Ninpou Hijutsu: Mazu Tsumibito | Hidden Ninja Art: The First Sinner
Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description:
The user will use hand gestures to infuse a patch of solid earth or rock with a given elemental chakra. Upon doing so, the material will fragment and rise into the form of a protector, with the fragments of its body connected to each other by a raw form of the element used. The material used is nothing but a vessel for the chakra infused in it and makes up the body of the guardian and its main form. The various clumps of the material will be engraved in several kanji markings, reminiscent of a fuuinjutsu technique, that will serve as the chakra's path way. The clumps will then be lifted, seamlessly held together in the raw humanoid form of the guardian by the chakra used. Depending on the chakra used, the guardian will have different attributes and abilities, but will always be about the same size, namely, twice as big as a normal human. The guardian floats above ground (between 10 and 20 cms) and lacks real lower limbs but does have rudimentary hands and facial features, carved upon the rock that makes up his head. The guardian can use techniques the user knows of its elemental chakra up to S-Rank without handseals (his rudimentary hands are used to substitute the handseals with simple hand gestures). The guardian cannot speak but its chakra link with the user allows a hidden form of instant communication between the user and the guardian. The guardian is a sentient entity, capable of acting on its own but, due to its elemental composition, cannot be mentally or sensorily manipulated. Likewise, if the user loses conscious or the ability to sustain the guardian, it will collapse on the ground.
Kaminari Tsumibito (Thunder Sinner): This guardian is produced using lightning chakra to infuse the rocks. Capable of using lightning techniques, it passively numbs and zaps (harmlessly) any enemy nearby due to the lightning chakra that keeps the clumps together. Once per battle, the user can either detonate the Tsumibito, producing an S-Rank lightning blast, short range in radius or make the Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc).
Kazan Tsumibito (Volcano Sinner): This guardian is produced using fire chakra to infuse the rocks. Capable of using fire techniques, it burns any enemy on contact and is immune to basic weapons (shuriken, kunais, etc) which simply melt upon contact with it. Once per battle the user can detonate the Tsumibito producing an S-Rank Fire blast, mid range in radius, that will scatter countless molten earth debris.
Arashi Tsumibito (Storm Sinner): This guardian is produced using wind chakra to infuse the rocks. Capable of using wind techniques, it has the unique ability to fly. Its flight abilities are strong enough to carry the user while easily out maneuvering most flying summons of his size. Due to the aura of wind that surrounds him and enables flight, its completely immune to Lightning techniques but very vulnerable to Fire techniques. Once per battle the user can make the Tsumibito collapse upon itself, effectively creating a miniature S-Rank "wind hole", sucking anything short-range from its center into it and crushing/shredding it in the process.
Jishin Tsumibito (Earthquake Sinner): This guardian is produced using earth chakra to infuse the rocks. Capable of using earth techniques, it has the unique ability to reform if hit by any technique apart from Lightning or Lava, while being immune to Water techniques. Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns.
Umi Tsumibito (Sea Sinner): This guardian is produced using water chakra to infuse the rocks. Capable of using water techniques without the need for a water source, its completely immune to Fire or otherwise, high temperature related Techniques. Once per battle the user can siphon any and every heat or fire from the battle field on to the Tsumibito, negating it completely.
Note: Usable 3 times per match, with each Tsumibito being used only once per match.
Note: Each Tsumibito can only be sustained for 5 turns.
Note: The ultimate ability of each Tsumibito results in its destruction.
Note: The user cannot mold techniques above A-Rank of the element he used for the Tsumibito on the same turn.
Note: Can only be taught by Scorps.
This is based upon The Elder Scrolls: Skyrim's Storm Atronach
Katon: Hai to Kitai Chunyu | Fire Release: Ash and Gas Infusion
Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra: N/A (+5 to mold Fire techniques)
Damage: N/A
Description:
Similar to Water Release: Sticky Infusion, the user will make all his following fire techniques produce either the flammable, scolding hot ash of ( Katon: Haisekishō ) - Fire Release: Ash Pile Burning Technique or the flammable toxic gas of ( Katon: Kasumi Enbu no Jutsu ) - Fire Release: Mist Blaze Dance Technique. This doesn't add any damage or range to the technique, rather simply making it produce either ash or gas. Off course this cannot be applied to all techniques, only those that would be logically possible to produce either Gas or Ash and still be usable. Activating this ability is instant and not time consuming.
Note: Once activated lasts 3 turns
Note: Can only be used 2 times
Note: Can only be taught by Scorps
Mokuton: Urin | Wood Release: Rain Forest
Type: Supplementary/Defensive
Rank: Forbidden Rank
Range: Short-Long
Chakra: 50 (-10 per turn)
Damage: N/A (-20 to the user)
Description:
The user will do 3 handseals (Tiger+Boar+Snake), spreading his chakra through the battle field. As the chakra spreads, humongous trees rise from the ground all around following the spread of the chakra. As the technique progresses through the following seconds, the trees grow taller and denser, spreading branches, intertwining their roots and blocking the sky. The result after a few seconds (5 or 6) is a large, dense forest of enormous trees, larger than any boss summon. The forest itself is so densely rooted into the ground that the earth itself becomes out of reach for earth techniques. However, since the trees are so high and large, the space between the trunks will still enable mid range skirmishes at ground level with some clearance as no branches exist at that height. After the forest has been created, the high humidity of its atmosphere triggers rain to fall in large rain drops. The moisture is so high that water techniques will be able to be used without a water source for both user and enemy but in return, using lightning techniques becomes dangerous, as self electrocution will happen to add a backfire damage of 1/2 the original power of the technique used. Because of this overflow of water, water based techniques and special elements such as Ice or even Wood are must faster and bigger in size (but with the same strength) both those of the user and the enemy. The rain will fall intensely in the densely netted root floor that will retain it. As time passes, the water will rise, creating after 3 turns a 5 meter deep water field in the whole forest that will be kept at that level throughout the battle. All the water present in the forest has the users chakra at very very low levels, not preventing the enemy from using it for water techniques or damaging the enemy in any way. In return, the small chakra levels in the water molecules serves as a sort of sensing ability. The user is able to sense where this moisture/water moves and when it touches anything. It doesn't detect chakra or anything other than physical contact with something but it does serve as an effective contact detection technique. The information is relayed to the user in real time. This technique, however, comes with a great drawback. The technique automatically zaps chakra from the user constantly to keep the moisture levels high enough to keep raining which drains the user as time passes and lowers his overall stamina levels. The forest itself is very resilient due to its massive size and bulk but still follows normal wood release weaknesses.
Note: usable once
Note: can only use S-ranks and below next and same turn
Note: counts as 2 moves
Note: enemy can easily defend from the large growing trees with Taijutsu and agility if he so desires due to the unfocused nature of the technique that isn't designed to attack the enemy directly, although it will still make him lose his footing due to the tremors and movement of the large trees growing all around
Note: user is unable to use Fire Release techniques while he's fueling chakra into the technique.
Note: the user can fuel the technique with chakra as long as he has it but can also stop it when he wishes, if needed and doing so slowly replenishes his stamina to its normal levels
Note: the forest is kept living and existing, even if not fueled with chakra unless its destroyed by a large enough technique.
Note: after 5 turns, the user will feel the fatigue and will lose the ability to mold Forbidden rank techniques, after 7 turns, S-Ranks. If he manages to be alive at the end of the 10th turn, he won't be able to fuel chakra into the technique at the risk of passing out due to exhaustion.
Note: can only be taught by Scorps
Mokuton/Doton Hijutsu: Chikyū no Sakebi | Wood and Earth Release Hidden Technique: Terra Clamare
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description:
Terra Clamare is the ultimate technique known to Mokuton users. Its described as calling the forth the essence of the earth to attack ones enemies. The user with do 4 handseals (Boar+Tiger+Dog+Ram) and unleash his chakra towards the desired target area. The user will use an earth reinforced amount of wood release chakra to forcefully break apart the earth in the chosen area. This is done by taking advantage of the "nature" of wood release to infiltrate and break apart earth but in a "lato sensu" or, in literal english, broader sense; primal nature of that characteristic. The earth will break apart in a mere moment in such a minute scale that the molecules of the different elements that compose it (minerals, metals, etc that are part of Earth) are separated completely into individual units. Such a forceful separation at the molecular level of such hard and enduring materials, all at the same time, releases a tremendous amount of energy and heat (separating molecules from each other results in the release of the energy that was holding them together, generally in the most basic form which is heat) that obliterates anything nearby. The effect, when seen from a 3rd person point of view, is that of a column of “light” that raises up to 100 meters in the air. Anything caught above the area is devastated by the sheer brute amount of energy released. To the enemy, the time window is short from the moment he can perceive the “glow” and heat from the earth at his feet to the point where the technique is completely unleashed, transforming the act of countering the technique into a delicate and difficult task. The area the user can affect is only limited by his chakra and his will and he can affect even the whole battlefield at the cost of being caught in the technique himself as well. After the technique takes it effect, the area it targeted has its temperature drastically lowered. The molecular dust suddenly siphons all the thermal energy into itself following the reverse process to the technique. The temperature is “sucked” in to the area to the point that it can drop 40ºC around the technique in the immediate aftermath. This process is followed by the sudden harden of the targeted area into rock and starts returning to its normal temperature.
Note: can only be used once
Note: user can’t use other Wood or Earth techniques in the same and next turn
Note: user can’t mold chakra above S-Rank the next turn
Note: the user suffers damage to his body due to the chakra strain, causing great pain at the moment of using the technique and the turn afterwards, lowering his Taijutsu capabilities for that same time.
Note: can only be taught by Scorps
Panda Hijutsu: Wuxi Yubi no Haaku | Panda Hidden Art: The Wuxi Finger Hold
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damange: 90 (+20 if used with elemental chakra)
Description:
One of the most devastating Nintaijutsu moves known to Pandas, the legend of the Wuxi Finger Hold is as great as is the rarity of those who can use it. The user will, when facing an enemy in taijutsu, grab hold of his hand, finger, knee, elbow, etc, basically the extremity with which the enemy is attacking him, between his index and thumb, with his own pinky held upright. Then, focusing a very large amount of compressed chakra, the user will flex his pinky sending it all through the enemy's body. This causes massive damage as the chakra is conducted trhough the enemy directly. As a result, the chakra bursts out of him and sends a shockwave all around, clearing the area mid range around which is left as a "steaming" crater with the enemy and the user standing in the middle. The enemy doesn't move as a result of technique, since the technique isn't an impact on him but rather the channeling of that large chakra onto him. The damage is, however, enough to knock an enemy out cold in one hit. If the user is awesome he can say in a dramatic way something like "squadoosh", "kaboom" or "kapow" upon lowering his pinky, giving that much drama to the scene. The legends and mental pressure of facing such a technique is enormous and the enemy will genuinely feel afraid to move while the user is holding him. The effect is somewhat a mimic of what Killing Intent produces but not nearly as powerful, producing only minor shivers and the sensation of fear. By adding elemental chakra the user is able to increase the damage and its properties, although also increasing the damage to himself in return. Adding Wind damage produces massive cuts all over the enemy, Fire leaves him burnt as the chakra channels through him, Water ripples through his body, damaging his soft tissues, Earth damages his bones and fractures many of the smaller ones and lightning electrifies the enemy, which can lead to heart failure.
Note: usable once
Note: cannot use hand based Taijutsu for 2 turns
Note: user takes 15 damage and suffers an additional 20 damage if he uses it with elemental chakra.
Note: Can only be used by Panda masters
Note: can only be taught by Scorps.
Hijutsu Fuuin: Mippū no Kōkina Kekkai | Hidden Sealing Art: The Sealing Barrier of Exaltation
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A
Description:
An ancient technique, forgotten by most, the Sealing Barrier of Exaltation is the ultimate sealing barrier technique a single ninja can produce. Using the principles behind techniques such as the Shuriken Shadow Clone and the basic barrier and sealing techniques, the user will grab a kunai (or another sharp projectile weapon) and mark it with a seal, throwing it high into the air above the enemy. Right after, the claps his hands together and molds a large amount of chakra. The kunai (or similar) will suddenly multiply into 5, each with the kanji representing one of the 5 elements, and be propelled at incredible speeds at the ground in 5 points around a target, glowing in a flame-like chakra of various colors (the user can also put these kunais (or similar) around the target using other mediums such as putting them directly by hand or having an ally/clone/summon do it for him). Upon reaching the ground, a kanji formulae will spread and incircle the target, extending a branch of kanji inscriptions towards the user, forming an additional, smaller, circle. As the Kanji is laid out (takes only a moment) a barrier is formed around the target. Above and bellow the ground, a perfectly spherical barrier made out of all the 5 elemental chakra (Earth, Lightning, Wind, Fire, Water) will form, containing whatever is inside. Once the barrier is done, the user must do a sequence of up to 10 hand seals which will lock the barrier. This sequence is up to the user and is effectively the key to the barrier/seal. Once the barrier is locked, it will stay locked until a ninja stands on the smaller kanji circle and unlocks it using the key. However, until the user locks the barrier, he needs to stand on the smaller circle and keep his hands clapped and focusing his chakra into the barrier to sustain it. Once the barrier is locked, its impossible to attack the target from the outside but its also impossible for the target to attack anything on the outside. Neither Genjutsu nor Ninjutsu will work through the barrier and the only way to escape it is space time ninjutsu or if an external party opens the barrier as nothing can pass through it. In essence, once locked inside, nothing can damage the target nor can the target damage anything on the outside. The barrier is translucent in a light golden hue, leaving whatever is inside completely visible.
Note: while it can be attempted countless times, the barrier can only successfully be used once per battle.
Note: If the user is interrupted before the technique is activated but after spreading the kunais he can still trigger it later, bypassing the first step of the technique as he already has the kunais laid in place.
Note: once successfully used, the user cannot use Sealing Techniques for 3 turns nor techniques above S-Rank the next turn.
Note: Can only be taught by Scorps