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Way of the Bolas

Bōrasu no Michi | Way of the Bolas
Type: NinTaijutsu

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Background:

For years, countless warriors have fallen to larger enemies due to their own smaller stature and weaker physical prowess. Many tactics were created to compensate for this disadvantage, though many failed. However, during the Warring States Period, the warrior Roland encountered an enemy of much greater size. His opponent was a taijutsu master and had incredible raw physical strength. During his battle, Roland was at a disadvantage. He was unable to create an opening in the man due to his great size, speed, and strength. As such, Roland was forced to retreat and was unable to claim victory. While hidden, Roland began developing a way to compensate for his disadvantage. He needed a way to bind his enemy and deliver a much more fatal blow while at the same time sapping his strength and winding him through powerful blows. He created the bolas – a simple weapon, yet complex in its use. By combining his already existent taijutsu skills with this new weapon, Roland created a new fighting style, dubbed “Way of the Bolas”. As it further developed it, the Bolas could act as a conduit through which chakra could be channeled through, giving it certain properties that enhanced the abilities of the weapon. When he encountered the taijutsu master opponent again, his linear fighting style made it easy to predict his moves and intercept him with the bolas. The bolas bound him and rendered his taijutsu useless.

Description and Inner Workings of the Style:

The bolas are a very simple weapon in design. The creation of a bolas requires rope and weights. The base of the bolas is a straight rope. It is thicker than regular string yet thinner than large industrial rope. At roughly the middle it branches off into two or more rope branches. At the end of each of these is a weight. Each of the weights are equal in size. The bolas itself can consist of two or more weights (maximum of six). To throw a bolas one needs to understand the timing of a bolas. The user will grip the bolas from the nexus and gives the bolas momentum by swinging them. Using good timing they will be released from the hand and will swing toward the opponent at very fast speeds. The best target to use a bolas on is the opponent’s legs. It will restrict them and limit their mobility severely. Upon impact it will bind them and usually cause them to stumble and fall forward. With more weights and more force the bolas can actually cause injuries such as severe bruising and broken legs.

There are three methods of using a bolas in combat. All of which revolve around binding the target’s legs or arms. The first is a regular projectile bolas with no chakra channeled through it. As stated above the user will grip the bolas from the nexus and swing it to give the balls momentum. Upon release it will aim to bind the legs (preferably) or possibly the arms. The damage from this can vary depending on the strength put behind it. It can range from simple bruising to broken bones.

The second method is by channeling chakra into the bolas. One can channel either their raiton or katon chakra into the bolas. By channeling raiton chakra the bolas will gain a paralysis effect upon impact causing numbness in the localized region where it strikes. The stronger the raiton the greater the paralysis effect. The second chakra release method is katon. The user cannot channel extremely high amounts of katon chakra into the bolas as it will cause the rope on it to disintegrate. However one can channel controlled amounts of katon chakra into the weights on the end causing them to heat up. Upon impact the weights will cause first degree burns in addition to the regular bonuses the bolas gains.

The third method is by creating a tether to the bolas through the use of raiton chakra. It is based on the same idea as Lightning Release: Lightning Beast Running Technique. With the tether the user is able to control the path of the bolas. The advantage to this is that the user can attack from a different angle rather than the regular straight forward attack with a bolas. However the disadvantage with this is that since it does not move linearly it will lose momentum and not strike as hard. It will lose the impact strength to break bones. However it will retain bruising capability and a numbness effect along with its binding ability. By using this method the user will have to constantly focus and maintain their chakra which will make them unable to use other jutsu without a clone.

Bolas can have more than two weights on them causing various effects. However multiple weights will not change the core aim of this style – to bind the opponent at the legs or arms.

Example Techniques:

(Bōrasu no Michi: Baindingu no surō) – Way of the Bolas: Binding Throw
Type: Offensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This is the most basic use of the bolas. The user will withdraw a bolas from their tool pouch and grip it from the nexus of the rope. The user will then begin swinging it overhead to gain momentum and then release it straight at their enemy. It can target the legs or arms in an attempt to bind the opponent. If it fails at binding the opponent the weights can still do direct blunt damage. A direct hit with a bolas weight can cause bone damage on a regular opponent.
Note: The user cannot wield two bolas at once.


(Bōrasu no Michi: Fukusū no Jūryō Sutoraiku) – Way of the Bolas: Multiple Weight Strike

Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will hurl a bolas with more than two weights on it. The number of weights can range from three to six. This requires additional strength to maintain its core binding effect. The added weights can be used to damage a larger area of the target’s body while still binding them.
Note: The user cannot wield two bolas at once.
Note: This technique can only be used twice per battle.

(Bōrasu no Michi: Kasai Jūryō Sutoraiku) – Way of the Bolas: Fire Weight Strike
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will channel their katon chakra into a bolas with two weights attached to it. The weight will heat up and cause first degree burns upon direct contact with an enemy’s body. The bolas still retains its core principle ability – the ability to bind the opponent at the legs or arms.
Note: Will not ignite. It merely heats the weights enough to cause first degree burns.
Note: Elemental strengths and weaknesses apply to the weights.

(Bōrasu no Michi: Raitoningu Jūryō Sutoraiku) – Way of the Bolas: Lightning Weight Strike
Type: Offensive
Rank: B-S Rank
Range: Short-Mid
Chakra: 20-40
Damage: 40 – 80
Description: The user will channel their raiton chakra into a bolas with two weights attached to it. This will give a paralysis quality to the weights upon impact. The strength of the paralysis can vary depending on how much chakra the user puts into the technique. At B-Rank it will cause numbness in a localized area. A-Rank it will cause paralysis in that same area. S-Rank will cause full body paralysis and slight electrical burns. The technique still maintains the core principle of binding the target at the legs or arms. Elemental strengths and weaknesses do apply to the weights and in this form it can only be thrown as a projectile.
Note: B-Rank has no restrictions on usage. A-Rank can be used twice. S-Rank can be used once per battle.
Note: Elemental strengths and weaknesses do apply.

(Bōrasu no Michi: Raitoningu Tezā) – Way of the Bolas: Lightning Tether
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Following the same principle as Lightning Release: Lightning Beast Running Technique the user will channel raiton chakra into their palm and the bolas to create a tether between the two allowing the user to guide the bolas with his raiton chakra. This will allow the bolas to strike from multiple angles that can reach up to long range. The user must maintain the chakra flow and as such they cannot use any other technique without a clone or an ally on the field. Elemental strengths and weaknesses do apply.

Additional Effects and Restrictions

Way of the Bolas users will have slightly better reflexes than a normal ninja as they will have trained their arms to release bolas at a split seconds notice in the heat of combat allowing them to travel accurately to their target.
Users of this style will also have slightly greater strength than a normal strong fist user as their bodies will have become conditioned to throwing heavy bolas.

- The user must be at least Sannin in rank to train and master Way of the Bolas.
- The user must have mastered Raiton to begin training in Way of the Bolas.
- The user must have mastered Katon to begin training in Way of the Bolas.
- The user must state that they have possession of bolas in their biographies once they have learned this style.

Co-creator: Drackos

____________________
P a t e n t C e r t i f i c a t e

Soulji, our loyal member, gave on the date the 31st of July 2014 a request for a Patent on Custom Fighting Style (Way of the Bolas). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Bōrasu no Michi
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(Bōrasu no Michi: Baindingu no Surō) – Way of the Bolas: Binding Throw
Type: Offensive
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: This is the most basic use of the principle of Way of the Bolas. The user will withdraw a bolas from their tool pouch and grip it from the nexus of the rope. They will begin swinging it overhead to gain momentum and then release it directly at the target. If aimed at the target’s legs and arms the bolas will bind the opponent. Even if it does not bind them the weights still do direct blunt damage. A direct hit with a bolas weight can break bones.
Note: The user cannot wield two bolas at once

(Bōrasu no Michi: Kasai Jūryō Sutoraiku) – Way of the Bolas: Fire Weight Strike
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels their katon chakra into the bolas with two weights attached to it. The weights will heat up and cause severe burns upon direct contact with the target’s body. The bolas still retains its core principle ability – to bind the target at the legs or arms. The weights have enough momentum to break bones and severe bruising.
Note: The bolas will not ignite. It merely heats the weights enough to cause severe burns.
Note: Elemental strengths and weaknesses do apply to the weights.

(Bōrasu no Michi: Raitoningu Jūryō Sutoraiku) – Way of the Bolas: Lightning Weight Strike
Type: Offensive
Rank: B-S Rank
Range: Short-Mid
Chakra: 20 - 40
Damage: 40 - 80
Description: The user channels their raiton chakra into a bolas with two weights attached to it. This will give a paralysis quality to the weights when making direct impact with a target’s body. This technique follows the advanced method of Way of the Bolas. The paralysis effect can vary depending on how much chakra the user puts into the technique. At B-Rank the weights are capable of causing numbness in the localized area. A-Rank is capable of causing total paralysis in a localized area. S-Rank is capable of causing full body paralysis and electrical burns upon impact. The technique maintains the core principle of Way of the Bolas – to bind the target at their legs or arms. Elemental strengths and weaknesses and strengths do apply and the weights can only be thrown as a projectile in this form. The weights have enough momentum to break bones.
Note: B-Rank has no restrictions on usage. A-Rank can be used three times per battle. S-Rank can be used once per battle.
Note: Elemental strengths and weaknesses do apply to the weights.

(Bōrasu no Michi: Yokusei netto) - Way of the Bolas: Suppression Net
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: One of the most advanced applications of the Way of the Bolas, the user will throw untethered bolas (ones that are not tied together) around the battlefield, on the ground. Prior to this, the user would have channeled non-elemental chakra through them. This is actually a two-step technique; the initial throwing of the bolas serves as a set-up. Immediately afterward, or whenever the user chooses, they can choose to "activate" this trap. The chakra that was infused into individual bolas will form chakra strings that tether the bolas to each other, creating a complex net-like structure on the ground. Upon hand seal command, the bolas will pull upward and attempt to meet each other, trapping whatever is within its vicinity. As a visual reference, it is similar to a poacher's net trapping an animal. The trapped victim suffers severe damage from the bolas coming together from all angles, and the sheer tightness of the net's hold.

The net can be formed up to mid-range, but it has a short range radius about its intended target. Even though the net is tight, it is relatively flexible and can stretch, suppressing movement and capable of trapping even large summons. Conversely, the bolas may also be thrown upward and the net formed in mid-air, allowing it to fall onto an intended target. However, the practitioner cannot channel Fire or Lightning chakra into this like other Way of the Bolas techniques. The strength of this technique is equivalent to an S-rank standard ninjutsu technique; as such, appropriate interactions apply.

- Can only be used twice per battle
- Setting up the trap and activating it counts as a single usage
- The trap lasts two turns unless countered
- No standard ninjutsu techniques may be used for the turn after the net is activated

(Bōrasu no Michi: Bakuhatsu) - Way of the Bolas: Detonation
Type: Supplementary
Rank: B
Range: Short (from bolas)
Chakra: 20
Damage: (+10 to technique it's used on)
Description: A complementary technique to any Way of the Bolas technique, this jutsu is activated upon command; such as an "activate" handseal similar to how one detonates explosive tags or equivalent. The chakra (either elemental or non-elemental) that was infused into a prior bolas technique that was used causes the bolas to break apart and shoot outward, "exploding" and hitting targets with shards and projectiles from the weapon. This makes the technique stronger, allowing for a greater chance of hits. The explosion is omnidirectional up to short range with the bolas at the center. Fire and Lightning variants release also have fire and lightning properties applied to their explosions, respectively. The user can choose which individual bolas to explode by focusing on them.
 
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Art of the Flying Penguin

Furaingupengin no Ato - Art of the Flying Penguin

Type: NinKenjutsu

Background: After spending months training with Shinta in kenjutsu and finishing most of his elemental ninjutsu and spider arts, Penguin knew he had to take his training in both arts and combine them to finally achieve his own fighting style. His traveled the word, from Amegakure to Kirigakure and pretty much everything in between, Penguin finally spoke to enough people and gathered enough information to devise his own fighting style involving kenjutsu and the manipulation of elements to enhance it. It took quite some time, but the finished product, Furaingupengin no Ato, was more than worth the wait as it was kenjutsu with ninjutsu manipulation with a plethora of ranges.

Description on the Abilities and Inner Workings of the Style: Furaingupengin no Ato, or Art of the Flying Penguin, is a very simple and elegant fighting style that involves the use of two items and an appendage. The first item would be a sword as it is a NinKenjutsu fighting style. The second item needed for this fighting style is silk web via spider ninjutsu that is highly durable and flexible for the intricate movements and techniques for the fighting style, although if preferred, the user could instead use ninja wire. The last thing needed for this fighting style is simply an appendage, a hand to be exact.

Once the above three criteria are met, the user will wrap their silk/wire around the hilt of their sword and make sure it's on tight or else the rest of the style won't work. Then by simple gripping the end silk or wire, opposite of the end wrapped on the hilt of the sword, the user would have a vast amount of range and ways to attack compared to when grabbing the sword by it's hilt. The user could spin the sword and whip it straight forward with enhanced speed to attack from the front, or by manipulating the silk itself the user can change the direction of the attack so that the sword can reach the sides or backs of the opponent with ease.

The last thing Penguin did to this style to put it over the top was to add elemental ninjutsu to it. For example, if the user began spinning his blade horizontally above his head or vertically to his side, he could inject katon chakra into his blade and as it span, fire would come spewing out the blade in every direction the blade was spinning. With different elements came different affects, some more useful than others, but each had their purpose.

Example Techniques:

Deadly Darts - Deddorī Dātsu
Type: Offensive
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user would attach silk to his sword via spider ninjutsu and begin spinning it. After spinning it at high speeds, the user would launch the sword at the opponent whilst still holding the silk. If the user chooses to, he could change the direction of the sword's launch via yanking the silk.

Additional effects and Restrictions: After being trained in this style, the user is slightly stronger than the average Shinobi due to having to spin around a sword the whole time opposed to carrying it. If the user is not on stable ground or does not have good balance, they could not hope to perform this fighting style as it requires perfect balance. You must have also mastered kenjutsu as well as spider ninjutsu to produce webs for the fighting style.

____________________
P a t e n t C e r t i f i c a t e

Penguin., our loyal member, gave on the 31st of May 2015, a request for a Patent on the Custom Fighting Style Furaingupengin no Ato | Art of the Flying Penguin. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Furaingupengin no Ato | Art of the Flying Penguin
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Ninjutsu

(Hakke Eien no) - 8 Trigrams Eternal
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: This technique will enable the user to release a series of large amounts of chakras from his chakra points on the tips of toes or exerting from his palms (incase he is standing on his hands) enabling the user to move at fast speeds when he kicks/pushes off the ground or kicks/pushes onto a direction within mid-air in order to evade an incoming jutsu, or to move into hand-to-hand combat.
Note:
-This jutsu won't deal any damage.
-Can be taught by Dr. House


(Ninpo: Kire-site ijou)- Ninja Art: Chop and Change
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(+20 to 2nd jutsu)
Description:
This is a unique technique initiated by forming an additional two hand seals during the performance of another jutsu. This creates a cloud of semi-transparent chakra around the user that serves no direct offensive or defensive purpose, while due to the insubstantial nature of the cloud of chakra it cannot interact with or negatively effect the opponent or their techniques, and vice versa. This techniques singular function is to draw out a single trait of the initial technique that the user wishes to utilise, unique or not and to then copy this trait into the cloud of chakra, in which it will be held in an inactive state until it is used(Meaning that although the cloud can draw out a trait, it does not exhibit the trait itself, it simply ‘holds’ it.)

This ‘drawing out’ process weakens the initial jutsu slightly(falls by one rank or -20 damage) and the cloud will change colour to indicate it is active and will display a colour based on the element of the technique it was used upon(eg. Red for fire, blue for water, etc) After drawing out a trait it can be used by the caster to alter a second jutsu that the user creates, imbuing it with the active cloud of chakra after forming an additional hand seal during the second jutsu’s performance. This fundamentally changes the second jutsu’s attributes by adding the copied trait and ends this technique. This would essentially transfer the held trait to the new jutsu while reinforcing it overall.(eg. Using this jutsu on the Dragon Flame Release Song Technique would allow the user to copy the heat from the fire or even the almost solid nature of the flames and imbue them into a following technique, etc.)

Note:
~Cannot use basic Ninjutsu techniques S-Rank or above in the user's next turn
~Can only be applied to one technique per usage and can only be used 3 times
~Lasts for 3 turns if not used, after which it will disperse harmlessly
~Can only be taught by Houdinii
 
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Fuuinjutsu

(Fuuin: Houtei no Kami) - Sealing Technique: Gift of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will place a seal with the Kanji for “Rebirth” on a solid technique of any kind. The seal will make a given technique that usually lasts for a limited amount of time (e.g. the Great Stone Golem which goes lifeless after you stop fueling it) last indefinitely or rather until it’s destroyed. This seal can be applied to any solid element or technique as long as physical contact is made. This jutsu doesn't necessarily sustain jutsus without limit or cost. If the technique is destroyed, this will inevitably end and each turn the technique is maintained 10 chakra will be sapped from the user.

Note: Can be used thrice per battle
Note: Works on any solid element or technique
Note: Only one seal can be applied per techniqu

(Fuuinjutsu: Bodiāmā) Sealing Arts: Body Armor
Type: Defensive
Rank: A-rank
Range: Short
Chakra:30
Damage:N/A
Description:The user will form the dragon-tiger handseals, creating a powerful barrier that covers the user's body. The barrier takes the shape of the user and spans about three inches away from their skin. The barrier, initially invisible to the naked eye, serves to protect the user. When enemy's attack draws near, the barrier becomes active, appearing as a translucent red color, and deflects the attack in respects to strengths and weaknesses. The technique was created as a means of allowing the user to engage in Taijutsu maneuvers without having to worry about techniques like Chidori Stream, allowing them to execute their maneuvers. The barrier does not cause any additional damage or enhancements to the user's body, even though it is tangible, and comes into effect when struck by a person or technique.
Notes:
-Can only be taught by Riker
-Must have mastered Basic Fuuinjutsu
-No Fuuinjutsu above A-rank in the next turn
-Lasts for four turns maximum and can be used twice per battle
-Technique respects elemental strengths and weaknesses, meaning that higher ranked elemental Ninjutsu will break through, and elemental ninjutsu of the same rank cancel out with the barrier.
-Barrier is self-sustaining, meaning user is free to perform other techniques while it is active

(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses. An example of usage would be with (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique, where as the special tag could be relocated to accommodate for user movement.

~Notes~
- Moving the seal requires hand movements.
- Cannot be used on ftg seals
- Must be taught by Vegeta

(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds time to how fast they can make seals, slowing the creation of their technique somewhat. A technique that requires one handseal would now take the time of four. Two hand seals, it would take them as long to perform them as it would normally take to do five, and so on. Additionally the afflicted will find themselves requiring the time of performing two hand seals for techniques that usually require none. This is applicable the moment the seal is applied. In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then A ranks on the subsequent turn. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.

~Notes~
- This seal lasts for 5 turns, after which the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
- This seal can be removed prematurely by one skilled in fuuinjutsu, practicioners in fuuinjutsu can remove it with a sealing displacement technique, however it can also be removed with a full body surge of equal or higher rank.
- Will not work on EIG
- Must be taught by -Vegeta
- Can be used 2X per battle


(Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used thrice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No A-Rank or above Fuuin in that turn or next.
Note: Can only be followed up with a Defensive and/or Supplementary Jutsu

Fuuinjutsu: Boukun no Ryoudo] – Sealing Technique: Tyrant’s Dominion
Type: Supplementary
Rank: B
Range: N/A (+1 range to technique applied to)
Chakra Cost: N/A (+20 to the technique used prior to this)
Damage Points: N/A
Description: The user will have a seal on their body that can be activated whenever they use a technique that sends chakra through or into the ground. Upon activation, the seal will pump extra chakra into the technique and thereby extend it’s range by one (e.g. short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range). The chakra used for this technique will be added to the cost of the jutsu that preceded this. This technique counts as a move but occurs in the same timeframe as the technique it's applied to.

Note:
Can only be used three times per battle
Must have a one turn cool down the least between each usage
Seal must be place within user's bio
Can only be taught by Venom


(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)

[Fuuinjutsu/Lightning: Kensaku] - Sealing/Lightning Arts: Regain
Type: Defense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/a
Description: The user will have a seal placed on their body labeled "regain" in kanji form (索). Essentially, whenever foreign lightning jutsus are being used, from the seal, a large scale barrier will immediately erect short range around the user at a fast pace. But, it does not provide any damage whatsoever, this is why its passive and instant in activation, although it can be perform in the same timeframe as another jutsu it still count as a move per turn from the user. It's basis of usage is the barrier will immediately act as a lightning rod for the opponent's own lightning jutsu and immediately draw the jutsu inward, attaching itself to the barrier, and after this is done, the full dome shape barrier becomes drawn back into the users seal. This will not give the user any chakra, but rather it will allow the user to use the now unfocused electricity to enhance the users next jutsu attack (lightning composition equivalent to that of nagashi, same with rank and damage as well). Lightning jutsus become enhanced automatically by 10+, with elemental jutsus that coincide with unfocused electricity (fire, earth, water, etc) will have raging electricity running across its body and will increase by 1 rank due to a veil of electricity covering it. This jutsu being increase doesnt have to be soley from the basic 5. It can be used with KG/CE alike aslong as it is within logic and stems from the user's body or at least short range of them for the electricity to aid the jutsu. What also allows this technique to be used in a defensive manner is, lightning is known for its insane speed, due to the speed of the barrier, it will immediately act to "catch" fast moving lightning jutsus (this includes combinations of the sorts) and be used for the user. Armors or lightning jutsus that enhance the opponent's speed will literally be ripped from their body and be used for the users purpose as stated.

Notes:
Can only be taught by venom
Only be used three times
Requires a 1 turn cool down between uses

[Katon/Fuuinjutsu: Uranai shinjitsu] - Fire Style/Sealing Arts: The Telling Truth
Type:Supplementary
Rank:B
Range:Short-Mid
Chakra: 20
Damage:N/A
Description: Once a single handseal is made, a barrier will be released by the user that will move outwards from the user's position a the speed of Wind Style: Wind Blade. The barrier has a distinct red hue and is imbued with fire chakra, but is dormant and useless until it is triggered. The trigger being the barrier encompassing anything that has chakra sealed inside of it via fuuinjutsu, or otherwise seals, scrolls, and paper tags. When the barrier passes by a location that triggers this affect, it will react and release just enough of its stored fire chakra into the objects to corrupt the sealing script found within it or medium the chakra is sealed in itself. This would slightly burn it and make it unusable due to such. Paper tags will be destroyed, not set off or detonated. In the case of seals found on the opponent's body, the opponent would only feel a slightly warm feeling on the place of the seal and find that part of the seal has been slightly burned away, doing the same thing to it as it only takes a bit to corrupt the sealing script and thus make the seal useless. Upon reaching the end of mid range, this barrier would disappear.

Notes:
Can be used three times per battle
Can only be taught by Venom
Does no damage to the opponent whatsoever
Cant be combined with anything that enhances barriers
Can be destroyed by techniques following Katon's elemental S/W
2 turn cool down between uses
 
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Sharks

Kuchiyose: Ōkui ▽ Summoning Technique: Gluttony
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30 (-100 per turn) (+100 per turn)
Damage: N/A
Description: Among several shark summons, Gluttony is very rare in the fact that he is one of the only sharks with no offensive capabilities; only supplementary and defensive. Gluttony is the size of an average shark, and can be summoned on land or inside a source of water. However, if summoned on land, he can only stay on the battlefield for three turns, compared to the regular five he could last inside a source of water. Being Ashitaka Emishi's personal shark summon, Gluttony has a respect for him like no other, however, it takes months of training to effectively use Gluttony by other shark practitioners, as he commands the utmost respect for his aid in combat. Gluttony has two main main abilities, two of those abilities being able to absorb chakra from people and transfer that chakra to the person who summoned him or his allies. If Gluttony is making direct contact with a person, or if they are within short range of him in a source of water, Gluttony can begin to steal their chakra, eating it like a glutton, never filling (costs a moveslot to initiate). Being a master of chakra control, Gluttony can use the chakra transfer jutsu perfectly. However, he must be in direct contact with the user or ally to give him the chakra, or within short range in a water souce (costs a move slot). Gluttony is very sarcastic, and at times, is considered a jackass within the shark community; though other sharks still respect him for his usefulness in combat.

▽ Can only be taught by Penguin
▽ No sharks can be on the field while Gluttony is summoned
▽ Lasts five turns, unless summoned on earth, then is reduced to three turns
▽ Can only be summoned two times per conflic

Same/Suiton: Same ya Pengin no Kyōtei ▽ Shark/Water Release: Pact of the Shark and Penguin
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Same/Suiton: Same ya Pengin no Kyōtei - Shark/Water Release: Pact of the Shark and Penguin is a very simple yet innovative jutsu that Ashitaka Emishi created shortly after Lancer, the Mizukage, taught Ashitaka the shark summoning contract. The user would first draw blood from themselves, then wipe the blood over their summoning tattoo as they release a surge of chakra that will activate a very unique summoning ability for future occurrences. This certain ability is to be able to summon a layer of countless, tiny sharks with wider heads that coat water release techniques produced by the user. When water jutsu produced by the user that are coated by these miniature sharks come in contact with opposing jutsu, the sharks would begin to do two simultaneous actions to decrease the opposing jutsu's strength (by one rank). The first action the sharks perform is to begin detaching themselves from the water jutsu they coat, taking the brunt of the opposing jutsu head on, using their durable bodies as a pseudo meat shield. While this is occurring, the wide headed sharks use their tremendous jaw strength and superb enamel to eat tiny parts of the jutsu away before they would become de-summoned. In turn, the rest of the incoming jutsu would de-summon the wide headed sharks, returning the sharks back to where they were summoned from. The reason this jutsu is instant is because there would be blood already smeared on the tattoo and chakra being passively released for summoning "basic" sharks. However, if someone Ashitaka Emishi taught this jutsu to that did not have a shark summoning tattoo, they would have to perform the basic summoning ritual instead and it would not have an instantaneous affect.

Note: Lasts four turns but can be deactivated at any time
Note: Must wait three turns before using again
Note: No shark ninjutsu techniques for two turns after this technique ends
Note: Must have signed the shark contract and have mastered water release
Note: Can't be used in conjunction with forbidden ranked water techniques
Note: This technique cannot be used in conjunction with other infusions
Note: Must have a shark summoning tattoo on the bio for instantaneous activation
Note: Can only be taught by Penguin

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique

Same/Suiton: Toriton Uragiri Taizu ▽ Shark/Water Release: Treacherous Tides
Type: Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will release pulses of mist all across the battlefield. The mist itself is intangible, inside the mist are tiny baby sharks, floating around by using the mist as their medium. The mist is infused with the user's chakra, with the purpose of the baby sharks being able to differentiate the user's chakra from the opponents. The purpose of the baby sharks is to remain towards their theme of consuming and growing. Essentially, anything that enters the mist are will automatically be bombarded by the many baby sharks, with the sharks consuming and devouring the substances inside of the mist. The consummation occurs in two ways: if the element/material is solid, they devour it by actually eating the material and chakra away. If the element/material is energy, they will absorb the chakra through their body and skin. This jutsu becomes a hellish defense, difficult to penetrate for the purpose of the user. Sentient beings are not secluded from this jutsu either. And if there so happens to be multiple sources of attack, they will be able to split themselves in accordance to fight off the multiple attacks. All the baby sharks together make up S-Rank related power. The damage inflicted can only be done on contact of the sharks.

▽ Lasts four turns
▽ One turn cool down before re-use
▽ No water S-Rank and above on the turn this is deactivated/destroyed
▽ Can only be taught by Penguin

Enamel of Ethereal ▽ Īsariaru no Enameru
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: A jutsu Mand'alor Indomitable made that requires summoning a singular part of sharks around the user as a defensive precaution against incoming attacks. The user, through the rapid conversion and release of chakra, would begin to summon quite the amount of shark teeth around himself. The shark teeth always point outwards when summoned, making sure not to put the user at risk, almost fashioning these shark teeth as a spiked armor. The jutsu itself is basic, serving as a rudimentary defense equating to S-rank strength, however, much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, the user can constantly manipulate these shark teeth to form basic tools of attack (swords, hammers, mails, etc.) to attack the opponent if they enter short range.

▽ Can only be used twice per conflict
▽ Requires a two turn cool down before re-use
▽ Can only be taught by Penguin
▽ Can only use elemental and non elemental abilities while sustaining this armor

Same Kuchiyose: Densetsu no Soshitsu ▽ Shark Summoning: Makings of a Legend
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: After years of fighting top notch warriors, Mand'alor the Indomitable had come across other warriors restraining him and his usage of certain elements, and now it was time to do that onto others. After performing the summoning ritual, the user would stream chakra into water. This would cause a school of baby sharks, sons and daughters of Gluttony (not visible to the naked eye unless it's focusing strictly on the water). These baby sharks have an ability similar yet different to their father; still having that ability rely of off chakra absorption. These baby sharks feed off of elemental chakra only, and much like baby snakes, these baby sharks are more dangerous than their adult counterpart due to them not being able to control their power. Once these sharks get a taste for a particular elemental chakra being channeled (within short range of the enemy whilst on or in water), they would begin to turn visible to the opponent as they eat away the said elemental chakra, turning to it's respective color. After eating away that elemental chakra from the opponent, stopping their jutsu, these sharks would begin to eat away, any chance they get, at that particular type of elemental chakra for four turns. These sharks, however, have one major weakness. Due to them being babies and needing a constant supply of energy to grow and mature, they can easily die off by the opponent not channeling that specific elemental chakra. It would take two turns for this to be done.

▽ Can only be taught by Penguin
▽ Lasts four turns
▽ Sharks die out in two turns if starved
▽ Can only be used twice per event
▽ Gluttony cannot be on the field with these sharks

Ikarusu no Naizō ▽ Innards of Icarus
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (60 if used with offensive intent)
Description: Mand'alor Indomitable created a very basic supplementary technique to be used in the ninja world, aiming to trap his targets instead of damaging them. Instead of reverse summoning the user and opponents into a cave or a belly, the user would expend thirty chakra and summon a layer of shark flesh over the surroundings up to mid range. From there, the shark flesh can be manipulated by the user to trap certain individuals. Alternatively, the user can form a hand seal to cause the shark flesh to protrude spikes, damaging anyone nearby.

▽ Can only be taught by Penguin
▽ Can only be used three times per conflict
▽ No shark ninjutsu above A-rank during this move

Forculus no Mittsu Unmei ▽ Three Fates of Forculus
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would produce three shark heads that protruded out of his back and armor with each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other whilst having access to the Mand'alor's chakra pool. Due to the shark's heads and neck's being made of purely cartilage as well as being sentient, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is a team player, not having any offensive abilities yet still being possibly the most useful of the three fates. The First Fate has the ability to smell chakra opposed to blood, but only within short range of it's location. While not being terribly useful on it's own, the First Fate couples this sensory mimicking ability with the ability to use the Mand'alor's chakra pool to help him from falling under illusions. If Freyr would sense the Mand'alor fall into an illusion, The First Fate could surge enough chakra for the Mand'alor to be freed from any illusion up to and including S-rank. This however, does not extend to MS level illusions. This ability can only be used twice and mimics Genjutsu Kai.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability varies in power from C to A rank, and the creations of these toothen structures are quite limited. The shark can only manipulate the teeth to form walls, waves, and weapons only. The size of these structures, however, cannot exceed that of ten meters in length or width, and can only be used twice per battle. This technique also has a two turn cool down before re-use.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that ability being to transfer part of the user's primary elemental specialty in shark ninjutsu (relating to teeth the user or his allies produce). While channeling this chakra into shark ninjutsu, the teeth would then take on properties of whatever primary elemental specialty the user has at that time. When these teeth make contact with opponent, they would not only have cutting damage, but the affects of the elemental chakra would be very similar to the Dragon Beast Kaito Tai techniques as well as being capable of defending against twenty more damage points than usual. This in no way adds damage to the teeth, however, just extra affects when the teeth make contact with other beings. This ability is B-ranked and can only be used three times per battle. While being instant in activation, this technique does take up a move slot and the user's chakra.

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once
▽ All chakra costs are appropriate to the ranks of the abilities and get deducted from the user's chakra pool and count as a move in the user's moveslot
▽ Must have been taught Kaito's Taijutsu for the last Fate's ability

(Same Kuchiyose: Kyasutā) - Shark Summoning: Castor
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Deep within the water country, in the village hidden in the mist dwelled a species of shark, within the dense fog lived a small yet incredible dangerous animal this animal dubbed by Taek as the Scavengers. Although the sharks were much smaller there their usual size, they compensated by using their unusual ability to swim and manipulate mist. These sharks were capable of expelling suiton from there skin, increasing the density of the mist around them to the point where the water vapor was far thicker than normal, but not solidified like regular water. Of these sharks was a teenage shark by the name of Castor. Castor is capable of merging with the mist, hunting down enemies stealthy as well as manipulating the mist around them with a power comparable to that of an A-rank water technique (this manipulation ability works in both ways, Castor can turn water into mist). Castor's last ability deals with the mist as well. Castor is capable of refracting light off the mist to turn it completely dark or blindingly bright at his leisure, due to all of his time living in the mist with the other schools of shark. This final ability is B-rank in power, and all of these abilities take away the appropriate amount of chakra for their rank.

Note: Cannot summon other sharks while Castor is on the field
Note: Castor although being summoned in water can and will immediately manipulate it into a plethora of mist.
Note: Lasts four turns in mist, or three turns without.
Note: Can only be taught by Jᴀʏ.
 
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Way of the Bending Sword

(Urumi ātsu: Mage ken no Michi) Urumi Arts: Way of the Bending Sword
Type: Kenjutsu l Nin/kenjutusu
Background: The Urumi arts were developed within an unkown village during a time just before the 5 great ninja villages emerged. This group of people had fought with swords and shields for centuries, and sought a method make their fighting prowess more varied and draw upon the limitations of the weapons of that time. A young group of black smiths began experimenting with variations of weapons. One of those experiments was an extremely long sword, however it was made out to be a lot thinner and what resulted was a weapon that was essentially a sword, but twice as long and thin. It showed characteristics of a belt or whip. Through testing the weapon proved very useful, it had an extremely long reach, could be used to block and attack simultaneously and even allow a person to fend against multiple opponent by spining the sword around the body in unorthodox manners and striking with a moments notice to the surprise of opponents. Over time the metals used to create the urumi were changed, and its heights and performance perfected. The urumi swords were found to be the most efficient with only Two blades on the sword, although variants with upto 10 blades were created they were very rarely used. The Two variants used in this art are both Urumi's with two blades. One variant has the blades as long as three times that of a standard sword, and the other variant has blades 1.5x as big as a standard sword. The blades on the swords although flexible, are still quite strong, they can easily decapitate an enemy and cut through standard shinobi attire.
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Description on the Abilities and Inner Workings of the Style:
The Art is basically different fighting and slashing movements while using the Urumi sword combined with the usage of chakra. The art can be broken down into three fields: Movement - Physical Manipulation - Elemental

Movement:
This part of the art involves the user performing fluid spinning movements while slashing the Urumi around oneself. The long reach and flexibility of the sword allows it to easily keep enemies at bay and the continuous momentum allows the user to continue spinning and keep the movement going. The Urumi can also be used to simply bash the enemy head on without spinning like a normal sword, using the longer reach advantage to draw pressure.
This unorthodox style using spins, jumps and movements, can surprise the opponent, catch them off gaurd and easily force them back. The Art is also very adept at facing off against multiple opponents especially when surrounded. As once you swing the Urumi you can perform spins and use the momentum from the spin and swing to have the urumi strike all around the user, and as he spins the weapon gains more momentum and power, this on top of the unorthodox movement and long reach essentially make it so even larger numbers think twice before closing in.
Demonstration Video:
[video=youtube;AfxNteJjP0g]https://www.youtube.com/watch?v=AfxNteJjP0g[/video]

Physical Manipulation:
All of these however are just the basics. The art itself is, far deadlier when combined and made more advanced with the usage of chakra. By channelling chakra into the the flexible blades of the Urumi one could increase not only the cutting potential of the blade, but also their control over the blade. By channelling chakra into the blade, the user could bend and actively manipulate the shape of the flexible swords even during swings. The manipulation can be done to both blades present on the urumi sword simultaneously or just one. One blade could be used to defend as the second blade curls around and attacks, can be used to bind an opponent or grab things and so on.The blades can also be turned into long versions of regular swords by simply having chakra manipulate the blades to be straight, if the need arises. This is done not by the utilization of elemental or kkg chakra like steel release, where the steel is being manipulated on an advanced level. Instead by the use of raw chakra, a practitioner of the art applies force through chakra on the blade in order to bend it, since an urumi is naturally very flexible this is possible very easily. The Urmis are usually kept coiled and stored on the waist belt of people, with a special hook. This hook, hooks onto the urumi's hilt and the blade's coil up like a whip for storage.

Elemental
Lastly, once users have completely mastered the previous two aspects they are thought how to apply Fire Release, to the previous applications. This is done by using the raw chakra already manipulating the urumi as a catalyst, igniting the chakra and setting the urumi on fire. As the user does this he feeds more chakra into the blade, This ensures the flame keeps going and doesn't interrupt the physical manipulation of the weapon. [/B]


Example Techniques:

( Fukusū Urumi Mojiretsu) Multiple Urumi stings
Type: Offensive
Rank: C Rank
Range: Short
Chakra: N/a
Damage: 30
Description: The user rapidly swinging the Urumi at the opponent making the two blades of the urmi strike the opponent cutting him apart.

(Riborubingu Nanmon) Revolving Conundrum
Type: Offensive / Defensive
Rank: C rank
Range: short
Chakra:15
Damage: 30
Description: The user spins in circles while swinging the urumi around him aswell. Creating swift multi angled, spining attacks from the weapon, as the user moves in towards the opponent. These attacks can be confusing and hard to perceive if not focused due to all the movement going on as the the twin blades on the urmi move around during their swing independent of each other aswell as the movement of the user.

( Koiringu Fukushū) Coiling Revenge
Type: Deffensive l Offensive
Rank: C rank
Range: Short
Chakra:15 Chakra
Damage: 30 Damage
Description: The User uses the Urumi to block an oncoming kenjutsu strike, by having one of the urumi blades intercept the weapon and coil around it. While doing this, simultaneously, the other blade on the Urummi strikes the opponent, at the desired location by manipulating the metal into a specific shape and swiftly manipulating it to move into the desired area.

Additional effects and Restrictions:

Users that have learned the Urumi arts have high stamina, as the art requires constant motion, which through years of practice is made into second nature and adapted to by an increase in cardiovascular ability. Users of this style have build up a strong mental and physical connection fine tuned by constantly performing fast and complex manoeuvres.



- Users requires mastery of Kenjutsu | Katon to learn The way of the Bending Sword
- Users must be atleast a sannin ranked shinobi
- Although Urumis are like whips, the Art for all intents and purposes is a form of Kenjutsu and Urumi's can be used as a catalyst for Kenjutsu Techs.

P a t e n t C e r t i f i c a t e

Dank, our loyal member, gave on the 30th of March 2016, a request for a Patent on the Custom Fighting Style Urumi ātsu: Mage ken no Michi | Urumi Arts: Way of the Bending Sword . I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Urumi ātsu: Mage ken no Michi | Urumi Arts: Way of the Bending Sword
Powered by Lord of Kaos
Copyright 2016, Dank, NarutoBase.net

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Pencak Silat

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♦ Demon God's Fist - Pencak Silat

Type: Nintaijutsu

Background: Pencak Silat is an martial art specializing in decisive blows and guerrilla tactics. Pencak means Dance or Distraction, and Silat means Attack. It was developed in the Land of Fangs to ward off suppression and succeeded at one point in driving invaders from the Land of Claw, via a resistance led by Silcardo Jenazad (a native of the Land of Fang). The style became so notable that shinobi and martial artists from other countries frequently visited the Land of Fangs solely to train in the craft. Something that was accomplished by many, however it is yet to be heard of anyone trianing directly under Silcardo Jenazad, a complete master.

Description on the Abilities and Inner Workings of the Style: The style has a plethora of moves that could be considered "dirty", like the "Jurus", a set of 18 combo attacks in a single attack (technique) meant to go for vital areas like the eyes, throat, and groin for kill. But has direct and unpredictable approach as well. There seems to be a large number of moves preceded by a jump, as well. However the style is not so simple, experts in the art began to progress it's nature and mixed Earth Ninjutsu into the craft, perfecting the style; through Doton chakra. The user uses Doton chakra by making their skin robust, sharp and abrasive, with a dark almost entirely black tone of color. This allows for even the smallest contact to result in skin cutting, capable of doing penetrating damage, shredding flesh, piercing targets. Essentially making their limbs become virtual shredding hammers. This allows them to even grab the ground firmly to the point of shattering it within the scope of their grip. When entering the style the user adopts a slighlt bent knees position with one arm placed above his head, palm facing out and their dominant hand is closed in a fist, lifted to mouth level.

Combat Stance:
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Hands and Legs under influence of Pencak Silat's abrasive nature:
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This is done by channeling chakra and materializing the robust nature of rock through their limbs, or manually removing the earth from the ground or from existing techniques for offensive and defensive purposes; such is the nature that it can parry and break regular blades, swords and other weapons bare handed. It is a formidable martial art, showing strength against Karate, and able to adapt to anything, any form of terrain or surface to keep balance and accommodate with the style, with a large amount of techniques and high speed movement. Being complicated and bizarre. The technique is perfected through the waving of ones body and limbs before attacking. Unlike Drunken Fist the user does not appear willow or wavering, however they hold flexibility and dexterity of the same level, due to the round and jumping patterns they utilize with both arms and legs, unlike the stumbling and unbalanced rythm of Drunken Fist, this form of unpredictability relies more on deceiving the opponent with our limbs. To better understand in picture what i'm aiming for, look at the second spoiler above. Providing equally useful unpredictable movements simply by hiding their real intentions with hand patterns.

Supreme Silat ( Expert Master of the Style)
^
Expert (Learning the advanced techniques)
^
Disciples (Learning the basic techniques)​
Example Techniques:
(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, making it near impossible to dodge once the intial blow has been landed and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous interal organs in the process.

(Kenmashajin: ) - Pencak Silat: Whirling Stone
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user brushes and slides their hand or leg through either a pre-existing earth technique or from natural rock and using the Pencak Silat trademark ability to add earth into their skin they lift part of the rock and shape it into formidable and sharp gauntlets or boots in order to land stronger blows capable of shattering bones and rupturing internal organs; these can have a normal look, or resemble a wolf's head, snake, etc. The technique is strong enough to play in equal grounds with other elemental techniques following Earth's strength and weaknesses. The technique is one of the few Pencak Silat that have wider range, as the user can shoot these accessories as rapid projectiles. The user can only use earth techniques made by the opponent if they are B rank or lower, even to the point of stopping the technique by infusing their arm with earth chakra and forcefully stealing the rock from the jutsu.
Additional effects and Restrictions:
♦ Must have mastered Basic Taijutsu.
♦ Must have mastered Basic Ninjutsu & Earth Release.
♦ User's hand and feet become more resilient in receiving attacks and blocking.
♦ The user's hands become accustomed to the style, remaining slightly abrasive by nature. This makes their freeforms attacks have a minor cutting/abrasive edge.

P a t e n t C e r t i f i c a t e

Loki, our loyal member, gave on the 30th of March 2016, a request for a Patent on the Custom Fighting Style Demon God's Fist - Pencak Silat. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Demon God's Fist | Pencak Silat
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Mark of the Trickster

Mato sono Kanningu - Mark of the Trickster

Type:NinGenTaijutsu

Background:
In the early days during Amegakures formation into a hidden village there was a young shinobi, gifted though he was in ninjutsu and genjutsu he lacked any prowess in taijutsu at all. This proved a major hinderance for him and culminated in the ninja losing a close friend during a mission, a barrier had been laid out for them as a trap that suppressed all access to chakra which left the shinobi almost useless as his friend died in front of him. He was grief stricken by this incident and seemed to give up on the life of a ninja altogether, simply staying in his room alone day in and day out. Although his friends tried to contact and even visit him he refused and they were saddened as he seemed swallowed by his own grief and guilt. One year after the incident the young man stepped out from his room once more having perfected his own taijustu style, using his expertise in ninjutsu and genjutsu to support him and make him into a deadly taijutsu combatant.

Description on the Abilities and Inner Workings of the Style:
Firstly this style revolves around two different and distinct layers designed to disorientate and hinder targets.

The first layer is focused on using concentrated lightning chakra in conjunction with attacking or defending movements. The user will focus their Raiton chakra into a part of their body or limb and from that create extremely bright flashes intended to distract, disorientate and hinder the opponent. These can either be a single bright flash, multiple flashes that are spread over a duration or multiple flashes that occur continuously throughout the attack. All of these flashes would temporarily blind the opponent for a period of time and serve to form an almost strobe like affect, making it quite difficult for the opponent to correctly read the practitioners movements and appropriately time their attacks or defense. Its also worth noting that transparent objects between the user and the target will not serve to protect them from the effects of the flashes. The flashes emanate usually from the main attacking or defending limb and will be outlined in each technique, while their area of effect is always facing away from the user so as to not hinder them as well. Users of this style will be able to take advantage of the blindness and disorientation caused by the flashes to alter their movements or attacks in the tight time constraints of battle, within reason.

The second layer to this style is that of a usually dormant genjutsu though this can vary from technique to technique. As the practitioner is creating flashes this causes a fluctuation of the ambient light in the area due to the glare of the flashes on the environment. Due to the intensity of the glare on the environment it will affect the eyes as they adjust for the sudden and large changes in brightness, this takes a few moments to fade completely due to the flashes strength. It is this steady 'fading' of the ambient light after the flashes and its effects on the eyes that is used as a medium to place genjutsu upon the opponent. The actual casting of this illusion can happen before or after a flash or even in the space between two, and once in place the illusion will remain latent until it is activated. The specific illusion can vary along with the illusions complexity and strength but in general the genjutsu will hinder or deceive the opponent when simple triggers are activated. (For example when the opponent throws a punch or sees fire.)

Example Techniques:
(Mato sono Kanningu): Kan Jugyou- Mark of the Trickster: First Lesson
Type: Offensive
Rank: C
Range: Short - Long (Long for the flash)
Chakra: 15
Damage: 30
Description:
The user will throw a simple straight punch while focusing their lightning chakra into their hand. Once they begin this attack the user can create a flash forwards towards at any point during the attack. This flash would temporarily blind the opponent for just a couple moments, making it difficult for them to counter appropriately since they cannot see the practitioners movements. If they choose the user can take advantage of the momentary blindness and in the space of the flash angle their punch slightly differently, hitting up to a few inches away from their original target.

(Mato sono Kanningu): Gyokaku Kemuri- Mark of the Trickster: Catching Smoke
Type: Defensive/Supplementary
Rank: B
Range: Short - Long(Long for flash)
Chakra: 20
Damage: N/A
Description:
Upon seeing an incoming strike from an opponent the user will begin to focus raiton chakra into one of their limbs in preparation. The user will then move their limb in an attempt to either block or deflect the strike, as they begin to move they create a bright flash from their limb that would temporarily blind and disorientate their opponent. Using this as an opening will allow them to defend themselves as they wish before the opponent recovers a moment later.

(Mato sono Kanningu): Shinkirou Tousou- Mark of the Trickster: Mirage Conflict
Type: Offensive
Rank: A
Range: Short - Long(Long range for flash)
Chakra: 30
Damage: 60
Description:
The user will start by shifting their weight onto one leg and performing a roundhouse kick to their opponent and shortly after beginning to move they will focus raiton chakra in their leg and create a flash. As the flash fades away the change in ambient light is used as a medium to place a weak (C rank) dormant genjutsu upon them. This illusion is triggered by the next punch that the enemy throws, making it seem as if their arms have suddenly gone limp with no control over them. During the flash if they wish, the user can take advantage of the targets disorientation by shifting their body and changing their attack without losing momentum, within reason.

Additional effects and Restrictions:
~Must have mastered Lightning Release and Genjutsu
~Must be at least Sannin Rank for the necessary chakra control
~Can only be taught by xHoudinii

P a t e n t C e r t i f i c a t e

xHoudinii, our loyal member, gave on the 14th of March 2016, a request for a Patent on the Custom Fighting Style Mato sono Kanningu | Mark of the Trickster. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Mato sono Kanningu | Mark of the Trickster
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(Mato sono Kanningu: Tou jin Buraindo)- Mark of the Trickster: Rob ‘em Blind
Rank: A
Type: Offensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 30
Damage Points: 60
The user begins this technique by initiating a flash from their chest, arm or leg, from which they will continue to produce continuous flashes with very small intervals in between. The small degree of light fading between each pulse is used to place a genjutsu on the opponent, the genjutsu affects the opponents main five senses, muting them slightly making it more difficult for the opponent to notice and react to the user. (Hearing becomes muffled, vision becomes blurred etc) This effect is compounded with each successive flash as the opponents senses grow weaker, culminating with them disappearing completely as long as the illusion is active. The user can utilise the opening created by the flashes to chain together a combo of punches or kicks(Up to 5 strikes), transitioning between the two as they see fit while the opponent would be vulnerable from the bright light and illusion.

Note:
~Can only be used 3 times
~The illusion is B rank in strength
~Can only be taught by Houdinii

(Mato sono Kanningu: Ikasa Sakka)- Mark of the Trickster: Con Artist
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
This is a specialty technique for those who possess the MoT for it is best used when they are falling, off balance or simply need to evade as it allows them to act both quickly and efficiently. The user will begin this technique by creating an initial flash from their limb or chest towards the opponent while they hold a second flash ready, the initial flash blinds the opponent temporarily and initiates a genjutsu as it fades. Timed with the flash of light the user will utilise their current posture and momentum to react accordingly, for example turning a fall into a roll along the ground to the side of the opponent following with a low leg kick to the opponent from a crouched position. This is but one example as this technique is limited only by how well the user can utilise their momentum, as they could do anything up to even turning a stumble backwards from an enemy’s successful attack into a back handspring while kicking the opponent in the jaw as they flip. The genjutsu that is initiated after the flash hides the user and causes the opponent to see an illusionary version of the user as the light fades, this illusionary clone appears to have jumped towards the enemy in an attempt to tackle them, spouting a loud war cry the entire time.

Note:
~Cannot be used in consecutive turns
~The illusion is C rank in strength
~Can only be taught by Houdinii

(Mato sono Kanningu: Uso Chiito Nusumu)- Mark of the Trickster: Lie Cheat Steal
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
A quite simple and fast jutsu for a practitioner of MoT, this technique is primarily a counter strike attack, allowing the user to swiftly and smoothly execute a dodge/block and strike at the same time. With an attack approaching them the user will release a particularly bright and intense flash at the same moment that they begin to dodge or block ensuring it is hidden from their targets sight. This flash will be a trigger for a genjutsu that prolongs the opponents ‘whited out’ vision while also causing a loud and disorienting buzzing noise in the opponents ears until released. These openings allow the user to block and counter as they would like, for example, knocking the opponents arm to open up their ribs for a strike or to chain this together with another taijutsu attack. Due to the unique intensity of the initial flash the opponent would find their vision blurred once released from the genjutsu and they will take one turn to fully recover from its effects.

Note:
~Cannot be used in consecutive turns
~The illusion is B rank in strength
~Can only be taught by Houdinii

(Mato sono Kanningu: Nanpa)- Mark of the Trickster: Grifter
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 30
Damage Points: (60 if used to attack)
Description:
This is one of the core techniques for those bearing the Mark of the Trickster (MoT). With this technique the user can create several bright flashes (Up to 3) in tandem with their movement, their attack upon the opponent or their defense of an enemy's attack. The chakra generated flash would fade over a small duration after being triggered and is emitted from the users torso. The fading of a flash is used to place a dormant illusion upon the opponent that is triggered the next time they see water created from a water jutsu. Upon seeing this the illusion will activate making the water seem to expand many times over creating an oceans worth of liquid covering and obscuring the battlefield up to many meters overhead. They will find themselves not able to breathe while their movement speed is reduced by 25% due to moving through the liquid, these effects last until the illusion is released. Failure to release the illusion within two turns causes the opponent to pass out as their body is tricked into thinking it is in a state of oxygen deprivation.

Note:
~Can only be used 4 times
~The dormant illusion is A rank in strength
~Can only be taught by Houdinii
 
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Burning Ice

Custom element Japanese name: Kaskōriton

Custom element English name: Burning Ice Release

The element is based on: Water, Wind, Fire and Earth

Facts that prove the element to be possible (in the manga context):
This element is based off of Methane Clathrate. A crystalline structure that has methane trapped inside. This interesting structure has been found under sediments on the ocean floors of the earth, where it is extremely cold, and strong pressure is present. The gas entering the water tend to occur when movement under ground releases this methane gas while the ice then forms around the gas trapping it.

To insure probability of this element being possible in the manga context all these must be present. The ice structure is documented well in the manga. Methane gas is no more but a natural gas that is released from the earth. The manga has also shown many instances of flammable material to be created (such as flammable gas). As long as there is cold water and cold environments present as well as the probability of a flammable substance such as methane being able to be released naturally from the earth due to sudden shift of the earth to allow the flammable gas to exit - then with the two interacting together through natural means - there would be no reason for this natural phenom not to happen in the manga context.

How it works: The process of creating methane clathrate is to replicate the conditions of it’s creation on the ocean floor. Methane is produced in environments with little or no oxygen by bacteria that feast on decomposing organic matter, such as grasses and wood. Using earth for the carbon base of the element and fire to burn it in air to form methane. Water is then used to dissolve the methane and so the interior of the element is formed. Wind is then used to cool the element down to below freezing temperatures, solidifying the water to form Burning Ice.

This element is rather hard due to the crystalline substance, as well as cold on its own. The structure however will be able to set ablaze when contacting heat elements and burn slow until the gas is all warn out and the structure deteriorates. When set in flames the structure is no longer cold, but warm. The structure when cracked or shattered will leak the gaseous substance all at once, lingering in the air which can potentially be set into flames [ ].

User won't be able to set on fire inherently from the element, for that one would need to use a separate jutsu or material (such as a match, friction, or a hot element). The user won't have any control over the flames when it's burning.

[video=youtube;s2WmWMMCcB0]https://www.youtube.com/watch?v=s2WmWMMCcB0[/video]

Jutsu Usage Examples:
(Kaskōriton: Hanran no Chēn)- Burning Ice Release: Chains of the Rebellion
Type: Offense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user will release various balls of cold burning ice towards the opponent attempting to crush and hurt their body and break their bones. However, they are not compacted much, the moment they contact with the opponents body they might break and leak some gas to be used and set ablaze.

(Kaskōriton: Rushifā no Kēji)- Burning Ice Release: Lucifer's Cage
Type: Supplementary/Offense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will surround many sheets of crystalline structure around the opponent. The structures is compacted closely onto the opponent restricting them while crushing them in place, not much pain is presented, but due to the closeness of the sheets, a likelihood presents itself that if the opponent attempts to break the material they might leak the gas and expose themselves, while also if they use anything of heat, they will be burned by their own doing, leaving them in a tough spot.

Conditions to be able to use it:

Mastery of Fire | Water | Wind | Earth

Is weak to:
Lightning- Able to pierce and set the flammable substance to blaze with ease.
Fire and any fire based element- Sets the structure in flames burning the gas up and dismantling the body. Earth, Minerals, and Metals- Anything solid with a dense structure is able to shatter the body of the structure while leaking the gas out.

Is strong against:
Wind- Can actually decrease the temperature of the structure.
Water- Unable to break the structure.

Co-creator: Noni

Students I passed this custom element on too:
? & ?

P a t e n t C e r t i f i c a t e

I, Caliburn, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Joker, our loyal member, gave on the date June 18th 2016 a request for a Patent on his custom element (Burning Ice); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Kaskōriton
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Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The basic creation technique for Burning Ice. After using a hand seal (two hand seals if using the S-Rank variant), the user is able to create various tools, with the shaping of the tools being only limited by the users imagination. Things such as walls, spheres, spikes, pillars, swords, mountains, furniture, etc. These tools can be used for defensive purposes against attacks to intercept them, offensive use to make tools to attack/restrict the opponent. These constructs are create in three methods, either through their body (limbs, mouth, etc), the second from the actual sources that constructively are allowable within the confines of the element: this includes the earth and water as a source, and the third method is being able to create these tools out of preexisting Burning Ice already, but requires an additional handseal when using this third method. The size, and power of the constructs depend mainly on the ranking used, A-Rank Burning Ice tools can never exceed that of an A-Rank structure seen in the manga/anime. This is the same for every ranking. The user can not create sentient beings from this technique. The power of this technique varies dependent on the amount of chakra fueled into it.

Note: S-Rank Variant can only be used three times and A-Rank variant can be used four times
Note: No S-Rank or above Burning Ice on the user's next turn (if the S-Rank version is used)


Type: Offensive
Rank: A
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their Burning Ice Chakra in the air, perform two hand seals, and open a portal in the sky, similar to Dropping Lid. From this portal will emit the danger that threatens the enemy, put there are two distinguishable differences that will benevolently fall from the portal, which must be defined, and either alternative can be chosen at will. The first choice that may fall could be a barrage of meteors, the size however, will be relatively smaller, just large enough to encompass a normal ninja's body, the disadvantage the opponent may be able to experience is the unpredictable fall and nature of the attack, as well as constant barrage (that normally lasts one turn). One may call the experience of such an attack being similar to a gigantic hale storm: fast, unpredictable, difficult to manage, and a hindrance. The second alternative issue is more damning and destructive, the user may be able to summon from the portal a single, all mighty meteor to crash down onto the adversary. Though it is a dwarf in comparison to Madara's, it often has comparisons drawn to it. It's eminent advantages include more brute power and force in exchange for speed. Now, for both methods, they can span up to long range, however, they are best kept away from the user to prevent being harmed from their own technique. Also, the aftermath of the techniques are quite important, as they will cause massive large scale terrain damages and altercations, while the structure themselves will crack as well, releasing the flammable gas material that are trapped within the crystalline structure, allowing them to be set off for combination play.

Note: Can only be used thrice per battle. Cannot be used for consecutive turns.
 
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Trick Archery

(Torikkuācherī) - Trick Archery

Type: Fuuin-Buki-Ninjutsu

Background: The Trick Arrow fighting style originated in Kirikagure during the Second Ninja War. During the war, invasions in Kirigakure was causing heavy damage in the village due to the inner political turmoil concerning its status as the Village Hidden in the Bloody Mist. On the brink of losing their place in the war, a faction of the village's army decided to counteract the guerrilla style warfare that their enemies were using, instead deciding to use a more tactical style of fighting: Trick Arrows. Several archers in the village constructed a special weapon to replace the conventional bows and arrows meant that were in use in order to utilize their existing Archery skills in a newer, more fluid and handsfree method to gain an advantage. Rather than full sized, sharp-tipped arrows, they developed considerably smaller projectiles designed to carry out other functions, such as blinding, trapping and brunt damage to the area with the use of their newly acquired skills of Fuuinjutsu. The usage of these arrow-based projectiles became successful, especially in the shrouded environment of the village's mist. With the mist severely hindering their enemies and their sight, the arrows misleading and hidden usages became a great asset in the war, becoming a major component in turning the war around for Kirigakure. The success of Trick Arrows established it as a staple among Kirigakure's ninja, being passed down within the village

Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of special arrows called Trick Arrows. The arrows are typically not the full-sized bladed or pointed regular arrows, nor does the style utilize a conventional bow. Rather, the style utilizes specialized launchers that are made of chakra-responsive metal and are mounted on the user's wrist, with a Fuuin seal on the Launchers in the form of the Kanji for "Trick" on it. Through the insertion of chakra through the launchers and into the seal, the user is able to release from it the specialized arrows, with the release forcibly launching them towards a particular target once the specific arrow needed is launched.

The arrows utilized in the fighting style are miniature, appearing similar to a shrunken kunai or simply the tip of a normal arrow. Each of these arrows have on themselves the Kanji for "Trick" on them as well. As the launcher stores and releases the arrows from its "Trick" seal, the arrows "Trick" similarly holds within them several "tricks" as well, which can range from releasing weapons(such as kunais or shuriken or ninja wires or even larger arrows and other Trick Arrows) to materials such as flash bombs, boxing gloves, corrosive liquids, adhesives, etc. It is important to note that these materials are not made of chakra but simply pre-sealed within the arrows and the launchers prior to battle(basically the same concept as a ninja with Shuriken, kunai, flash bombs, etc. having them pre-stored on their bios). The seals can also contain Ninjutsu pre-sealed into them, similar to the Exploding Dragon Strike jutsu containing a pre-prepared Katon technique within the scroll, that can also be released along with and instead of weapons to achieve specific effects. Ninjutsu sealed into the Trick Arrows, however, are specific ones created for the Fighting Style(i.e., the user cannot release any canon/custom Ninjutsu from the Trick Arrows, only those described by the specific CFSJ submitted). Similarly, Trick Arrows may bear additional seals for added effects to enhance the versatility of the style.

Example Techniques:

(???) - Grasp of the Archer
Type: Offensive
Rank: S-Rank
Range: Long
Chakra: 40
Damage: 80
Description: The user will launch from each launcher on their wrist a single Trick Arrow towards the opponent. The arrows aren't aimed directly at the target, but rather to their left and right in a short-range proximity, appearing to miss the target and on a trajectory to fly past them. Once the arrows enter this short-ranged proximity of the target, they release from them four lines of ninja wire, two from each arrow that wrap around the target, restraining them and holding them in place as streams of fire are released from the Arrows, traveling down the wires to burn the victim alive.

(???)
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will fire a single Trick Arrow from either of the launchers on their wrists towards the opponent. The Arrow contains both the Trick Seal and a seal in the form of Kanji for "pierce"; the latter seal infuses the Arrow with a layer of Fuuton chakra that enhances its piercing ability, allowing the arrow to slice through and lodge itself into the flesh of the target on impact. The "Trick" seal will then release a multitude of these arrows once the initial arrow has lodged itself, with each new Arrow also releasing more of the same kind. The rapid unsealing and multitude of released arrows causes a barrage that tears the opponent open from the inside out, ripping their flesh apart at a rapid pace.

(???)
Type: Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 10
Damage: 20
Description: The user will launch from either of their wrist launchers a red Trick Arrow with a blunt tip, rather than a sharpened one. When the arrow reaches in proximity with a target, it releases from the "Trick" seal embedded on a large red boxing glove that fires at a rapid pace towards the desired body part of the target. A relatively weak attack, it serves more as a diversion tactic than anything to catch the opponent off guard in bigger attacks.

Additional effects and Restrictions: In order to learn and perform the Fighting Style, practitioners must have mastered Basic Fuuinjutsu. In addition, in order to match the speed of the arrows' movement in order to effectively and accurately use the fighting style, practitioners of Trick Arrow have have sharper reflexes than the average shinobi.

General appearance of the wrist launchers [ ]


P a t e n t C e r t i f i c a t e

Joker, our loyal member, gave on the 30th of June 2016, a request for a Patent on the Custom Fighting Style Torikkuācherī | Trick Archery. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Torikkuācherī | Trick Archery
Powered by Lord of Kaos
Copyright 2016, Joker, NarutoBase.net

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(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar.Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.

Note: Can only be used twice per battle (once per familiar)
Note: Each respective familiar lasts for four turns
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.

(Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type: Offensive
Rank: A
Range: Short - Long (seal is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect.

Note: Can only be used thrice per battle.
 
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Quartz

Custom element Japanese Name: Sekieiton
Custom element English name: Quartz Release
The element is based on: [Earth + Wind + Lightning] + Chakra [+ Katon + Chakra]
Facts that prove the element to be possible (in the manga context): Crystal release in the anime creates quantities of an unknown material from scratch. Using the same principles and the right elements, quartz is a possible variant.
How it works: The user will gather his Earth, wind and lightning chakra in order to obtain each of the components of silicon dioxide (i.e.: One atom of silicon and and two oxygens per molecule of quartz. You would be using lightning to upset and create the bonds needed). The user will gather quartz where it's number in the mohs scale is 7. Quartz is a power stone, and has been called as well as considered world wide as the "Universal Crystal". It is the most recognized type of crystal, and what many people envision when the thought of "crystal" comes to mind. In fact there are many different types of Quartz, in quite a variety of colors.

Quartz is piezoelectric. Piezoelectricity is when certain crystals like quartz become charged due to mechanical stress such as compression, twisting or distortion. The electricity only lasts as long as the pressure is there by all means. The piezoelectric effect is understood as the linear electro mechanical interaction between the mechanical and the electrical state in crystalline materials with no inversion symmetry. The piezoelectric effect is a reversible process in that materials exhibiting the direct piezoelectric effect (the internal generation of electrical charge resulting from an applied mechanical force).
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In terms, if pressure being applied on quartz like a strong water blast, quartz will react with creating electricity. Water conducts this electricity, releasing itself from its weakness and with a lightning/water combo, it'll become neutral. This is a capacity almost unique to quartz which allows it, when on pressure to release electricity. Via the use of chakra, this is exploited to the maximum making significant amounts, the user is able to create an electric field around quartz. The electricity effect and quartz does not act on separate bases. Similar to oil that can ignite on contact with fire, quartz will only release electricity upon compression, twisting or distortion. This is not a set volume of lightning, that quantity is released constantly from the point where pressure is being applied and stop when the pressure is not applied anymore. Quartz releases electricity when pressure is evenly applied and thus when only a part of quartz is under the influence of pressure, the only part will release electricity and not the entire thing.

Within quartz release one can discern the following release:

-Pure release: Transparent and can refract light.

Usage Examples:
(Sekieiton Kakuchō) Quartz Armor
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: 80
Description: The user signs 2 handseals and channels quartz all around himself, envelope himself within quartz. If pressure has been applied on any part of the quartz armor by a same ranked taijutsu technique, quartz will compress, mechanical stress, and numbs the opponent's part where the contact has been made. The user may create a defensive and offensive version of an armor where one with spikes and one with a shield.
Note:
-Can be used 1x
-Can be taught by Dr. House
-No quartz for a turn

(Sekieiton Kakuchō) Earth Quartz Compression
Rank: B
Type: Offense/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user channels his quartz within underground and using his quartz chakra, the user compresses the small quartz deposits that has been created within the ground, thus the quartz will create electricity. Without doujutsu, anyone who's underground near the Quartz will become numb from the initial electricity of the quartz, being unable to move all the quartz will gather around him from the ground, leaving him injured.
-Can be taught by Dr. House
-Can be used 3x

Conditions to be able to use it: Mastery over earth, wind and lightning natures.

Is weak to:
-Suiton: strong impact on quartz, water conducts the electricity, making quartz weak. Quartz crack and weaken under dramatic temperature changes.
-Katon: will crack or melt quartz

Is strong against:
-Raiton: Quartz acts as a natural conductor insulating electricity
-Fuuton: Is able to withstand the power of most Fuuton attacks due to its structure.
-Doton: Stronger molecular structure form of earth, it is able to crush earth without losing its structure.

Co-creator: Seven Scaled Boy
Students I passed this custom element on too: None

Note to checker:

-I took out the reverse piezoelectric effect
-Took out the taijutsu reference
-took out quake/sound and the lighting related tehcniques from the strong against
-I included the last part that part is only being pushed etc.

P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei and Zise, give you the following:

House, our loyal member, gave on the date January 4th 2014 a request for a Patent on his custom element (Quartz); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​

Sekieiton
Powered by Caliburn
Copyright 2014, House, NarutoBase.net​

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(Sekieiton: Purāna Nendai no Shinpi)- Quartz Release: Mystical Manifestation of the Puranas
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The basic creation technique for Quartz. After using two handseals, the user is able to create various tools, with the shaping of the tools being only limited by the users imagination. Things such as walls, spheres, spikes, pillars, swords, mountains, furniture, etc. These tools can be used for defensive purposes against attacks to intercept them, offensive use to make tools to attack/restrict the opponent. These constructs are create in three methods, either through their body (limbs, mouth, etc), the second from the actual earth, and the third method is being able to create these tools out of preexisting Quartz already, but requires an additional handseal when using this third method. The size, and power of the constructs depend mainly on the ranking used, A-Rank Quartz tools can never exceed that of an A-Rank structure seen in the manga/anime. This is the same for every ranking. The user can not create sentient beings from this technique. The power of this technique varies dependent on the amount of chakra fueled into it.

Note: S-Rank Variant can only be used three times
Note: No S-Rank or above Quartz on the user's next turn (if the S-Rank version is used)

(Sekieiton: Debi Ten no Kengen)- Quartz Release: Devi's Heavenly Manifestation
Type: Offense
Rank: A
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their Quartz Chakra in the air, perform two hand seals, and open a portal in the sky, similar to Dropping Lid. From the portal, the user will drop a vast amount of crystal Quartz, as they begin go fall towards the ground, when they make contact with the ground, the sudden impact will force an electrical disturbance from the crystal material, anyone unlucky enough will to be within the vicinity will easily be crushed from the impact, as well as electrocuted. All of them the size of regular boulders. Alternatively, the user can summon one large construct composed of Quartz, the same size as the Dropping Lid technique, the end result will be relatively the same. This technique must be used at least mid-range away from the user.

Note: Can only be used thrice per battle

(Sekieiton: Naga no Hakai )- Quartz Release: Destructive Devouring of Nāga
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 60
Description: Advance concept based off of Earth Release: Earth Flow Wave. The user is able to raise the earth short range around them into a large snake made of quartz called Nāga. The snake has a long range reach and is as wide as the earth flow wave. The snake moves in command of the users needs through mental commands. It has a crystalline composition that takes advantage of the pure release of Quartz. The snake has very similar physical capabilities as a regular snake does. It is quite bulky, with jagged crystal edges, making being tackled from the snake ever so dangerous. It can open its large jaws to devour the target as well, piercing whoever is unlucky enough with its sharp fangs. The user can ride on top for evasive purposes against specific technique or to gain a height advantage but the base/tail of the snake always remains connected to the ground. A unique way of attack for Nāga is it can branch out of its body thinner, sharper snakes, meant to attack the opponent in a multitude of angles and ways, those branches also have similar snake like fluidity. A unique property of the snake is that earth-based techniques which attempt to emerge beneath it will stress the piezoelectric crystals in the snake and so the beast will release unfocused electricity to stop the resistance- performance of earth techniques under the beast almost impossible (S-Ranks and below) since it will trigger the electricity and negate its continuation/performance. An alternative usage of the technique, which can be done with or without the beast on the field, is the user can manipulate the terrain, coiling quartz crystal around the opponents feet cleanly, trapping them. The Quartz wrap will vividly look like a snake coiled around their feet. Attempts to physically break out of the trap can release unfocused electricity.

Note: Lasts three turns
Note: Can only be used three times
Note: Can not be used in consecutive turns

(Sekieiton: Habana no Vuishasu Shōkan)- Quartz Release: Vahana's Vicious Summonings
Type: Supplementary/Offense/Defense
Rank: S
Range: Short - Long (Short range creation; Long range movement)
Chakra Cost: 40 (-10 for each turn)
Damage Points: 80
Description: The user will perform two hand seal and channel their chakra towards the ground, rising simplistic animals out of the ground. The type of beast created is only restricted to the users imagination (Snakes, Lions, Lizards, etc). The user can create up to four beasts at any one time, with their damage/rank split accordingly. These beast are transparent, able to refract light naturally due to its crystal body composition. The size of the beasts never exceed that of the rank created. The user will perform one last hand seal to grant these beasts a form of sentience, moving through mental commands by the user. Ultimately, they can move at a basic pace, able to be track with the naked eye. Beings created from this technique will only be capable of basic functions within the logic of their physical capability and function e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. Alone, their body attacks do not release any electricity, but when they make contact with an armor, that might be tough enough to cause a disruption for the attack, the compression created between the two will allow the dormant electricity be released from where the beast attacks. The opponent earthly armor can easily be ripped apart for example. Alternatively, for defenses purposes, physical attacks on the beasts will be met by an electrical surge due to disturbances within their body, and attempt to disperse/destroy any harm upon the beasts. These electrical surges can not be controlled or used any further then when compression, force, or physical disturbance is done upon the beast. To have this technique remain active, and moving fluidly, the user must consume extra chakra for each turn.

Note: Lasts three turns
Note: Can only be used twice
Note: Requires two turn cool down before re-use

(Sekieiton: Shivua no Mauntensanku)- Quartz Release: Shiva's Mountainous Sanctuary
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+40 to go long range) (+20)
Damage Points: N/A (+20 if disrupted)
Description: The user will perform three hand seals, and slam their hands on the ground, releasing a barrage of Quartz chakra through out the terrain. The user will be able to create a large source of Quartz on the terrain, where before it appears, the user will be able to manipulate it. This is signaled by a large poof of smoke that appears, similar to regular summonings, before the smoke clears to show the newly found terrain. This technique allows the user to create various terrain based areas composed mainly of Quartz, such as large mountain structures, a complete flat plain composed of Quartz (layering the ground), even things as ancient as a Colosseum. The feature he basically needs for battle such as pillars, gorges, canyons, mountains, simple plains, etc. Initially the user can only change the terrain at most up to mid range, but through extra chakra exchange can exert the terrain manipulation up to long range. The user can also decide to change the appearance of the terrain, by performing two hand seals, and slamming his hands on the ground, the user can re-manipulate the terrain, by changing its design. The user when defeated, when the terrain is destroyed, or when the user wants to, can end the terrain alteration. This terrain allows the user to take advantage of the fight, create Quartz techniques out of the terrain, or aid with preexisting Quartz jutsus already present. Techniques coming out of the ground will likely meet with the Quartz layering, preventing it from being completed. However, this also creates the same drawback for the user as well. A special property of this terrain is Quartz natural ability to release electricity when distorted. Any time the terrain experience a certain amount of stress, or pressure, it will naturally release this unfocused electricity from the spot of distortion, numbing, and inflicting pain to anyone unlucky enough to be in that vicinity. This goes the same for techniques/materials on the surface of the Quartz. This technique is essentially attached to the user, when pieces of the terrain is destroyed, the user can inject their chakra into the damaged area, allowing the crystals to reform, and fix itself due to the chakra consumption (+20 needed), this happens passively.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Quartz jutsu on the turn this is deactivated

(Sekieiton: Sukanda no Enchō)- Quartz Release: Kartikeya Beastly Gift
Type: Offense/Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 to taijutsu damage)
Description: An advance armor variation for the user. The user will generate a large amount of Quartz coated around their body. This armor is transparent, with a clear color, able to even see the users body through the armor. The armor is quite thick but isn't too bulky, more or less similar to the B-Rank earth armor. The joints of the user are not covered (such as the elbow, and knees), this allows for the user to remain with full mobility, and functionality, preventing the user bodily movement being harmed. However, with the weight of the armor still on the body of the user, their speed is decreased by half. The special property of this armor is that it allows the user to create various extensions out of its body, or shape the armor itself (and the extensions) to any type of animal (albeit a humanoid version so that it can feasibly fit around the user's body). The user can create the entire armor to appear as a Lion, with large quartz claws being the outcome, a lightly composed tail of quartz, with a crystal mane. Alligators, birds, snakes, etc. Anything that is of logical nature can be created from the armor, and grant the user certain perks due to the composition created. Wings give the user greater propel for jumping, claws a better grip for climbing, piercing, and capturing, etc. However, if no shape is created by the armor itself, it will appear as any regular armor. Back to the extensions, the user can create various extensions out of the armor in cohesion with the animal theme, such as claws, heads of beasts, etc. These extensions can come out from anywhere of the armor. The armor can also just cover small areas of the body instead of the entire body if the user so wishes, such as covered the hands, and leaving the rest of the body regular with the users flesh. Only the area covered with Quartz can be manipulated however. Taijutsu damage is strengthened by the armor. When the armor experience distortion, from either a strong defense, or offensive attack, the armor can release unfocused electricity out of the area inflicted that can damage, and numb anyone unlucky enough to meet with it. The lightning is generated on the surface of the exterior thus preventing the user from being harmed.

Note: Can only be used twice
Note: Must have a two turn cool down before re-use
Note: Can not use Quartz S-Rank and above the turn it is created
Note: Can not use Quartz S-Rank and above turn it is deactivated


(Sekieiton: Kāmadeva no Kōshoku Gāden)- Quartz Release: Lustful Garden of Kāmadeva
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform one hand seal, releasing crystal quartz upon areas in the terrain, shaped as flowers. All of them, needles to say, are quite sharp. Alone, these look like normal flowers, unless contact is made, or within close range vicinity (for this, one hand seal is required to activate the trap), that the trap is activated and the flowers begin to coil and trap the opponent, as well as pierce them with their crystal thorns. The flowers will rise randomly, bending as it rises in random patterns, along the area the user set, and at sizes long enough to engulf the specific target (whether opponent, or large summons). The creation can occur up to long range. The flowers sharp petals replicate that of tiny spikes or senbons. The user can also decide to create the flowers as specific patches/location of the field with their rank divided. Naturally, anyone caught in the garden will be definitely harmed, and movement tough. This is taken to another level as when serious physical distortion is met by the garden, electricity will be released from that flower/area, further paralyzing the opponent. The rise of the garden is rather fast, but predictable/noticeable nonetheless. The jutsu is great for ground attacks, and potentially harming large summons. Alternative usage is the user can focus on the flower bunches, and rise a single (at most three) flowers and use them to capture materialistic objects such as Kunai, swords, scrolls, etc. In this state of usage however, they are far less lethal physically against the target. The speed of movement in this state is comparable to that of Zabuza when using Silent Homicide. Cannot be made directly under the opponent.

Note: Can only be used thrice
Note: Requires one turn cool down before reuse

 
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Enochian

Akuma no Wana | Devil's Trap
Type: Supplementary/Offensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).
Note: S-rank version can only be used by Archangels and above
Note: No other S-rank Val techniques can be used within the same turn
Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: S-rank and above require the usage of two handseals

Seresutiaruintento | Celestial Intent
Type: Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn
Note: S-rank and above requires the usage of two handseals

Kami no Kakuhenkan | Divine Transmutation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10)
Damage: N/A
Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn

Ten no Kaisō | Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above.

Ketsugō Shi | Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.

Kami no Shiwaza | Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

No link required I guess, since i'm a Horsemen and we all don't need to receive training
 

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Pantheonic Dust

白い砂


Custom element Japanese name: Chiriton​

Custom element English name: Pantheonic Dust

The element is based on: Earth | Fire | Wind

Facts that prove the element to be possible (in the manga context):

Pantheonic Dust (Super-absorbent Polymers, commonly shortened to SAPs or Slush Powder, but will however be referred to as Pantheonic Dust henceforth) is a polymer that can absorb and retain extremely large amounts of a liquid relative to its mass. In essence, it is created by purifying grounded up pieces of earth with a dust or sand-like quality until it is composed of purely crystallized acrylic acid combined with acrylonitrile. Both acrylic acid and acrylonitrile [ ] are a product of propene, an unsaturated organic compound that is found in nature through natural gas. Being that natural gas (a type of fossil fuel) is created when layers of buried/decomposed plants, gases, and animals (all three of which found within the NV) are exposed to intense heat and pressure over thousands of years, it is safe to assume that natural gas, the primary factor needed to create Pantheonic Dust exists within the Narutoverse.

How it works:

An advanced chakra nature, Pantheonic Dust requires the usage of wind, earth and fire elements in order to create the crystalline grains. Earth serves as the source for the buried/decomposed plants, gases, and animals which contain the necessary compounds for Pan Dust. Fire is used to heat up this earth source greatly to the point where it is devoid of all moisture, and can thus be pulverised easily. Wind is finally responsible for the pulverisation process as it crushes/abrades the fossilised earth into fine crystalline fragments/granules which become what is know as Pantheonic Dust. Regardless of this detailed explanation, during battles, Pantheonic Dust will be created by simply combining the three chakra natures aforementioned to form a new one which will be known as Pantheonic Dust chakra; Pan Dust chakra; or PD chakra. With the use of PD chakra, the user of this element will be able to source it from earth and from their body. Much like the canon Sand Release, the user may carry a gourd or container on their person with pre-made Pantheonic Dust if they so wish.

Pantheonic Dust is unique in that it is hydrophilic; each grain is capable of absorbing over 500 times its own weight in liquid, expanding in the process [ ]. A single grain that is just 4 millimeters in diameter can expand considerably in size and congeal with other grains around it, changing from a crystalline structure to that of a larger, gel-like mesh [ ]. In terms of how its hydrophilic property interacts with a liquid, once the dust absorbs the liquid and congeals, it adopts the color and temperature of said liquid, increasing in size but still retaining the same shape it was in previously; but in this state, the gel cannot further be manipulated..


Usage Examples:

(Chiriton Φ Panteon no Ressā Kōchiku) Φ Pantheonic Dust Release Φ Lesser Constructs of The Pantheon
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user is able to manifest a plethora of weapons, shields, pillars, etc, out of Pantheonic Dust. The objects that can be formed are limited to the user's imagination and follow the same restrictions of the dust itself; should these objects come to absorb a liquid, the dust immediately expands (however still retaining the shape that it was in prior to) into a firm state of gel. The gel adopts the same temperature as the liquid that has been absorbed, so it has the possibility to burn the target if the liquid was hot or to become more dense if the liquid was extremely cold. This interaction with liquid applies to all objects created.
Restrictions:
Note: All objects created with this technique follow the same initial restrictions the dust has.
Note: Objects can only be created within reason.


(Chiriton Φ Hekate no Geretsunamisuto) Φ Pantheonic Dust Release Φ Hecate's Vile Breath
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user clasps their hands together and holds this hand gesture, focusing their Pantheonic chakra into the ground, calling forth Pantheonic Dust that bursts from the ground and heads toward the target(s) as a large, wide wave of dust in an attempt to engulf them. Should the wave make contact with the target(s), they will suffer direct blunt force damage from the sheer weight and density of the wave, potentially burying them in the dust as well. This dust can also be used as a pre-existing source to perform other Pantheonic Dust techniques should it still be in it's original state.
Restrictions:
Note: Can only be used twice per battle.


(Chiriton Φ Atorasu no taitō) Φ Pantheonic Dust Release Φ Rise of Atlas
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user performs a series of three handseals and slams one of their hands onto the ground, giving birth to a giant amalgam of Pantheonic Dust from the ground that can be controlled as long as the user keeps their hands on either the ground or the amalgam. This can be used to defend against incoming techniques or to attack the target.
Restrictions:
Note: Can only be used once per battle.


Conditions to be able to use it: Fire Mastery | Wind Mastery | Earth Mastery

Is weak to:

Lightning and all other lightning based elements: Due to Pantheonic Dust being comprised of earth material.

Fire and all other fire based elements: Unlike normal sand, Pantheonic Dust can be incinerated quickly due to its greater surface area.

Is strong against:

Water and all other liquid based elements: Pantheonic Dust carries hydrophilic properties.

Earth and most earth based elements: Much like normal sand, Pantheonic Dust is capable of grinding into earth and is able to become dense enough to compete with the hardest of rocks.

Steam and all other variants: Pantheonic Dust simply absorbs the moisture.

Co-creator: Mudo

Students I passed this custom element on to: ? & ?


P a t e n t C e r t i f i c a t e


I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Joker, our loyal member, gave on the date December 3rd 2016 a request for a Patent on his custom element (Pantheonic Dust); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Chiriton

Powered by Lord of Kaos

Copyright © 2016, Joker, NarutoBase.net


Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the most fundamental technique of the Pantheonic Dust element, the core foundation for how it functions. By focusing considerable amounts of chakra, the user is capable of creating a limitless amount of constructs, the detail and complexity only limited by their imagination and the amount of chakra they put forth. The structures include (and are not limited to) things like walls, swords, spheres, buildings, pillars, furniture, and more (these constructs are relatively basic in the sense that this technique can't be used to create sentient animals and things of that nature). These creations can be used defensively, in order to intercept attacks coming towards the user, offensively, creating swords, spikes and the like in order to pierce or ensnare the opponent, and supplementary, forming structures to benefit the user and his allies without affecting the opponent in any shape or form . Pantheonic Dust itself can be made with three methods, the first is from the body. By surging chakra through their person, the user is fully capable of creating a plethora of tools from their limbs, mouth, and the like. The Earth, this is done by using their chakra to grind the Earth into fine grain minerals that can be controlled with chakra (this can also be done with any Earthen based structures as well), and finally, through pre-existing PD structures the user has created prior. The size and strength of these creations fully depends on the rank of the version used, D-Rank structures obviously cannot exceed the size of your average A-Rank and so on. The Dust's elemental S/Ws apply as well, should the Dust come in contact with water or any liquid, it'll take on it's properties while retaining it's original shape and size (if the liquid was hot, the Gel will now be corrosive to the touch, capable of burning the opponent if they come in contact with it. If the liquid was cold, the Gel becomes more solid in nature, the coldness increasing it's density into something akin to solid rock).

Note: The S-Rank version can only be used three times with two turns between uses, and that and the A-Rank application require a handseal. The A-Rank variation can be used once per turn and if the S-Rank variant is used, no Pantheonic Dust Jutsu above A-Rank in the following turn


(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also an additional usages of this technique called "cyclone" that can be applied to the weaknesses of Pantheonic Dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending into the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to F-Rank earth and water and S-Rank wood.


Note: The "blizzard" lasts indefinitely, however the user is limited to Pantheonic Dust techniques.
Note: No other A-Rank or higher Pantheonic Dust techniques on the turn activated.
Note: The "cyclone" can only be used two times per battle.


(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique will begin with the user forming three hand-seals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone less than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the earth will be grinded into Pantheonic Dust, that will then be manipulated and compressed into a large three-headed hell-hound. The hound itself stands at thirty meters in height and once formed is self sustaining. The Cerberus is capable of performing free-form attacks that reach up to ten meters using its limbs much like the canon "Great Stone Golem" technique. These free-form strikes are S-Rank damage following Pantheonic Dust's strengths and weaknesses. The beast itself is very agile and the user can further compress or expand the size of this hound passively during battle. The beast lasts a maximum of four turns on the field, and can be utilized once per battle.

Note: Can only be used once per battle.
Note: Lasts four turns per usage.
 
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Sage Transformation

(Senninka: Ashurapointo) - Sage Transformation: Asura Point
Type: Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 to sustain)
Damage: N/A
Description: A purely supplementary transformation within the Four Point Transformation Series. Through the user's latent ability to absorb nature energy in order to manipulate ones own body, this technique refers to the user's ability to manifest pseudo appendages on their body, instead of weapons. These limbs range from arms to legs, to even eyes, noses and ears. The user's ability to manifest these appendages have varying effects on their fighting ability. Manifesting pseudo arms allows the user to be more proficient in areas of fighting such as kenjutsu or taijutsu as they have access to more limbs, it can also prove useful in ninjutsu as these pseudo limbs are capable of forming hand-seals required for jutsu. Leaving the user the option to launch kunai or other tools while they perform ninjutsu. Manifesting certain parts of the body that input sensory information is another part of this technique dubbed "Dead Sense" manifesting eyes throughout one's body to give themselves 360 degree vision, manifesting ears allow the user to hear sounds masked by others, and manifesting noses allow the user to heighten their sense of smell. No matter the amount of these appendages this technique will only ever boost the user's tracking speed by x2.

Note: Can only be taught by Jᴀʏ
Note: One turn cool-down before re-use
Note: Activation of this technique is instant
Note: This technique lasts four turns, unless the user decides to deactivate it or undergo a different transformation.


(Senninka: Kanzen ni Atarashīmono) - Sage Transformation: Something Entirely New
Type: Supplementary
Rank: C
Range: Self
Chakra Cost: 10
Damage: N/A
Description: A Sage Transformation clansmen simply modifies their muscle, nerve and bone structure allowing them to be as tall, or as short as muscular or as fat as they want to be gaining or losing height, weight, muscle mass as well as the other bodily structures required. This is similar in regards to how Juugo changed his height, weight and bodily structure by absorbing new cells or releasing his own cells and works on fundamentally the same principle. This technique is passive in it's usage and unlike most Sage Transformation techniques once completed it doesn't require chakra or energy to sustain and maintain and becomes permanent until the technique is used again. It can be used to changed the Sage Transformation clansmens appearance at a rudimentary level by changing their bone, muscle and skin structure allowing them to take on the appearance of others. While undergoing the transformation their body glows a mix between red and black as shown when Jugo uses Sage Transformation to change his cell structure but turns the color of natural flesh after completion, instead of the usual Sage Transformation gray. By changing their height the Sage Transformation user may be able to avoid certain techniques with a line of effect such as fireballs, thrown kunai etc. They can be as short as a new born baby (roughly 20 inches) with the bodily structure of an adult, or as tall as three meters with the weight to match these forms.

Note: Can only be used three times per battle or war conflict.

(Sennika: Buzoku Itanjinmon) — Sage Transformation: Tribal Inquisition
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: (40 if used with FF)
Description: Based on the unique techniques for the sage transformation, specifically the jet booster limb alterations. This variant can be used either with weaponry or bare handed strikes and is considered an addition technique that works along side the jet booster boost canon technique. By focusing additional chakra in to their weapon or fists the moment before impact the user is able to enhance the momentum point and the impact of the ability, while the original technique focuses on simply enhancing damage this technique focuses on increasing speed. This can be used in conjunction with all types of kenjutsu, taijutsu free-form or ranked attacks. If used with free-form it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by +5 in regards to the users speed. It should be noted that if used alongside the initial booster canon it will not increase damage but will instead double the increase in speed aforementioned but only for the attack that is used and not for movement etc. When used to enhance the Canon ability it is considered an addition that happens in the same time frame but will use an additional move slot.

Note: Requires a two turn cool-down between uses. No sage transformation above A rank next turn. Usable once every two turns. May only be taught by Jᴀʏ.

(Sennikka: Gādopointo) - Sage Transformation: Guard Point
Type: Supplementary/Defensive
Rank: A
Range: Self
Chakra: 30 (-5 to sustain)
Damage: 60
Description: The first of the four point transformation techniques, an alternative transformation to that of the Complete Sage Transformation technique. Through the user's latent ability to absorb and manipulate nature energy, the user of this technique will manipulate that energy to undergo a transformation. The transformation begins when the user forms a number of hole-like appendages throughout their body, the skin tone will darken as part of the aesthetic. Furthermore it would seem as if the user of this technique had gotten a boost in strength as they would look slightly larger, and more muscular, however this is not accompanied with a boost in physical strength, it only serves as an aesthetic. The hole-like appendages created through this transformation are capable of expelling blasts of highly potent blasts of nature energy neutral to all elements, similar to that of the chakra blast. However the blasts of nature energy serve no offensive ability, the technique is defensive in nature. Upon being attacked by a jutsu energy is released from the holes to counteract enemy techniques up to A rank. Energy is released from the holes passively in order to defend against, or "attack" enemy techniques, effectively destroying them. Should the technique be B rank or lower, the user has the option to utilize the forceful blast of chakra to boost the technique back towards the opponent, however this is only effective for tangible attacks, like earth or water, energy attacks like lightning or fire will simply be negated. Activation of this technique is instant, meaning it can be activated along the same time=frame as another technique however activating it will always take up a move.

Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: Two turn cool-down before re-use
Note: No S-ranks or above the turn after activation
Note: This technique lasts three turns, unless the user decides to deactivate it or undergo a different transformation
Note: The nature energy released is neutral to all elements and visible.

(Senninka: Chokkan) - Sage Transformation: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Taek having realized he was a member of the Sage Transformation began to learn a plethora of techniques from his uncle. Soon thereafter Taek would realize there not many long range applications of his kekkei genkai, so he developed a basic yet incredibly useful technique. Taek would begin by channeling chakra to the heels of his feet, manipulating his flesh to create a surplus of tendrils to escape and tunnel into the earth, from there he's given a multitude of options. For one, the tendrils are capable of detecting and stopping techniques launched from below, they can also travel towards the opponent wrapping the tendrils around his leg or hardening the tendrils forming on large tendril to escape the ground and pierce the opponent from any direction. Taek begin to realize the complete freedom he had to manipulate said tendrils. Taek is capable of releasing these tendrils and controlling them remotely, meaning he doesn't have to stay in one place while controlling them. However the user is slower when controlling the tendrils, because the tendrils must move with him. The tendrils can be used for defense above ground as well, the user can simply raise the tendrils to block, cut or sever physical attacks launched at the user. There are six tendrils total, and they are collectively at S rank strength. The tendrils can fuse together and separate at the user's will. Each strike counts as a move per turn. If all 5 tendrils strike together it will be one jutsu with S rank power.

Note: Although Taek does not have to stay in one location while he's controlling the tendrils, he must stay on the ground while manipulating the tendrils. Maintaining this technique takes up one of the users 3 moves per turn.
Note: User moves at -2 lvl speed when using this technique.
Note: Can only be used twice, two turns between uses.
Note: Lasts 3 turns.
Note: User cannot use S rank techniques the next turn after this jutsu is activated.
Note: Can only be taught by Jᴀʏ
 

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Dark

Dark Release: Dark Blast (Meiton: Mei Bakuha)
Rank: B
Type: Attack
Range: Short-Long
Chakra cost: 25
Damage points: 40
Description The user releases a wide blast of dark chakra out their palm. The blast is wide enough to take out three humans standing side by side.

(Meiton: Mei Hei) - Dark Release: Dark Wall
Rank: B
Type: Defense
Range: Short
Chakra cost: 25
Damage points: N/A
Description: The user puts both of their hands up and release dark chakra. The user makes a solid(compressed) black wall of dark chakra. The wall protects against C rank and below attacks and weapons
Note: Only used four times per battle

(Meiton: Mei Soujuu) - Dark Release: Dark Manipulation
Rank: C
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra cost: 20
Damage points: 30
Description: This is a basic Dark Release jutsu using their dark chakra, the user will make it solid(compressed). The user can make things such as weapons(kunais, shurikens etc), platforms, and small shields

(Meiton: Tama) - Dark Release: Dark Sphere
Rank: A
Type: Defense
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user release dark chakra all around them making a complete sphere around their body. The sphere is 360 degrees around and solid(compressed) and can block B rank and below attacks. If hit by A rank it will be destroyed. If it by anything above A rank the user will be hit with rest of the power of the attack after the it destroys the sphere.
Note: Only used three times per battle
Note: Only used by Dei Dei

(Meiton: Cloak) - Dark Release: Cloak
Rank: B
Type: Defense
Range: Short
Chakra cost:25
Damage points: N/A
Description: The user makes a black cloak around themselves. The cloak protects the user from C rank and below attacks. B rank attacks destorys the cloak. Anything above B rank destroys the cloak and the user is hit with rest of the power after the attack destroys the cloak.

Dark Release: Dark Clone (Meiton: Mei Bunshin)
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 25
Damage points: N/A
Description: The user makes one hand seal and makes a clone made of dark chakra. The user can only make two clones per jutsu. The clone can only use dark Release jutsus and taijutsu
 

Joker

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(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Spoiler
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.



(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Spoiler
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.


(Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting
Spoiler
Type: Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: Kobudo Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.

Huquan (Tiger Fist)

Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence drawn into the user’s being increases their physical speed, strength, and awareness allowing them to heightened feats of taijutsu. The user is able to perform taijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu while using Huquan. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user becomes unable to use any lower dantian techniques for the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Note: Only one form at a time can be utilized.
Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all three forms from this technique
 
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