Storage thread (Will delete soon)(Not deleted yet? How long is soon?) its been 3 yrs

Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Synesthesia?


Btw, why do you you have the Dance of the Bearded Sage in a Kakuzu bio? Sound's like a waste...
I don't yet but I may trade with Gobi for it T_T

and wow, it actually exists! Thinking about it though, I feel sorry for the sufferers

"Even Hell runs on money. I'd be just fine."

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報|Basic Information

Name: Kakuzu
Nickname: Godaime Mizukage, Kageslayer, Bounty Hunter
Gender: Male
Age: 91
Clan: None

える|Looks

Kakuzu was a tall, tanned, muscular man that towered over everyone in Akatsuki with the exception of Kisame Hoshigaki. He wore a white hood and a black mask, with his eyes being the only visible part of his face. Underneath, his mouth was stitched together at the edges and he had long dark brown hair. His eyes have an unusual colouring: green irides, no pupils and red sclera. His clothing included the traditional Akatsuki cloak and the forehead protector of his home village, Takigakure with a scratch in the middle which symbolised that he was no longer loyal to it. His entire body was composed of stitches and dark threads, this was a result of his stolen Kinjutsu - Earth Grudge Fear.

There are countless scars and stitch marks on Kakuzu's body. It is evidence of the untold times he has returned from the threshold of death.

格|Personality

Kakuzu was a greedy, miserly individual, arranging goals in terms of the highest profit he could gain from them, and was often unwilling to involve himself in something if there was nothing to gain from it, as well as claiming that he tended to forget opponents who were not worth any money after he was done with them. He even remarked that money is the only dependable thing in the world. Due to this end, he referred to himself as the "Treasurer of Akatsuki". Given his friendly relationship with Zangei, his bounty officer, it would seem he collected bounties rather frequently to earn cash, and did so (or at least tried) during his missions on several occasions. The frequent side-tasks and devotion to money were both major points of contention between Hidan and Kakuzu. He also seemed to respect an opponent who thinks, as shown with his reaction to Kakashi's counters to Kakuzu's masks, and Shikamaru's quick analysis of Hidan's curse, even mentioning Shikamaru would have been a good bounty in the future.

Out of all the Akatsuki members, Hidan and Kakuzu displayed the most animosity towards each other, since neither of them were very fond of each other's interests. The two often traded barbs with one another, Kakuzu's usually having better timing than Hidan's. Hidan had shown great annoyance with Kakuzu's greed and occasional habit of doing or saying blasphemous things, such as attacking a temple and killing the head monk for the bounty on the monk's head. Kakuzu, in turn, disliked Hidan's religion, believing the rituals associated with it to be a waste of time. Kakuzu was also rather impatient with Hidan's drawn-out speeches and battle style. Despite their mutual dislike of each other, their teamwork was almost flawless, because they complemented each other's abilities extremely well.

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The only reason that Kakuzu put up with Hidan was because he couldn't get rid of him. Due to his violent temper, Kakuzu often killed anyone close by when enraged. Hidan, therefore, was the perfect partner for Kakuzu, because of Hidan's inability to die. Kakuzu's somewhat indiscriminate attack style also made Hidan an ideal partner, since Kakuzu didn't need to worry about catching his partner in the crossfire.

Despite his obsessive personality and violent rages, Kakuzu was much more cautious than his partner, and was not as arrogant, never mindlessly rushing into battle like Hidan. Kakuzu frequently warned Hidan not to let his guard down, and then teased Hidan when he inevitably did. Kakuzu also seemed quite willing to follow orders. When ordered to retreat by the Akatsuki leader, Kakuzu complied immediately (while Hidan attempted to argue), despite the rather large bounty he could have received by taking Asuma. He seemed to forget the greater goals of the organisation when enraged, as he attempted to kill Naruto, in spite of Akatsuki's need to capture all the jinchūriki alive.

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Village Info
報|Village Info

Village of Birth: Takigakure
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Village of Alliance: Kirigakure
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Rank and Chakra Info
ンクャクラ|Rank & Chakra Info

Ninja Rank: Sage (Unofficial)
Specialty: Earth, Water, Sulphur, Taijutsu and Dark Webbed Arts


Your Ninjutsu:
♦ Elements ♦
♦ Techniques ♦
♦ Specials ♦
土 Doton
忍 Ninjutsu
強 Eel Contract
風 Futon
幻 Genjutsu
撃 Ray Contract
火 Katon
剣 Kenjutsu
取 Sulphur Release
雷 Raiton
体 Taijutsu
金 Francium Release
水 Suiton
毛 Dance of the Bearded Sage
ぬ Devil's Fist
糸 Earth Grudge Fear
蛾 Dark Webbed Arts
?
Summoning Contracts: Rays (Signer)
Eels (Signer)


Kakuzu's Signature Jutsu
(Jiongu: Kuro Ito) - Earth Grudge Fear: Dark Threads
Rank: C-S Rank
Type: Attack/Supplementary
Range: Short-Mid
Chakra Cost: 15-40
Damage Points: 30-80
Description: The basic technique of Kakuzu's unique Kinjutsu Earth Grudge Fear it allows the user to manipulate the threads that compose his body freely with each use. The user can not only alter his own body form and structure but also use the threads to attack or defend from incoming techniques. As Kakuzu's skin is still stitched to keep his humanoid form when not used, he can take advantage of this technique to propel his hands or limbs at great distances and grab a target. Its also this technique that allows Kakuzu to detach his masks from his own body to form the "animals" which he uses in combat.
Note: Can only be used by Kakuzu

(Doton: Domu) – Earth Release: Earth Spear Technique
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A (+10 to physical attacks)
Description: After performing the Snake hand seal the user will channel their chakra throughout their entire body, which then hardens their skin to a steel-like quality. This increases their defensive power to the utmost limits. The user’s skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. But this technique when activated leaves the user vulnerable to lightning based techniques.
Note: Kakuzu bios can use this technique without the need for handseals

(Debari no Jutsu) - Astral Projection
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: By forming the needed hand seals, a distorted astral form of the ninja's being will appear at any desired location. This spirit is not tangible but still allows the user to perform jutsu that would not require creating a tangible body to perform. While in the spirit form, the ninja's voice will also sound deep and distorted. While the technique is active, the real body remains inactive in a meditative state.
Note: Must be taught this jutsu by an Akatsuki Character or Members of the Akatsuki Usergroup

(Jiongu: Saishu Shageki) Earth Grudge Fear: Final Shot
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 90
Damage: 80
Description:
This is one of Kakuzu's ultimate techniques. Once he has gained access to a Lightning, Fire and Wind hearts, he can use this technique. Without having released them from his body, Kakuzu puts forth his hands and produces a mash of Dark Threads from them from which the 3 masks manifest and protrude. As they open their mouths, they each produce an A-Rank elemental stream of their own element (Lightning, Fire and Wind) that combines into a massive attack. However, because of the elemental interactions, although its high chakra cost, the final damage is equivalent to an S-Rank technique. The main difference is that its an S-Rank with 3 simultaneous natures, making countering it quite hard.
Note: Usable twice per battle.

Rank and Chakra Info


史|Background Info

When he was still a loyal, elite ninja of Takigakure, Kakuzu took on a mission to assassinate Hashirama Senju, the First Hokage. This mission, however, ended in failure due to the might of Hashirama's Wood Release techniques. Despite the insurmountable danger faced on the mission, what awaited his return to his village was the stigma and harsh punishment associated with the failure of his objective. In response to this treatment, a wrong levied against a shinobi who had put life and limb on the line for his village, Kakuzu came to hold a violent hatred for his village as he escaped from imprisonment. In his flight from the village, Kakuzu killed the village elders, took their hearts, and fled with knowledge of the village's most prized forbidden techniques. He made a living off bounty hunting on the black market, and tearing out the still-beating hearts of powerful shinobi to extend his own lifespan.

Kakuzu, soon after his defection from Takigakure decided to join Akatsuki, a criminal organization which made his lifestyle much easier due to targets with high bounties commonly always being situated nearby to Jinchurikis they had to take down.

Whilst a part of Akatsuki, it is said that until he found a partner who wouldn't die, he slaughtered every partner he had when enraged, as well as cutting out their hearts to supplement his own abilities. This clearly shows that beneath Kakuzu's mask and cool demeanor lies a seething rage for everyone and everything.

His 91 years of life experience led him to encounter and battle many shinobi in his life time, The Gold and Silver Brothers and Hashirama Senju both being clear testaments to this.

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史|History

Kakuzu first appeared with his partner, Hidan, in their pursuit of the Two-Tails' jinchūriki, Yugito Nii, who revealed she allowed herself to be cornered, in order to spring a trap on them and eliminate them herself. Yugito then transformed into her full demon form, a large flaming cat, but the Akatsuki duo still managed to defeat her, and gave her to Zetsu, before they continued to the Land of Fire.

On their way, Kakuzu decided to attack the Fire Temple, in order to collect the bounty on the head monk, Chiriku, who was listed in the bingo book with a thirty million ryō bounty. They slaughtered most of the other monks during the event, but one escaped to warn Konoha of the incoming threat.

Upon receiving the notice, Tsunade assigned the Nijū Shōtai to track down and eliminate Kakuzu and Hidan. Meanwhile, Kakuzu took Chiriku's body to a bounty station hidden in a bathroom, while Hidan chose to wait outside. When Kakuzu finally left the bathroom after counting the money, he found a Nijū Shōtai team, led by Asuma Sarutobi, attacking Hidan. He attacked Shikamaru Nara in order to free Hidan, but was forbidden from further participation in the battle by the overconfident Hidan himself. Kakuzu complied, but insisted that he would get to have the thirty-five million ryō head of Asuma afterwards.

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In the ensuing battle, Hidan managed to ingest Asuma's blood to start his curse technique ceremony on him, but Shikamaru was able to stop him with his Shadow Imitation Technique. When Asuma managed to decapitate Hidan, Kakuzu finally intervened, and reattached Hidan's head back to his neck using the threads in his body. Kakuzu then fought with Kotetsu and Izumo, easily holding the two off, while Hidan dealt a fatal blow to Asuma. Their battle was interrupted by the appearance of another Nijū Shōtai team, but they easily fought them off, until they were summoned by the Akatsuki leader to seal the Two-Tails. Hidan and Kakuzu retreated to a secluded area, where they spent three days sealing the Two-Tails.

After the sealing was complete, Kakuzu and Hidan set out on their search for the Nine-Tailed Demon Fox's jinchūriki (Naruto Uzumaki), only to be cut off by Team 10 (with Kakashi Hatake as the leader in place of Asuma). Shikamaru used Asuma's chakra knives to capture both the Akatsuki members in place with a trick, but Kakuzu had discovered the trick beforehand, and, using a separated arm, broke free. Because of his ability to harden his skin, Kakuzu proved to be largely invulnerable to subsequent attacks. Kakashi, however, was able to analyse Kakuzu's hand seals, and pierced Kakuzu's heart with his Lightning Cutter, exploiting the weakness Kakuzu's earth-based technique had against lightning-based ones.

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While this would normally be fatal, Kakuzu had five hearts (now four) in his possession, and thus recovered fairly quickly, sending a counter-attack to Kakashi. Removing his cloak, he revealed four masks on his back, one of which was now broken by Kakashi. Each mask contained a heart, the broken one having given its heart up to keep Kakuzu alive. The four masks broke free from his back into separate entities, with the broken one dissolving after doing so. Each mask was able to attack with a specific and powerful elemental attack, making Kakuzu almost too much for Team 10 to handle. While Kakuzu set his sights on replacing his lost heart with Kakashi's, Shikamaru dragged Hidan away from the battlefield into some woods, with his Shadow Imitation Technique, for a one-on-one fight.

Ignoring the other two for the most part, Kakuzu focused on taking Kakashi's heart. Though Kakashi was unable to handle Kakuzu and his mask creatures, being forced to protect Ino and Chōji too, he was saved when Shikamaru tricked Hidan into using some of Kakuzu's blood in his curse ritual, which Kakashi had collected in a capsule earlier when he pierced Kakuzu's chest, and had handed it over to Shikamaru. This resulted in Hidan unintentionally destroying Kakuzu's main body's heart. Seeing this, the Lightning mask allowed its heart to be absorbed by Kakuzu's body, bringing him back to life. In addition to that, Kakuzu also had the two other Fire and Wind masks to combine with him, making him even more powerful. He then caught the rest of Team 10 with his threads, hoping to replenish his stock.

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Team 10 was saved by the arrival of Team 7, among them being Naruto, who decided to fight Kakuzu himself, who at first did not view Naruto as a threat. This changed when Naruto unveiled his newly developed technique, Wind Release: Rasenshuriken, which Kakuzu recognized to be dangerous if it ever connected with him. Naruto's inability to maintain the technique for more than a few seconds put Kakuzu at ease, especially since its failure almost allowed him to kill Naruto (although Yamato and Kakashi saved him), but decided to fight in his long-range mode just to be safe. As Naruto tried the Rasenshuriken once again with his shadow clones, Kakuzu attempted to crush Naruto with his threads from a distance, but was surprised to discover that it was a shadow clone that he had destroyed, and, subsequently, the real Naruto shot up behind him, using the technique effectively this time.

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史|Other

Earth Specialty - Due to possessing a natural affinity to the Earth element, after mastering it, Kakuzu's become capable of performing all Earth Release techniques (which require handseals) with a single handseal.

Water Specialty - Over the years Kakuzu began to develop a liking to the Water element due to its calm and fluid yet destructive nature. As a result, after attaining complete mastery of the element, he's become capable of using all Water Release techniques (that require handseals) with faster handseals.

Akatsuki Ring - Kakuzu possess a ring with dark green emerald and wears it on the little finger of his right hand. The ring is purely cosmetic and is simply an extension of his Akatsuki attire.

Dark Webbed Arts - Being a master of his signature fighting style, Kuro Amminono Gigei, Kakuzu has attained levels of agility slightly higher than that of a Taijutsu specialist.

Ray Summons: During his life Kakuzu explored a wide range of abilities as his life as a bounty hunter, before coming across Ling Yao. Shortly after meeting the man, he was allowed to sign his infamous Ray Contract. Signing the Ray contract meant he could summon any of the rays to battle at any time to aid him. From signing the contract he was gifted with a special tattoo on the underside of his left wrist, making summoning the creatures a quicker process.

Eel Summons: Kakuzu, after coming across the owner of the Eel contract was allowed to sign these fearsome creatures. As a result, he become capable of utilizing jutsu associated with the contract and is able to summon them to battle at any time to aid him. From signing the contract he was gifted with a special tattoo on the underside of his right wrist, making summoning the creatures a quicker process.

Weapons: Kakuzu carries a whole multitude of weapons. In his ninja pouch, he carries shuriken, explosive kunai, explosive tags, flash and smoke bombs, ninja wire, and all the other items essential for a ninja. He also carries a basic black scimitar on strapped to his left hip which can be wielded with one hand. Other non-conventional weapons he carries include: a pouch full of fine sand, a gas mask, some cigarettes and flint.

Topography Scrolls: Kakuzu being a keen user of Earth Release carries many topography scrolls, both blank and ready-made. His ready-prepared scrolls consist of three designs. The 1st causes a large maze with thirty meter tall walls to be created. A unique feature about the maze is the spikes protruding from the top of each wall, preventing anyone from mounting themselves on the wall.

The 2nd design causes a castle fully equipped with two tall watch towers to be summoned.

The 3rd and final scroll has a prepared design of tall walls which curve at the top, forming a massive dome which encases everything inside. The diameter of the dome is expansive and once completely formed, its pitch-black inside making it impossible to see anything at all.

All of these topography scrolls are used for "Earth Release: Wheel of Fortune" and the ready-made scrolls are carried in separate pockets.

Will of the Bloody Mist - Being a member of Kirigakure, Kakuzu has become all too acquainted with blood shed. He holds a firm belief that invaluable information takes precedence over the lives of comrades, and will show no remorse in killing his allies for the sake of the mission. He often comments that "the mission is absolute".

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Hearts/Masks
Hearts captured from other ninja granted Kakuzu numerous elemental affinities, along with a vast supply of chakra. By collecting these hearts Kakuzu's own affinity is reinforced and his skill in other elements is increased to the point that he was able to use various different elemental attacks that were noted to be impossible, without having an affinity to that particular element.This is done by connecting his chakra circulatory system to his four extra hearts, granting him the ability to change his chakra nature and affinity to that of the previous owner. The individual hearts could be released from his body and wrapped in a vast blanket of threads, forcing a heart into a limb before being detached or forming a monstrous body with a mask as its face. These masks could move and attack independently, unleashing powerful blasts of elemental chakra from their mouths, allowing them to use all techniques of their respective element without using handseals. The raw power of each element Kakuzu demonstrated even made Kakashi, who is also capable of multiple elements, stiff with awe.

After Kakuzu steals a heart he converts it into a mask and mutilates himself in compensation, forcing this new heart to become a part of his body.

Kakuzu's animal masks, which resembled those of ANBU, contained his spare hearts. If he took use of the heart for himself (if he somehow died during combat), the corresponding mask would shatter upon the creature's re-entry into Kakuzu's body. As a result, he would take on the affinity of that mask and lose the affinity of his original heart.

Fire Mask- This Heart has the Fire affinity and takes on the shape of some sort of demonic tiger who stood on two legs. It is able to use Fire Release: Intelligent Hard work and all other fire release techniques the user knows. This mask's face was painted a crimson red by Kakuzu to signify its the Fire mask.

Wind mask- This Heart has the wind affinity and takes on the shape of an alligator like creature. It is able to use Wind Release: Pressure Damage and all other wind release techniques the user knows. This mask's face was painted a jade-green to signify its the Wind mask.

Lightning Mask - This heart has the lightning affinity and takes on the shape of a tall humanoid figure. Its able to use Lightning Release: False Darkness and all lightning release techniques the user knows. This mask's face was painted a goldish-yellow to signify its the Lightning Mask.

Water Mask - This heart has the water affinity and takes on the shape of a bear-like creature, but its face resembles that of a piranha. Its able to use all Water Release techniques the user knows. This mask's face was painted a dark-blue to signify its the Water mask.

All of Kakuzu's Masks are capable of flight, can integrate back into his body at will and can act remotely once they've reintegrated back into his body. His hearts once reintegrated will act from either his shoulders or his back. Kakuzu's main heart possess the Earth affinity, giving him a total of five hearts.

This merging ability isn't limited to merging back into Kakuzu's body, but also combining their own bodies to amplify their attacks greatly, as shown when Kakuzu's Fire and Wind Hearts combined to become a truly destructive force. Furthermore, Kakuzu has developed the ability to partially release his masks, allowing them to extend out of his body without fully detaching, whilst retaining their capability to perform techniques, in a similar manner to the Soma No Kou.

Kakuzu's Elemental Masks (attached to his body)
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Kakuzu's Elemental Masks (Released)
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Raizu| Vengeous
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Vengeous is a large sentient sword created by Kakuzu himself using his dark threads and the heart of a fallen foe. The sword itself is two meters in length (including the hilt) and is the same width as a compacted Samehada. The entirety of the sword is composed of spiky black threads, and the exterior is tightly weaved together into a dense structure, which is impossible to cut through by normal means. The hilt of the sword is constructed of pure jade and shape of the blade of itself looks much like a curved arrowhead with its tip resembling a crab’s pincer. The heart inside of the sword is located in the center of the blade and is fully functioning, resulting in Vengeous being considered both a living creature and a sentient ally to Kakuzu. As a result Vengeous is capable of acting of its own accord, rational thought and has a malicious personality inherited from Kakuzu. The sword itself can go weeks without nutrition and has a strict diet of blood which it ingests through its skin. The sword is usually carried around in a black and red scabbard, on the user’s back.

Abilities
-The sword is near impossible to break/cut through due to it’s tightly weaved exterior.

-The sword is capable of extending dark threads as tendrils to restrict and ensnare the opponent. These tendrils are capable of reaching up to five meters (short range) and can come from anywhere on the blade. The tendrils can pierce the bodies of other shinobi, can prevent the opponent's mobility by wrapping around them or even disarm a foe of their weapon. The amount of tendrils that can be released at any one time varies between 8 and 16. The tendrils themselves are each about the same width as a basic rope (ten centimeters) and all have sharp pointed ends. This is a B-Rank Ability

-The sword is capable of shooting out countless needles composed entirely of dark threads, which are about thirty centimeters in length and five times the width of a normal senbon. The needles can be shot from anywhere on the blade and have a mid-range reach (10 meters). This will count as one of the user’s jutsu per turn. This is an A-Rank ability

-The blade possess the ability to extend spikes from everywhere on the blade or hilt at any time, which are capable of skewering through the body of anyone they come into contact with. The spikes can reach up to two meters in length. Spikes which emerge from the blade resemble basic spears in both shape and width and the end result makes the sword look like its coated in an armour of spikes. Spikes which emerge from the hilt are much smaller, resembling needle-like thorns in shape and width. The spikes can be released at any time, adding a further element of surprise to the wielder's fighting style. Shortly after release the threaded spikes re-enter the sword, restoring the weapon's ordinary shape. This is an A-Rank ability

-The blade can use a limited amount of the elemental chakra present in its heart. It can use it to unleash blasts of pure elemental chakra (of the main elemental affinity of that heart) in various forms as both streams, blasts, projectiles, crescents, etc by swinging the sword. The sword can only use one element which is the main element of that heart. This ability is S-Rank.

-The sword is capable of crawling and acting independently

Restrictions
-Kakuzu is unable to use the heart of this sword for "Heart Reaper"
-The sword possess no mouth and isn't capable of talking but it does communicate with the wielder in an unknown form
-Must have a Kakuzu bio to wield the sword
-Vengeous is incapable of transferring chakra to the wielder
-The Sword can be killed by being burnt, melted or severely shocked. This makes the weapon extremely prone to death from Fire, Lightning and similar attacks, specially S-Rank and above.
-Negative Knight is the only person capable of wielding this weapon. In response to anyone else who attempts to wield the blade, the sword erupts in a violent outburst, extending 10 meter spikes from everywhere on its body (including the hilt), severely impaling the unsuspecting wielder.
-The 4 main abilities of the sword count as moves from the users move count and each can only be used 3 times.
-If the sword is severely damaged, the user can give it a heart and renew it.

How the Sword Looks
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Kakuzu carries Raizu, his faithful weapon into everywhere he goes and into all of his fights. The sword is strapped to his back (without a scabbard) and can be withdrawn with the slightest whim. The heart located in the blade possess the Lightning affinity, allowing it to utilize raiton-based techniques at the users will.

Akatsuki Ring
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Skill and Experience
Kakuzu was a very powerful ninja, strong enough to become a member of Akatsuki. During his frequent rages, Kakuzu has killed many of his former partners in the organisation. A further testament to his skills was his survival in a battle against Hashirama Senju, many years before his acquisition of the Earth Grudge Fear technique, despite ending up unable to complete his assassination mission. He had extremely high combat prowess and a vast array of techniques (due to his unique Earth Grudge Fear technique and near a century worth of experience). Those traits allowed him to fight several opponents while generally controlling the pace of the fight, including Kakashi Hatake with Chōji Akimichi and Ino Yamanaka as backup, and would have possibly killed them, had it not been for the additional assistance from Team Yamato.

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Physical Prowess

Kakuzu has demonstrated great raw speed, he is able to cross great distances in the blink of an eye and disappear from unfocused eyes. He was fast enough to be able to intercept Kakashi when he was attacking Hidan with his Lightning Cutter. His raw strength was great enough to catch one of Chōji's enlarged punches with a single hand and punch down an iron gate, as well as lifting and choking two people simultaneously. This was further supplemented by his already adept taijutsu skills, shown when, during his fight with Kakashi (who is quite skilled in taijutsu) he mixed his hardening and extending abilities with his taijutsu all of which afforded him great versatility against his opponents. Using Earth Release: Earth Spear Technique he was able to increase his hardness, up to the point when he was able to withstand attacks that were normally fatal, an example being him able to withstand Choji's surprise ambush without any visible damage.

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Unique Bodily Composition

All of Kakuzu's abilities revolved around his unique body structure, which was composed of hundreds of thick, grey tendrils woven throughout his flesh called Earth Grudge Fear, holding his body together like the stitches of a rag-doll. This allowed him to separate his body parts at will, to perform long-range physical attacks and sew up almost any injury he suffered. All these abilities made him very difficult to defeat. The threads could also be used to repair the bodies of others, as seen when he reattached Deidara's arms, although Hidan's inability to die after being dismembered caused him to be Kakuzu's most frequent patient. Because of his unique body structure, Kakuzu is a highly enduring man, able to take a direct strike from Kakashi's Lightning Cutter without it hindering his performance. His threads could even compact together to form a giant octopus-like form around his body, used for long range battle.

Threaded on a Molecular Level
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Kakuzu's threads granted him a degree of immortality. The threads could pierce the flesh and bodies of others, allowing him to remove their organs and integrate them into his own body, thereby extending his life. He commonly removed hearts in this fashion, keeping a total of five at any time, and requiring that he be killed at least five times in a battle before he truly died. If Kakuzu was killed somehow, then one of his extra hearts could then re-enter his body and bring him back to life at the cost of the hearts.

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With his unique body structure, he has shown himself capable of extending his limbs a considerable distance from his body, use them as a restraint mechanism, repair his own wounds and using them to latch onto parts of the terrain in quick succession, as displayed through his final fight with Naruto.

Kakuzu's manipulation of his dark threads also branched out into releasing threads from almost anywhere on his body in an attempt to capture or ensnare the opponent. This ability aids him in close combat situations and is useful in ensuring critical blows when used in conjunction with ninjutsu. Kakuzu displayed this tactic against Kakashi and Team 10 in an attempt to incinerate all of them at once. When paired with his brute strength and his thread's natural ability to extend/retract a whole array of possibilities are opened up to Kakuzu, allowing him to perform complex Taijutsu attacks, throws and grapples.

With his unique body structure Kakuzu could also release a mass of threads from his body to enter various forms. In those forms he could control threads from anywhere on his body. His long range mode also had the added advantage of allowing him to keep a safe distance from his opponent.

Kakuzu Unmasked
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Furthermore, Kakuzu could survive being impaled, stabbed or cut into due to his body being constructed entirely of threads. Combined with his ability to sew up injuries with his threads, he could survive seemingly lethal wounds afflicted on him, by stitching up the wound(s) made in his body.

One final ability granted to Kakuzu by his unique body structure was the ability to integrate his limbs underground. This wasn't strictly limited to integrating into the ground whilst connected to his own body, but also the ability to detach and reattach his limbs at will, using his dark threads as a medium to reattach his lost limbs and sew them firmly back onto his body without hindering his performance. This skill was displayed when he used his hand to remove a shadow-enhanced trench knife that prevented the rest of his body from moving.

Intelligence

Kakuzu was shown to be a keen analyst, which was somewhat attributable to his age. He is highly observant, easily noticing that Shikamaru was taking his time to formulate a plan to counter Hidan's technique, after the former caught his partner in his Shadow Imitation Technique. He was able to quickly discern the purpose of Shikamaru's various shadow attacks, and devised ways to counter them almost instantaneously during the battle. An example for that is when Shikamaru trapped him and Hidan in his Shadow Imitation Shuriken Technique, Kakuzu detached his right arm, hid it underground and with its help, was able to remove the trench knife, thus successfully breaking free from the technique

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Even before his acquisition of his village's Kinjutsu (Earth Grudge Fear), his village thought enough of his abilities to send him to assassinate a man with such overwhelming power that today his legend is believed to be fabricated. Even without a large portion of his current arsenal, Kakuzu was seemingly able to make do with the basic skills he possessed in order to survive against Hashirama's wrath.

Furthermore, Kakuzu's fighting style often involved analyzing his opponent's abilities/fighting style whilst simultaneously concealing his own. When he gathered enough information, he would proceed to exploit weaknesses in their style and use his own arsenal to construct effective counters.

Kakuzu has walked the path of a shinobi for a long time. The ability to last for so long is his innate ability to naturally work out how capable a foe is. As he tenaciously clings to life, he has honed his analytical skills to work out whether or not a heart is worth taking and if he's physically capable of doing so. Kakuzu's abilities backed up by extensive knowledge and experience is especially useful when working within a team, allowing him to pool all resources available to him and use them to their utmost effectiveness.

Pictures


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Theme Song and Background Music


[video=youtube;xmNPbTpf5XU]https://www.youtube.com/watch?v=xmNPbTpf5XU[/video]




Battles
Top Ten Battles
1.

2.

3.

4.

5.

6.

7.

8.

9.

10.

Won: 16
Lost: 7
Draws: 2

This is an update of my previous bio.​
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Will do xD

Lightning tractor beam from the sky onto a nearby water source. The eight columns of lightning electrify the water while lifting it upwards like a tractor beam (Similar to Lightning Release: Lightning Blades Levitation). Afterwards, the user performs a single handseal to initiate the water part of the technique, where he/she forms the airborne electrified water into a hydra-like creature. <- Forbidden Rank

(Genjutsu: Jitsuzon Hateshinai Houyou) | Illusionary Arts: Existence's Everlasting Embrace
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: This technique is among the most advanced illusions in existence not for its vividness nor its power but simply the sheer array of stimuli its victim is forced to feel and perceive. In short, this technique simply bombards the opponent's mind with a vast plethora of unrelated stimuli simulatenously. These stimuli will rarely compliment one another, with the harsh reality of this manifesting in the form of the five sensory stimuli almost always outright clashing with one another. At any one time, the opponent will only feel one stimuli of every sense but these stimuli will be replaced with others in quick succession, in a random and infinite loop. The opponent can be made to feel any sensation which can be perceived through the use of the five senses (sight, sound, smell, touch and taste). The genjutsu's main purpose is to evoke several bodily reactions in conjunction to one another e.g. irritation, vertigo, nausea, coughing, reflexes, aches and pains, altered breathing/heartbeat, tremors, spasms, burning, buzzing, fatigue, salivating, etc. The opponent's perception of the world/reality will greatly differ after the traumatic experience that was this illusion. Despite differences in emotional feelings and tolerances to different stimuli that people have, this technique encompasses such a range of sensory experiences that either specific, individual unfavorable stimuli would have brought on this trauma or the simple fact that being made to experience so much in such a short space of time would equally shatter the mind's computational abilities. The sense of sight will be distorted to the extent the opponent will become incapable of differentiating between different shades of the same colour or noticing small, specific visual stimuli e.g. shadows, bending grass after treading on it, the flapping of wings to maintain flight, the billowing of clothes in moderate to strong winds and et cetera will no longer be perceived. Everything will be reverted to the basic colours. No advanced or unique shades exist in the opponent's mind e.g. navy, teal, cyan, cerulean and such will all be perceived as a universal blue. They will also become incapable of intense or prolonged periods of concentration on any given object, activity or person as during the first stage of the illusion the continued flickering of images distorted their ability to focus. The sense of sound will all be rendered all but useless as its forced to undergo a permanent state of "tinnitus", namely a continued ringing sound which will blot out all minor sound-based stimuli and partially conceal or distort more noticeable ones. The sense of taste will be placed in a state of tantalization, whereby its no longer able to tell one taste from another. The sense of touch will become hypersensitive (even to non-painful stimuli) as during the first stage of the illusion, the opponent was forced to undergo every type of known painful stimuli in existence. The sense of smell will feel clogged and congested, with it like the sense of taste, becoming incapable of differentiating between separate stimuli.

The sense of sight can be made to see: blinding flashes, strobing lights, an array of colours, ghastly images, serene or aesthetically-pleasing images. The sense of sound can be made to hear: loud noises, quiet sounds, screeching sounds, lulling ones, different types of music, chaotic clamour, ringing, etc. The sense of smell can perceive smells such: fragrant, fruity, decay, pungent, citrus, woody, minty, sugary, bodily, chemical, toasted, acrid, etc. The sense of touch can be made to feel: rough textures, smooth surfaces, hard surfaces, soft ones, heat, cold, boiling, elastic, acidic, hairy, fleshy, liquid-like substances, abrasive, paralysis, etc. The sense of taste can be made to perceive the following flavours: sweet, sour, bitter, salty, zesty, spicy, rancid, astringent, gooey, acerbic, savory, juicy, fruity, etc.

(Genjutsu: Kiseichuu Hanran Kowaku) | Illusionary Arts: Symbiote's Seditious Seduction
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform two handseals and cast the opponent in a powerful dormant illusionary technique which affects the sense of touch and sight. The illusion's effects will trigger once the opponent next comes into direct contact with a substance, material or element, employing a similar process to the Ninjutsu technique "Assimilate All Creation"', but on a much higher level since its not exclusive to rocks/minerals, nor will it only cause the user's body to solely take on the hardness of the target material. As a result, this technique will cause the opponent to see their body take on the following attributes of the first substance they come into contact with: looks, texture, weight, flexibility, physical state, durability and temperature. Due to the broadness of this technique, the effects of it can primarily be categorized into three main categories. This genjutsu will not affect or apply to anything the user was touching prior to its usage such as the user's clothes. Furthermore, this will only apply to external entities (other than the user or his/her clones) as they are recognized as one and the same, meaning this will mostly only trigger itself when the opponent makes contact with any of the substances which fall under the three categories below. Finally, the user must directly touch the said substance/material/element with their exposed skin (direct contact) for the genjutsu's effects to be triggered. Regardless of the point of contact between the opponent and the first substance they touch, the transformation will begin from their right hand and will gradually spread over towards the left side of the body. To add an element of realism to the jutsu, on touching a substance along with the gradual process of transformation, the effects of the genjutsu will also gradually set in instead of becoming immediate. Only the transformed parts of their body will become too rigid/flimsy, making some forms of movement still possible e.g. maneuvering the left side of the body. However, since this jutsu starts from the right side and spreads over to the left, movements which require both sides of the body e.g. handseals, walking, clapping and etc will be rendered impossible. While seemingly powerful, this technique will not disallow the use of the elemental techniques released from the body as they act as a "temporary extension of the body" and do not truly fit the criteria of being an external body since they come from within the user. However, after the technique has been completed, should the user happen to come into direct contact with any of the technique's residue (e.g. mud, rock or a water source), the genjutsu's activation will be triggered.

Sturdy earth-like solids
Should the opponent come into direct contact with a sturdy or earth-like material such as: Earth, Bones, Wood, Metals or Crystals, their body will begin a moderately quick process of petrification. The petrification will turn the user into the respective material/element they've touched (e.g. a wooden figure if they've touched wood). In this petrified form, the opponent will become extremely rigid/inflexible to the point they can no longer move, will gain a much higher tolerance to pain and they will be less prone to temperature changes (making them harder to detect/notice). Less tough solids such as Ice and Glass will also fall under this category, with the higher pain tolerance being substituted with a much lower pain tolerance (e.g. biting their tongue will feel like intensive torture). If the opponent does not prevent the transformation from completing itself (takes one turn after being triggered), they'll see themselves become an inanimate object and will lose consciousness as a result.

Flimsy materials, liquid-like solids and fluids.
Should the opponent come into direct contact with any of following: sand, clay, grass, Kakuzu's dark threads, Konan's paper or any liquid, their body will begin a moderately quick process of transformation/liquefaction. This transformation or liquefaction will cause the opponent to transform into the respective material/element they've touched, with the liquefaction (if a liquid was touched) resembling the same process which occurs with Water Replacement or the Hozuki Hydrificaiton technique. In this form, the opponent's body will lack structure and will be too flimsy to the point efficient use of limbs/the body and complex maneuvers (such as handseals, snapping or flicking of the fingers) become impossible. The lack of a concrete underlying body structure (such as bones) will cause their body to behave like jellyfish, making them unable to even remain on their feet. Should the opponent fail in preventing themselves from transforming completely (if it isn't broken one turn after being triggered), they'll see themselves become an inanimate substance and will lose consciousness.

Mist, Gases and Energy-Based Elements
Should the opponent come into direct contact with any of the above, they'll quickly see themselves disintegrate/evaporate at a moderately quick rate. Since mist, gases and especially energy-based elements lack form lack any type of form, the opponent will essentially become "nothingness", making them unable to move in the slightest. Making them unable to perform even the smallest tasks such as: twitching a finger, batting an eyelid or even lifting an eyebrow. If the process of complete evaporation/disintegration completes itself (the genjutsu isn't broken within 1 turn of being triggered), the opponent will lose consciousness completely.

Note: Lies dormant for a maximum of three turns (unless dispelled)
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Genjutsu in the user's same and next turn

(Genjutsu: Kiseichuu Hanran Kowaku) | Illusionary Arts:
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user will cast the opponent in an advanced illusionary technique which affects the sense of sight and any one of the other five senses. This genjutsu essentially establishes a link between the two chosen senses which essentially translates into stimuli of one sense (e.g. sight) affecting the other (e.g. sound) and vice versa. For example, if the opponent's senses of sight and sound were linked, intense visual stimuli such as blinding flashes would also leave the opponent in a temporary/permanent state of deafness (dependent on the duration of the blinding) and extremely loud, deafening noises would leave the opponent in a state of blindness. While seemingly complex, this genjutsu is actually quite simple in use. Stimuli of one sense will evoke the corresponding reaction of the other and the intensity as well as type of the said stimulus plays a key role in this. Intense or severe stimuli such as bright lights or loud noises will incite severe reactions such as tantalization of the sense of taste or a congested feeling for the sense of smell. The type of stimuli is also key and this type can be split into three types: harmful, pleasurable or neutral. Harmful stimuli will bring about harmful reactions while pleasurable stimuli such as aesthetically pleasing images will please the corresponding sense and neutral ones will obviously bring about '

Sight and Sound

Sight and Taste
If the sense of sight and taste are linked together, the opponent will become capable of tasting what they can see but also seeing what they taste.

Sight and Touch

Sight and Smell


type of stimuli such as painful or pleasurable

Synesthesia

Genjutsu which links two of the opponent's senses together e.g. they can hear blinding flashes or taste smells or feel what they can see/hear


(Genjutsu: Kiseichuu Hanran Kowaku) | Illusionary Arts:
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user will cast the opponent in a basic illusionary technique which affects the senses of sight, sound and touch. This technique essentially dulls these three senses so the opponent becomes less vigilant and aware of their surroundings.

Oh, another idea. A genjutsu which hampers sight or one of the basic five senses e.g. The sense of sight will be distorted to the extent the opponent will become incapable of differentiating between different shades of the same colour or noticing small, specific visual stimuli e.g. shadows, bending grass after treading on it, the flapping of wings to maintain flight, the billowing of clothes in moderate to strong winds and et cetera will no longer be perceived. Everything will be reverted to the basic colours. No advanced or unique shades exist in the opponent's mind e.g. navy, teal, cyan, cerulean and such will all be perceived as a universal blue.

Harder to realize genjutsu under this or discern more subtle stimuli e.g. the sound of footsteps would be overlooked and so stealth attacks become easier
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Labyrinth of Shadows
Tarantula's Entanglement - Used for reversals and etc
Eight Legged Fury - Pull in the opponent for a furious volley of alternating high and low kicks.
Bane of the Black Widow -

(Kuro Amimono Gigei: Supida Wana) – Dark Webbed Arts: Tarantula's Entanglement
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (40 if used to attack the opponent)
Description: This technique is primarily designed for reversals. When the opponent moves in for a hit (kick, punch, headbutt, etc), the user will release a fast-moving adhesive stream of threads (travels at the speed of an arrow) towards the attacking limb. The sticky threads will swiftly wrap around and tighten its hold over the targeted body part as soon as it attaches unto it. If used on an opponent on the ground, the user can pull the opponent in to one side, lean to the opposite side and deal a forceful hit in conjunction to this. If used on a mid-air target, the user utilize the previously mentioned application or they can simply exploit the opponent's vulnerability gained from being airborne (e.g. repeatedly spinning them around, systemically slamming them into the ground over and over).

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight

(Kuro Amimono Gigei: Hatsu Kakyaku Kyouran) – Dark Webbed Arts: Eight-Legged Fury
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user shoots out a sticky stream of dark threads from both of his wrists, sending the threads towards the opponent’s body. Once the threads attach to the opponent, he rapidly retracts the threads causing them to rappel towards the opponent in mid-air. Using his unique body structure, Kakuzu extends both of his feet forwards in order to forcefully strike into the opponent's chest region and knock them backwards onto the floor.




The user will shoot out a stream of threads from either or both of their wrists towards their intended target. After the threads attach to the opponent, the user will pull themselves in before engaging them in a frenzy of high and low kicks (total of eight) alternating between both of the user's legs. The kicks will not be focused around any single region of the opponent's body but instead dealt in a sporadic manner to every region of their body.

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight

(Kuro Amimono Gigei: Hatsu Kakyaku Kyouran) – Dark Webbed Arts: Bane of the Black Widow
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40 (+100 chakra per turn to user)
Damage Points: 80
Description: The user makes contact with the opponent with either of his hands and releases a sticky stream of spiked threads from his palms or fingers in order to attach the opponent's body on this. The released threads will simulatenously burrow into the victim's body before spreading and propagating through it, the onyx-coloured tendrils branching out in every direction but avoiding any vital locations in the process. The threads then erupt from opponent's limbs and wrap around the entirety of their body in order to restrict his/her's mobility. The dark threads seem to be almost symbiotic in nature, clinging to the opponent with greater force the more they resist and struggle against the technique. As the webbed cocoon forms, Kakuzu begins to drain his victim's chakra so to deplete their vitality and restore his own.

(Kuro Amimono Gigei: Kyousou Tounyuu) – Dark Webbed Arts: Gallantry of Goliath
Rank: A-S
Type: Offensive
Range: Short-Mid
Chakra Cost: 30-40
Damage Points: 60-80
Description: The user shoots out a sticky stream of dark threads from both of his wrists, sending the threads towards the opponent’s body. Once the threads attach to the opponent, he rapidly retracts the threads causing them to rappel towards the opponent in mid-air. Half way through their flight, the user vaults over the opponent’s position, using their body as a pivot to do so. Immediately after landing on the ground, the user conjures up all of their upper body strength to lift the opponent’s body from behind their back and forcefully slam their body into the ground directly in front of the user. Alternatively, this can also be used upon the opponent's solid, projectile-type techniques (such as Rock Scale Slab or Stone Golem). Instead of forcefully slamming the projectile upon the ground to destroy it, Kakuzu can throw the opponent's own technique back towards them.
 

Negative Knight

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(Sulfuron: Doki no Taiyou) - Sulphur Release: Wrath of the Sun
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: The user will focus their sulfuron chakra throughout their body to manifest a bubble of translucent volcanic sulphur around themselves almost instantly. The orb itself originates from the user's position and expands outwards up to the outermost edge of short-range to form a protective perimeter which covers them from all sides. The expansion of the sphere forcefully pushes away anything/anyone previously within short-range of the user and leaves them with second degree burns due to the intensity of the heat they've been subject to. A hemispherical dome is formed is the user is on the ground and spherical dome is formed if the user is mid-air. A unique property possessed by the spherical defense is it is comprised of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through it will be drastically drained of its momentum. Fast moving people, techniques and objects passing through it will be slowed down to extent the user will be able track them with the naked eye. Lightning based techniques and elements (S-Rank and below) will be insulated by the bubble, making this an excellent counter to the Raikage's Armour and similar variants. This sulfurous mist is more suited to slowing down living beings rather than techniques as in addition to the difficulty of moving through the medium, the sheer heat of the gas will severely harm their bodies the longer they're exposed to it. This is especially detrimental to EIG users as they are already pushing their body to its physical limits and so the hostile environment created by the volcanic gas only serves to intensify this bodily strain. This technique is used to mainly counter EIG, Swift and other speed boosts or fasting moving techniques. The user can passively create openings in the sphere for the purpose of releasing techniques among other things as well as freely transition from a half dome to a full dome (and vice versa) depending on whether the user is landing or going airborne. The mist itself is comprised of highly condensed sulphur clouds which means the user/opponent are not at risk of inhaling it. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). The activation of this technique is not instant and its speed is actually the same as the activation speed as the Eight Inner Gates, making this jutsu a viable counter for fast moving people, objects and techniques (if they can initially be perceived).

Note: Lasts up to four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Sulfuron for the user's next two turns

Taijutsu/Kenjutsu involving Sulphur (B-Rank)

Golem creation tech (Knights on Horseback for Earth, Hooded Archer for Wind and Juggernaut-like gladiator for Fire). Can diffuse into earth or simply organic matter ?

Technique which doesn't require contact with the ground. Focuses sulfuron chakra into the earth beneath water sources and with a single handseal causes dragons of sulphur to erupt beneath them. They travel upwards through the water along with superheated clouds of steam, vaporizing the opponent. The continuously emerge but eventually the dragons re-enter the water sources (sulphur is much heavier than air) and harden back into solid sulphur, restricting usage of the said source. Can be used on swamps too.

Maybe Forbidden Rank. Plant techniques from the ground unusable for the rest of the battle. They don't come into contact with the opponent but they leave a trail of sulphur gas and all of them combine into a colossal dragon or whatever above the opponent and descend on him her. The user can maybe focus katon chakra into the dragon to detonate it once it strikes into the opponent or prematurely to result in a Forbidden Rank Sulphur/Fire creature with an acidic aura.

Replace Brimstone Breath with a technique which manipulates sulphur residing on the battlefield. (S-Rank)

Two Forbidden
Four S-Ranks
5 A-Ranks
1 B-Rank

(Sulfuron: Kashou Ishi Kisoku) - Sulphur Release:
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 40 (+10 chakra per turn to sustain creations)
Damage points: 80
Description: The user will focus their sulfuron chakra directly an existing source of gaseous sulphur anywhere on the field and begin manipulating it through hand gestures. Through shape manipulation, the plumes of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, vortexes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an S-Rank

Forbidden = Damnation of Draco


(Sulfuron: Doki no Taiyou) - Sulphur Release: Devastation of Draco
Rank: Forbidden
Type: Offensive/Supplementary
Range: Mid - Long
Chakra cost: 50
Damage points: 90
Description: The user will perform the handseal sequence of Serpent –> Dragon before focusing his sulfuron chakra into the ground to amass a copious quantity of volcanic sulphur gas. Unlike all other sulphur techniques, this jutsu doesn't require contact with the ground (Similar to Earth Release: Swamp of the Underworld), allowing it to be used on the ground beneath water sources and large bodies of swamp. The reservoir of sulphur gas will then burst upwards in the form of countless dragon heads which surface with

(Sulfuron: Doki no Taiyou) - Sulphur Release: Archaic Order
Rank: S
Type: Offensive/Supplementary
Range: Mid - Long
Chakra cost: 40
Damage points: 80
Description: The user will focus their sulfuron chakra throughout their body or into the ground in order to create one of three types of sentient creatures composed entirely of volcanic gas. Each of the creatures can utilize sulphur and one of the elements it comprises of (Fire, Wind and Earth). In terms of abilities, some overlap exists in what each type of sentient creature can do but the large majority of their capability depends on which secondary element they possess.

Dark Armed Dragon

Hooded Archer

Knights of the Round Table


Possible abilities of each creature:
Golem creation tech (Knights on Horseback for Earth, Hooded Archer for Wind and Juggernaut-like gladiator for Fire). Can diffuse into earth or simply organic matter ?

Fire + Sulphur - Can use Fire and Sulphur techniques. Is constantly aflame and possess a chassis of acidic gases. Its fire techniques benefit from a +10 damage boost. Can be released into an explosion of sulfuric fire which results in the formation of a corrosive mist.

Wind + Sulphur - Can use Wind and Sulphur techniques. Flight. Sulphur techniques become abrasive due to the wind infused into them ? Can be released into a sucking vortex of abrasive sulphur.

Earth + Sulphur - Can use Earth and Sulphur techniques. A hard rocky body which melts under the intense heats of the sulphur. Can be released into a wave of molten sulphur.

Earth - Knights on horseback (Strength)
Wind - Hooded Archer/Bowman (Stealth)
Fire - Dragon (Strife) - Dark Armed Dragon picture
 
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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

29) (Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if reciprocated trait is harmful)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality or they will focus their chakra into an already existing mist to imbue it with this trait. The mist itself will first absorb and then embody the properties of whatever technique used by the opponent it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually by the user through the use of the Serpent handseal, so not all absorbed techniques have to have their effects reciprocated. Leeched traits which may have originally been harmful to the user's body (e.g. toxins, venom, radiation, etc) no longer pose a threat to him/her, as they're now imbued with the user's chakra. However, stolen abilities need to be activated during the same turn they were absorbed or they will become unusable. Not only that, but not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). This absorption will only work on techniques A-Rank and below for elements water is neutral to (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Water Release above A-Rank in the user's same and next turn.
Note: This technique works on KG/CE elements

*Most likely has to be removed

30) (Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-90)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a Forbidden Rank would inflict 90 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.

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31) (Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril has the same dimensions as the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. In terms of attacking the opponent, the tendrils can be used offensively but cannot be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. The real special ability of these tendrils is their capability to act as a medium for the use of certain techniques. Attaching at least one tentacle to the user and one onto the opponent can replace the conventional need for the requirement of direct contact, meaning the user can utilize techniques such as the Added/Light Weight techniques on the opponent from a distance. The effects of the technique are carried along by the tendrils and "deposited" on whoever/whatever happens to be in contact with any of the tendrils. This technique's use isn't restricted to Earth Release but can be used upon compatible jutsus of other elements or even on non-elemental abilities like the chakra absorption technique (in this case the chakra is then returned to the user). If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. The tendrils like other sentient constructions have a mind of their own and can act independently.

Note: Lasts four turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight


29) (Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
30) (Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
31) (Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
32) MoM variant
33) Miraak Variant
34) Earth Armour
35) Lightning version of Eye of the Gale ?

36) -Full-
37) -Full-
38) -Full-
39) -Full-
40) -Full-


*like Raiton's Chidori Nagashi to paralyze someone from a distance by carrying the current along the tendrils

*tendrils imbue anything they touch with the trait of hiding in rock. Grab an opponent > pull them into the earth > let go of them > GG ?

*Can also be used to travel around the terrain. Definitely make a variant.

(Doton: Miraaak's Kataki) – Earth Release:
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: This is the brother technique to Earth Release: Miraak's Vengeance. The user will perform two handseals and focus their doton chakra throughout their body before spewing the built chakra in the form of countless seed-like bullets (made of a flimsy and sticky earthen material similar to Rock Scale Slab) into a nearby water source at a considerable speed. After plunging into the water source, they will begin absorbing the surrounding moisture to grow in size and become more flexible. Due to the sheer number of seeds released, this absorption of water will be capable of hollowing out large water sources or at least decrease their total volume significantly. The seeds of earth will grow into ordinary-sized sentient cockroaches equipped with functioning wings and sharp claws. These cockroaches can be used to attack the opponent as one colossal swarm or in smaller groups from multiple directions. They can fly through the air, swim through water, traverse through swamp (due to being made of sticky mud themselves) and freely merge through non-chakra infused earth. Individually a cockroach has virtually no offensive capabilities meaning in order to deal significant harm onto the opponent the user will need to attack using a swarm of roaches. The user can split the roaches into a maximum of eight different swarms (all equivalent in size). The splitting of s

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Requires a Water source
Note: Can only be Taught by Negative Knight
Note: While active the user can only use Doton and non elemental abilities and never above S-Rank.

Armour of roaches to counter radiation and similar things ?
MoM variant or something which is used for advanced underground travel ? May not be necessary.
Can be used to take control of the opponent's body due to manipulation of their clothes ._.

(Raiton: Yuuetsusei no Kyohaku) - Lightning Release: Supremacy of Stella
Rank: C-S
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15-40
Damage points: 30-80
Description: This is the brother technique to Lightning Release: Zeus' Control. The user will focus their lightning chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any inanimate non-chakra infused substances (or anything imbued with the user's own chakra) caught in its reach with the user's raiton chakra. The user will be able to now control said objects or constructs with relative ease through the use of hand gestures (in a similar manner to Lightning Release: Lightning Blades Levitation), either sending them towards a target as a projectile or maintaining focus to guide the direction of the objects. The objects will have a specific aura and color of yellow, with electricity running along the body giving the constructs a certain shock value when it comes to offensive property. With this jutsu, the user is able to take control of a large mass of rock and send it at the opponent or even something as small as a kunai to lift and guide its direction, in attempt to perform stealthy attacks. Any constructs taken over can travel up to long range and the chakra used for this technique will be split between all of the objects/constructs the user decides to take control of. Despite the fact that this jutsu imbues inanimate objects within mid-range with chakra near instantly, the opponent will likely realize a technique has been used due to the yellowish glow the affected objects develop, the hand gestures being made by the user to control the objects and the slight sounds of crackling lightning constructs/objects produce when they're manipulated. Logically, a C-Ranked pulse will only be capable of manipulating small tools such as kunais while an S-Ranked pulse will allow the user to manipulate colossal objects and constructs. The difference between this technique and Zeus' control is, the latter can only be used to take control of the opponent's techniques while this jutsu is used to control one's own techniques and non-chakra infused matter.

Note: Can only be used twice
Note: Can only be Taught by Noni
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical objects/constructs
 
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Noni

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

First of all

35) Lightning version of Eye of the Gale ?
I already made that, like three months ago. I told you I was gonna make it outta your variant I'll show you it later. My main problems with it though is, it ain't as dynamic as the wind version. Since wind can appear almost anywhere from the atmosphere it has more of a stealth like effect. However lightning most of the time either appears out of the body of the user, from storm clouds, or you can channel it underground release a pillar of lightning upward. However I've not seen yet any lightning jutsu where it appears just out of the air. Something wind and water can do really well. Personally I was thinking of making a water type for it so it has a sticky nature which can literally piece em and restrict em slightly, but only to an extent. So I decided to drop that, unless CJ of lightning have appeared where you can materialize it from anywhere then it becomes quite difficult and a simpler but a little bit more dynamic version of WoI.

This was an idea I might do with storm, but storm does not mix well with water (since it has water already) so it would be restricted to like non-chakra infused earth structures and metal like objects, pretty good but not what I really wanted to accomplish from it. Still in the back of my mind whether I want to make it or not.

Anyway lemme see what ya got up there....

(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if reciprocated trait is harmful)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality or they will focus their chakra into an already existing mist to imbue it with this trait. The mist itself will first absorb and then embody the properties of whatever technique used by the opponent it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually by the user through the use of the Serpent handseal, so not all absorbed techniques have to have their effects reciprocated. Leeched traits which may have originally been harmful to the user's body (e.g. toxins, venom, radiation, etc) no longer pose a threat to him/her, as they're now imbued with the user's chakra. However, stolen abilities need to be activated during the same turn they were absorbed or they will become unusable. Not only that, but not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). This absorption will only work on techniques A-Rank and below for elements water is neutral to (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Water Release above A-Rank in the user's same and next turn.
Note: This technique works on KG/CE elements

*Most likely has to be removed
What you tryna accomplish with that part seems weird. Overall I see this idea working with lightning and fire, lightning giving the mist a shocking potency basically anyone unlucky to touch it will be shocked or numbed. And then fire as you mentioned, but that can be a problem, it might absorb the element and turn it hot, but mist is already quite thin any more heat would seem like it can make it evaporate. So I think there needs to be a level on just how hot (rank of the fire) it can be or else it seems like you are stretching the capabilities of a simple mist.

No comment on the roar of dwarves since ya seemed to fix it up well. Also with the other earth tech to follow since we already talked about it.

Armour of roaches to counter radiation and similar things ?
MoM variant or something which is used for advanced underground travel ? May not be necessary.
Can be used to take control of the opponent's body due to manipulation of their clothes ._.
An armor for stuff like that has been done a lot, don't you have something specific for kakazu already? I don't find the underground thing necessary but I did tell you I'm making a earth tech that grants the abilities so chill. Manipulation of their clothes? Why not make it so with every turn they stay on the body of the opponent they harden and absorb chakra, I made caves little creatures that has the property of mud swamp which every turn can absorb the opponents chakra, but that seems generic since I already did it. Idk tbh to what extent you can do something like this.

Hopefully I gave some..."input".
 

Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

New Ideas
Technique which imbues mist with earthen chakra to make it adhesive. The mist then hardens into rock on contact with the opponent.

Technique which opens up a massive fissure in the ground and reduces the surrounding walls into a sticky, mud-like substance. The walls extend countless strands of adhesive earth outwards and these strands either attach themselves to the opposite wall or to one another.

Cylindrical lightning tractor beam from the sky used to move the user, the opponent, techniques or objects. It can be split into multiple other tractor beams but the potency (pulling/lifting power) of the beam decreases the more its split. It reaches the ground at the same speed as Kirin but carries/moves things around at normal speed.

Labyrinth of Shadows
Tarantula's Entanglement - Used for reversals and etc
Eight Legged Fury - Pull in the opponent for a furious volley of alternating high and low kicks.
Bane of the Black Widow -

(Kuro Amimono Gigei: Supida Wana) – Dark Webbed Arts: Tarantula's Entanglement
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (40 if used to attack the opponent)
Description: This technique is primarily designed for reversals. When the opponent moves in for a hit (kick, punch, headbutt, etc), the user will release a fast-moving adhesive stream of threads (travels at the speed of an arrow) towards the attacking limb. The sticky threads will swiftly wrap around and tighten its hold over the targeted body part as soon as it attaches unto it. If used on an opponent on the ground, the user can pull the opponent in to one side, lean to the opposite side and deal a forceful hit in conjunction to this. If used on a mid-air target, the user utilize the previously mentioned application or they can simply exploit the opponent's vulnerability gained from being airborne (e.g. repeatedly spinning them around, systemically slamming them into the ground over and over).

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight

(Kuro Amimono Gigei: Hatsu Kakyaku Kyouran) – Dark Webbed Arts: Eight-Legged Fury
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user shoots out a sticky stream of dark threads from both of his wrists, sending the threads towards the opponent’s body. Once the threads attach to the opponent, he rapidly retracts the threads causing them to rappel towards the opponent in mid-air. Using his unique body structure, Kakuzu extends both of his feet forwards in order to forcefully strike into the opponent's chest region and knock them backwards onto the floor.


The user will shoot out a stream of threads from either or both of their wrists towards their intended target. After the threads attach to the opponent, the user will pull themselves in before engaging them in a frenzy of high and low kicks (total of eight) alternating between both of the user's legs. The kicks will not be focused around any single region of the opponent's body but instead dealt in a sporadic manner to every region of their body.

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight

(Kuro Amimono Gigei: Hatsu Kakyaku Kyouran) – Dark Webbed Arts: Bane of the Black Widow
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40 (+100 chakra per turn to user)
Damage Points: 80
Description: The user makes contact with the opponent with either of his hands and releases a sticky stream of spiked threads from his palms or fingers in order to attach the opponent's body on this. The released threads will simulatenously burrow into the victim's body before spreading and propagating through it, the onyx-coloured tendrils branching out in every direction but avoiding any vital locations in the process. The threads then erupt from opponent's limbs and wrap around the entirety of their body in order to restrict his/her's mobility. The dark threads seem to be almost symbiotic in nature, clinging to the opponent with greater force the more they resist and struggle against the technique. As the webbed cocoon forms, Kakuzu begins to drain his victim's chakra so to deplete their vitality and restore his own.

(Kuro Amimono Gigei: Kyousou Tounyuu) – Dark Webbed Arts: Gallantry of Goliath
Rank: A-S
Type: Offensive
Range: Short-Mid
Chakra Cost: 30-40
Damage Points: 60-80
Description: The user shoots out a sticky stream of dark threads from both of his wrists, sending the threads towards the opponent’s body. Once the threads attach to the opponent, he rapidly retracts the threads causing them to rappel towards the opponent in mid-air. Half way through their flight, the user vaults over the opponent’s position, using their body as a pivot to do so. Immediately after landing on the ground, the user conjures up all of their upper body strength to lift the opponent’s body from behind their back and forcefully slam their body into the ground directly in front of the user. Alternatively, this can also be used upon the opponent's solid, projectile-type techniques (such as Rock Scale Slab or Stone Golem). Instead of forcefully slamming the projectile upon the ground to destroy it, Kakuzu can throw the opponent's own technique back towards them.
(Raiton: ) - Lightning Release: Levitation of Lux
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will focus their lightning chakra into the sky in order to accumulate storm clouds. These storm clouds will immediately release a cylindrical beam of non-damaging lightning which reaches the ground at the same speed as Kirin. This beam of lightning will act as a tractor beam and anything within the confines of its cylindrical walls will be carried upwards (in a similar manner to Lightning Release: Lightning Blades Levitation). As a result, this technique can be used on oneself's as an evasionary measure or on the opponent to locate them elsewhere. It can also be used to carry around objects and techniques before depositing them in another location. While the beam reaches the ground virtually instantly, it carries/moves people and objects at normal speed. Instead of a single beam, this technique can be used to create multiple tractor beams but the potency (pulling power) of the beam decreases the more its split. Naturally, the beam will lift heavier beings/objects (such as large boss summons or the Greater Stone Golem) more slowly than it does lighter ones.

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Cylindrical lightning tractor beam from the sky used to move the user, the opponent, techniques or objects. It can be split into multiple other tractor beams but the potency (pulling/lifting power) of the beam decreases the more its split. It reaches the ground at the same speed as Kirin but carries/moves things around at normal speed.
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Doton: Igi no Oberisuku) - Earth Release: Majesty of the Monolith
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra cost: 50 (+10 chakra to every earth technique used) (-10 chakra per turn active)
Damage points: N/A (+20 damage to Earth techniques used) (-40 damage after use)
Description: The user will focus his doton chakra throughout his body before entering a mode exclusive to those who have mastered Earth to the highest degree. His skin will darken as its hardened to a diamond-like quality and a layer of sturdy rock will form over him. Aside from his defensive capabilities being pushed to their utmost limits, entering the mode grants the user a plethora of abilities. The user becomes capable of blending through all of forms of earth (rock, swamp, mud, dust and anything else encompassed in Doton Release). This means the user can pass through any earth devoid of chakra, all of the one's own earth techniques and doton techniques of the opponent's that are weaker than the user's own. While the user is partially or completely merged with the earth, he can feel what's happening on the surface (similar to Earth Release: Hiding in a Mole Technique). The main ability of the mode is that the user becomes capable of using all earth techniques without the need for direct contact with the earth being manipulated. This ability is achieved due to the fact the user is able to diffuse his doton chakra through any tangible (metal, crystal, etc) or semi-tangible (water, swamp, etc) medium in order to utilize earth techniques which can only be created through direct contact with the ground. With this active, they user can make use of the earth at the bottom of water/swamp sources as well as bypass techniques which restrict usage of the earth. However while this technique is active, the user can only use earth and non-elemental abilities. This leaves the user vulnerable to elements stronger than earth but this weakness is alleviated by the fact the mode increases the potency (and subsequently the scale) of the user's doton techniques by one rank (+20 damage) and in the case of Forbidden Ranks, this damage boost puts the user's doton on par with Forbidden Ranks of stronger elements (e.g. the user's forbidden earth can neutralize forbidden lightning).

Note: Lasts four turns
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: Can only use earth and non-elemental abilities while this is active
Note: Can only be used by those with a primary earth specialty
Note: No earth techniques for two turns after deactivation
Note: No long handseal sequences (longer than three) for two turns after deactivation

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight

(Raiton: Yuuetsusei no Kyohaku) - Lightning Release: Supremacy of Stella
Rank: C-S
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15-40
Damage points: 30-80
Description: This is the brother technique to Lightning Release: Zeus' Control. The user will focus their lightning chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any inanimate non-chakra infused substances (or anything imbued with the user's own chakra) caught in its reach with the user's raiton chakra. The user will be able to now control said objects or constructs with relative ease through the use of hand gestures (in a similar manner to Lightning Release: Lightning Blades Levitation), either sending them towards a target as a projectile or maintaining focus to guide the direction of the objects. The objects will have a specific aura and color of yellow, with electricity running along the body giving the constructs a certain shock value when it comes to offensive property. With this jutsu, the user is able to take control of a large mass of rock and send it at the opponent or even something as small as a kunai to lift and guide its direction, in attempt to perform stealthy attacks. Any constructs taken over can travel up to long range and the chakra used for this technique will be split between all of the objects/constructs the user decides to take control of. Despite the fact that this jutsu imbues inanimate objects within mid-range with chakra near instantly, the opponent will likely realize a technique has been used due to the yellowish glow the affected objects develop, the hand gestures being made by the user to control the objects and the slight sounds of crackling lightning constructs/objects produce when they're manipulated. Logically, a C-Ranked pulse will only be capable of manipulating small tools such as kunais while an S-Ranked pulse will allow the user to manipulate colossal objects and constructs. The difference between this technique and Zeus' control is, the latter can only be used to take control of the opponent's techniques while this jutsu is used to control one's own techniques and non-chakra infused matter. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). If the user leaves the area mid-range around where the pulse was first released before taking control of a construct, he/she will become incapable of putting this jutsu into effect.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical objects/constructs


Chakra Drain Infusion - Drains chakra from people or weakens techniques or absorbs chakra from techniques entirely

(Suiton: Shuushou no Getsuei) - Water Release: Sorrow of Selene
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra cost: 30 (+10 chakra cost to water-based techniques if imbued)
Damage points: N/A (-10 damage to opponent's techniques)
Description: This is the sister technique to Earth Release: Scales of Judgement. The user will activate an ability which allows them to infuse earth chakra into their own water-based techniques (KG/CE variants included e.g. Rain, Ice, etc) for the following three turns. This ability essentially allows techniques used by the user to exhibit a degree of chakra draining properties.

-Can weaken opponent's techniques by 10
-Absorbs chakra equal to the chakra used to utilize the technique (e.g. 15 for a C-Rank)

Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another water-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

Ideas
Creates a clone/earth-like creature from the ground or any earth that contains the user's chakra. Can freely blend through earthen materials or something

Create it from dropping Lid and it uses added weight
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Boukun no Mokushi) - Tyrants of the Apocalypse
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: Short
Chakra: 50 (-20 chakra per turn)
Damage: N/A (-40 damage to user) (+20 damage to physical attacks)
Description: Using the abilities of the Earth Grudge technique, Kakuzu will utilize his dark threads to transform his body into a monstrous version of a chosen human/animal hybrid which will have two of the masks the user has manifested upon its head as its face. The two chosen masks and his main heart (Earth) will become the only basic elements usable by Kakuzu whilst he's in this form, severely limiting his arsenal but in turn greatly heightening his offensive and defensive power. Both elemental affinities of the masks positioned on his face can be used in conjunction as well as individually. The two prohibited elemental hearts/masks simply remain idle in the body and cannot be used or accessed in any shape or form. They cannot be released and CE elements which they're a part of cannot be used. Much like all threaded creatures, whilst in this form the user is capable extending and retracting their limbs as well as regenerating any and all lost limbs (except the head). The threads which make up the armour are intricately and tightly interwoven to make for a very formidable defense. As a result, the user becomes immune to all A-Rank and below techniques and any such damage sustained (from A-Ranks and below) will be momentary at best as the armour will immediately begin repairing itself. The threads which make up the armour will undergo a continuous regenerative process of growth, with the growth of new threads replacing the old ones, causing them to be shed the moment new threads manifest themselves. As a direct result, the user will become extremely resistant to attacks which seek to burn, decay, cut or mutilate the user as a mass of threads will simply grow in their place and in effect undo any damage damage afflicted to the user. The continuous process of shedding of threads means the user is almost impossible to burn whilst they're in this form, as the affected threads will be shed almost immediately, carrying away the flames in the process. Each transformation can optionally be combined with one of the basic five elements to unlock an array of possibilities depending on the chosen nature (the chosen element must be one of the three the user has been restricted to). The infusion of earth chakra will harden and darken the threads (in a similar manner to Earth Release: Earth Spear). The infusion of water chakra will grant the threads adhesive properties, negate the effectiveness of Taijutsu/Kenjutsu which involve physical interaction and the chassis will become virtually impervious to burning. The infusion of lightning chakra will electrify the threads to the extent they gain paralyzing capabilities similar to those exhibited in Chidori Nagashi. The infusion of wind chakra will insulate the threads, create a minor repulsion effect (preventing the user from being hit from physical Taijutsu/small scale attacks) and allow the user to levitate off of the floor. The infusion of fire chakra will coat the armour in a layer of flame which prevents anyone from coming into contact with the user. The fire possess a protecting coating of chakra which ensures the threads don't burn, similar to how one can create an armour of fire yet remain unburnt. In the case of an element being infused, the user becomes immune to techniques S-Rank and below of elements its strong to, immune to A-Rank and below techniques of neutral elements and immune to B-Rank and below techniques of elements its weak to. After this technique ends, the user cannot use the two elements of the masks they used in the transformation (or any CEs which include them) for two whole turns. The damage the user takes due to this technique manifests itself in the form of fatigue and sore limbs for two turns after this technique ends. Regeneration of lost limbs counts as one of the user's three jutsu per turn, can happen a maximum of two times and the threaded replica will be capable of molding chakra and performing handseals/techniques.




Note: Lasts for four turns
Note: Can only be used once per battle
Note: Can only be used by Negative Knight
Note: No Forbidden Rank techniques while this is active
Note: Can only be used if all alive masks are inside of Kakuzu's body
Note: CE elements composed of the unrestricted elements can still be used
Note: This only restricts the user's elements (nin, gen, tai, etc can still be used)
Note: No S-Rank or above Dark Threads techniques for two turns after this technique has been deactivated
Note: No long handseal sequences (longer than three) for two turns after this technique has been deactivated

Earth, Fire, Wind, Sulphur - Counters Water, Lightning, Wind - Weak to Fire and Earth - Chassis of Fire or Earth

Earth, Lightning, Fire - Counters Water, Earth, Wind - Weak to Fire and Lightning - Chassis of Earth

Earth, Water, Lightning - Counters Water, Fire, Earth - Weak to Wind and Lightning - Chassis of Earth

Earth, Wind, Lightning - Counters Water, Lightning, Earth - Weak to Fire and Wind - Chassis of Earth

Earth, Water, Wind - Counters Water, Fire and Lightning - Weak to Earth and Wind - Chassis of Earth or Wind

(Jiongu: Masuku Kidousei) Earth Grudge Fear: Masked Cavalry
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Instead of performing an elemental jutsu from his own mouth, Kakuzu will cause one of his masks to reach out from his back or protrude from either of his hands (without detaching from his body) and perform the technique on his behalf. Though a very basic technique, this jutsu allows for fluid combination attacks as along with his mask, Kakuzu is capable of performing his own technique. He has already shown the ability to use multiple elemental natures at once using the masks in his body in techniques such as Earth Grudge Fear: Final Shot. Alternatively, this jutsu can be used to perform techniques when user is immobilized by an electrical current, a constricting substance, a paralyzing genjutsu and etc. This technique doesn't add any damage nor does it add any range to any jutsu used in conjunction with it. Using this technique is near instant, meaning it doesn't consume any time whatsoever.

Note: Can only be Taught by
Note: Can only be used three times per battle
Note: This jutsu can't be used on its own and must be used with another technique
Note: This jutsu is a passive maneuver and does not count towards the user's three jutsus per turn

29) Caelus
30) Dwarves
31) Mora
32) Cesspool
33) CW Custom
34) Sorrow
35) Scourge

Ideas for final two spots: CW custom, Dark Brotherhood, Sorrow of Selene, Scourge of the Sky

Give Aeolus and three Grudge fear customs to co-creators.

(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-80)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques (used by him) which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a Forbidden Rank would inflict 90 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time. If the user is within the radius of the technique, he will also be affected by the earthquake.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.
Note: Can only be used on S-Rank and below Earth techniques
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♠ Approved ♠
I believe this goes in hand in hand with an Earth jutsu and can not be activated for an already created one without this effect, correct?
(Doton: Igi no Oberisuku) - Earth Release: Majesty of the Monolith
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (+10 chakra cost to every earth technique used)
Damage points: N/A
Description: This technique is the brother technique to Earth Release: Scales of Judgement. The user will activate an ability which will make him capable of using all earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns without the need for direct contact with the earth source being manipulated. This ability is achieved due to the fact the user is able to diffuse his chakra through any tangible (metal, crystal, etc) or semi-tangible (water, swamp, etc) medium in order to utilize earth-based techniques which can only be created through direct contact with the ground. With this active, they user can make use of the ground at the bottom of water/swamp sources as well as bypass techniques which restrict usage of the earth. An example of this jutsu in action would be the user slamming his hands on the surface of a water source and using the Greater Moving Earth Core technique to create a drainage system at the bottom by lowering the earth residing directly below the water. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

(Doton: Igi no Oberisuku) - Water Release:
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (+10 chakra cost to every earth technique used)
Damage points: N/A
Description:

Lightning tech that imbues everything within mid-range with a positive charge. The user then proceeds to release negatively charged waves to repel everything that contains this raiton chakra.

(Raiton: Hyoukyo no Cronos) – Lightning Release: Bane of Cronos
Rank: S
Type: Offensive/Supplementary
Range: Short/Mid
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A (80 Damage if used to attack the opponent)
Description: The user will focus their raiton chakra throughout their body before releasing it outwards to generate a creature (known as a lurker) purely constructed of a plasma-like energy (Similar to Lightning Release: Plasma Ball) within short-range of their position. The creature's body will be covered in writhing tentacles which can be extended at will (up to Mid-range) to impale, constrict or entangle the opponent. These tentacles will numb (hinder movement) on momentary contact and paralyze with more prolonged contact. A special property possessed by the lurker is its natural capability to "control" its conductivity and ability to diffuse into non-insulating mediums. The creature can tread on any type of terrain or surface (Earth, Water, Swamp, etc) without interacting with it as well as endure any weather conditions (Rain, Snow, Hail) without being affected by it. This isn't to be confused as immunity to Earth, Water and other solid elements, but simply just a lack of electrical interaction (e.g. not short-circuiting despite direct contact with water). Taking this level of bodily control further, it can even freely diffuse into solid, conductive mediums (any medium which can conduct electricity) and re-emerge anywhere on the same medium within mere moments. However, after diffusing and attempting to resurface, the process of reforming is by no means instantaneous. The creature will have to re-shape its body into its previous state, which will inevitably produce loud crackling sounds, altering the opponent to the lurker's presence and thus granting them a window of opportunity to react. Despite possessing a certain degree of solidity, the tentacles are flexible enough to be used to re-shape and reform the creature's body, albeit to a limited degree. The lurker is capable of arranging its tentacles to form basic constructs, tools and weapons e.g. spikes, swords, shields, lances, tridents and etc. These constructs can never be larger than the lurker itself.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Better
Note: No other S-Rank or above Lightning in the user's same and next turn
Note: The lurker can only extend its tentacles every two turns
Note: The extension of tentacles is equal to an S-Ranked attack and counts towards the user's jutsu limit per turn
 
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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Doton: Gansaku Furagumente-shon) - Earth Release: Faux Fragmentation
Rank: B
Type: Supplementary
Range: Short - Long (Short Range contact ; Long Range control)
Chakra Cost: 30 (+10 chakra cost per object)
Damage Points: N/A
Description: This is the sister technique to Water Release: Aquatic Touch and Earth Release: Structural Shift. The user will make direct contact with small object(s) before focusing their doton chakra directly into their intended target. Through the use of this chakra, the user will apply a process similar to the one employed in its water counterpart but instead of converting the object into water, it will be changed into a cloud of dust particles (Similar to the one created in Earth Release: Dust Wall Technique). The lightweight dust cloud will be freely suspended in air and its movement can be governed by the user through the use of simple hand gestures. Once the cloud reaches the user's intended destination, he/she can cease their control over it and force it to revert to its original state. While this jutsu requires direct contact, the reach of its effects can span up to short-range (maximum dimensions of the objects can be 5x5). The size of the dust cloud is directly proportional to the size of the object/structure converted. If used on multiple objects, the total amount of chakra used for this technique will be equally divided up between the amount of infused objects. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Negative Knight
Note: Can be used on more than one object/structure (as many as the user can hold or touch at once during the infusion process)
Note: If the path of the cloud is ceased or interrupted by opponent, the user loses control over it and the object reverts to its previous state.



Removed everything about transparency and remained true to the technique this jutsu is based on (invisibility).

(Ninjutsu: Ooi no Kumori) – Ninja Art: Shroud of Shadows
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques used)
Damage Points: N/A
Description: This is the daughter technique to the Hiding in Camouflage technique. The user will activate an ability which allows them to control how light is reflected around their own techniques for the next three turns. This is done to remove the visibility of a technique entirely. Making techniques invisible will force the opponent to counter them through the use of their other senses (e.g. feeling the heat resonating from fire-based techniques or the vibrations produced by the surfacing of earth techniques). The user will benefit as he/she will be capable of seeing through their own techniques, meaning jutsus which sever the line of sight will no longer be risky to use e.g. erecting a defensive wall of earth. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another jutsu. This technique can only be used on techniques which can normally be perceived through the use of at least one other sense (excluding touch unless the technique is non-offensive and does not deal any damage). This means under normal circumstances the opponent should still be capable of perceiving the technique without incurring any sort of damage. The usefulness of this ability can be entirely negated by those with special vision or sensory skills.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

Watatsumi Ryoushi | Sea Slayer
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Sea Slayer is a legendary sword, with the blade being constructed from most porous blue pearls on the planet. Traditionally, the prodigy Hozuki of every generation is bestowed with the sword, imbuing their chakra into the sword before taking ownership so that the sword becomes more potent for every successive generation it’s passed down to. Over time, the continuous infusion of chakra into the sword, caused it to become almost symbiotic to Hozuki chakra, feeding off its user’s chakra and eventually gaining the Hozuki trait itself, allowing for it to far surpass any weapon in the history of the clan. Over generations the sword became far too gluttonous for Hozuki chakra, consuming certain hosts whole by feeding off the moisture in their bodies. Only the truly daring now attempt to wield this blade, even then it must be held in moderation to prevent similar circumstances from occurring.

Abilities
-The sword has the chakra of generations of Hozuki clansmen stored within it, thus granting it the ability to utilize their clan’s trait, making it capable of liquefying at any time the user chooses. This is a passive maneuver.

-The weapon can endure extreme pressures but can be broken by other means. However, once broken if the sword comes into contact with water it will simply reform. This is a passive maneuver.

-The sword can reshape itself while in water form. The sword can take on the form of more linear constructs (e.g. swords, pitchforks, tridents and other basic weapons) or even more advanced ones (e.g. umbrellas, spades and etc) for more applied uses. It can even use this ability to extend protrusions from the blade or hilt e.g. spikes or tendrils. This is an A-Rank technique.

-Due to the sword being capable of liquefying, it can grow in size when exposed to any form of water. This is an A-Rank technique.

Restrictions
-The Sword can only be wielded for five turns
-Can only be Taught by BlackCrow
-Whilst wielding the blade the user is unable to use Fire Release Techniques (or KG/CE variants)
-Lightning Release Techniques do 20 extra damage against the user whilst wielding the blade
-The sword is not sentient but naturally feeds off moisture to maintain itself
-The sword requires a constant supply of chakra when being held to maintain its regular level of moisture and so a steady chakra cost every turn.
-Reshaping or growing in size both count towards the user's jutsu limit per turn and can only be used a maximum of three times per battle

(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is half the size of the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. In terms of attacking the opponent, the tendrils can be used offensively but cannot be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. The real special ability of these tendrils is their capability to act as a medium for the use of certain techniques. Attaching at least one tentacle to the user and one onto the opponent can replace the conventional need for the requirement of direct contact, meaning the user can utilize techniques such as the Added/Light Weight techniques on the opponent from a distance. The effects of the technique are carried along by the tendrils and "deposited" on whoever/whatever happens to be in contact with any of the tendrils. This transmission happens at such a speed that its as if the user is in direct contact with the opponent. This technique's use isn't restricted to Earth Release but can be used upon compatible jutsus of other elements or even on non-elemental abilities like the chakra absorption technique (in this case the stolen chakra is then transmitted along the tendrils and returned to the user). The tendrils can not transmit the effects any techniques that are offensive in nature directly onto the opponent. The tendrils can only carry the effects of earth techniques and non-elemental abilities. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. The tendrils like other sentient constructions have a mind of their own and can act independently.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight

(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's speed to the extent, normal speed projectiles will become barely trackable blurs to Non-doijutsu users while faster techniques (already barely trackable to the human eye) will become too fast to be seen at all. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an add level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the speed enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques (unless the imbued technique is also of the Wind nature) e.g. Wind/Earth, Wind/Water or Wind/Fire.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses

Get Venom to submit:
-Levitation of Lux (maybe)
-Auriel's Bow
-Subterranean Marsh Dragon

-Make a multi-element tech for Kakuzu (which is like a 5 in 1)

-Fix Manji Fly by creating a wind rope to keep a hold of the rotating sword.

-Finish making Sorrow of Selene and Danzo's tech

-Make the CW technique and if it gets declined make Dark Transfiguration.

-Make technique which infuses clothes with chakra to make it suitable for stealth or get someone to make it as a CW.

-Maybe make Evil Incarnate (Page 4 of this thread)

-Ray technique which summons a rain of venom?

-Maybe make Blast Furnace (Page 3)

-Try Forced Reintegration lol

-Try Masked Grotesque Rebirth but include an aspect of cloning/transformation to make it feasible.

-Make more sulphur techniques

-Make a variant of Sweat of the Bloated Pig. Utilizes oily water and/or augments one's own techniques.

Update:
Retractive Limbs
Dark Threads Clone
Masked Dragon
Aquatic Touch
Surging Flare (make it better)
Royal Siege
Elemental Infusion (to add Fire and Lightning)
Stalactite Surge
Slime Ensnaring Tongue
Vengeous
Miraak's Vengeance
 
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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)



Removed everything about transparency and remained true to the technique this jutsu is based on (invisibility).

(Ninjutsu: Ooi no Kumori) – Ninja Art: Shroud of Shadows
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques used)
Damage Points: N/A
Description: This is the daughter technique to the Hiding in Camouflage technique. The user will activate an ability which allows them to control how light is reflected around their own techniques for the next three turns. This is done to remove the visibility of a technique entirely. Making techniques invisible will force the opponent to counter them through the use of their other senses (e.g. feeling the heat resonating from fire-based techniques or the vibrations produced by the surfacing of earth techniques). The user will benefit as he/she will be capable of seeing through their own techniques, meaning jutsus which sever the line of sight will no longer be risky to use e.g. erecting a defensive wall of earth. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another jutsu. This technique can only be used on techniques which can normally be perceived through the use of at least one other sense (excluding touch unless the technique is non-offensive and does not deal any damage). This means under normal circumstances the opponent should still be capable of perceiving the technique without incurring any sort of damage. The usefulness of this ability can be entirely negated by those with special vision or sensory skills.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

✦ Pending, leaving for Typhon ✦

☼ Declined ☼

I'm still having a very difficult time believing this can ever be approvable. There are way too many techniques out there both canon and custom to think there aren't at least a few that will be completely OP if made invisible. On top of that what you think can be normally perceived through the use of another sense might not be the same as the person you're fighting, or a mod checking, which can only lead to arguments. I'll give you one more shot at it, but I'm skeptical of this having any hope.
Removed everything on being able to perceive the jutsu through other senses

(Ninjutsu: Ooi no Kumori) – Ninja Art: Shroud of Shadows
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques used)
Damage Points: N/A
Description: This is the daughter technique to the Hiding in Camouflage technique. The user will activate an ability which allows them to control how light is reflected around their own techniques for the next three turns. This is done to remove the visibility of a technique entirely. Making techniques invisible will force the opponent to counter them through the use of their other senses (e.g. feeling the heat resonating from fire-based techniques or the vibrations produced by the surfacing of earth techniques). The user will benefit as he/she will be capable of seeing through their own techniques, meaning jutsus which sever the line of sight will no longer be risky to use e.g. erecting a defensive wall of earth. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another jutsu. This means under normal circumstances the opponent should still be capable of perceiving the technique. The usefulness of this ability can be entirely negated by those with special vision or sensory skills. This jutsu can only be used on defensive, supplementary and defensive/supplementary techniques. This means that techniques which seek to inflict damage in any sort of way cannot be made invisible through the use of this jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

(Doton: Sougishiki no Gouyoku) - Earth Release: Awakening of Avarice
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform the Boar -> Serpent handseal sequence before focusing their doton chakra into the ground in order to create a gargantuan dragon-like creature composed entirely of rock from the earth below. The dragon (known as Smaug the Avaricious) is similar to Deidara's C2 Dragon in both size and dimensions, granting it the perfect form for a balance between dwarfing most opponents and fluid aerial maneuverability. He is also sentient and so is capable of acting independent from his creator. Due to his structure (namely his wings), Smaug possess the innate ability of flight and as such is capable of soaring through the air at a respectable speed despite his mountainous size. Smaug possess two abilities aside from flight known as "Molten Gold" and "Diamond Duststorm" respectively. The first being his ability to transform part of his interior into a sticky, flammable mud-like substance which he can expel from his mouth. The mud can be released as a continuous stream or fired in the form of projectiles. On contact with anything (except fire), the mud will harden into rock and become a permanent change to the landscape. If used in conjunction to a fire-based technique, the mud will ignite and fuel the flames as the two coalesce into a calamitous combination on colossal proportions. The dragon's second ability is that it can shed earthen debris from its entire body at will and whip up a formidable dust storm by flapping its wings while doing this. This dust can be used to empower techniques (Fire, Wind and similar elements e.g. Scorch or Sulphur), particularly by augmenting it's abrasiveness or in the case of Water it's erosiveness. Both abilities of the dragon are usable three times per battle, are A-Rank in strength, supplementary in nature and count towards the user's moves per turn. They both increase the damage of compatible techniques by 20 when the two jutsus fuse/combine.

Note: Lasts three turns
Note: Can only be used once per battle
Note: Can only be taught by Negative Knight
Note: No other S-Rank or above Doton in the user's same or next turn

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(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♠ Approved ♠
I believe this goes in hand in hand with an Earth jutsu and can not be activated for an already created one without this effect, correct?
(Doton: Furaito no Jutsu) - Earth Release: Flight Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn to maintain)
Damage points: N/A
Description: This technique grants the user the ability to fly by lightening his weight severely through the use of Earth Release and using his chakra to move around in the air at high speeds with ease. Onoki showed that its also possible to transfer this technique to others through physical contact with them for an unspecified amount of time.
Note: Can only be used by the first Tsuchikage, Onoki and Mu bios
(Doton: Setsunateki Mujuuryoku) – Earth Release: Ephemeral Ethereality
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to earth-based techniques)
Damage Points: N/A (Reduces damage of affected techniques to zero while they're weightless)
Description: This technique is the daughter technique to Earth Release: Flight Technique and sister technique to Earth Release: Scales of Judgement. After observing the adept use of weight alteration to achieve flight, Kakuzu experimented with the same concept. While he could not replicate the self-induced flight of the Tsuchikages, he succeeded in applying this aerial capability to his earth-based techniques in order to defy gravity (achieving this by taking the mechanism used in Scales of Judgement one step further). The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns. This ability essentially allows earth-based techniques utilized by the user to be created with the ability of levitation and flight by reducing their weight to zero. Consequently, this means the affected technique(s) will lose their capability to inflict damage but this is counteracted by the fact the user can restore a technique's weight at will by clapping his hands together. Through simple hand gestures, the user can govern the flight of his/her earth techniques as long as they're weightless. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

(Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
Note: Does not enhance speed of projectiles/techniques
Note: Only amplifies cutting capabilities of solid or liquid constructs
Note: Does not affect Fire or Wind-based techniques
Note: Portal of wind can be created a maximum of ten meters away from the user

X-Pending-X For scorps

________________________________________________
 Approved  Interesting. I trust you won't abuse it.
(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. The user will focus their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's speed to the extent, normal speed projectiles will become barely trackable blurs to Non-doijutsu users while faster techniques (already barely trackable to the human eye) will become too fast to be seen at all. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an add level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the speed enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques (unless the imbued technique is also of the Wind nature) e.g. Wind/Earth, Wind/Water or Wind/Fire.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses

✦ Declined, colored is too vague to allow and doesn't make much sense either. If something is sent through a tunnel that has, say, a massive powered windmill at the end that generates 50 mph speeds, then things going through it would be sped up to 50 mph at the max. You need a clearly defined max speed. Actually, just a speed that anything going through this will possess because that wording will lead to later issue over what moves how fast. Also, if fire passes through the wind, then it wouldn't be a wind + fire combo, but rather an empowered fire jutsu. ✦
(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. The user will focus their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. Anything that travels through the portal will henceforth move at the speed of an arrow. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an add level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the speed enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques (unless the imbued technique is also of the Wind nature or Fire nature) e.g. Wind/Earth or Wind/Water.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses

(Katon/Sulfuron: Izumi no Kasai) - Fire/Sulphur Release: Fountains of Volcanus
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Kakuzu causes his Katon mask to reach out from his right palm and uses it to generate a scorching ball of fire from his mouth. Simultaneously, he conjures a small, highly condensed orb of gaseous sulphur in the gap from his left palm, so the two spherical manifestations are facing one another. The orbs are no sooner thrust skyward (the sulphur one first and the ball of fire following) and sent towards the bodies of moisture residing above. On reaching the sky, the sphere of volcanic gas compresses in on itself before furiously bursting outwards into a violent maelstrom of sulphur which engulfs the atmosphere. The volcanic gas spreads across the sky in order to vaporize all of the nearby water sources (e.g. clouds) and in doing so purges any precipitation such as rain or snow. Virtually instantly, the fiery sphere collides with sulfurous blanket, ignites the flammable gas and paints the sky a vibrant yellow colour. This burning of sulphur in air will give rise to a sickly mist of sulfurous gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water and by extension, the fire a distinct corrosive quality. Through the use of a single handseal, the user can shape the

before sending down a meteor shower of fire, aflame water and scalding water vapor.

Note: Counts as two moves
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Sulphur techniques above A-Rank in the user's same turn
Note: Can also be used with the aid of a clone or ally.

(Mueton: Otakebi no Pangea) – Coal Release: Roar of Pangea
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A (+20 damage to heat-based elements)
Description: The user will expel a copious quantity of debris-sized coal from their mouth to augment the destructive power of a previously used technique (e.g. a fireball). The coal will coalesce with the released technique in order to increase its potency by acting as additional fuel or making it deadlier by amplifying its abrasive capabilities. When combined with Sulphur Release, the coal will ignite and subsequently the volcanic gas will be set ablaze. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and trioxide) which will fuse with the surrounding air moisture as its produced, giving it a distinct corrosive quality.

The cloud of carboniferous debris will be used virtually in conjunction to the user's last technique (in a similar manner to Wave of Inspiration), allowing the two jutsus to be chained together seamlessly.



(Kuro Amimono Gigei: Kyousou Tounyuu) – Dark Webbed Arts: Gallantry of Goliath
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user shoots out a sticky stream of dark threads from both of his wrists, sending the threads towards the opponent’s body. Once the threads attach to the opponent, he rapidly retracts the threads causing them to rappel towards the opponent in mid-air. Half way through their flight, the user vaults over the opponent’s position, using their body as a pivot to do so. Immediately after landing on the ground, the user conjures up all of their upper body strength to lift the opponent’s body from behind their back and forcefully slam their body into the ground directly in front of the user. Alternatively, this can also be used upon the opponent's solid, projectile-type techniques (such as Rock Scale Slab or Stone Golem). Instead of forcefully slamming the projectile upon the ground to destroy it, Kakuzu can throw the opponent's own technique back towards them.

(Doton: Sougishiki no Gouyoku) - Earth Release: Awakening of Avarice
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform the Boar -> Serpent handseal sequence before focusing their doton chakra into the ground in order to create a colossal dragon-like creature composed entirely of rock from the earth below. The dragon (known as Smaug) is sentient and so is capable of acting independently. Due to his structure (namely his wings), Smaug possess the innate ability of flight and as such is capable of soaring through the air at considerable speeds despite his mountainous size. Smaug possess two abilities aside from flight. The first being his ability to transform his interior into a sticky, flammable mud-like substance which he can expel from his mouth. The mud can be released as a continuous stream or fired in the form of projectiles. On contact with anything (except fire), the mud will harden into rock and become a permanent change to the landscape. The dragon's second ability is that it can shed debris from its entire body and whip up a formidable dust storm by flapping its wings while doing this. This dust can be used to empower techniques (Fire, Wind and similar elements e.g. Scorch or Sulphur), particularly by augmenting it's abrasiveness or in the case of Water it's erosiveness. Both abilities of the dragon are usable three times per battle, are A-Rank in strength, supplementary in nature and count towards the user's moves per turn (except on the turn he's created). They both increase the damage of compatible techniques by 20 when the two jutsus fuse/combine.

Note: Lasts three turns
Note: Can only be used once per battle
Note: Can only be taught by Negative Knight
Note: No other S-Rank or above Doton in the user's same or next turn

(Doton: Setsunateki Mujuuryoku) – Earth Release: Ephemeral Ethereality
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to earth-based techniques)
Damage Points: N/A
Description: This technique is the daughter technique to Earth Release: Flight Technique and sister technique to Earth Release: Scales of Judgement. After observing the adept use of weight alteration to achieve flight, Kakuzu experimented with the same concept. While he could not replicate the self-induced flight of the Tsuchikages, he succeeded in applying this aerial capability to his earth-based techniques in order to defy gravity. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns. This ability essentially allows earth-based techniques utilized by the user to be created with the ability of levitation and flight by reducing their weight to zero. Consequently, this means the affected technique(s) will lose their capability to inflict damage but this is counteracted by the fact the user can restore a technique's weight at will by clapping his hands together. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

(Jiongu: Akumu no Yabun) – Earth Grudge Fear: Nightmares of Nyx
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50 (-20 chakra per turn)
Damage Points: N/A (-40 damage after use)
Description: Kakuzu will channel his chakra throughout the dark threads within his body, to continuously rearrange the position's of his masks, and the spots in which they reside. This causes a massive disturbance in the user's chakra system, making this technique capable of even dispelling Genjutsu techniques of the highest caliber. Any illusionary techniques the user was once under the effect of will systemically be broken, the moment the user activates this jutsu, regardless of the rank of the genjutsu technique. This happens due to the body undergoing a process of sporadic alterations, making their chakra system too unstable to sustain the effects of any foreign chakra residing in the body. As long as this jutsu is active, any genjutsus cast on the user will be instantly broken and any continuous genjutsus acting will rendered useless until this jutsu is manually deactivated. To an outside observer, the user's upper body will appear to shift and contort in a random manner, but otherwise this technique has no visible effects. However, this technique is a very double-edged sword as they user cannot perform any Genjutsus whilst this technique is active. Nor can they create any clones or release any masks while this is active.

Note: Lasts for four turns
Note: Can only be used once per battle
Note: Does not work on MS level Genjutsu

✦ Declined, not being able to perform genjutsu is hardly a valid drawback for this Forbidden ranked jutsu. Your chakra system is constantly changing sporadically, why would that have any effect on placing another person in a genjutsu? Since the chakra system is constantly in flux, a restriction that would make sense is one that causes damage/prevents you from using something due to this fluctuation. No S or F ranks makes while this is active makes more sense than no gens, it just seems like a way to prevent being caught by one. ✦
(Jiongu: Akumu no Yabun) – Earth Grudge Fear: Nightmares of Nyx
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50 (-20 chakra per turn)
Damage Points: N/A (-40 damage after use)
Description: Kakuzu will channel his chakra throughout the dark threads within his body, to continuously rearrange the position's of his masks, and the spots in which they reside. This causes a massive disturbance in the user's chakra system, making this technique capable of even dispelling Genjutsu techniques of the highest caliber. Any illusionary techniques the user was once under the effect of will systemically be broken, the moment the user activates this jutsu, regardless of the rank of the genjutsu technique. This happens due to the body undergoing a process of sporadic alterations, making their chakra system too unstable to sustain the effects of any foreign chakra residing in the body. As long as this jutsu is active, any genjutsus cast on the user will be instantly broken and any continuous genjutsus acting will rendered useless until this jutsu is manually deactivated. To an outside observer, the user's upper body will appear to shift and contort in a random manner, but otherwise this technique has no visible effects. However, this technique is a very double-edged sword as they user is left unable to use Forbidden Rank techniques. Nor can they create any clones or release any masks while this is active. The damage the user takes due to this technique manifests itself in the form of fatigue and sore limbs for two turns after this technique ends.

Note: Lasts for four turns
Note: Can only be used once per battle
Note: Does not work on MS level Genjutsu



(Mueton: Kosshi no Tscuhi) – Coal Release: Bones of the Earth
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn to sustain creations)
Damage Points: 60
Description: This technique allows the user to create constructs, objects and tools of coal directly from their body or from earth sources. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an A-Rank).

Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank

(Suiton: Suijou Souhou) – Water Release: Aquatic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses


 Approved 
(Mueton: Gansaku Furagumente-shon) - Coal Release: Faux Fragmentation
Rank: A
Type: Supplementary
Range: Short - Long (Short Range contact ; Long Range control ; Short-Range explosion)
Chakra Cost: 30 (+10 chakra cost per object)
Damage Points: N/A (60 damage if cloud is detonated)
Description: This is the sister technique to Water Release: Aquatic Touch. The user will make direct contact with small object(s) before focusing their mueton chakra directly into their intended target. Through the use of this chakra, the user will apply a process similar to the one employed in its water counterpart but instead of converting the object into water, it will be changed into a cloud of highly explosive coal dust particles (Similar to the one created in Earth Release: Dust Wall Technique). The lightweight dust cloud will be freely suspended in air and its movement can be governed by the user through the use of simple hand gestures. Once the cloud reaches the user's intended destination, he/she can cease their control over it and force it to revert to its original state. While this jutsu requires direct contact, the reach of its effects can go beyond short-range (maximum dimensions of the object(s) can be 10x10x10 meters). The size of the coal dust cloud is directly proportional to the size of the object/structure converted. If used on multiple objects, the total amount of chakra used for this technique will be equally divided up between the amount of infused objects. This technique cannot be used on people/summons, custom weapons and sentient weapons (e.g. Samehada). If the cloud is detonated by an explosive tag/kunai or technique, the object will not revert to its previous state but instead will be destroyed completely.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Negative Knight
Note: Can be used on more than one object/structure (as many as the user can hold or touch at once during the infusion process)
Note: If the path of the cloud is ceased or interrupted by opponent, the user loses control over it and the object reverts to its previous state.

(Mueton: Kyouryuu Kousei) – Coal Release: Jurassic Rebirth
Rank: S
Type: Offensive/Supplementary
Range: Short - Long (Made within Short Range with a Long-Range reach)
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: The user will perform the Dragon Handseal before focusing their mueton chakra into the ground to create one of various sentient dinosaur-like creatures. The dinosaur creatures will either be ground-based, capable of flight or adept swimmers based on their bodily composition. The individual appearance of singular creations cannot be stated due to the the versatility of this technique and the fact that its usage is only limited by the user's creativity. However, general confines can be put in place. The dinosaurs can be a maximum of thirty meters tall (same as the Great Stone Golem) and a maximum of ten meters wide. Any special features such as wings, prehensile tails and spiked protrusions must be stated so in the description of the creature. The user can either create these dinosaurs with their full bodies or simply by the structure of their bones (e.g. how they would look without their flesh/muscles). The only technique usable by these sentient creations is "Coal Release: Bones of the Earth".

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Can only create one dinosaur per usage
Note: No S-Rank and above Coal techniques in the user's next turn

(Mueton: Otakebi no Pangea) – Coal Release: Roar of Pangea
Rank: S
Type: Offensive/Defensive
Range: Short - Long (Explosions are Short-Range)
Chakra Cost: 40
Damage Points: 80
Description: The user will release their mueton chakra into the ground in order to send an omnidirectional wave of coal in every direction. The release of the rampaging wave will continually scatter and suspended massive amounts of coal dust in the air which will explode into a maelstrom of sapphire flames due to the friction generated by the wave moving against the ground. This process of ignition and explosion will continually repeat itself as the wave travels outwards in a radial manner, meaning anyone nearby is prone to being set ablaze. The reason this technique poses no threat to the user is that the wave will need to gather enough momentum before generating the necessary frictional force to ignite the clouds of coal dust, meaning the wave will be a considerable distance from its creator before the first outburst is initiated (just beyond the boundary of short-range). All surfaces will be capable of producing a spark due to the friction created but certain terrains (e.g. wet areas, sandy terrains, etc) will result in the ruby-coloured flames being extinguished almost as quickly as they were produced.

Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: No other S-Rank or above Coal in the user's same and next turn
Note: No Fire or Earth techniques above S-Rank in the user's same turn

(Mueton: Keimei no Kyouryuu) – Coal Release: Dawn of the Dinosaurs
Rank: A
Type: Offensive/Supplementary
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their mueton chakra into the sky above the opponent in order to create a portal-like opening (Similar to the one created in Earth Release: Dropping Lid). From this portal, countless egg-shaped boulders of coal will rain down on any targets below. During their descent, some of the boulders will collide with one another with enough force to generate the friction necessary to set them ablaze. After colliding with the earth, these egg-shaped rocks will "hatch" to give rise to a swarm of small, sentient raptor-like creatures which will engage the opponent(s) in a furious feeding frenzy.

Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

(Mueton: Arukaikku Souhou) – Coal Release: Archaic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 damage to physical attacks)
Description: The user will make contact with and focus their mueton chakra into a tool, weapon, construct or one's self before hardening or petrifying the target substance. This jutsu can be used to augment the offensive power of sword strikes or the defensive capabilities of the user's body (in a similar manner to Earth Release: Earth Spear). It can even be used against earthen substances (e.g. Earth, Wood, Mud etc) in order to petrify them into coal (in a similar manner to the Added Weight techniques). Moderate amounts of friction such as swords clashing against one another will cause the targeted substance to ignite and become covered in a layer of blazing crimson fire. If the user wishes instead of the whole substance being affected, only select components (e.g. hilt or blade of a weapon) can be targeted. Alternatively, the user can utilize this technique on the battlefield in order to transform the earth into coal. This will restrict its usage to those incapable of manipulating Coal Release.

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses

(Sulfuron: Shakumei no Kazan) - Sulphur Release: Vindication of Vulcan
Rank: S
Type: Supplementary/Offensive
Range: Mid - Long
Chakra cost: 40
Damage points: N/A (80 damage if contact with steam/sulphur/scalding water is made)
Description: The user will perform three handseals before focusing his sulfuron chakra into the ground beneath a swamp or water source. As in Earth Release: Swamp of the Underworld, the user does not require contact with the ground to utilize this technique. It can be performed whether the user is on the ground, airborne or standing on water. The resulting effect will be countless colossal geysers of volcanic sulphur bursting up from within the confines of the earth. The streams of sulphur will immediately vaporize the water its exposed to and in doing so, it brings about a myriad of effects. Mud and swamp sources will become devoid of water content and subsequently harden into solid rock. Water sources will begin to boil over, become scalding to touch and spectacular underwater steam explosions will ensue until the entire body of water has been evaporated. Gargantuan column-shaped clouds of superheated steam, sulphur gas and scalding liquid will burst forth from the surface of the water and anyone within the vicinity will sustain severe damage. Large water sources (typically natural ones such as lakes) in being evaporated completely will succeed in cooling the volcanic gas first into its molten state and subsequently its solid, crystalline state. The space previously harbouring the water source will now be instead full to the brim with sulfuric lava. The molten sulphur will solidify in three turns unless the user utilizes a high-ranked (A-rank or above) heat-based technique directly onto it, in which case the sulphur will revert to its gaseous state and become usable for future sulfuron techniques.

Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other S-Rank or above Sulfuron in the user's same turn and next turn
Note: No Fire, Earth or Wind above S-Rank in the user's same and next turn

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(Mueton: Kuro Busou Doragon) - Coal Release: Dark Armed Dragon
Rank: S
Type: Supplementary
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (+20 to physical Taijutsu)
Description: The user focuses his mueton chakra throughout his body and uses it to create a mass of anthracite coal which appears to grow over his body. The metamorphic rock envelops him entirely (with the exception of his eyes and mouth) and takes the form of a humanoid dragon-like armour with a glossy, metallic sheen. The main structural weakness of this chassis is that can be ignited through the use of A-Rank and above fire-based techniques, in which case it will burn with a brick red flame. This is partially alleviated by the fact coal is slow burning and easily extinguished. The main ability of this armour is the fact that it allows the user to passively merge through earth which is devoid of chakra as well as their own doton techniques. As with its earthen counterpart (Hardening Technique) the user can create extendable weapons or tools from the chassis of coal. However while this technique is active, the user is restricted to Coal, Earth, Fire and non-elemental abilities. The armor can be manifested in only specific parts of the body if the user so chooses.

Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: No S-Rank or above Coal techniques on the turn the armour is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn the armour is deactivated

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Negative Knight

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"Even Hell runs on money. I'd be just fine."

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報|Basic Information

Name: Kakuzu
Nickname: Godaime Mizukage, Kageslayer, Bounty Hunter
Gender: Male
Age: 91
Clan: None

える|Looks

Kakuzu was a tall, tanned, muscular man that towered over everyone in Akatsuki with the exception of Kisame Hoshigaki. He wore a white hood and a black mask, with his eyes being the only visible part of his face. Underneath, his mouth was stitched together at the edges and he had long dark brown hair. His eyes have an unusual colouring: green irides, no pupils and red sclera. His clothing included the traditional Akatsuki cloak and the forehead protector of his home village, Takigakure with a scratch in the middle which symbolised that he was no longer loyal to it. His entire body was composed of stitches and dark threads, this was a result of his stolen Kinjutsu - Earth Grudge Fear.

There are countless scars and stitch marks on Kakuzu's body. It is evidence of the untold times he has returned from the threshold of death.

格|Personality

Kakuzu was a greedy, miserly individual, arranging goals in terms of the highest profit he could gain from them, and was often unwilling to involve himself in something if there was nothing to gain from it, as well as claiming that he tended to forget opponents who were not worth any money after he was done with them. He even remarked that money is the only dependable thing in the world. Due to this end, he referred to himself as the "Treasurer of Akatsuki". Given his friendly relationship with Zangei, his bounty officer, it would seem he collected bounties rather frequently to earn cash, and did so (or at least tried) during his missions on several occasions. The frequent side-tasks and devotion to money were both major points of contention between Hidan and Kakuzu. He also seemed to respect an opponent who thinks, as shown with his reaction to Kakashi's counters to Kakuzu's masks, and Shikamaru's quick analysis of Hidan's curse, even mentioning Shikamaru would have been a good bounty in the future.

Out of all the Akatsuki members, Hidan and Kakuzu displayed the most animosity towards each other, since neither of them were very fond of each other's interests. The two often traded barbs with one another, Kakuzu's usually having better timing than Hidan's. Hidan had shown great annoyance with Kakuzu's greed and occasional habit of doing or saying blasphemous things, such as attacking a temple and killing the head monk for the bounty on the monk's head. Kakuzu, in turn, disliked Hidan's religion, believing the rituals associated with it to be a waste of time. Kakuzu was also rather impatient with Hidan's drawn-out speeches and battle style. Despite their mutual dislike of each other, their teamwork was almost flawless, because they complemented each other's abilities extremely well.

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The only reason that Kakuzu put up with Hidan was because he couldn't get rid of him. Due to his violent temper, Kakuzu often killed anyone close by when enraged. Hidan, therefore, was the perfect partner for Kakuzu, because of Hidan's inability to die. Kakuzu's somewhat indiscriminate attack style also made Hidan an ideal partner, since Kakuzu didn't need to worry about catching his partner in the crossfire.

Despite his obsessive personality and violent rages, Kakuzu was much more cautious than his partner, and was not as arrogant, never mindlessly rushing into battle like Hidan. Kakuzu frequently warned Hidan not to let his guard down, and then teased Hidan when he inevitably did. Kakuzu also seemed quite willing to follow orders. When ordered to retreat by the Akatsuki leader, Kakuzu complied immediately (while Hidan attempted to argue), despite the rather large bounty he could have received by taking Asuma. He seemed to forget the greater goals of the organisation when enraged, as he attempted to kill Naruto, in spite of Akatsuki's need to capture all the jinchūriki alive.

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Village Info
報|Village Info

Village of Birth: Takigakure
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Village of Alliance: Kirigakure
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Rank and Chakra Info
ンクャクラ|Rank & Chakra Info

Ninja Rank: Sage (Unofficial)
Specialty: Earth, Water, Sulphur, Taijutsu and Dark Webbed Arts


Your Ninjutsu:
♦ Elements ♦
♦ Techniques ♦
♦ Specials ♦
土 Doton
忍 Ninjutsu
強 Eel Contract
風 Futon
幻 Genjutsu
撃 Ray Contract
火 Katon
剣 Kenjutsu
取 Sulphur Release
雷 Raiton
体 Taijutsu
金 Francium Release
水 Suiton
毛 Dance of the Bearded Sage
ぬ Devil's Fist
糸 Earth Grudge Fear
蛾 Dark Webbed Arts
?
Summoning Contracts: Rays (Signer)
Eels (Signer)


Kakuzu's Signature Jutsu
(Jiongu: Kuro Ito) - Earth Grudge Fear: Dark Threads
Rank: C-S Rank
Type: Attack/Supplementary
Range: Short-Mid
Chakra Cost: 15-40
Damage Points: 30-80
Description: The basic technique of Kakuzu's unique Kinjutsu Earth Grudge Fear it allows the user to manipulate the threads that compose his body freely with each use. The user can not only alter his own body form and structure but also use the threads to attack or defend from incoming techniques. As Kakuzu's skin is still stitched to keep his humanoid form when not used, he can take advantage of this technique to propel his hands or limbs at great distances and grab a target. Its also this technique that allows Kakuzu to detach his masks from his own body to form the "animals" which he uses in combat.
Note: Can only be used by Kakuzu

(Doton: Domu) – Earth Release: Earth Spear Technique
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A (+10 to physical attacks)
Description: After performing the Snake hand seal the user will channel their chakra throughout their entire body, which then hardens their skin to a steel-like quality. This increases their defensive power to the utmost limits. The user’s skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. But this technique when activated leaves the user vulnerable to lightning based techniques.
Note: Kakuzu bios can use this technique without the need for handseals

(Debari no Jutsu) - Astral Projection
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: By forming the needed hand seals, a distorted astral form of the ninja's being will appear at any desired location. This spirit is not tangible but still allows the user to perform jutsu that would not require creating a tangible body to perform. While in the spirit form, the ninja's voice will also sound deep and distorted. While the technique is active, the real body remains inactive in a meditative state.
Note: Must be taught this jutsu by an Akatsuki Character or Members of the Akatsuki Usergroup

(Jiongu: Saishu Shageki) Earth Grudge Fear: Final Shot
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 90
Damage: 80
Description:
This is one of Kakuzu's ultimate techniques. Once he has gained access to a Lightning, Fire and Wind hearts, he can use this technique. Without having released them from his body, Kakuzu puts forth his hands and produces a mash of Dark Threads from them from which the 3 masks manifest and protrude. As they open their mouths, they each produce an A-Rank elemental stream of their own element (Lightning, Fire and Wind) that combines into a massive attack. However, because of the elemental interactions, although its high chakra cost, the final damage is equivalent to an S-Rank technique. The main difference is that its an S-Rank with 3 simultaneous natures, making countering it quite hard.
Note: Usable twice per battle.

Rank and Chakra Info


史|Background Info

When he was still a loyal, elite ninja of Takigakure, Kakuzu took on a mission to assassinate Hashirama Senju, the First Hokage. This mission, however, ended in failure due to the might of Hashirama's Wood Release techniques. Despite the insurmountable danger faced on the mission, what awaited his return to his village was the stigma and harsh punishment associated with the failure of his objective. In response to this treatment, a wrong levied against a shinobi who had put life and limb on the line for his village, Kakuzu came to hold a violent hatred for his village as he escaped from imprisonment. In his flight from the village, Kakuzu killed the village elders, took their hearts, and fled with knowledge of the village's most prized forbidden techniques. He made a living off bounty hunting on the black market, and tearing out the still-beating hearts of powerful shinobi to extend his own lifespan.

Kakuzu, soon after his defection from Takigakure decided to join Akatsuki, a criminal organization which made his lifestyle much easier due to targets with high bounties commonly always being situated nearby to Jinchurikis they had to take down.

Whilst a part of Akatsuki, it is said that until he found a partner who wouldn't die, he slaughtered every partner he had when enraged, as well as cutting out their hearts to supplement his own abilities. This clearly shows that beneath Kakuzu's mask and cool demeanor lies a seething rage for everyone and everything.

His 91 years of life experience led him to encounter and battle many shinobi in his life time, The Gold and Silver Brothers and Hashirama Senju both being clear testaments to this.

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史|History

Kakuzu first appeared with his partner, Hidan, in their pursuit of the Two-Tails' jinchūriki, Yugito Nii, who revealed she allowed herself to be cornered, in order to spring a trap on them and eliminate them herself. Yugito then transformed into her full demon form, a large flaming cat, but the Akatsuki duo still managed to defeat her, and gave her to Zetsu, before they continued to the Land of Fire.

On their way, Kakuzu decided to attack the Fire Temple, in order to collect the bounty on the head monk, Chiriku, who was listed in the bingo book with a thirty million ryō bounty. They slaughtered most of the other monks during the event, but one escaped to warn Konoha of the incoming threat.

Upon receiving the notice, Tsunade assigned the Nijū Shōtai to track down and eliminate Kakuzu and Hidan. Meanwhile, Kakuzu took Chiriku's body to a bounty station hidden in a bathroom, while Hidan chose to wait outside. When Kakuzu finally left the bathroom after counting the money, he found a Nijū Shōtai team, led by Asuma Sarutobi, attacking Hidan. He attacked Shikamaru Nara in order to free Hidan, but was forbidden from further participation in the battle by the overconfident Hidan himself. Kakuzu complied, but insisted that he would get to have the thirty-five million ryō head of Asuma afterwards.

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In the ensuing battle, Hidan managed to ingest Asuma's blood to start his curse technique ceremony on him, but Shikamaru was able to stop him with his Shadow Imitation Technique. When Asuma managed to decapitate Hidan, Kakuzu finally intervened, and reattached Hidan's head back to his neck using the threads in his body. Kakuzu then fought with Kotetsu and Izumo, easily holding the two off, while Hidan dealt a fatal blow to Asuma. Their battle was interrupted by the appearance of another Nijū Shōtai team, but they easily fought them off, until they were summoned by the Akatsuki leader to seal the Two-Tails. Hidan and Kakuzu retreated to a secluded area, where they spent three days sealing the Two-Tails.

After the sealing was complete, Kakuzu and Hidan set out on their search for the Nine-Tailed Demon Fox's jinchūriki (Naruto Uzumaki), only to be cut off by Team 10 (with Kakashi Hatake as the leader in place of Asuma). Shikamaru used Asuma's chakra knives to capture both the Akatsuki members in place with a trick, but Kakuzu had discovered the trick beforehand, and, using a separated arm, broke free. Because of his ability to harden his skin, Kakuzu proved to be largely invulnerable to subsequent attacks. Kakashi, however, was able to analyse Kakuzu's hand seals, and pierced Kakuzu's heart with his Lightning Cutter, exploiting the weakness Kakuzu's earth-based technique had against lightning-based ones.

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While this would normally be fatal, Kakuzu had five hearts (now four) in his possession, and thus recovered fairly quickly, sending a counter-attack to Kakashi. Removing his cloak, he revealed four masks on his back, one of which was now broken by Kakashi. Each mask contained a heart, the broken one having given its heart up to keep Kakuzu alive. The four masks broke free from his back into separate entities, with the broken one dissolving after doing so. Each mask was able to attack with a specific and powerful elemental attack, making Kakuzu almost too much for Team 10 to handle. While Kakuzu set his sights on replacing his lost heart with Kakashi's, Shikamaru dragged Hidan away from the battlefield into some woods, with his Shadow Imitation Technique, for a one-on-one fight.

Ignoring the other two for the most part, Kakuzu focused on taking Kakashi's heart. Though Kakashi was unable to handle Kakuzu and his mask creatures, being forced to protect Ino and Chōji too, he was saved when Shikamaru tricked Hidan into using some of Kakuzu's blood in his curse ritual, which Kakashi had collected in a capsule earlier when he pierced Kakuzu's chest, and had handed it over to Shikamaru. This resulted in Hidan unintentionally destroying Kakuzu's main body's heart. Seeing this, the Lightning mask allowed its heart to be absorbed by Kakuzu's body, bringing him back to life. In addition to that, Kakuzu also had the two other Fire and Wind masks to combine with him, making him even more powerful. He then caught the rest of Team 10 with his threads, hoping to replenish his stock.

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Team 10 was saved by the arrival of Team 7, among them being Naruto, who decided to fight Kakuzu himself, who at first did not view Naruto as a threat. This changed when Naruto unveiled his newly developed technique, Wind Release: Rasenshuriken, which Kakuzu recognized to be dangerous if it ever connected with him. Naruto's inability to maintain the technique for more than a few seconds put Kakuzu at ease, especially since its failure almost allowed him to kill Naruto (although Yamato and Kakashi saved him), but decided to fight in his long-range mode just to be safe. As Naruto tried the Rasenshuriken once again with his shadow clones, Kakuzu attempted to crush Naruto with his threads from a distance, but was surprised to discover that it was a shadow clone that he had destroyed, and, subsequently, the real Naruto shot up behind him, using the technique effectively this time.

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史|Other

Earth Specialty - Due to possessing a natural affinity to the Earth element, after mastering it, Kakuzu's become capable of performing all Earth Release techniques (which require handseals) with a single handseal.

Water Specialty - Over the years Kakuzu began to develop a liking to the Water element due to its calm and fluid yet destructive nature. As a result, after attaining complete mastery of the element, he's become capable of using all Water Release techniques (that require handseals) with faster handseals.

Dark Webbed Arts - Being a master of his signature fighting style, Kuro Amminono Gigei, Kakuzu has attained levels of agility slightly higher than that of a Taijutsu specialist.

Ray Summons: During his life Kakuzu explored a wide range of abilities as his life as a bounty hunter, before coming across Ling Yao. Shortly after meeting the man, he was allowed to sign his infamous Ray Contract. Signing the Ray contract meant he could summon any of the rays to battle at any time to aid him. From signing the contract he was gifted with a special tattoo on the underside of his left wrist, making summoning the creatures a quicker process.

Eel Summons: Kakuzu, after coming across the owner of the Eel contract was allowed to sign these fearsome creatures. As a result, he become capable of utilizing jutsu associated with the contract and is able to summon them to battle at any time to aid him. From signing the contract he was gifted with a special tattoo on the underside of his right wrist, making summoning the creatures a quicker process.

Weapons: Kakuzu carries a whole multitude of weapons. In his ninja pouch, he carries shuriken, explosive kunai, explosive tags, flash and smoke bombs, ninja wire, and all the other items essential for a ninja. He also carries a basic black scimitar on strapped to his left hip which can be wielded with one hand. Other non-conventional weapons he carries include: a pouch full of fine sand, a gas mask, some cigarettes and flint.

Topography Scrolls: Kakuzu being a keen user of Earth Release carries many topography scrolls, both blank and ready-made. His ready-prepared scrolls consist of three designs. The 1st causes a large maze with thirty meter tall walls to be created. A unique feature about the maze is the spikes protruding from the top of each wall, preventing anyone from mounting themselves on the wall.

The 2nd design causes a castle fully equipped with two tall watch towers to be summoned.

The 3rd and final scroll has a prepared design of tall walls which curve at the top, forming a massive dome which encases everything inside. The diameter of the dome is expansive and once completely formed, its pitch-black inside making it impossible to see anything at all.

All of these topography scrolls are used for "Earth Release: Wheel of Fortune" and the ready-made scrolls are carried in separate pockets.

Will of the Bloody Mist - Being a member of Kirigakure, Kakuzu has become all too acquainted with blood shed. He holds a firm belief that invaluable information takes precedence over the lives of comrades, and will show no remorse in killing his allies for the sake of the mission. He often comments that "the mission is absolute".

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Hearts/Masks
Hearts captured from other ninja granted Kakuzu numerous elemental affinities, along with a vast supply of chakra. By collecting these hearts Kakuzu's own affinity is reinforced and his skill in other elements is increased to the point that he was able to use various different elemental attacks that were noted to be impossible, without having an affinity to that particular element.This is done by connecting his chakra circulatory system to his four extra hearts, granting him the ability to change his chakra nature and affinity to that of the previous owner. The individual hearts could be released from his body and wrapped in a vast blanket of threads, forcing a heart into a limb before being detached or forming a monstrous body with a mask as its face. These masks could move and attack independently, unleashing powerful blasts of elemental chakra from their mouths, allowing them to use all techniques of their respective element without using handseals. The raw power of each element Kakuzu demonstrated even made Kakashi, who is also capable of multiple elements, stiff with awe.

After Kakuzu steals a heart he converts it into a mask and mutilates himself in compensation, forcing this new heart to become a part of his body.

Kakuzu's animal masks, which resembled those of ANBU, contained his spare hearts. If he took use of the heart for himself (if he somehow died during combat), the corresponding mask would shatter upon the creature's re-entry into Kakuzu's body. As a result, he would take on the affinity of that mask and lose the affinity of his original heart.

Fire Mask- This Heart has the Fire affinity and takes on the shape of some sort of demonic tiger who stood on two legs. It is able to use Fire Release: Intelligent Hard work and all other fire release techniques the user knows. This mask's face was painted a crimson red by Kakuzu to signify its the Fire mask.

Wind mask- This Heart has the wind affinity and takes on the shape of an alligator like creature. It is able to use Wind Release: Pressure Damage and all other wind release techniques the user knows. This mask's face was painted a jade-green to signify its the Wind mask.

Lightning Mask - This heart has the lightning affinity and takes on the shape of a tall humanoid figure. Its able to use Lightning Release: False Darkness and all lightning release techniques the user knows. This mask's face was painted a goldish-yellow to signify its the Lightning Mask.

Water Mask - This heart has the water affinity and takes on the shape of a bear-like creature, but its face resembles that of a piranha. Its able to use all Water Release techniques the user knows. This mask's face was painted a dark-blue to signify its the Water mask.

All of Kakuzu's Masks are capable of flight, can integrate back into his body at will and can act remotely once they've reintegrated back into his body. His hearts once reintegrated will act from either his shoulders or his back. Kakuzu's main heart possess the Earth affinity, giving him a total of five hearts.

This merging ability isn't limited to merging back into Kakuzu's body, but also combining their own bodies to amplify their attacks greatly, as shown when Kakuzu's Fire and Wind Hearts combined to become a truly destructive force. Furthermore, Kakuzu has developed the ability to partially release his masks, allowing them to extend out of his body without fully detaching, whilst retaining their capability to perform techniques, in a similar manner to the Soma No Kou.

Kakuzu's Elemental Masks (attached to his body)
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Kakuzu's Elemental Masks (Released)
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Raizu| Vengeous
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Vengeous is a large sentient sword created by Kakuzu himself using his dark threads and the heart of a fallen foe. The sword itself is two meters in length (including the hilt) and is the same width as a compacted Samehada. The entirety of the sword is composed of spiky black threads, and the exterior is tightly weaved together into a dense structure, which is impossible to cut through by normal means. The hilt of the sword is constructed of pure jade and shape of the blade of itself looks much like a curved arrowhead with its tip resembling a crab’s pincer. The heart inside of the sword is located in the center of the blade and is fully functioning, resulting in Vengeous being considered both a living creature and a sentient ally to Kakuzu. As a result Vengeous is capable of acting of its own accord, rational thought and has a malicious personality inherited from Kakuzu. The sword itself can go weeks without nutrition and has a strict diet of blood which it ingests through its skin. The sword is usually carried around in a black and red scabbard, on the user’s back.

Abilities
-The sword is near impossible to break/cut through due to it’s tightly weaved exterior.

-The sword is capable of extending dark threads as tendrils to restrict and ensnare the opponent. These tendrils are capable of reaching up to five meters (short range) and can come from anywhere on the blade. The tendrils can pierce the bodies of other shinobi, can prevent the opponent's mobility by wrapping around them or even disarm a foe of their weapon. The amount of tendrils that can be released at any one time varies between 8 and 16. The tendrils themselves are each about the same width as a basic rope (ten centimeters) and all have sharp pointed ends. This is a B-Rank Ability

-The sword is capable of shooting out countless needles composed entirely of dark threads, which are about thirty centimeters in length and five times the width of a normal senbon. The needles can be shot from anywhere on the blade and have a mid-range reach (10 meters). This will count as one of the user’s jutsu per turn. This is an A-Rank ability

-The blade possess the ability to extend spikes from everywhere on the blade or hilt at any time, which are capable of skewering through the body of anyone they come into contact with. The spikes can reach up to two meters in length. Spikes which emerge from the blade resemble basic spears in both shape and width and the end result makes the sword look like its coated in an armour of spikes. Spikes which emerge from the hilt are much smaller, resembling needle-like thorns in shape and width. The spikes can be released at any time, adding a further element of surprise to the wielder's fighting style. Shortly after release the threaded spikes re-enter the sword, restoring the weapon's ordinary shape. This is an A-Rank ability

-The blade can use a limited amount of the elemental chakra present in its heart. It can use it to unleash blasts of pure elemental chakra (of the main elemental affinity of that heart) in various forms as both streams, blasts, projectiles, crescents, etc by swinging the sword. The sword can only use one element which is the main element of that heart. This ability is S-Rank.

-The sword is capable of crawling and acting independently

Restrictions
-Kakuzu is unable to use the heart of this sword for "Heart Reaper"
-The sword possess no mouth and isn't capable of talking but it does communicate with the wielder in an unknown form
-Must have a Kakuzu bio to wield the sword
-Vengeous is incapable of transferring chakra to the wielder
-The Sword can be killed by being burnt, melted or severely shocked. This makes the weapon extremely prone to death from Fire, Lightning and similar attacks, specially S-Rank and above.
-Negative Knight is the only person capable of wielding this weapon. In response to anyone else who attempts to wield the blade, the sword erupts in a violent outburst, extending 10 meter spikes from everywhere on its body (including the hilt), severely impaling the unsuspecting wielder.
-The 4 main abilities of the sword count as moves from the users move count and each can only be used 3 times.
-If the sword is severely damaged, the user can give it a heart and renew it.

How the Sword Looks
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Kakuzu carries Raizu, his faithful weapon into everywhere he goes and into all of his fights. The sword is strapped to his back (without a scabbard) and can be withdrawn with the slightest whim. The heart located in the blade possess the Lightning affinity, allowing it to utilize raiton-based techniques at the users will.

Skill and Experience
Kakuzu was a very powerful ninja, strong enough to become a member of Akatsuki. During his frequent rages, Kakuzu has killed many of his former partners in the organisation. A further testament to his skills was his survival in a battle against Hashirama Senju, many years before his acquisition of the Earth Grudge Fear technique, despite ending up unable to complete his assassination mission. He had extremely high combat prowess and a vast array of techniques (due to his unique Earth Grudge Fear technique and near a century worth of experience). Those traits allowed him to fight several opponents while generally controlling the pace of the fight, including Kakashi Hatake with Chōji Akimichi and Ino Yamanaka as backup, and would have possibly killed them, had it not been for the additional assistance from Team Yamato.

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Physical Prowess

Kakuzu has demonstrated great raw speed, he is able to cross great distances in the blink of an eye and disappear from unfocused eyes. He was fast enough to be able to intercept Kakashi when he was attacking Hidan with his Lightning Cutter. His raw strength was great enough to catch one of Chōji's enlarged punches with a single hand and punch down an iron gate, as well as lifting and choking two people simultaneously. This was further supplemented by his already adept taijutsu skills, shown when, during his fight with Kakashi (who is quite skilled in taijutsu) he mixed his hardening and extending abilities with his taijutsu all of which afforded him great versatility against his opponents. Using Earth Release: Earth Spear Technique he was able to increase his hardness, up to the point when he was able to withstand attacks that were normally fatal, an example being him able to withstand Choji's surprise ambush without any visible damage.

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Unique Bodily Composition

All of Kakuzu's abilities revolved around his unique body structure, which was composed of hundreds of thick, grey tendrils woven throughout his flesh called Earth Grudge Fear, holding his body together like the stitches of a rag-doll. This allowed him to separate his body parts at will, to perform long-range physical attacks and sew up almost any injury he suffered. All these abilities made him very difficult to defeat. The threads could also be used to repair the bodies of others, as seen when he reattached Deidara's arms, although Hidan's inability to die after being dismembered caused him to be Kakuzu's most frequent patient. Because of his unique body structure, Kakuzu is a highly enduring man, able to take a direct strike from Kakashi's Lightning Cutter without it hindering his performance. His threads could even compact together to form a giant octopus-like form around his body, used for long range battle.

Threaded on a Molecular Level
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Kakuzu's threads granted him a degree of immortality. The threads could pierce the flesh and bodies of others, allowing him to remove their organs and integrate them into his own body, thereby extending his life. He commonly removed hearts in this fashion, keeping a total of five at any time, and requiring that he be killed at least five times in a battle before he truly died. If Kakuzu was killed somehow, then one of his extra hearts could then re-enter his body and bring him back to life at the cost of the hearts.

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With his unique body structure, he has shown himself capable of extending his limbs a considerable distance from his body, use them as a restraint mechanism, repair his own wounds and using them to latch onto parts of the terrain in quick succession, as displayed through his final fight with Naruto.

Kakuzu's manipulation of his dark threads also branched out into releasing threads from almost anywhere on his body in an attempt to capture or ensnare the opponent. This ability aids him in close combat situations and is useful in ensuring critical blows when used in conjunction with ninjutsu. Kakuzu displayed this tactic against Kakashi and Team 10 in an attempt to incinerate all of them at once. When paired with his brute strength and his thread's natural ability to extend/retract a whole array of possibilities are opened up to Kakuzu, allowing him to perform complex Taijutsu attacks, throws and grapples.

With his unique body structure Kakuzu could also release a mass of threads from his body to enter various forms. In those forms he could control threads from anywhere on his body. His long range mode also had the added advantage of allowing him to keep a safe distance from his opponent.

Kakuzu Unmasked
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Furthermore, Kakuzu could survive being impaled, stabbed or cut into due to his body being constructed entirely of threads. Combined with his ability to sew up injuries with his threads, he could survive seemingly lethal wounds afflicted on him, by stitching up the wound(s) made in his body.

One final ability granted to Kakuzu by his unique body structure was the ability to integrate his limbs underground. This wasn't strictly limited to integrating into the ground whilst connected to his own body, but also the ability to detach and reattach his limbs at will, using his dark threads as a medium to reattach his lost limbs and sew them firmly back onto his body without hindering his performance. This skill was displayed when he used his hand to remove a shadow-enhanced trench knife that prevented the rest of his body from moving.

Intelligence

Kakuzu was shown to be a keen analyst, which was somewhat attributable to his age. He is highly observant, easily noticing that Shikamaru was taking his time to formulate a plan to counter Hidan's technique, after the former caught his partner in his Shadow Imitation Technique. He was able to quickly discern the purpose of Shikamaru's various shadow attacks, and devised ways to counter them almost instantaneously during the battle. An example for that is when Shikamaru trapped him and Hidan in his Shadow Imitation Shuriken Technique, Kakuzu detached his right arm, hid it underground and with its help, was able to remove the trench knife, thus successfully breaking free from the technique

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Even before his acquisition of his village's Kinjutsu (Earth Grudge Fear), his village thought enough of his abilities to send him to assassinate a man with such overwhelming power that today his legend is believed to be fabricated. Even without a large portion of his current arsenal, Kakuzu was seemingly able to make do with the basic skills he possessed in order to survive against Hashirama's wrath.

Furthermore, Kakuzu's fighting style often involved analyzing his opponent's abilities/fighting style whilst simultaneously concealing his own. When he gathered enough information, he would proceed to exploit weaknesses in their style and use his own arsenal to construct effective counters.

Kakuzu has walked the path of a shinobi for a long time. The ability to last for so long is his innate ability to naturally work out how capable a foe is. As he tenaciously clings to life, he has honed his analytical skills to work out whether or not a heart is worth taking and if he's physically capable of doing so. Kakuzu's abilities backed up by extensive knowledge and experience is especially useful when working within a team, allowing him to pool all resources available to him and use them to their utmost effectiveness.

Pictures


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Theme Song and Background Music


[video=youtube;xmNPbTpf5XU]https://www.youtube.com/watch?v=xmNPbTpf5XU[/video]




Battles
Top Ten Battles
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2.

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6.

7.

8.

9.

10.

Won: 16
Lost: 8
Draws: 2

This is an update of my previous bio.​

~Approved~
 

Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
___________
-Declined- It's a mix of of the mentioned Water Technique and Amaterasu's parasitic abilities, just that it comes from below the ground, so >_>
(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dark sticky water, which is an amalgam of those produced in Water Release: Starch Syrup Capture Field and Water Style: Black Clouds. This user will then cause this adhesive, flammable liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight

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(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

♠ Approved ♠
I believe this goes in hand in hand with an Earth jutsu and can not be activated for an already created one without this effect, correct?
(Doton: Furaito no Jutsu) - Earth Release: Flight Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn to maintain)
Damage points: N/A
Description: This technique grants the user the ability to fly by lightening his weight severely through the use of Earth Release and using his chakra to move around in the air at high speeds with ease. Onoki showed that its also possible to transfer this technique to others through physical contact with them for an unspecified amount of time.
Note: Can only be used by the first Tsuchikage, Onoki and Mu bios
(Doton: Setsunateki Mujuuryoku) – Earth Release: Ephemeral Ethereality
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to earth-based techniques)
Damage Points: N/A (Reduces damage of affected techniques to zero while they're weightless)
Description: This technique is the daughter technique to Earth Release: Flight Technique and sister technique to Earth Release: Scales of Judgement. After observing the adept use of weight alteration to achieve flight, Kakuzu experimented with the same concept. While he could not replicate the self-induced flight of the Tsuchikages, he succeeded in applying this aerial capability to his earth-based techniques in order to defy gravity (achieving this by taking the mechanism used in Scales of Judgement one step further). The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns. This ability essentially allows earth-based techniques utilized by the user to be created with the ability of levitation and flight by effectively reducing their weight to zero. Consequently, this means the affected technique(s) will lose their capability to inflict damage but this is counteracted by the fact that the user can restore a technique's original weight at will by clapping his hands together. Through simple hand gestures, the user can freely govern the flight path of his/her earth-based techniques as long as they're weightless. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
 

Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Shu Iyashii | Lord Vile
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: N/A (-10 chakra per turn)
Damage: N/A
Description: Lancelot's signature weapon is a pitch-black armor of steel and a rustic helmet with a thinly carved slit displaying the ghastly look of his eyes. The lower portion of the helmet can be lifted up (to expose the user's mouth) and it will remain in that position until the user brings it back down again. The armor is the work of the delicate and nuanced workmanship of its smith's utmost effort, succeeding in granting it an air of formidability and a fine construction. It is a perfect armor that can be called neither exquisite nor crude, and it instead perfectly melds magnificence and functionality. It is carved with countless marks and scratches, the highlights of his various military exploits etched into it to add a touch of valor. It is an ideal battle outfit that all knights could not help but envy. The armour is sentient as in essence it is an extension of Lancelot physically, mentally and spiritually. Its sentience enables it to act independently from the one wielding it (it can move and think of its own volition and perform some of its own techniques). Its independence from Lancelot is so great it can oppose his will and overpower his movements coercing the fallen knight to kill an enemy he may have wished to spare or say things he (and not Lancelot) wishes to voice. The physical connection binding the two manifests itself in the form of a symbiotic relationship. The armour clings firmly to its wearer's skin and the two continuously exchange copious amounts of chakra with one another. Despite possessing its own chakra reserves, Lord Vile contains all of Lancelot's greed and so while they continually exchange chakra, the net effect is Lord Vile periodically sapping a considerable amount of its creator's strength (a depletion of 10 chakra per turn). The mental connection shared between Lord Vile and Lancelot transcends simple telepathy and allows the two to sense changes in the other's emotions. Spiritually the chassis of black steel is an embodiment of all of Lancelot's demons; his cruelty, his malice and his will to dominate all life. As such, it is no wonder why it has earned the namesake "Lord Vile". With the suit of armour harbouring all of his evils, Lancelot himself is devoid of all negative taints and Lord Vile is devoid of all virtues.

Noble Phantasm
The signature ability of Lord Vile is his noble phantasm. Noble phantasm allows anything inanimate that's solid or semi-solid (Mud, Lava, Etc) in composition touched by the suit of black steel to either be converted, covered or hardened to the extent of steel. The maximum area this technique can affect is 10x10x10 meters. As a result he can make use of anything he classifies as a weapon, from sticks to the weapons of others. This technique can also be used on the surrounding terrain to inhibit the opponent from manipulating the earth beneath his feet. It can even be used on one's self to harden one's clothes and body (the two can collectively constitute one usage but they can also be hardened separately) in order to bolster one's defensive powers to their utmost limit. This is an S-Ranked Steel technique. It costs the user no chakra as Lord Vile dips into his own reserves of chakra to accomplish this. Maintaining contact with the object/substance in question will maintain this jutsu's effects and the effects will only vanish when contact is severed or when Lord Vile wishes to end the jutsu. It can only be used three times per battle. This counts towards the user's jutsu limit per turn.

Malevolent Metamorphosis
Lord Vile possess the ability to create and/or extend spiked or blunt weapons from anywhere (or everywhere) on its body, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt, in which can be used to hold onto the weapon, much like one would do with a sword. Any weapon made via this method is physically attached to the armour but can be detached and thrown as a projectile or retracted into Lord Vile's body at any time to restore its original form. The weapons the user can create include: spikes, spears, maces, swords, hammers, spiked cannonballs, tridents, lances, shields, etc. Once the user is finished using the construction, they can either retract it into their bodies or detach from it, allowing it to fall to the floor. This is an A-Ranked Steel technique. This can only be used three times per battle. Only one type of weapon can be created per usage and all of the weapons created via this technique collectively amount to the power of an A-Rank. This counts towards the user's jutsu limit per turn. It costs the user no chakra as Lord Vile dips into his own reserves of chakra to accomplish this.

Hellish Temperament
If Lord Vile sustains significant damage that's not enough to destroy it (S-Rank for elements weak to Steel, A-Rank for neutral elements; B-Rank for elements strong to Koton), the armour drains a considerable amount of chakra (50 chakra) from Lancelot in order to restore itself. This ability can only be used once per battle. This counts towards the user's jutsu limit per turn. The hefty chakra cost of 50 points is not inclusive of the chakra Lord Vile drains every turn. This is the only one of Lord Vile's techniques that require Lancelot's assistance to perform.

Corrosive Aura
Some of the chakra stolen from Lancelot every turn is used to passively exude a mist of pure chakra (red in colour to those capable of seeing it). The mist is produced from Lord Vile rather than Lancelot and so it possess a unique chakra signature. The fog of chakra surrounds and engulfs Lancelot's body to prevent others from discerning his identity by concealing his chakra system as well as interfering with his chakra signature. It also gives off an air of malice, similar to the feeling Ino experienced when she first encountered Kakuzu's masks. As such it can be felt by sensors and non-sensory types alike. Unlike Killing Intent, the atmosphere has no real effects.

Enter the Void
This ability is the most simplistic in nature and yet it is the most integral to the functionality of Lord Vile in battle. The armour can passively create openings in its itself, retract different part(s) into itself (e.g. the helmet, both of the arms, etc) or neatly fold up in on itself. All of these are necessary in order for Lancelot to be unhindered when it comes to releasing jutsu from his body especially those which are multi- or omni-directional techniques. When the armour folds up, it can decrease to the size of a single armoured glove but more commonly than not (and if not specified how it folds up), by default it will fold inwards to form a vest or a breastplate worn beneath the clothes before unfurling itself once more once the user seeks to restore Lord Vile's original form.

Restrictions
-Must have a Lancelot bio to wield this weapon
-Must have mastered Steel Release to use this weapon
-While Lord Vile exchanges chakra with Lancelot, he's incapable of increasing his owner's chakra reserves as such is contrary to his nature.
-The armour possess no sensory organs but instead shares the user's field of vision, hearing, smell, sensation of touch and taste.
-Negative Knight is the only person capable of wielding this weapon. In response to anyone else who attempts to wear the armour, Lord vile erupts in a violent outburst of spikes, extending countless spiked intrusions inwards from everywhere on its body, severely impaling the unsuspecting wielder.
-Since Lord Vile is an extension of Lancelot's body, jutsus which require direct contact with a surface (e.g. earth or water) can instead be performed through direct contact with the armour.
-Lord Vile can only use the techniques inclusive of this Custom Weapon.
-Lord Vile's Steel techniques follow the basic Elemental Strengths and Weakness of Koton Release.
-Lord Vile is far from indestructible and possess the strength of an S-Ranked Steel Technique

How the armour looks
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Mad Enhancement
This is more a drawback rather than an ability and so it is passive rather than active since its simply a product of Lord Vile's symbiotic nature. Despite possessing its own chakra reserves, Lord Vile contains all of Lancelot's greed and so while they continually exchange chakra, the net effect is Lord Vile periodically sapping a considerable amount of its creator's strength (a depletion of 10 chakra per turn).





The spikes can reach up to five meters in length. Spikes which extend outwards (away from Lancelot) resemble basic spears in both shape and width. Spikes which extend inwards (towards Lancelot) are much smaller, resembling needle-like thorns in shape and width. The spikes can be released at any time, adding a further element of surprise to the wielder's fighting style. Shortly after release the metallic spikes retract into the armour, restoring the weapon's ordinary shape.
 
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