Character specific jutsus and kekkei-genkai (blood limits) will be added as members join. All techniques take half a day of training to learn unless otherwise specified.
Smash - 1d12 - A Taijutsu technique where the ninja drives their fist into their opponent while they are on the ground, crushing them and grinding them into the earth. With impressive strength, this technique could be quite devastating.
Tech - 10
Training Required - Basic Offense
Poison Needles - 5d3 - A Taijutsu technique involving several chutes strapped along the ninja's arm, loaded with poison-tipped needles attached to strings. The strings are tied to the loaders in the back of the chutes that house the needles, which the ninja draws back in attack.
Tech - 15
Training Required - Basic Offense; Weapons Level 1
Transform - 1d10 - Must get a 9 or 10. Enemy's next attack either a) automatically misses b) a critical hit results in normal damage. Use before your turn. Does not take a turn.
Chakra - 10
Tech - n/a
Training Required - Study Hall Level 1
Soaring Palm - 1d22 - A Taijutsu technique where the ninja palm strikes their enemy, hurling them away. With impressive strength, this technique could be quite devastating.
Tech - 20
Training Required - Open Palm Stance
Concentrated Power - 5d50 - A Taijutsu technique that only the strongest ninjas can accomplish. With just one finger, the ninja can merely tap the ground and create an enormous split in the earth before them. Of course, with this strength, one finger could do more to the enemy directly.
Tech - 80
Training Required - Power Stance
Open Palm Stance - This is the opposite of the Tekken (Iron Fist) Taijutsu style. The attacks are softer, more open palm, and cause damage by flowing chakra into the opponent's inner coil system of chakra veins and tenketsu.
Tech - 25
Training Required - Intermediate Offense; Intermediate Defense; Tenketsu
Tekken Stance - This is the style of Taijutsu that is typically used by everybody while fighting. Hard punches and kicks designed to do outer damage, like breaking the skin, bruising the muscle, and breaking the bones.
Tech - 25
Training Required - Intermediate Offense; Intermediate Defense; Reflexes Level 1
Power Stance - This Brazilian fighting style requires a very large amount of strength. It can turn a strong ninja into a ferocious powerhouse. Unfortunately, it is very lacking in defense.
Tech - 35
Training Required - Intermediat Offense; Reflexes Level 2
Swift Stance - A style of combat that requires a lightfooted ninja. Must have Lightweight Boots. The incredible speed of this stance makes it perfect for starting battles.
Tech - 50
Training Required - Reflexes Master
Super Kick - 2d12 - A Taijutsu technique where the user spins with all of their strength and delivers a powerful spinning heel kick, blasting their opponent back.
Tech - 25
Training Required - Tekken Stance; Reflexes Level 2
Counter Kick - 1d10 - It is a very simple, yet effective technique, which can be used for anybody who comes charging with a direct attack. Roll 1d900 accuracy dice after an enemy makes a hit with Taijutsu only. Must be 600 or greater. If successful, nullifies enemies attack and damages with 1d10.
Tech - 20
Training Required - Tekken Stance
Aerial Combo - 3d10 - A combination of speed, strength, and the element of suprise, as well as the perfect move to link up with other aerial attacks.
Tech - 40
Training Required - Intermediate Defense; Intermediate Offense; Study Hall Level 2
Rising Knee - 1d14 - A Taijutsu technique where the ninja braces against the ground and drives a powerful knee into their enemy, hurling them away.
Tech - 20
Training Required - Basic Offense; Basic Defense
Quick Pick - 2d10 - A Taijutsu technique where the ninja lifts up their opponent with one arm, retracts, and then drives their palm upward into their opponent, hurling them into the air.
Tech - 15
Training Required - Open Palm Stance
Quad-Combo - 4d12 - A Taijutsu technique putting both the ninja and their opponent in the air, giving the attacking ninja the advantage. Four separate blows are delivered: a roundhouse kick, followed by a powerful backhand blow.
Tech - 40
Training Required - Swift Stance; Advanced Offense
Meteor Kick - 2d40 - A kick with concentrated chakara in the foot that is releases at just ther right moment to creat a devastating blow
Tech - 40
Training Recuired - Tekken stance.Chakara level 1,Creating chakara,Basic Offense
Tackle - 1d10 - A Taijutsu technique where the ninja shoulder charges their enemy, driving them away or even into something stable
Tech - 10
Training Required - Basic Offense