bring against their casters. Utilizing principles found within Ronin Spiritual Kenjutsu techniques, the user will manifest a spiritual blade that strikes out, riding the connection of the spiritual technique back to it's source, like drawing a blade upon a string. This allows an unerring thrust at the opponent's spirit, inflicting Spiritual Damage, in an effort to make the caster dismiss the tether themselves, or race to the death with the Ronin as they volley them with a spiritual assault. If the opponent dismisses the originating spiritual effect creating the link the spiritual blade fizzles out harmlessly, as it looses its avenue of attack.
Note: The A-rank version can be used five times per battle, while the S-rank version can be used three times per battle.
Note: After using S ranked version, the user cannot use any S rank or higher Spiritual Kenjutsu for 1 turn.
Note: Can only be used by Rōnin biographies.
1.)Ignia

Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-20 per turn)
Damage: N/A (80)
Description: A Ronin Spiritual Kenjutsu technique in which the user will create up to eight spiritual blades that have the multicolored wispy appearance typical of Ronin Spiritual Kenjutsu techniques, though the blades created appear only as the "blade" portion of a sword, and lack proper grips, handguards, etc. The swords float around the user and trail behind them. The swords can be used in one of two ways: the first is that the swords can perform freeform or non-chakra using Kenjutsu/Bukijutsu strikes for the user, but dealing Spiritual Damage instead of physical upon a successful strike - these blows do not consume the blades of Infinity, and deal the damage of their respective strikes as if the user of Infinity delivered them. The second is that the blades themselves can be used in an attack, in which case they deal the Spiritual Damage as listed in this techniques description; if this second variant is used the blades dissipate whether the attack is successful or not.
Note: Can be activated twice per battle, and the blades persist for four turns or until consumed.
Note: While all Iaido techniques use chakra and thus are not valid for Infinity to perform, Infinity can nonetheless not be used to perform Iaijutsu techniques.
1.)Ignia

Type: Offensive
Rank: D-Forbidden
Range: Short
Chakra Cost: 10-50
Damage: 20-90 (-10)
Description: A technique devised by Ronin as a high-stakes method of freeing themselves from the frightening field of Shinobi: Genjutsu. Using their mind's eye and the nature of Ronin Spiritual Kenjutsu, a Ronin will manifest and thrust an invisible spiritual sword through their abdomen without the need for physical movement, inflicting upon the Ronin Spiritual Damage, which can in turn release them from the effects of an opponent's illusion techniques and thus shatter it.
Note: Technique damage is inflicted upon the user. Recoil damage from the Forbidden Rank version is not calculated into damage when considering the pain
Note: The A-rank version can be used five times per battle, the S-rank version can be used three times per battle with a one turn cool down in between usages. and the Forbidden Rank version can be used once per battle.
Note: Can only be used by Rōnin biographies.
1.)Ignia

Type: Offensive
Rank: S
Range: Short (Short-Mid)
Chakra Cost: N/A
Damage: 80
Description: An offensive Kenjutsu technique executable only by those with immaculate footwork and unparalleled bladework, the user will perform a series of one footed leaps during which they release a rapid flurry of fluid strikes, able to strike enemies in any direction from the user and overwhelm inferior combatants with the deluge of rapid, well placed strikes. The leap from the technique is enough to carry the user forward one range tier while performing the attack.
Note: Usable three times per battle with a turn cool down in between usages.
1.)Mirai
2.)Never
3.)Imperfect
4.)Ignia

Type: Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Devised as an "answer" to combat against other Natural Energy users - such as enemy Dokkodo practitioner - Answer exists as a technique meant to cleanse oneself of the effect of Natural Energy while simultaneously striking back at the opponent. The user will draw Natural Energy into themselves and then release it all in a surge, purging the enemy energies out of their system, halting petrification and restoring natural durability (if it exists) up to half the chakra cost of this technique, in opposition to the weathering ability found in normal Dokkodo techniques . The expelled energy emanates out of the user in a two meter radius sphere, and carries the petrifying effects of Senkenjutsu itself. The execution of this technique is reminiscent of the Kiai shout done in Kendo.
Note: Usable three times per battle, goes on a two turn cooldown after use.
Note: No Dokkodo techniques above A-rank in the following turn.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
1.)Ignia

Type: Offensive/Defensive
Rank: S
Range: Short - Medium
Chakra: 40
Damage: N/A
Description: A Rōnin-made counterpart to the Samurai technique Amanogawa, Styx employs the same concepts: by combining the principles of the Ronin Spiritual Blade technique with Seishin Iaido, the Rōnin will elongate the spiritual blade created during the execution of their technique, allowing it to reach up to Mid-range. Like Amanogawa, this range extension does come at the cost of speed, limiting the effectiveness of Styx to that of the A-rank Seishin Iaido technique; like Seishin Iaido this does not deal damage, instead limiting the opponent from utilizing techniques due to a spiritual imbalance.
Note: Usable three times per battle, with a one turn cool down in between usages.
Note: Can only be used by Rōnin biographies.
1.)Ignia
 
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Atavistic Flame
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Path of Burning Steps is an Atavistic technique used to enhance the user's mobility while under the effects of Thrust of Life. The technique is activated passively alongside Thrust of Life, and lasts for its duration. The user of Path of Burning Steps will use the physically explosive force of Atavistic Flame to create momentary footholds and propulsion as needed, giving them a limitless range of movement. This technique adds 5 spiritual Health to the cost of Thrust of Life's upkeep cost. The user regains 5 additional health every other turn while Thrust of Life is active, as part of the same health regeneration.
Note: Usable three times per battle, per each use of Thrust of Life.
1.)Anbu Junior
2.)Imperfect
3.)Ignia
4.)Mirai

Type: Offensive, Defensive, Supplementary
Rank: A – S
Range: Short
Chakra: N/A
Damage: 60 – 80 (90 – 110)
Description: Will O' Wykes is a short-ranged Atavistic Flame technique that provides a defensive shroud as well as an offensive aura. The technique is activated by focusing Atavistic Flame throughout their body and manifesting it through a number of orbiting satellites, appearing as orbs of fire. The orbs orbit the user until expended - they can either be interposed between an incoming attack to automatically protect the user from harm or directed forward in short range to pummel and overwhelm an opponent, able to handle both offense and defense due to the physical force exerted by Atavistic Flame. When used defensively, the technique is appropriately weakened following damage rules, and if used offensively later, its damage is adjusted accordingly. Activating the technique requires the user expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn for the following two turns. Grandmasters are able to use Will O' Wykes with an additional 30 damage to each rank, not counting as a boost. A and S-Rank applications can be used four times per battle in total, once every two turns. Using Will O' Wykes again while it is active does not create two instances of the orbiting satellites, but rather overwrites the older instance with the newer one.
1.)Mirai
 
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Mirai

Type: Technology/Weapon
Rank: S
Range: N/A
Chakra: 40 ( -20 per turn )
Damage: N/A
Description: A specialized piece of technology forged between a joint collaboration with the Samura and Ronin. However due to disputes in relation to the beliefs of both warrior factions, the idea was scrapped. Similar in nature to the Chakra Saber, this sword in particular was designed with the intention of amping the power of a Ronin’s spiritual based abilities. The design of the sword is largely up to the user, ranging from simple wakizashis, katanas or even tachi blades (described in user’s bio or start of battle). In terms of abilities, the blade comes with two, namely “Chūdan-no-kamae ” and “Hassō-no-kamae".

Chūdan-no-kamae : An ability triggered passively but draining a straining amount ofchakra, this causes the blade of the warrior to become rapidly energized with their spiritual energy. Once it becomes charged, the sword will glow a bright white coloration. What this does however is constantly pull additional chakra from it’s user in order to increase the potency of their Spiritual Kenutsu. This causes an infusion of +10 chakra each jutsu, translating into a power increase of +1 rank towards A rank and below while S ranks gain +20 DMG. Similarly, the user’s blade when activated will become intangible, allowing the sword to pass through physical techniques with ease.

Hassō-no-kamae: An active ability, requiring a move slot in order to utilize. Once activated, the sword once again becomes energized with the user’s spiritual energy thus making the blade intangible. This in turn allows the user to utilize non spiritual based kenjutsu as actual spiritual based kenjutsu. What this does is damage done by normal sword techniques is now considered spiritual based, attacking the soul and spirit of others. In terms of techniques clashing with others, this words simply the same as other spiritual based kenjutsu, allowing the techniques to attack the chakra of the opposing technique. Once it is overpowered, the technique continues unhindered, while if equal, the techniques will naturally fade away harmlessly. In the event the opposing technique’s chakra is higher, it will shatter the user’s technique without weakening by default.

Can only be utilized by a Ronin, with only one mode above being able to be active at a time. Once activated, they remain active for as long as the user desires but constantly drains +20 chakra per turn to sustain. Once deactivated, either mode can only be used twice per battle.

~Acquisition~

Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A ( +10)
Damage: N/A
Description: Shinjuku's Brilliance is passive technique that is applied to any of the user's Dokkodo Techniques. Taking inspiration from the Samurai Saber Technique by Samurai, the user is capable of applying more shape manipulation into their senjutsu. This allowing them the ability to reshape the chakra into other form of weaponry in battle, such as when utilizing "Hidden Truths", instead of just releasing crescents or flowing the senjutsu into the blade, it can be reshaped into various other held bladed weapons such as battle axes, naginatas etc. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized with various cosmetic changes.

~Acquisition~

Daemon

Type: Supplementary/Offensive
Rank: B-S
Range: Short
Chakra: 20-40
Damage: N/A (40-80)
Description: Divine Immolation is a Spiritual Kenjutsu technique that combines the concepts of Seishin Iaidō and Dangerous Strike. The user quickly generates an ethereal arm from their body that quickly unsheathes their blade, stabbing the user with a spiritual blade performing a spiritual form of Seppuku. The quick strike of their blade, briefly severs the user's soul/spirit from their own body. In doing so, it allows the user to break spiritual techniques used on them of equivalent rank by separation the connection between the technique and the user. The spiritual sword is then quickly retracted from the user and sheathed causing the Susano'o like arm and blade to disappear. Upon the sheathing of the blade, the user's body and soul realign to come back to normal, reestablishing the normal. This technique can also be used on allies and/or opponents, using the ethereal blade to strike their spiritual enemies. When used on an opponent, the user can have this technique carry damage, harming the opponent spiritually. When used on the opponent, it carries similar effects as it's parent technique Dangerous Strike, separating the connection a spiritual technique has with the opponent effectively ending the technique. The S rank version of this technique can be used three times per battle, with a two turn cool down in between usages.
Note: Only usable by Ronin bios.
Approved: (1) Custom Jutsu Submission - IV | Page 28 | Anime Forum (animebase.me)

~Acquisition~

Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Apparition is a Spiritual Kenjutsu technique that utilizes the style's ability to separate spirit from body. Similar to the initiation of Kuekibo, the user slashes their palm inflicting their own Spiritual Kenjutsu effects on to themselves. The user in turn severs their spirit from their physical bodies in varying levels, akin to a form of astral projection. The user appears as an ethereal form of themselves, similar to a white wisp, fully equipped with a spiritual sword. Within this form, the user is a spirit in true form, able to pass through physical obstacles with ease and attacks that target the user's spirit form physically would be ineffective. Conversely, the user becomes unable to harm the opponent physically as well as their attacks will no longer physically affect the opponent. Thus as long as Apparition is active, non projectile-based Kenjutsu and Taijutsu fields will damage the target spiritually, not physically. For example, a normal punch will pass through the opponent's body but the impact of the punch will damage the opponent's spiritual energy. The user's kenjutsu and taijutsu fields will still interact with opponent's techniques, similarly to the to the Ronin Spiritual Blade Technique, which will target the spiritual balance of opposing techniques, dissipating them or disrupting them upon overpowering them or neutralizing them. Due to being free of their physical form, Apparition can be used to liberate themselves from the Physical Fatigue Drawbacks (Spiritual Fatigue Drawbacks would still affect the user in ethereal form), allowing them to fight the opponent in spirit form freely. However, Apparition does not come without risk or drawbacks. Severing the soul from the physical body leaves the user's body vulnerable to attack, unable to move and able to take physical damage. Apparition lasts for a total of four turns, able to be used twice per battle with a three turn cool down in between usages. At any point, the user can end Apparition at and can have their spirit return to their body instantly. Doing this allows the user to regain control of their body. Due to being a high level technique, this causes strain on the user's spiritual energy, limiting them to A rank and below Spiritual Kenjutsu for the next two turns.
Note: Can only be used by Ronin bios.
Approved: (1) Custom Jutsu Submission - IV | Page 28 | Anime Forum (animebase.me)

~Acquisition~

Type: Defensive
Rank: B - S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Nature's Guard is a technique based upon two concepts: One Derived from Dokkodo and the Other from Spiritual Kenjutsu, utilized by the Ronin. The user begins by gathering natural energy/senjutsu around their blade causing a mass of energy to form around their blade similarly to the Ronin Spiritual Blade Technique. The user then swells the chakra on their sword in every direction to form a barrier that encompasses the user's short range. This "barrier" has properties similar to that of (Dokkodo: Gatotsu) - The Alone Way: Fang Point. The "barrier" is capable of deteriorating anything that comes into contact with it, including advanced seals of equivalent rank. The true size of this "barrier" can be variable with its lowest rank (B) creating a skin tight barrier to the S rank variation encompassing the entirety of Short Range. Naturally, foes that are hit with this barrier would have their defenses decreased by 5 incrementally as the the ranks of this technique increase. The A rank version of this technique can be used three times, the S rank version of this technique can be used twice. With a turn cool down in between usages for the A rank variant and a two turn cooldown in between usages.
Note: Can only be used by Ronin or Samurai
Note: Can only be used with Dokkodo active. Ronin and Samurai can used this technique without entering Dokkodo but must have Dokkodo listed as their Mode.

Approved : (1) Custom Jutsu Submission - IV | Page 28 | Anime Forum (animebase.me)

~Acquisition~

Goetia

Type: Offensive
Rank: A – S
Range: Short
Chakra: N/A – 40
Damage: 60 – 80
Description: Tsubame Gaeshi is the fabled technique of the legendary swordsman, Sasaki Kojirō, who was said to be able to cut down a swallow in mid-flight. A highly lethal sword technique, wherein one strikes at an enemy with great speed. Use of this skill requires one to be an Iaidō or Spiritual Kenjutsu user, as the speed and swiftness characteristic of their quickdraw techniques is similarly employed here. With one's sword in hand, the user will move at incredible speeds, striking at the enemy from three different directions. It is a threefold application of the quickdraw technique, as the user rapidly strikes at the left flank and redraws their sword, striking directly at the head then redrawing their sword, and finally attacking the right flank (this order can be reversed if one so chooses). The motion of striking and redrawing is performed at such speed that each strike occurs at almost the exact same time, meaning that choosing to block only one strike will result in the others connecting. While this doesn't require chakra to perform (A-Rank), the user can also infuse their raw chakra into the blade, strengthening the attack (S-Rank). Samurai can infuse chakra of a basic element they know into the weapon when performing the technique. In the case of raw chakra being infused, this technique will behave as elementally neutral in clashes, whilst the S&W of the chosen elemental chakra will take effect in clashes. This technique can be used once per turn and up to three times per battle. The S-Rank variant requires a single turn cooldown before it can be performed again, and its usage prevents the user from using other Iaidō/Spiritual Kenjutsu-based techniques above A-Rank for the remainder of the turn in which it was used.
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~Acquisition~


Imperfect

(Migatte no GokuiChō hon'nō) Mastery of Self-MovementUltra Instinct
Type: Supplementary/ Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced Taijutsu art, based on the martial art of "(Mushin) Empty Mind", a mental state where the body reflexively reacts without the need of having any specific input from the practitioner, resulting in such refined levels of instinct and intuition to a level where they can respond to any threat without the need for thought. This is achieved via an intense level of training, wherein one is endlessly bombarded with incredibly fast, yet weak strikes, until they eventually grasp the concept of "self-movement", where each part of the body seemingly acts independently of the user's own will. It teaches one to abandon the practice of "thinking before moving", and simply initiate "moving without thinking". This is incredibly useful, as messages from the brain can only move through the nervous system to one's body parts so fast, subsequently losing precious time in combat that add up with every consecutive movement and action. This technique does not increase, or grant any kind of additional boost to the user's movement, tracking or reaction speed in any sense. Instead, it is akin to an automated defensive stance that allows the user to effectively negate any incoming physical attack that they can, visually or otherwise, register, without actually thinking about performing the actions. The body moves, almost as if on it's own accord, to respond to incoming attacks, and attempts to negate, redirect, or counter them in the most logical manner, before proceeding to intercept the next attack. A perfect idiom to describe this stance is "The lights are on, but no one is home", as the user is clearly responding to external threats, yet doesn't always seem entirely "present". One of the many benefits to this technique is that it is purely physical, and, by it's very nature, requires little to no input from the user themselves, especially in regards to their Chakra flow. As their body is reacting instinctively, rather than with directed motions and a proper input from the user themselves, they're free to use their heads to perform other actions, such as analysing attack patterns, potential weak points, and formulate and initiate proper counter attacks, etc. There are significant drawbacks to this technique as well however as, by it's very nature, it can only allow the user's body to react to actions and attacks that they can witness. This means the user cannot use this technique against attacks faster than they can track or logically register due to speed, but also attacks of a deceptive nature, or attack the user in some unregisterable manner, such as attacks that cannot be physically seen, like "Frog Kumite", or attacks that strike outside the user's field of vision. However, in the case of techniques that are directly applied via physical actions, such as in the case of a Shinobi driving a Rasengan into the body of their opponent, the user can divert this incoming threat by redirecting the physical motions of the opponent's strike, "countering" the Rasengan without making physical contact with it, or even ending the technique. [ ] Finally, entering into this stance does not constitute the usage of one of the user's 3 Jutsu per turn, however, if this technique is used to defend against another Jutsu, every instance of a successfully defended technique does consume one of the user's allotted Jutsu from their next turn. When used to defend against freeform actions and movements, no Jutsu slots are consumed. This can, in most cases, force a stalemate in close-quarters combat centric fights, as neither party gains any ground, or inflicts damage upon the other.

Note: Can only be used for a max of 3 turns, and user must wait 3 turns between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and can only be used by Biographies with a Taijutsu specialty.

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~Aquisition~

(Riko Shugi no Kī ☯ Chō Zenchō) Key of Egoism ☯ Ultra Omen
Type: Supplementary/ Defensive
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A (+20 Taijutsu/ Kenjutsu (Hakai)
Description: Ultra Omen is a paired technique, comprised of a supplementary mental state for "(Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct", achieved through the freedom of thought and conscious action the user achieves by relegating the act of evading, countering, etc, perceived incoming physical threats to their autonomous instincts, and reflexive body, allowing them to focus their attention elsewhere. This culminates in a series of supplementary buffs and applications which improve the users overall close-quarters combat capabilities, all tied to the distinct basis "Ultra Instinct" provides. Naturally this technique can only be utilized with, and is automatically activated once Ultra Instinct is activated, being passively applied within the same timeframe slot, without using one of the user's 3 Jutsu per turn. Upon activation the user, who must at least be a Taijutsu specialist, selects one of the following applications to activate during the current usage of "Ultra Instinct", while users with a higher proficiency in Taijutsu, for example, users with access to Kaito's Taijutsu, the Eight Inner Gates, or Seven Heavenly Breaths can select up to two. The chosen application(s) take effect immediately, within the same timeframe of both techniques activating, cannot be changed once selected, and remain active until "Ultra Instinct" deactivates, whether due the expiry of it's duration, the user's will, or upon a forced deactivation, such as a K.O, death, etc. The applications are as follows;

(Mezame) Awakening: As the user's body becomes accustomed to the feeling of responding to external threats at its "normal" speed, eventually the user reaches a point where they are able to make Movements/ Reactions beyond their body's regular capabilities. The user gains a x2 speed modifier for both their Movement and Reaction speed whist "Ultra Instinct" is active, however, upon deactivation, the user suffers -4 to their base movement and reaction speeds for 2 turns as a result of pushing their body beyond it's natural limitations. [ ] [ ]

(Hakai) Destruction: The user extends their autonomous instinct to the general movements and actions of their Offensive Taijutsu techniques, allowing them to consciously exert more physical effort into their techniques, resulting in a passive +20 increase in damage to all of their physical attacks (Taijutsu, Kenjutsu, etc). Upon deactivation, the added exertion from forcing more power into their attacks leaves the user's body aching, causing the user to lose -10 damage to their Taijutsu for 3 turns. [ ]

(Kenbunshoku) Observation: By focusing their attention on incoming projectiles, the user is able to utilize "Ultra Instinct" to evade small to medium scale ranged techniques, such as basic projectiles, streams, etc, regardless of their Rank. Naturally this follows the same restrictions and drawbacks detailed within "Ultra Instinct", meaning each successfully evaded Jutsu consumes one of the user's 3 Jutsu per turn from their next turn, and only works on projectiles they can either physically see, or otherwise logically perceive. [ ] [ ]

(Kōtai) Shift: By tensing the muscles upon the moment of the evasion, the user increases the overall acceleration of the their manoeuvre, but not the actual speed of the movement, creating after-images that linger for several moments. Alternatively, the user can perform the same tensing motion as they start a physical attack, creating a form of "before-image", that projects an image of the attack that continues on, allowing the user to change their attack, potentially creating an opening in their opponent's defence. The creation of a "Before Image" is a passive action, but can only be done once per turn. Finally, after using either, once this technique ends, the user's body is left in a spasmodic state, leaving them incapable of perform intricate or delicate movements, such as complex Taijutsu movements, or weaving handseals for 2 turns. [ ] [ ]​

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct".

~Aquisition~

(Bukijutsu: Ritomasu Heiki) Weapon Art: Litmus Arms
Type: Offensive/ Defensive/ Supplementary
Rank: S-Rank
Range: Short - Long
Chakra: 40 (Plus up to an additional 40 Chakra each turn)
Damage: 80
Description: Developed as a branch of Litmus Fist, Litmus Arms extends the concepts of it's sibling technique to weapons in all their varying shapes and glory. As with the Fist, Arms focuses on utilizing Chakra in conjunction with existing styles and especially freeform motions to create unique Elemental combinations. The user begins by gathering a large amount of Chakra and distributing it equally throughout their body and their weapon, visualizing the latter as an extension of the former. Once this is done, the user then performs various actions, motions, movements, etc, releasing the gathered Chakra in conjunction with them. Just like with other Litmus techniques, these actions and motions are physically representative of the nature of an Element, which cause the Chakra to take on the properties of, and change into that Element. From there, the user applies exerts control over their Chakra to influence the shape and effect of their attacks. The user is able to utilize all forms/ states for the Elements they perform, for example, if they use Fire Release they could use ash, or flammable mist, however, the state or form of any attack performed via this technique cannot be changed once released, as the Chakra has already left the body, and been given form.

The user can split the Chakra Pool from this Jutsu into as many attacks they wish to perform, within reason, so the user can perform 1 S-Rank, or 2 A-Rank, etc, or even a combination of different ranked attacks, like 1 A-Rank and 2 B-Rank, etc. However with each division of the Chakra used, so too does each individual action logically lose power, although, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the users Chakra is only changed when released in conjunction with their actions. This allows the user to swiftly and accurately shift between multiple Elements, performing extremely unique combinations of Elements, easily creating their own "style", simply by performing a series of basic actions and combing the Elements those actions unleash. Additionally, at the start of each turn for the duration of this technique the user can expend Chakra equivalent to the amount of Chakra utilized up until that point, restoring the Chakra they have for this technique back up to it's max. Although this action can easily end up eating through the users Chakra reserves, this ensures they can maintain the Jutsu for it's maximum turn limit, receiving the most from this Jutsu in return for the high cost required to maintain it. Finally, while the Chakra for this technique is gathered and prepared throughout the user's body, as it is yet to be molded, repurposed and released into an actual attack, the user can perform other Jutsu whilst this one is active, without consuming the Chakra pool gathered for this technique, however, this cannot be done simultaneously while the user is releasing an attack from this technique, as they are logically using their Chakra to shape that attack and cannot divert neither their attention, nor Chakra flow between multiple techniques.

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the turn limit, they lose the remaining Chakra. Finally, this Jutsu can be used a max of 2 times per battle.
Note: This technique can't be performed during Litmus Fist's active duration or cooldown, and vice versa.

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~Aquisition~

(Muramasa Ittōryū: Homura) Demon Blacksmith One Sword Style: Blaze
Type: Offensive
Rank: S-Rank - Forbidden
Range: Short - Long
Chakra: N/A - 50
Damage: 80 - 90 (-5 to user for 4 turns)
Description: One of few techniques created by a fabled blacksmith to test the parameters of his creations, it embodies the essence of the smith himself; casting and forging with one's whole body and spirit, to the point of burning up oneself. With a single blade in their hand, the user places all of their physical strength behind an otherwise generic, formless swing. The end result is a vacuum-like shockwave similar in appearance to "(Suraisu Shinku no Nami) - Slicing Crimson Wave", albeit stronger, and with a unique effect. As a result of the extreme physical force the technique is performed with, the resulting wave burns a bright scarlet red, and emits a tremendous amount of heat, a result of friction between the air and the shockwave itself. Despite this, Blaze itself is not considered a Fire Release technique, but does carry logical characteristics thereof. This usage of the technique is S ranked.

Blaze Ex (Forbidden Rank): By gathering Fire Release Chakra throughout their body, and channeling it into their swing, the user can perform a much more potent variation of this technique, referred to as Blaze Ex. This converts the slash into a Fire Release Kenjutsu technique, while at the same time increasing the technique's strength into that of a Forbidden Rank, though the technique is otherwise physically identical. This results in self-inflicted recoil damage in the form of extreme internal temperatures, causing the user to take 5 damage per turn for 4 turns. Blaze Ex also carries additional beneficial effects once the original attack has been performed, derived from the extreme temperatures both the user's body and blade carry as a result of the technique. As their body burns up, all of the user's Raw and Chakraless Taijutsu, Kenjutsu, Bukijutsu, etc are automatically converted into Fire Release techniques, and gain a +20 increase in damage to all techniques that benefit from this infusion of the Fire Element. These effects remain for the same duration as the recoil damage, a max of 4 turns, however if at any time during this duration the user either gathers or utilizes Water Release Chakra, or is struck by an opposing Offensive Water Release Jutsu of at least A-Rank, the effects, both negative and positive, are cancelled out, and instead the user suffers recoil depending on whether they trigger the former or latter. In the former, the user immediately takes 20 damage in recoil for the rapid cooling of their body. In the latter, the damage of the incoming technique is increased by +20, not counting as a buff to the opposing Jutsu but rather an increase in overall damage received by the user.

Blaze Exceed (Forbidden Rank): If the user performs their second usage of Blaze Ex before the effects of their first have expired, this overclocks the user's body, resulting in a "stacked usage", referred to as Blaze Exceed. This doubles all effects both positive and negative from the original usage, with the exception of damage which is an additional +10 for a total +30 boost, and the added restriction that neither instances of the recoil damage can be mitigated or negated in any way, such as with the Yang Release Specialty. This refreshes the timer associated with Blaze Ex back to 4 turns, and is otherwise is identical to the regular usage of Blaze Ex, following the same rules and restrictions as mentioned above. If performed, once Blaze Exceed's duration has ended, the user suffers several negative side effects from effectively setting their body ablaze. The user's Taijutsu, Kenjutsu, Bukijutsu, etc deal 20 less damage, while the user themselves take an additional 20 damage from all incoming sources of physical damage, while the user suffers 10 damage from all of their Fire Release techniques, regardless of Rank. These effects persist until healed, requiring healing equivalent to "Yang Release: Touch of the Sun" to be removed.

Note: S-Rank can be used 3 times per battle with a 2 turn cooldown.
Note: Forbidden Rank can be used twice, with a 3 turn cooldown.

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~Aquisition~

Type: Offensive/ Supplementary
Rank: B-Rank/ A-Rank/ S-Rank
Range: Short - Long
Chakra: N/A
Damage: 40/ 60/ 80
Description: Although not a traditional skill of the Muramasa school, the smith had the habit of vehemently tossing works he considered imperfect. This in and of itself would be negligible if it were not for the sheer force with which he dismissed them, easily able to carve a path through stone. As such, it was immortalized in the Muramasa school as "Cast Off", a technique where one intentionally, violently jettisons their weapon towards a target, attempting to penetrate through whatever happens to be in the weapon's path. This is done through physical strength alone, requiring no Chakra on the user's part, however there is a secondary effect that this technique produces. Starting at +20, for each +10 damage points the user's Kenjutsu receives, whether through passive or active means, the sword's speed is multiplied, with the user's base speed acting as the base for the weapon. The Rank of this technique is directly tied to the damage increase(s) the user employs alongside this technique, with B-Rank being usable while the user applies +20, A-Rank becoming accessible at +30, and S-Rank requiring +40. Even if the user has a higher boost than required for a stronger application, they can opt to use a weaker application if they wish. The speed boosts associated with each Rank also naturally scale, with the B-Rank granting a x2 boost, A-Rank granting a 2.5x boost, and the S-Rank granting a 3x boost to the projectile's speed. The boosts do not need to be purely Kenjutsu based, and only require that they empower the user's Kenjutsu and follow reasonable logic. For example a boost to the user's Taijutsu that allows them to throw harder via strengthened muscles would apply, as would Elemental infusions, like a Wind Or Lightning Release infusions allowing the blade to more easily cut through the air, or Fire acting as a propellant, etc. Finally, if the user wishes to not inflict damage with this attack, they can opt to throw the weapon with the hilt aimed at the target, with the base damage inflicted being equivalent to a freeform attack, with no usage limit.

Note: Can be performed 4 times per battle, twice for the B-Rank application, and two shared between the A-Rank and S-Rank applications. Additionally, the user must wait 2 turns between uses.
Note: After using the S-Rank application, the user cannot perform S-Rank or above Taijutsu or Kenjutsu for 2 turns.

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~Aquisition~

Type: Defensive
Rank: B-Rank - S-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: Created by a "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a defensive Taijutsu technique which utilizes the concept of "Shock Absorption" to negate physical damage. Typically when a "shock absorber" is mentioned, some form of plush material comes to mind, like polystyrene, but the human body also has it's own natural Shock Absorber. The muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they absorb shock by contracting. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control their body's muscles in such a way that they can contract the muscles in any given area that is being attacked, as well as the surrounding muscles in such a way that they can "divert" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their palm, contract the muscles in their arm, then their torso, and finally their leg, before releasing it into the ground beneath their feet, neutralizing it. [SUP][ ][/SUP]

Note: A-Rank can be performed a max of 4 times per battle, S-Rank can be performed 2 times per battle. Additionally, the user must wait at least 1 turn between usages of A-Rank or higher.
Note: This only works on physical force. Residual damage, like electricity/shocking from a lightning ball, sharpness from a wind blade, or heat/burning from a fireball would still inflict damage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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~Aquisition~

Type: Offensive/ Supplementary
Rank: Forbidden
Range: Short - Long (Short - Mid (Steps)
Chakra: 50
Damage: 90 (-10 to user per arm)
Description: Considered the pinnacle of a secretive Martial Arts known as the (Hyun Won-Moon) Black Heaven & Earth School, the Chaotic Heavens Destruction Strike is a highly advanced Taijutsu technique with multiple steps, and extreme effects for both the target and it's user. The user starts by gathering Chakra within their feet, and uses this to quickly retreat, taking three steps back, each one allowing the user to move up to 3m away from their current location, and at a speed equal to double their base movement speed. The user then redirects the flow of this Chakra towards their fists, and brings them towards their stomach, compressing the Chakra as they enter into a stance with their back to the target. After several moments of allowing the Chakra to coalesce in their fists, the user then performs one final step, this time towards their target, allowing them to travel up to 5m, as they right their posture, turn their body to face their target, then throw simultaneous punches, using the centrifugal force from the body's rotation, and put the full force of their weight into the strike. The end result is a heavy shock-wave that releases from the users fists, as the Chakra is expelled in the form of an accurate and highly precise concussive blast, akin in nature to a Wind Release Jutsu. Due to the amount and overall concentration of Chakra present within the blast, it is considered neutral to Elemental Chakra and Jutsu. It is also possible to perform this technique with only one arm, however the damage is halved, while the Chakra cost remains the same. Finally, with such a powerful technique comes equally severe consequences to the user. First, due to overexerting their body with the rapid steps found in the first part of the technique, the user's legs enter a state of shock, reducing the user's movement and reaction speed by -2 for 3 turns. Secondly the highly concentrated amount of Chakra within their arms leaves them in extreme pain, reducing the damage the user's fist-based Taijutsu inflict by -10 for 3 turns. Lastly upon firing the technique at the target the user's fists are overcome with pain, inflicting 10 damage per arm used with the technique.

Note: Can only be used once per battle, unless the user is a Taijutsu specialist, in which case they can perform the technique a second time, at the cost of doubling the technique's drawbacks and recoil damage, and requires a 2 turn cooldown period before it can be used. Additionally, after using this technique, no A-Rank or higher Taijutsu techniques can be performed for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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~Aquisition~

Type: Supplementary/ Defensive
Rank: S-Rank/ Forbidden
Range: Short
Chakra: N/A
Damage: N/A (-20 to user after they perform the Forbidden Rank variation)
Description: This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "inextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. To achieve this, user performs a swift series of powerful sweeping/ arching Taijutsu actions, all performed at the air surrounding themselves, or their intended target. The intent is not to actually land a direct hit on the intended target or for the attacks to even be remotely within the vicinity of the target, only to have the target be within range of this technique's effect. By successfully performing this series of sweeping and arcing Taijutsu actions, the user disrupts and shifts the flow of air around their target, forcing the air within the area to be "pushed" out of the area. This is somewhat visible in the form of a semi-translucent "dome" around the target, with the area inside this "dome" possessing lower quantities of all elements found in the air, especially oxygen, thanks to the air being forced back. For example, if the users right arm has caught fire, the user can perform the actions and motions with their left, using their strength and speed to remove the elements in the air that allow the fire to continuously burn, causing it to die out almost instantly. The user can also use this technique to neutralize flames that have hit and are burning a partner of the user. The user simply performs the same kind of actions and motions, with the target area being within the range of those actions. Of course, this Jutsu doesn't heal any damage done to anyone hit by a Fire Release Jutsu, it's merely a defensive measure to prevent further damage from remaining flames. Another way this Jutsu can be used is defensively, as a preventative measure, rendering Fire Jutsu inert before they either hit the user, their intended target, or if the user has a decent sense of timing, as they are released. If the user can recognize that a Fire Release Jutsu is about to be performed, through whatever Sensory ability they may possess, and/ or through logical reasoning, this Jutsu can be performed to counter an enemy Fire Release Jutsu either before it's fully performed, or before it reaches the user. The effects of this Jutsu only persist for a few seconds before the air quickly rushes back to the spot the user performs this technique on, meaning if this Jutsu is used defensively, the users timing must be impeccable, otherwise their Jutsu would fail to achieve it's goal, leaving the user open, thus more than likely be hit by the incoming Fire Release Jutsu. This only works on the area where the movement is made, meaning if the user swings their arm in front of them, it doesn't effect fire from behind them.

Note: The S-Rank variant can only be performed a max of 2 times per battle/ event. The Forbidden Ranked variant can only be performed once per battle/ event. Additionally, if the user performs the S-Rank variant more than once, they cannot use the Forbidden Ranked variant, and if they use the Forbidden Ranked variant, they cannot use the S-Ranked variant.
Note: After the first usage of the S-Rank variant, the user cannot perform this Jutsu for 2 turns. After the second, the user cannot perform this Jutsu and Taijutsu of S-Rank or above for 3 turns.
Note: After the user performs the Forbidden ranked variant, the limb(s) utilized in the usage of this technique will succumb to extreme cramping due to the high level of force and muscle control required to displace enough air to affect Jutsu of Forbidden Rank, like the Amaterasu. This results in high levels of pain for the user, as well as an inability to perform any Taijutsu above B-Rank with the affected limb(s) for 4 turns. Additionally, the power of the user's Taijutsu also suffers as a result, weakening the users Taijutsu by 10 Damage for 4 turns. Not only this, but the user is unable to use his arm for handseals for a full turn following the user of the forbidden ranked variation due to the strain it takes to cause such a vacuum.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ. And can't be used against The Pervy Sage.

~Aquisition~

Ańbu Juniør

Type: Defensive
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Enkindled is another basic representation of mankind’s collective will to survive. Making use of the Atavistic Flame’s connection to the spirit, the user is capable of drawing upon it to release a sure of Atavistic Flame throughout the body that envelopes them in a yellowish-orange aura that fortifies their spirit against incoming damage. This grants the user a damage reduction to spiritual-based techniques. At the Initiate level, this technique allows the user to reduce the damage done to their spirit from foreign sources by 20 at the cost of 30 spiritual Health Points, with the user regenerating 15 spiritual Health Points in the following two turns. At the Master level, this technique allows the user to reduce the damage done to their spirit from foreign sources by 30 at the cost of 40 spiritual Health Points, with the user regenerating 20 spiritual Health Points in the following two turns. At the Grandmaster level, this technique allows the user to reduce the damage done to their spirit from foreign sources by 40 at the cost of 50 spiritual Health Points, with the user regenerating 25 spiritual Health Points in the following two turns. As an auxiliary effect granted by their will to survive, those enkindled will be capable of escaping the paralyzing effects of spiritual techniques such as Genjutsu for the next three turns. This does not break the user from the illusion but allows them to move while affected by it.

Notes:
- This technique overall lasts for three turns.
- Initiates are capable of moving under the paralyzing effects of A ranked techniques, and Masters are capable of moving under the paralyzing effects of S ranked techniques, and Grandmasters are capable of moving under the paralyzing effects of Franked techniques.
- The Initiate level can be used thrice per battle, while the Master level can be used twice, and the Grandmaster level once. Regardless of the level used, this technique requires a two-turn cooldown between uses.
~Acquisition~

Type: Defensive/Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: 60 - 80 (90 - 110)
Description: A primarily defensive application of the Atavistic Flame that is activated by drawing upon the user’s spirit, this technique manifests itself as a shroud of fire around their person that burns away anything it comes into contact with except for those designated as allies. This aura is capable of warding off physical attacks of equal strength and can dispel impairments that require surges such as those caused by Anutu and its subfields. Activating Kiln of the First Flame requires the user to expend 20 spiritual Health Points at A rank and 30 at S rank, with the user regenerating 10/15 spiritual Health Points in the following turn. Initiates are capable of using only the A-ranked version of this technique three times per battle, while Masters can use up to the S-ranked version twice per battle. Grandmasters can use this technique with an additional 30 damage, not counting as a boost.

Notes:
- This technique lasts a single turn.
- The A-ranked version of this technique requires a two-turn cooldown, while the S-ranked version requires three.
~Acquisition~
 
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