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Weapon Master Items

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Weapon Master Items

Post  Yondaime on Wed Oct 29, 2008 8:49 am


Cost: 2500 ryo

The nunchaku is an ancient martial arts weapon, consisting of two pieces of wood (or other materials) connected by rope or other materials. This is a very offensive weapon, but can be defensive just as well. It takes alot of skill to be able to use the nunchaku.

-Swing (25 chakra) 50 damage. Your next nunchaku move does 100 more damage if this hits. Can't avoid
-Long grip (50 chakra) 150 life damage, can't block.
-Front grip (75 chakra) 100 damage, can't avoid or interupt.
-Unbalance (100 chakra) Opponent can't use taijutsu or ninjutsu next turn. Can't avoid or interupt
-Take out second Nunchaku (0 chakra) Can't be interupted in any way, take out your other nunchaku. You only have 2 nunchaku.
-*Double blow (100 chakra) Deal 200 life damage, unavoidable. Once per battle.
-*Nunchaku block (100 chakra) Block 1 unavoidable technique (not including genjutsu) from opponents last turn. Once per battle.

All weapon techniques count as taijutsu.
* = Must have both your nunchaku out.
All your nunchaku techniques deal 50 more damage when both your nunchaku are out.

Cost: 2500 ryo

A bō or kon, is a long staff, usually made of tapered hard wood or bamboo, but sometimes it is made of metal or plated with metal for extra strength; also, a full-size bō is sometimes called a rokushakubō. Due to its weight and length, it must be held with two hands. When in the hands of a master, it is extremely effective.

-Low sweep (50 chakra) Interupt an opponents ninjutsu or taijutsu, 100 life damage. Can't block
-Thrust (50 chakra) 100 life damage, opponent uses 1 less jutsu next turn. Can't avoid.
-Quick block (100 chakra) Block any taijutsu or ninjutsu that isnt unavoidable. Can block moves that are can't block. Twice per battle.
-Staff spin (100 chakra) Block all throwing weapons (excluding tags) and deal 250 life damage. Can't interupt effect, can't block the attack.
-Hard block (150 chakra) Block any move, including an unavoidable (not genjutsu). Twice per battle.
-Bashing (250 chakra) 550 life damage. Can't avoid or interupt. Three times per battle.
-Multiple spin (150 chakra) 100 life damage, stop multi opponents one turn. Can't interupt or block

All weapon techniques count as taijutsu.

Cost: 2500 ryo

The sai's utility as a weapon is reflected in its distinctive shape. With skill, it can be used effectively against a long sword by trapping the sword's blade in the sai's tsuba. There are several different ways of wielding the sai in the hands, which give it the versatility to be used both lethally and non-lethally. Sai's are usualy carried in threes, but only 2 are used at once.

-Sai punch (50 chakra) 100 life damage, can't block or avoid.
-Dual parry (75 chakra) Block one move from opponents last move. Can't interupt. Deal 100 life damage can't interupt or block.
-Critical strike (150 chakra) Deal 250 life or chakra damage. Four times per battle. Can't avoid or block.
-Sword block (100 chakra) Block one move that uses a sword. The user of the sword can't use their sword for 5 turns. Can't interupt or block effect.
-Death pin (100 chakra) Stop opponent for 1 turn. Deal 100 life damage. Unavoidable. Once per battle.
-Lethal throw (200 chakra) 400 life damage. Unavoidable. Base damage cannot be reduced. Once per battle.
-Final discard (150 chakra) Throw all 3 of your sai. Each sai does 250 damage, and this move acts as if its 3 moves. Meaning you can't just block this move as a whole. Damage can't be increased. Can't avoid or interupt. After using this you can't use your sai's for the rest of the battle.

All weapon techniques count as taijutsu.

Cost: 2500 ryo

The tonfa traditionally consists of two parts, a handle with a knob, and perpendicular to the handle, a shaft or board that lies along the hand and forearm. The shaft is usually 51–61 cm (20–24 in) long; optimally, it extends about 3 cm past the elbow when held. Often the shaft has rounded off ends which may be grooved for a better grip. There is a smaller cylindrical grip secured at a 90 degrees angle to the shaft, about 15 centimetres from one end. The tonfa is excellent for defense and good for offense too.

-Tonfa block (0 chakra) Block 1 move from opponents last turn.
-Double tonfa block (75 chakra) Block all moves from opponents last turn.
-The stance of power (50 chakra, passive) if you activate this while in defensive stance, all tonfa moves deal +150 damage, even if they didnt deal damage. Starts when Defensive stance starts, ends when it ends.
-Double hit (100 chakra) 250 life damage, can't interupt or avoid.
-Rapid spin defence (150 chakra) Deal 100 life damage and you can pick 1 move to block from your opponents NEXT turn. Three times per battle.
-The art of the Tonfa (100 chakra, passive) Reduce 200 damage from opponents last turn. Twice per battle. Can't interupt
-Hardship defence (150 chakra) Block 1 unavoidable from opponents last turn. 2 times per battle. May add 50 more chakra to block all moves from one opponents turn. Can't interupt at all. May pay 300 chakra to use the move a third time to block all moves from opponents last turn. Doesnt block genjutsu at all.

All weapon techniques count as taijutsu.

Cost: 2500 ryo

Kusari-gama is a traditional Japanese weapon that consists of kama (the Japanese equivalent of a sickle) on a metal chain with a heavy iron weight at the end.
Attacking with the weapon usually entailed swinging the weighted chain in a large circle over one's head, and then whipping it forward to entangle an opponent's spear, sword, or other weapon, or immobilizing his arms or legs. This allows the kusari-gama user to easily rush forward and strike with the sickle.

-Chain Wrap (100 Chakra) If your opponent is using a weapon prevent them from using it for the next 3 turns. Cannot Avoid/Interrupt. OR you can chose
-Revolving Scythe (50 Chakra) Increase all Kusarigma Skills by 100 Damage for the next 3 turns, Even those that dont normally do damage. Cannot Interupt. Twice per battle.
-Restrain (150 Chakra) Capture opponent for 2 Turns. Cannot avoid.*
-Scythe Toss (150 Chakra) 300 Damage, Cannot Avoid/Block.
-Doom Sickle (200 Chakra) 400 Damage, Stop opponent 1 post. Unavoidable. Once per battle.
-Seal Movement (100 Chaka) Opponent cannot use ninjutsu/genjutsu next turn if succesfully hit. Cannot Avoid.
-Disarm (200 Chakra) Remove an opponents weapon from play, can only be used if opponent is in chain wrap, and is COMPLETELY unstoppable in all ways.

All weapon techniques count as taijutsu.

*All Kusarigama moves deal 50% more damage while captured by restrain.

Cost: 2500 ryo

The Tekkō (鉄 tetsu "iron", 甲 kō "back of hand") is a weapon that originated in Okinawa, Japan. It is primarily a form of knuckleduster (brass knuckles). Though it is possible that they may be made of brass, other materials can be used. Tekkō can be manufactured from aluminium, wood, steel, iron, and even plastic has been used in modern times.

-Tekkō Punch (50 chakra) 150 damage, can't interupt or avoid*
-Spin combo (75 chakra) 200 life damage. Opponent can only use 1 move next turn. Can't block.
-Tekkō Uppercut (100 chakra) 100 life damage, stop opponent one turn. Can't interupt or block.
-Fist rage prepare (175 chakra, passive) Increase the damage of all Tekkō and taijutsu moves involving hands by 50% of their damage** for this and the next turn. Can't interupt. Twice per battle, doesnt stack.
-Fist rage (150 chakra) 300 life damage, unavoidable. Twice per battle. Must be used while in fist rage prepare.
-Bruising (Static effect) If 4 or more of your tekko attacks have hit your opponent throughout the battle, they will receive 100 damage for 2 turns. Make sure you notifiy them of this effect once you want it to happen. They only get bruising once per battle.
-If you are a hot blooded user, you may own an extra weapon for 1000 extra ryo.
*Since this is a strong asset, you must have mastered both your elements to use this weapon with another.

All weapon techniques count as taijutsu.

Trench Blades
Cost: 2500 Ryo

Trench knives are either purpose-made weapons, or are made from cut-down (shortened) bayonets or swords, and intended for close-quarter fighting, the design originating in the trench warfare of the First World War. They were particularly useful for trench raiding operations, along with other mêlée weapons.

-Slash (50 Chakra) 100 Damage. Can't interrupt.
-Cross Guard Impairment (200 Chakra) If the opponent used a weapon to attack you last turn, negate the attack and the opponent will not be able to use the weapon for the rest of the battle. In return, however, you will not be able to use Trench Blade skills as well. Once per battle.
-Blade Protection (150 Chakra) Block any skill from opponent's last turn. If the skill blocked was a taijutsu, then deal an unstoppable 50 life damage to the opponent.
-Sharpened Blades (200 Chakra) The next taijutsu or trench blade attack used will gain an extra 300 damage.
-Chakra Extension (100 Chakra - Passive) Increase all taijutsu and trench blade attacks by 100 life damage for 5 turns.
-*Double Cut (150 Chakra) 300 damage. Can't interrupt. If this is avoided, then the opponent will still take 50 damage.
-*Blades of Fury (200 Chakra) 400 Unavoidable damage. Once per battle.

All weapon techniques count as taijutsu.

Number of posts : 229
Village : Leaf
Registration date : 2008-10-28

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