The Woman With No Name
Apr 8, 2016 3:46:05 GMT -7
Post by +Spirit+ on Apr 8, 2016 3:46:05 GMT -7
10th Anniversary TP
Sense Motive 90TP 125SP
Rank: "E"
Skill: Skill
Effect: User is skilled at detecting falsehoods and true intentions.
Special: ---
Drawback: ---
Description: A successful check lets you avoid being bluffed (see the Acting skill). The user can also use this skill to determine when "something is up" (that is, something odd is going on) or to assess someone's trustworthiness. Sense Motive does not, however, allow a character to determine whether a given statement is a lie. In addition, a character can use this skill to make an assessment of a social situation. With a successful check (Very Difficult Difficulty), the character can get the feeling from another's behavior that something is wrong. Also, the character can get the feeling that someone is trustworthy and honorable. A Sense Motive check may be made as a reaction to another character's Acting check. Try Again: No, though user may make a Sense Motive Check for each Acting check made against the user. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Sense Motive. If user has 25 or more Ranks in Cultures user gains a Synergy Bonus +10 to Sense Motive when interacting with someone of said Culture. If user has 25 or more Ranks in Cultures user gains a Synergy Bonus +10 to Sense Motive when interacting with someone of said Culture. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Observation 90TP 125SP
Rank: "E"
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: Can be learned by an Animal. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Observation. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Heat Resilience 60TP
Rank: D, C, B, A, S
Skill: Supplementary Ninjutsu
Effect: Over time, the user becomes immune to certain degrees of fire jutsu based on strength.
Special: ---
Drawback: The highest rank one is able to know is equal to skill rank. Ex: To learn B rank Heat Resilience, you must be B rank.
Description: With mastery over the arts and skilled manipulation over their own body temperatures, those of the Airontoku develop an affinity for the heat and grow more physically immune to flames. Each rank allows immunity to flames and fire of jutsu one rank below their own skill rank. Ex: If a B rank were to train B rank Heat Resilience, they would become immune to all C rank fire jutsu.
Limit: Must be of the Airontoku
Scorching Touch 60TP
Rank: C, B, A
Skill: Supplementary Ninjutsu
Effect: The skin of the Airontoku is grows hot to touch and can cause burns.
Special: ---
Drawback: Rank of Scorching Touch must be equal or lower to rank of Temperature Control in order to learn. Ex: A C rank with B rank Temperature Control may only learn up to B rank Scorching Touch. Does not differentiate between friend and foe.
Description: Due to retaining such high body temperatures consistently, the members of the clan begin to gain hot and tempered skin. Such skin, when retained at high temperatures for so long, can cause various degrees of burns, depending on the temperature maintained. Each rank of Scorching touch can cause burn damage equal to one rank below its own rank. Ex: If an enemy were to touch an Airontoku with Scorching Touch B rank, they would suffer from a C rank burn.
Limit: Must be of the Airontoku
Blinding Heat 70TP C+B
Rank: C, B, A
Skill: Supplementary Ninjutsu
Effect: Causes heat to radiate from the user’s attacks
Special: ---
Drawback: Cannot be used excessively due to chakra strain.
Description: When using taijutsu, members of the Airontoku are able to radiate heat as an extension of their attack, often tricking opponents. Whenever a punch, or kick or sword thrust etc, is used, heat is then thrusted from their body or weapon extension (primary only, not secondary), striking the opponent if within range even if the physical attack does not hit. The wave of heat which comes from such attacks drains the user of a D rank worth of chakra each time used, hitting for D rank damage. With C rank traveling 1/2 a meter in front of the attack performed near instantly after the attack is made, the wave will jet outward, scorching anything in its path with blinding heats of high temperatures. The wave of heat is near invisible, and has no physical form or indication of creation. Rank A however will travel a distance of 2 meters, draining a B rank, and striking for B rank damage, while B rank will travel a distance of 1 meter, draining a C rank and striking for C rank damage.
Limit: Must be of the Airontoku, Each respective rank requires the same or higher rank in Temperature Control.
Heki [Burst]20TP D+C
Rank: "D" "C" Rank
Skill: Kenjutsu
Effect: Sends forth a small fireball towards the opponent.
Special: Requires that Akumahi Ken be active.
Drawback: Uses the flames of the Akumahi Ken.
Description: A quick slash-type attack at the opponent while the Akumahi Ken is active, the user will send forth a small ball of flame towards the opponent, with a size dependent upon the rank of the technique. The amount of damage capable of being dealt with this attack is limited to the ranks of their Akumahi Ken technique.
At "D" Rank, the ball of flame is six inches in diameter.
At "C" Rank, the ball of flame is one foot in diameter and is capable of exploding upon impact with the force of five exploding tags. For every rank of Akumahi Ken that the user has active above "C", increase the explosion force by 5 exploding tags.
Limit: Requires Akumahi Ken of the same rank. Requires Beginnings of the Blade.
Keiro [Path]20TP D+C
Rank: "D" "C" "B" Rank
Skill: Kenjutsu
Effect: Creates a trail of fire behind the user's blade.
Special: Requires Akumahi Ken of the same rank to be active.
Drawback: In the same way that it is possible to catch an opponent with this technique, the user may be caught. Uses the flames of the Akumahi.
Description: By focusing upon the flames of the weapon, the user will cause the flames to float in the air for a small amount of time, dependent upon the rank of this technique, with a strength dependent upon the Akumahi Ken. Unlike most techniques of the Ryūjin Jakka, this one is slow enough that the flames do not empty themselves and rekindling the sword is not necessary, even if it is of the same rank.
At "D" Rank, Keiro is capable of having flames last for a total of three seconds behind the swing of their blade. It is capable of leaving a trail of up to five feet.
At "C" Rank, Keiro is capable of having flames last for a total of six seconds behind the swing of their blade. It is capable of leaving a trail of up to fifteen feet.
At "B" Rank, Keiro is capable of having flames last for a total of twelve seconds behind the blade. It is capable of leaving a trail of up to thirty feet.
Limit: Must have Akumahi Ken of the same level active. Must have learned Beginnings of the Blade.
Hebihi [Snaking Fire] 10TP
Rank: "C" "B" Rank
Skill: Kenjutsu
Effect: Allows the user to control the flames left behind by Keiro.
Special: The user must direct the flames by moving their sword.
Drawback: The flames can only move at moderately slow speeds, making it difficult to truly use this technique effectively. Only lasts for as long as the Keiro lasts.
Description: Once the user has created a trail behind them, the user may control these flames through elegant maneuvers of their blade. In this way, the user may make purposeful, meaning melee strikes while at the same time controlling the flames that they have left behind them, creating a scenario where it is more difficult to escape without an injury for the opponent.
At "C" Rank, the speed of the "snaking" is that of a "D" Rank Taijutsu Specialist.
At "B" Rank, the speed of the "snaking" is that of a "C" Rank Taijutsu Specialist.
Limit: Requires Keiro
Nenshoumori [Burning Lance] 10TP
Rank: "C" "B"
Skill: Kenjutsu
Effect: Sends a lance of fire shooting from the tip of the blade.
Special: Must have Akumahi Ken of the same rank active.
Drawback: Uses the flames of the Akumahi Ken.
Description: The user grasps the hilt of their blade and turns the tip of the blade to face the opponent. The flames of the sword will roar to life. At this point, the user will jerk the sword so that the hilt of the blade is by their side, and then thrust forward, sending that flame down towards the opponent. The amount of damage capable of being dealt by the technique is limited to that of their Akumahi Ken. The distance is limited by the rank of the technique.
At "C" Rank, Nenshoumori may reach a maximum distance of five meters.
At "B" Rank, Nenshoumori may reach a maximum distance of fifteen meters. Upon impact, the Nenshoumori will explode with the force of fifteen exploding tags. For every rank above "B" Rank Akumahi Ken that the user has active, increase the explosive force by ten exploding tags.
Limit: Requires Akumahi Ken of the same rank. Requires Beginnings of the Blade.
Enshou [Heat Wave]10TP
Rank: "C" "B" Rank
Skill: Kenjutsu
Effect: Creates a large amount of heat that covers an area, increasing the average temperature of the area.
Special: Must have Akumahi Ken of the same rank active.
Drawback: The technique does little damage in the sense of actually attacking the opponent, but is rather used to tire the opponent out faster. This ability cannot be used at the same time as another Ryūjin Jakka technique.
Description: The user gathers the heat of the Akumahi Ken and then swings the blade around. No actual fire is lost, but rather the user sends out large waves of heat which begin to fill the area. Each successful swipe of the sword will increase the temperature of the area based upon the strength of the Akumahi Ken and at a distance based upon the technique.
At "C" Rank, each swipe of the sword will increase the ambient temperature of an area up to ten meters from the user by one degree Fahrenheit. Increase this temperature amount by one degree for every rank above "C" Rank Akumahi Ken that the user has active. The maximum temperature capable of being reached is 130 degrees Fahrenheit. This effect will last two turns for every swipe of the blade.
At "B" Rank, each swipe of the sword will increase the ambient temperature of an area up to twenty meters from the user by two degrees Fahrenheit. Increase this temperature amount by two degrees for every rank above "B" Rank Akumahi Ken that the user has active. The maximum temperature capable of being reached is 190 degrees Fahrenheit. This effect will last for three turns for every swipe of the blade.
Limit: Must have Akumahi Ken of the same rank. Must have Beginnings of the Blade.
Bakufuu Nami [Blast Wave]10TP
Rank: "C" Rank
Skill: Kenjutsu
Effect: Sends forth a sheet of flame from the user's sword that is only capable of traveling in a straight line.
Special: Must have Akumahi Ken active.
Drawback: Uses the flames of the Akumahi Ken. The technique is only capable of traveling in a straight line, and as such is considered fairly easy to avoid.
Description: The user gathers the flames of the Akumahi Ken, and then performs one rapid slash at the opponent. The flames will roll off the sword, fairly quick but still in a dodgable sort of speed, and will travel a distance of ten meters before the technique dies. The amount of damage capable of being dealt with the attack is dependent upon the Akumahi Ken. Anything flammable touched by the flames will most likely be caught on fire.
Limit: Requires Akumahi Ken "C" Rank. Requires Beginnings of the Blade.
Reiki Benso [Defense Aura]10TP
Rank: "C" "B" "A"
Skill: Kenjutsu
Effect: Creates a massive amount of swirling flames originating from the sword, which is meant to stop an opponent from getting too close.
Special: Must have Akumahi Ken of the same rank active.
Drawback: Uses the flames of the Akumahi Ken. The user cannot move from place while the technique is active.
Description: Fire runs from the tip of the Ryūjin Jakka, creating a single line of flames that proceeds to wrap itself around the user. These flames are in constant motion, swirling around the opponent. The distance away from the user these flames are created is based upon the technique, while the amount of damage capable of being dealt is based upon the Akumahi Ken.
At "C" Rank, Reiki Benso is capable of extending as far as one foot away from the user. The flames will last for three turns or until the user moves.
At "B" Rank, Reiki Benso is capable of extending as far as ten feet away from the user. At will, the user is capable of retracting these flames as close as three feet away from the user, and then expanding them outwards again. The flames will last for five turns or until the user moves.
At "A" Rank, Reiki Benso is capable of extending as far out as thirty feet from the user. At will, the user is capable of retracting these flames as close as five feet away from the user, and then expanding them outwards again. The flames will last for eight turns or until the user moves.
Limit: Must have Akumahi Ken of the same rank. Must have Beginnings of the Blade for the "C" and "B" ranks, or Mastery of the Blade for the "A" Rank.
Kaenkei [Flame Whip]10TP
Rank: "C" Rank
Skill: Kenjutsu
Effect: Allows the user to attack with fire in the semblance of a whip.
Special: Must have Akumahi "C" Rank active.
Drawback: The speed that the flames move is easily dodge able.
Description: Advancing upon the concepts of the Hebihi, the user now gains the ability to attack the opponent at longer ranges with flames. By rapidly forcing the flames outwards and making them become more 'fluid' in the sense that they can be controlled, the user then can send out strikes of flame against the opponent at a distance of up to 10 meters. Unlike most techniques of the Ryūjin Jakka, this one does not use up the flames of the Akumahi because the flames constantly remain attached to the sword. The amount of damage capable of being dealt by this technique is limited to the user's rank of Akumahi Ken.
Limit: Requires Hebihi "C" Rank.
Impeccable Will x5 90 TP
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own will power.
Special: ---
Drawback: May Learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Will. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Will bonuses.
Limit: Universal GenJutsu Technique.
Mind's Eye 20TP
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: Gain an additional resistance to GenJutsu.
Special: ---
Drawback: ---
Description: Gain an additional +2 to Will saves against the effects of GenJutsu. This additional modifier stacks with Iron Will.
Limit: Must learn from Universal Miscellaneous.
Iron Will 20TP
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous.
Shinku Nousho Chouin (Scarlet Calligraphy Sealing)60TP
Rank: B
Skill: Ninjutsu
Effect: Allows an alternative to handseal.
Special: --
Drawback: The calligraphy must be perfect, thus if the user is interrupted during the process, the user's hand becomes extremely numbed and unusable for thirty minutes (300 posts or next thread)
Description: A different method to perform techniques other than the usage of hand seals is granted to the user. The user places chakra onto the finger, which bursts into flame, and writes kanji in mid-air, letting the flame trace the kanji into visibility. The kanji is the main name of the technique, which is executed normally. Works only on flame techniques and can replace hand seals. Using this technique instead of the typical handseals allows the user to withstand the fire that they produce internally or place on their bodies, allowing them to use such jutsu as Enkou Kakuheki, Katon: Daitou, and offering up protection against the side effects of Sokkenai Honoo should they use it in the form of armor. The Shinku Nousho Chouin must be written on the body, normally on the chest or either palm, for it to have any effect what-so-ever on the property of the fires.
Limit: Must have Fire Release.
Katon - Goukakyuu no Jutsu (Great Fireball Technique) 70TP C+B
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user is capable of performing a few handseals in which gives them the capability of blowing a large body of fire in size of a large sphere that has great fire proportions and explosive capabilities.
Special: "Handseals"
Drawback: Depending on the Rank, is dependent on how strong or how much the user is capable of doing with the Goukakyuu no Jutsu.
Description: The user quickly performs a few handseals. The user then places the hand over their mouth creating a small like circle. This technique in turn is then to help the user control the great flame. The use then blows out and creates a large fireball that twice the size of a normal human body. When the "C" Rank version is first learned the user is only capable of blowing out the Great Fireball that is cannot be moved or go anywhere else. This also means that the technique does not explode in a fiery explosion, but burns greatly to anyone that is caught within the technique. When the user learns the "B" Rank version then the user is capable blowing the Great Fireball into the distance, sending it away from the use it to hurl towards the very opponent. This technique is only capable of going into a straight line and this is capable of having the size three times the size of a human body. This technique when launched at an opponent then becomes dangerous because at this point the technique can explode causing damage that is even more devastating.
Limit: Must have the Fire Release
Housenka no Jutsu - Mythical Fire Phoenix Technique 10TP
Rank:C
Skill: Ninjutsu
Effect: The user is able to blow small balls of fire that can conceal projectiles to damage the opponent.
Special: Handseals
Drawback: ---
Description: The user performs a few quick handseals as they quickly take the same concept as that of the Goukakyuu no Jutsu. The user then spits out or hurls out up to five small sized fireballs towards the enemy. Each fireball creates massive amounts of burns but does not burst forth in an explosion. As each fireball makes contact with something, they spread out the fire creating a more of an area effect within the fire. The user is capable of using this technique in conjunction with multiple secondary weapons such as kunai or shuriken. The opponent is incapable of noticing the projectiles until the fire is extinguished in mid air. This technique is used typically to hide or to be used as a diversion for more of a powerful technique. As a D ranked ninja, the user is able of shooting 5 balls of fire. After the user goes up a difficulty class, they are capable of shooting 5 more fireballs.
Limit: Fire Release
Katon - Ryuuka no Jutsu (Dragon Fire Technique) 70TP C+B
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user quickly performs a large creation of blinding fire into the form of a large Dragon form. The Dragon must be used in the same concept as the Goukakyuu no Jutsu in which must be thrown by placing a hand in a circle form over the mouth of the user.
Special: "Handseals"
Drawback: This type of technique is better used if the opponent is bonded down and unable to be moved.
Description: A Large creation is created as the user performs the necessary handseals for the technique. As the user does so they raise their hand up over their mouth. By taking in a deep, breathe the user fills their lungs with chakra to in, which ignites the moment they blow out air. As the user blows out the creation of fire is made taking the form of a giant dragon like creature. The Dragon is quickly hurled towards the opponent as the dragon swivels and swerves moving like that of a Chinese Dragon. When first learned the Dragon does not explode forth but the very flames oozes out spreading out in all directions that would wrap around the opponent in a blaze of glory. When the user learns the "B" Rank version the user is capable of pushing so much power into the technique to where when it touches the target it is needed it is ignited in a mass blaze of glory, creating a grand explosion.
Limit: Must have the Fire Release
Fire Style: Blaze Technique10TP
Rank: C
Skill: Ninjutsu
Effect: Sends strong heat onto the ground through the user’s feet, setting small blazes with every step.
Special: Dragon, Ram, Ox, Monkey, Dog, Tiger
Drawback: If the feet are kept in place too long, then they can be burned as well.
Description: The user performs the handseals, creating a cycle of energy that creates heat at the bottom of the user’s feet. When the user then steps onto the ground, if what they are walking on top of is combustible (like grass), then it will begin to smoke and, if given enough oxygen, will then create a small fire about four seconds later. It is in this way that the user can trap opponents or create barriers while creating an effective escape.
Limit: Fire Release
Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture) 5TP
Rank: "E"
Skill: TaiJutsu
Effect: The basic stance used for all of the Busōsen (Arms Flash) techniques.
Special: ---
Drawback: ---
Description: Picture User stands in a long "L" stance. The Forward foot is pointing towards the opponent while the back leg is perpendicular. The weight is evenly distributed between the 2 legs. The sword and sheath is attached to the belt on their hip. Their free hand holds onto the edge of the sheath, while their main hand readies itself near the Tsuba of the Sword. The main hand shoulder should face the opponent.
Limit: Must learn from a Master of Busōsen (Arms Flash).
Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade)60TP
Rank: "B"
Skill: TaiJutsu
Effect: This technique is the basic concept of Busōsen (Arms Flash) which deals specifically with the rapid drawing and sheathing of a sword.
Special: ---
Drawback: Missing the strike could result in the user being completely vulnerable.
Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a horizontal attacking motion across the body. So swift is this technique that it is akin to a "flash", taking no movements to perform. However, the concentration of such a quick strike is evident; upon sheathing the sword, the user must sacrifice a movement to do so. This technique may be performed with a knockback attack, knocking an opponent into the distance of 10 meters into a prone position.
Limit: Must learn from a Master of Busōsen (Arms Flash)
Keihatsu Ryuu: Battōjutsu: Genwaku (Art of Drawing the Blade: Blinding) 10TP
Rank: "C"
Skill: TaiJutsu
Effect: A powerful Battōjutsu attack aimed at the opponent's eyes.
Special: ---
Drawback: ---
Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a horizontal attacking motion across the body aiming at the opponent's eyes. The user strikes with the tip of the sword aiming to cut into the eyes, but also the bridge of the opponent's nose. The opponent only sees a "flash" before everything turns black. This technique is not meant to kill but it will immobilize an opponent as the pain and shock of losing their eyes, as well as the cut through the bridge becomes immense while they bleed excessively.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade).
Keihatsu Ryuu: Hanabira Surasshu (Petal Slash)10TP
Rank: "C"
Skill: TaiJutsu
Effect: A simple Battōjutsu attack followed by an inward strike before sheathing.
Special: ---
Drawback: ---
Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a horizontal attacking motion across the body. So swift is this technique that it is akin to a "flash", taking no movements to perform. The user then turns their wrist 180° making the blade face inward and perform an inward horizontal strike before sheathing the blade, this strike takes up a movement. The concentration of such a quick strike is evident; upon sheathing the sword, the user must sacrifice a movement to do so.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade).
Keihatsu Ryuu: Soryūsen (Paired Dragon Strike)10TP
Rank: "C"
Skill: TaiJutsu
Effect: A move that utilizes both the sword and sheath within the same attack.
Special: ---
Drawback: ---
Description: The user uses both their sword and their sheath to do this move. The user starts with the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture) and allows the opponent strike first. At the last moment, the user draws their blade performing Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade) to hit the opponent. If the opponent somehow manages to dodge the first attack, the user follows through with their sheath. The sheath strike delivers a pulverizing blow capable of crushing bone and shattering wood, but if the sword strike misses, the sheath strike acts as powerful insurance, preventing an opponent's attack and delivering a crushing blow when it's least expected. Unsheathing the sword takes up no movements when performing the first attack, however the second attack does take up a movement. The user sacrifices a movement when sheathing the sword.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade).
Keihatsu Ryuu: Soryūsen: Ikazuchi (Twin Dragon Flash: Thunder)10TP
Rank: "C"
Skill: TaiJutsu
Effect: An alternate form of Sōryūsen wherein the sword is wielded while still inside the sheath
Special: ---
Drawback: ---
Description:. The first strike is made with the sheathed sword and, once it makes contact, the sword is drawn using Battōjutsu for a second strike. While the original Keihatsu Ryuu: Soryūsen (Paired Dragon Strike) is designed to make 2 strikes, Keihatsu Ryuu: Soryūsen: Ikazuchi (Twin Dragon Flash: Thunder) appears designed with the assumption that the first strike will be blocked. Unsheathing the sword takes up no movements, however they must sacrifice a movement when sheathing the sword.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Soryūsen (Paired Dragon Strike).
Keihatsu Ryuu: Hiryūsen (Flying Dragon Flash)10TP
Rank: "C"
Skill: TaiJutsu
Effect: A sprung sword technique; the user draws the sword out of the sheath sending the sword flying like an arrow, aiming the hilt at a vital point.
Special: ---
Drawback: ---
Description: After assuming a Battōjutsu stance, the user rotates their body rapidly and then stops, aiming the sheath at the user's opponent. The force shoots the sword's grip out of the sheath like an arrow, allowing the user to strike a target outside of their zone. As a Battōjutsu move, it can be assumed that the sheath can then be used as a melee weapon in a second strike. It can be assumed that proper control for this technique is required, for applying too much may make the sword fly out of its sheath too far should it miss. It is recommended to aim at the temple of the opponent, or the hand in order to disarm them. It is also recommended to not allow full release as the sword should be kept inside the sheath at least 1/4th of the way.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade)
Keihatsu Ryuu: Katachi no Nai: Shirubānaito (Formless: Silver Night)60TP
Rank: "B"
Skill: TaiJutsu
Effect: A powerful hilt strike capable of knocking the opponent do the ground.
Special: ---
Drawback: ---
Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a forward attacking motion. The user aims the pummel into the opponent's chest. So swift is this technique that it is akin to a "flash", taking no movements to perform. However, the concentration of such a quick strike is evident; upon sheathing the sword, the user must sacrifice a movement to do so. This technique may be performed with a knockback attack, knocking an opponent into the distance of 10 meters into a prone position.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Hiryūsen (Flying Dragon Flash).
Upright Stance5TP
Rank: "E"
Skill: TaiJutsu
Effect: A Basic upright stance used in boxing.
Special: ---
Drawback: ---
Description: Picture To adopt an Upright Stance, you should stand with your legs roughly shoulder-width apart. Your back foot should be about half a step behind your front foot. If your dominant boxing hand is your right hand, your left foot will lead. Lift your right heel off the ground by about 3 inches and point both feet inward (although do not exaggerate this movement). If you lift your heel too far off the ground, or turn your feet too far inward, you will become unbalanced. As a test, imagine someone pushing you from any direction. In a properly balanced stance, you should be able to maintain an upright position and not fall to the ground or sway from side to side. To increase the stability of your stance, keep your knees and hips slightly bent but make sure your back is straight. Your lead fist (which will be your left fist if your dominant boxing hand is your right hand) should be positioned vertically at eye level, approximately six inches away from your face. Your right fist should be positioned next to your chin, with your elbow held against your ribcage. This is good defensive positioning and will effectively protect your body. Whilst watching televised boxing matches, you may have noticed the boxers tapping their cheeks with their hands. This repetitive action acts as a reminder to keep fists up at all times and is especially important as the match progresses and energy levels drop. To further protect yourself from blows from your opponent, keep your chin pressed against your chest. Punches to the jaw often cause knock-outs, so it is essential to keep this stance throughout the boxing match.
Limit: Must learn in a gym that teaches Bokushingu (Boxing)
Sense Motive 90TP 125SP
Rank: "E"
Skill: Skill
Effect: User is skilled at detecting falsehoods and true intentions.
Special: ---
Drawback: ---
Description: A successful check lets you avoid being bluffed (see the Acting skill). The user can also use this skill to determine when "something is up" (that is, something odd is going on) or to assess someone's trustworthiness. Sense Motive does not, however, allow a character to determine whether a given statement is a lie. In addition, a character can use this skill to make an assessment of a social situation. With a successful check (Very Difficult Difficulty), the character can get the feeling from another's behavior that something is wrong. Also, the character can get the feeling that someone is trustworthy and honorable. A Sense Motive check may be made as a reaction to another character's Acting check. Try Again: No, though user may make a Sense Motive Check for each Acting check made against the user. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Sense Motive. If user has 25 or more Ranks in Cultures user gains a Synergy Bonus +10 to Sense Motive when interacting with someone of said Culture. If user has 25 or more Ranks in Cultures user gains a Synergy Bonus +10 to Sense Motive when interacting with someone of said Culture. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Observation 90TP 125SP
Rank: "E"
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: Can be learned by an Animal. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Observation. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Heat Resilience 60TP
Rank: D, C, B, A, S
Skill: Supplementary Ninjutsu
Effect: Over time, the user becomes immune to certain degrees of fire jutsu based on strength.
Special: ---
Drawback: The highest rank one is able to know is equal to skill rank. Ex: To learn B rank Heat Resilience, you must be B rank.
Description: With mastery over the arts and skilled manipulation over their own body temperatures, those of the Airontoku develop an affinity for the heat and grow more physically immune to flames. Each rank allows immunity to flames and fire of jutsu one rank below their own skill rank. Ex: If a B rank were to train B rank Heat Resilience, they would become immune to all C rank fire jutsu.
Limit: Must be of the Airontoku
Scorching Touch 60TP
Rank: C, B, A
Skill: Supplementary Ninjutsu
Effect: The skin of the Airontoku is grows hot to touch and can cause burns.
Special: ---
Drawback: Rank of Scorching Touch must be equal or lower to rank of Temperature Control in order to learn. Ex: A C rank with B rank Temperature Control may only learn up to B rank Scorching Touch. Does not differentiate between friend and foe.
Description: Due to retaining such high body temperatures consistently, the members of the clan begin to gain hot and tempered skin. Such skin, when retained at high temperatures for so long, can cause various degrees of burns, depending on the temperature maintained. Each rank of Scorching touch can cause burn damage equal to one rank below its own rank. Ex: If an enemy were to touch an Airontoku with Scorching Touch B rank, they would suffer from a C rank burn.
Limit: Must be of the Airontoku
Blinding Heat 70TP C+B
Rank: C, B, A
Skill: Supplementary Ninjutsu
Effect: Causes heat to radiate from the user’s attacks
Special: ---
Drawback: Cannot be used excessively due to chakra strain.
Description: When using taijutsu, members of the Airontoku are able to radiate heat as an extension of their attack, often tricking opponents. Whenever a punch, or kick or sword thrust etc, is used, heat is then thrusted from their body or weapon extension (primary only, not secondary), striking the opponent if within range even if the physical attack does not hit. The wave of heat which comes from such attacks drains the user of a D rank worth of chakra each time used, hitting for D rank damage. With C rank traveling 1/2 a meter in front of the attack performed near instantly after the attack is made, the wave will jet outward, scorching anything in its path with blinding heats of high temperatures. The wave of heat is near invisible, and has no physical form or indication of creation. Rank A however will travel a distance of 2 meters, draining a B rank, and striking for B rank damage, while B rank will travel a distance of 1 meter, draining a C rank and striking for C rank damage.
Limit: Must be of the Airontoku, Each respective rank requires the same or higher rank in Temperature Control.
Heki [Burst]20TP D+C
Rank: "D" "C" Rank
Skill: Kenjutsu
Effect: Sends forth a small fireball towards the opponent.
Special: Requires that Akumahi Ken be active.
Drawback: Uses the flames of the Akumahi Ken.
Description: A quick slash-type attack at the opponent while the Akumahi Ken is active, the user will send forth a small ball of flame towards the opponent, with a size dependent upon the rank of the technique. The amount of damage capable of being dealt with this attack is limited to the ranks of their Akumahi Ken technique.
At "D" Rank, the ball of flame is six inches in diameter.
At "C" Rank, the ball of flame is one foot in diameter and is capable of exploding upon impact with the force of five exploding tags. For every rank of Akumahi Ken that the user has active above "C", increase the explosion force by 5 exploding tags.
Limit: Requires Akumahi Ken of the same rank. Requires Beginnings of the Blade.
Keiro [Path]20TP D+C
Rank: "D" "C" "B" Rank
Skill: Kenjutsu
Effect: Creates a trail of fire behind the user's blade.
Special: Requires Akumahi Ken of the same rank to be active.
Drawback: In the same way that it is possible to catch an opponent with this technique, the user may be caught. Uses the flames of the Akumahi.
Description: By focusing upon the flames of the weapon, the user will cause the flames to float in the air for a small amount of time, dependent upon the rank of this technique, with a strength dependent upon the Akumahi Ken. Unlike most techniques of the Ryūjin Jakka, this one is slow enough that the flames do not empty themselves and rekindling the sword is not necessary, even if it is of the same rank.
At "D" Rank, Keiro is capable of having flames last for a total of three seconds behind the swing of their blade. It is capable of leaving a trail of up to five feet.
At "C" Rank, Keiro is capable of having flames last for a total of six seconds behind the swing of their blade. It is capable of leaving a trail of up to fifteen feet.
At "B" Rank, Keiro is capable of having flames last for a total of twelve seconds behind the blade. It is capable of leaving a trail of up to thirty feet.
Limit: Must have Akumahi Ken of the same level active. Must have learned Beginnings of the Blade.
Hebihi [Snaking Fire] 10TP
Rank: "C" "B" Rank
Skill: Kenjutsu
Effect: Allows the user to control the flames left behind by Keiro.
Special: The user must direct the flames by moving their sword.
Drawback: The flames can only move at moderately slow speeds, making it difficult to truly use this technique effectively. Only lasts for as long as the Keiro lasts.
Description: Once the user has created a trail behind them, the user may control these flames through elegant maneuvers of their blade. In this way, the user may make purposeful, meaning melee strikes while at the same time controlling the flames that they have left behind them, creating a scenario where it is more difficult to escape without an injury for the opponent.
At "C" Rank, the speed of the "snaking" is that of a "D" Rank Taijutsu Specialist.
At "B" Rank, the speed of the "snaking" is that of a "C" Rank Taijutsu Specialist.
Limit: Requires Keiro
Nenshoumori [Burning Lance] 10TP
Rank: "C" "B"
Skill: Kenjutsu
Effect: Sends a lance of fire shooting from the tip of the blade.
Special: Must have Akumahi Ken of the same rank active.
Drawback: Uses the flames of the Akumahi Ken.
Description: The user grasps the hilt of their blade and turns the tip of the blade to face the opponent. The flames of the sword will roar to life. At this point, the user will jerk the sword so that the hilt of the blade is by their side, and then thrust forward, sending that flame down towards the opponent. The amount of damage capable of being dealt by the technique is limited to that of their Akumahi Ken. The distance is limited by the rank of the technique.
At "C" Rank, Nenshoumori may reach a maximum distance of five meters.
At "B" Rank, Nenshoumori may reach a maximum distance of fifteen meters. Upon impact, the Nenshoumori will explode with the force of fifteen exploding tags. For every rank above "B" Rank Akumahi Ken that the user has active, increase the explosive force by ten exploding tags.
Limit: Requires Akumahi Ken of the same rank. Requires Beginnings of the Blade.
Enshou [Heat Wave]10TP
Rank: "C" "B" Rank
Skill: Kenjutsu
Effect: Creates a large amount of heat that covers an area, increasing the average temperature of the area.
Special: Must have Akumahi Ken of the same rank active.
Drawback: The technique does little damage in the sense of actually attacking the opponent, but is rather used to tire the opponent out faster. This ability cannot be used at the same time as another Ryūjin Jakka technique.
Description: The user gathers the heat of the Akumahi Ken and then swings the blade around. No actual fire is lost, but rather the user sends out large waves of heat which begin to fill the area. Each successful swipe of the sword will increase the temperature of the area based upon the strength of the Akumahi Ken and at a distance based upon the technique.
At "C" Rank, each swipe of the sword will increase the ambient temperature of an area up to ten meters from the user by one degree Fahrenheit. Increase this temperature amount by one degree for every rank above "C" Rank Akumahi Ken that the user has active. The maximum temperature capable of being reached is 130 degrees Fahrenheit. This effect will last two turns for every swipe of the blade.
At "B" Rank, each swipe of the sword will increase the ambient temperature of an area up to twenty meters from the user by two degrees Fahrenheit. Increase this temperature amount by two degrees for every rank above "B" Rank Akumahi Ken that the user has active. The maximum temperature capable of being reached is 190 degrees Fahrenheit. This effect will last for three turns for every swipe of the blade.
Limit: Must have Akumahi Ken of the same rank. Must have Beginnings of the Blade.
Bakufuu Nami [Blast Wave]10TP
Rank: "C" Rank
Skill: Kenjutsu
Effect: Sends forth a sheet of flame from the user's sword that is only capable of traveling in a straight line.
Special: Must have Akumahi Ken active.
Drawback: Uses the flames of the Akumahi Ken. The technique is only capable of traveling in a straight line, and as such is considered fairly easy to avoid.
Description: The user gathers the flames of the Akumahi Ken, and then performs one rapid slash at the opponent. The flames will roll off the sword, fairly quick but still in a dodgable sort of speed, and will travel a distance of ten meters before the technique dies. The amount of damage capable of being dealt with the attack is dependent upon the Akumahi Ken. Anything flammable touched by the flames will most likely be caught on fire.
Limit: Requires Akumahi Ken "C" Rank. Requires Beginnings of the Blade.
Reiki Benso [Defense Aura]10TP
Rank: "C" "B" "A"
Skill: Kenjutsu
Effect: Creates a massive amount of swirling flames originating from the sword, which is meant to stop an opponent from getting too close.
Special: Must have Akumahi Ken of the same rank active.
Drawback: Uses the flames of the Akumahi Ken. The user cannot move from place while the technique is active.
Description: Fire runs from the tip of the Ryūjin Jakka, creating a single line of flames that proceeds to wrap itself around the user. These flames are in constant motion, swirling around the opponent. The distance away from the user these flames are created is based upon the technique, while the amount of damage capable of being dealt is based upon the Akumahi Ken.
At "C" Rank, Reiki Benso is capable of extending as far as one foot away from the user. The flames will last for three turns or until the user moves.
At "B" Rank, Reiki Benso is capable of extending as far as ten feet away from the user. At will, the user is capable of retracting these flames as close as three feet away from the user, and then expanding them outwards again. The flames will last for five turns or until the user moves.
At "A" Rank, Reiki Benso is capable of extending as far out as thirty feet from the user. At will, the user is capable of retracting these flames as close as five feet away from the user, and then expanding them outwards again. The flames will last for eight turns or until the user moves.
Limit: Must have Akumahi Ken of the same rank. Must have Beginnings of the Blade for the "C" and "B" ranks, or Mastery of the Blade for the "A" Rank.
Kaenkei [Flame Whip]10TP
Rank: "C" Rank
Skill: Kenjutsu
Effect: Allows the user to attack with fire in the semblance of a whip.
Special: Must have Akumahi "C" Rank active.
Drawback: The speed that the flames move is easily dodge able.
Description: Advancing upon the concepts of the Hebihi, the user now gains the ability to attack the opponent at longer ranges with flames. By rapidly forcing the flames outwards and making them become more 'fluid' in the sense that they can be controlled, the user then can send out strikes of flame against the opponent at a distance of up to 10 meters. Unlike most techniques of the Ryūjin Jakka, this one does not use up the flames of the Akumahi because the flames constantly remain attached to the sword. The amount of damage capable of being dealt by this technique is limited to the user's rank of Akumahi Ken.
Limit: Requires Hebihi "C" Rank.
Impeccable Will x5 90 TP
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own will power.
Special: ---
Drawback: May Learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Will. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Will bonuses.
Limit: Universal GenJutsu Technique.
Mind's Eye 20TP
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: Gain an additional resistance to GenJutsu.
Special: ---
Drawback: ---
Description: Gain an additional +2 to Will saves against the effects of GenJutsu. This additional modifier stacks with Iron Will.
Limit: Must learn from Universal Miscellaneous.
Iron Will 20TP
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous.
Shinku Nousho Chouin (Scarlet Calligraphy Sealing)60TP
Rank: B
Skill: Ninjutsu
Effect: Allows an alternative to handseal.
Special: --
Drawback: The calligraphy must be perfect, thus if the user is interrupted during the process, the user's hand becomes extremely numbed and unusable for thirty minutes (300 posts or next thread)
Description: A different method to perform techniques other than the usage of hand seals is granted to the user. The user places chakra onto the finger, which bursts into flame, and writes kanji in mid-air, letting the flame trace the kanji into visibility. The kanji is the main name of the technique, which is executed normally. Works only on flame techniques and can replace hand seals. Using this technique instead of the typical handseals allows the user to withstand the fire that they produce internally or place on their bodies, allowing them to use such jutsu as Enkou Kakuheki, Katon: Daitou, and offering up protection against the side effects of Sokkenai Honoo should they use it in the form of armor. The Shinku Nousho Chouin must be written on the body, normally on the chest or either palm, for it to have any effect what-so-ever on the property of the fires.
Limit: Must have Fire Release.
Katon - Goukakyuu no Jutsu (Great Fireball Technique) 70TP C+B
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user is capable of performing a few handseals in which gives them the capability of blowing a large body of fire in size of a large sphere that has great fire proportions and explosive capabilities.
Special: "Handseals"
Drawback: Depending on the Rank, is dependent on how strong or how much the user is capable of doing with the Goukakyuu no Jutsu.
Description: The user quickly performs a few handseals. The user then places the hand over their mouth creating a small like circle. This technique in turn is then to help the user control the great flame. The use then blows out and creates a large fireball that twice the size of a normal human body. When the "C" Rank version is first learned the user is only capable of blowing out the Great Fireball that is cannot be moved or go anywhere else. This also means that the technique does not explode in a fiery explosion, but burns greatly to anyone that is caught within the technique. When the user learns the "B" Rank version then the user is capable blowing the Great Fireball into the distance, sending it away from the use it to hurl towards the very opponent. This technique is only capable of going into a straight line and this is capable of having the size three times the size of a human body. This technique when launched at an opponent then becomes dangerous because at this point the technique can explode causing damage that is even more devastating.
Limit: Must have the Fire Release
Housenka no Jutsu - Mythical Fire Phoenix Technique 10TP
Rank:C
Skill: Ninjutsu
Effect: The user is able to blow small balls of fire that can conceal projectiles to damage the opponent.
Special: Handseals
Drawback: ---
Description: The user performs a few quick handseals as they quickly take the same concept as that of the Goukakyuu no Jutsu. The user then spits out or hurls out up to five small sized fireballs towards the enemy. Each fireball creates massive amounts of burns but does not burst forth in an explosion. As each fireball makes contact with something, they spread out the fire creating a more of an area effect within the fire. The user is capable of using this technique in conjunction with multiple secondary weapons such as kunai or shuriken. The opponent is incapable of noticing the projectiles until the fire is extinguished in mid air. This technique is used typically to hide or to be used as a diversion for more of a powerful technique. As a D ranked ninja, the user is able of shooting 5 balls of fire. After the user goes up a difficulty class, they are capable of shooting 5 more fireballs.
Limit: Fire Release
Katon - Ryuuka no Jutsu (Dragon Fire Technique) 70TP C+B
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user quickly performs a large creation of blinding fire into the form of a large Dragon form. The Dragon must be used in the same concept as the Goukakyuu no Jutsu in which must be thrown by placing a hand in a circle form over the mouth of the user.
Special: "Handseals"
Drawback: This type of technique is better used if the opponent is bonded down and unable to be moved.
Description: A Large creation is created as the user performs the necessary handseals for the technique. As the user does so they raise their hand up over their mouth. By taking in a deep, breathe the user fills their lungs with chakra to in, which ignites the moment they blow out air. As the user blows out the creation of fire is made taking the form of a giant dragon like creature. The Dragon is quickly hurled towards the opponent as the dragon swivels and swerves moving like that of a Chinese Dragon. When first learned the Dragon does not explode forth but the very flames oozes out spreading out in all directions that would wrap around the opponent in a blaze of glory. When the user learns the "B" Rank version the user is capable of pushing so much power into the technique to where when it touches the target it is needed it is ignited in a mass blaze of glory, creating a grand explosion.
Limit: Must have the Fire Release
Fire Style: Blaze Technique10TP
Rank: C
Skill: Ninjutsu
Effect: Sends strong heat onto the ground through the user’s feet, setting small blazes with every step.
Special: Dragon, Ram, Ox, Monkey, Dog, Tiger
Drawback: If the feet are kept in place too long, then they can be burned as well.
Description: The user performs the handseals, creating a cycle of energy that creates heat at the bottom of the user’s feet. When the user then steps onto the ground, if what they are walking on top of is combustible (like grass), then it will begin to smoke and, if given enough oxygen, will then create a small fire about four seconds later. It is in this way that the user can trap opponents or create barriers while creating an effective escape.
Limit: Fire Release
Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture) 5TP
Rank: "E"
Skill: TaiJutsu
Effect: The basic stance used for all of the Busōsen (Arms Flash) techniques.
Special: ---
Drawback: ---
Description: Picture User stands in a long "L" stance. The Forward foot is pointing towards the opponent while the back leg is perpendicular. The weight is evenly distributed between the 2 legs. The sword and sheath is attached to the belt on their hip. Their free hand holds onto the edge of the sheath, while their main hand readies itself near the Tsuba of the Sword. The main hand shoulder should face the opponent.
Limit: Must learn from a Master of Busōsen (Arms Flash).
Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade)60TP
Rank: "B"
Skill: TaiJutsu
Effect: This technique is the basic concept of Busōsen (Arms Flash) which deals specifically with the rapid drawing and sheathing of a sword.
Special: ---
Drawback: Missing the strike could result in the user being completely vulnerable.
Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a horizontal attacking motion across the body. So swift is this technique that it is akin to a "flash", taking no movements to perform. However, the concentration of such a quick strike is evident; upon sheathing the sword, the user must sacrifice a movement to do so. This technique may be performed with a knockback attack, knocking an opponent into the distance of 10 meters into a prone position.
Limit: Must learn from a Master of Busōsen (Arms Flash)
Keihatsu Ryuu: Battōjutsu: Genwaku (Art of Drawing the Blade: Blinding) 10TP
Rank: "C"
Skill: TaiJutsu
Effect: A powerful Battōjutsu attack aimed at the opponent's eyes.
Special: ---
Drawback: ---
Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a horizontal attacking motion across the body aiming at the opponent's eyes. The user strikes with the tip of the sword aiming to cut into the eyes, but also the bridge of the opponent's nose. The opponent only sees a "flash" before everything turns black. This technique is not meant to kill but it will immobilize an opponent as the pain and shock of losing their eyes, as well as the cut through the bridge becomes immense while they bleed excessively.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade).
Keihatsu Ryuu: Hanabira Surasshu (Petal Slash)10TP
Rank: "C"
Skill: TaiJutsu
Effect: A simple Battōjutsu attack followed by an inward strike before sheathing.
Special: ---
Drawback: ---
Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a horizontal attacking motion across the body. So swift is this technique that it is akin to a "flash", taking no movements to perform. The user then turns their wrist 180° making the blade face inward and perform an inward horizontal strike before sheathing the blade, this strike takes up a movement. The concentration of such a quick strike is evident; upon sheathing the sword, the user must sacrifice a movement to do so.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade).
Keihatsu Ryuu: Soryūsen (Paired Dragon Strike)10TP
Rank: "C"
Skill: TaiJutsu
Effect: A move that utilizes both the sword and sheath within the same attack.
Special: ---
Drawback: ---
Description: The user uses both their sword and their sheath to do this move. The user starts with the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture) and allows the opponent strike first. At the last moment, the user draws their blade performing Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade) to hit the opponent. If the opponent somehow manages to dodge the first attack, the user follows through with their sheath. The sheath strike delivers a pulverizing blow capable of crushing bone and shattering wood, but if the sword strike misses, the sheath strike acts as powerful insurance, preventing an opponent's attack and delivering a crushing blow when it's least expected. Unsheathing the sword takes up no movements when performing the first attack, however the second attack does take up a movement. The user sacrifices a movement when sheathing the sword.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade).
Keihatsu Ryuu: Soryūsen: Ikazuchi (Twin Dragon Flash: Thunder)10TP
Rank: "C"
Skill: TaiJutsu
Effect: An alternate form of Sōryūsen wherein the sword is wielded while still inside the sheath
Special: ---
Drawback: ---
Description:. The first strike is made with the sheathed sword and, once it makes contact, the sword is drawn using Battōjutsu for a second strike. While the original Keihatsu Ryuu: Soryūsen (Paired Dragon Strike) is designed to make 2 strikes, Keihatsu Ryuu: Soryūsen: Ikazuchi (Twin Dragon Flash: Thunder) appears designed with the assumption that the first strike will be blocked. Unsheathing the sword takes up no movements, however they must sacrifice a movement when sheathing the sword.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Soryūsen (Paired Dragon Strike).
Keihatsu Ryuu: Hiryūsen (Flying Dragon Flash)10TP
Rank: "C"
Skill: TaiJutsu
Effect: A sprung sword technique; the user draws the sword out of the sheath sending the sword flying like an arrow, aiming the hilt at a vital point.
Special: ---
Drawback: ---
Description: After assuming a Battōjutsu stance, the user rotates their body rapidly and then stops, aiming the sheath at the user's opponent. The force shoots the sword's grip out of the sheath like an arrow, allowing the user to strike a target outside of their zone. As a Battōjutsu move, it can be assumed that the sheath can then be used as a melee weapon in a second strike. It can be assumed that proper control for this technique is required, for applying too much may make the sword fly out of its sheath too far should it miss. It is recommended to aim at the temple of the opponent, or the hand in order to disarm them. It is also recommended to not allow full release as the sword should be kept inside the sheath at least 1/4th of the way.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade)
Keihatsu Ryuu: Katachi no Nai: Shirubānaito (Formless: Silver Night)60TP
Rank: "B"
Skill: TaiJutsu
Effect: A powerful hilt strike capable of knocking the opponent do the ground.
Special: ---
Drawback: ---
Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a forward attacking motion. The user aims the pummel into the opponent's chest. So swift is this technique that it is akin to a "flash", taking no movements to perform. However, the concentration of such a quick strike is evident; upon sheathing the sword, the user must sacrifice a movement to do so. This technique may be performed with a knockback attack, knocking an opponent into the distance of 10 meters into a prone position.
Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Hiryūsen (Flying Dragon Flash).
Upright Stance5TP
Rank: "E"
Skill: TaiJutsu
Effect: A Basic upright stance used in boxing.
Special: ---
Drawback: ---
Description: Picture To adopt an Upright Stance, you should stand with your legs roughly shoulder-width apart. Your back foot should be about half a step behind your front foot. If your dominant boxing hand is your right hand, your left foot will lead. Lift your right heel off the ground by about 3 inches and point both feet inward (although do not exaggerate this movement). If you lift your heel too far off the ground, or turn your feet too far inward, you will become unbalanced. As a test, imagine someone pushing you from any direction. In a properly balanced stance, you should be able to maintain an upright position and not fall to the ground or sway from side to side. To increase the stability of your stance, keep your knees and hips slightly bent but make sure your back is straight. Your lead fist (which will be your left fist if your dominant boxing hand is your right hand) should be positioned vertically at eye level, approximately six inches away from your face. Your right fist should be positioned next to your chin, with your elbow held against your ribcage. This is good defensive positioning and will effectively protect your body. Whilst watching televised boxing matches, you may have noticed the boxers tapping their cheeks with their hands. This repetitive action acts as a reminder to keep fists up at all times and is especially important as the match progresses and energy levels drop. To further protect yourself from blows from your opponent, keep your chin pressed against your chest. Punches to the jaw often cause knock-outs, so it is essential to keep this stance throughout the boxing match.
Limit: Must learn in a gym that teaches Bokushingu (Boxing)