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Ndlovu 👑

Kage in the Making 👑
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Will update Taijutsu, Genjutsu, Ninjutsu, Kenjutsu and Animal Contracts shortly.

1) Ikazuchi Senkou Tentou | Thunder Flash Counter
2) Genjutsu- Kokkaku Arawa | Illusionary Arts – Skeletal Exposure
3) Katon - Sentou Kaijin Bakuhatsu | Fire Release - Spire Ash Eruption
4) Doton - Demeteru no Ugoki | Earth Release - The Movement of Demeter
5) Katon - Kō Okutanka no Jutsu | Fire Release - The High Octane Technique
6) Katon - Zangyaku no San | Fire Release - Cruelty of Corona
7) Doton - Bourei no Tsuchi | Earth Release - Tyranny of Terra
8) Ninjutsu - Senpuku Chakra no Jutsu | Ninja Art - Hiding in Chakra Technique


My techniques that don't have headers... Agh

1.(Ninjutsu - Senpuku Chakra no Jutsu) – Ninja Art - Hiding in Chakra Technique
Rank:
C
Type:
Supplementary
Range: Short - Long
Chakra Cost: 15 (-5 chakra per turn)
Damage Points: N/A
Description: The user will focus their chakra into the air within their immediate vicinity (up to long-range around themselves) to flood it with chakra. To correctly understand what this technique does, imagine an invisible version of Water Release: Hiding in Mist Technique. This is done so to create a "scrambler" like effect to doijutsu users, as when they attempt to see the user's chakra system or locate their exact position, the blanket of chakra will prevent them from doing so. This technique itself doesn't cloak the user's presence or blind Doijutsu users, however it acts as a useful supplement to other stealth techniques. As a result, it becomes near-impossible to see through transformation techniques (only through the use of most Doijutsu) whilst this is active. It can't fool the Byakugan but due to the mist being created with the user's chakra, any Sharingan and Rinnegan users will see the air coloured and made "opaque" by their opponent's chakra. This technique will also distort the use of ordinary chakra sensing, Rain Tiger at will and other methods of sensing since the user's chakra will span such a large area that it will become impossible to discern/pinpoint their exact location through the use of such measures alone. The user will continually exude this veil of chakra until this technique has been cancelled. Instead of a veil which spans out up to long-range in every direction, the user can decrease the size of the blanket to a chassis-like coating which solely envelops the user's body.

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

2.(Ikazuchi Senkou Tentou) - Thunder Flash Counter
Type: Defensive/Offensive
Rank:B
Range:Short
Chakra:20
Damage:40
Description: The user will swiftly fling themselves into a handstand to block an opponents kick or punch with one leg, the user will then simultaneously strike the opponent powerfully in the chest with the remaining foot.
-Can only be taught by Ndlovu -

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Approved here:
3. (Genjutsu- Kokkaku Arawa) - Illusionary Arts – Skeletal Exposure
Type: Supplementary
Rank: B - Rank
Range: Short - Mid
Chakra: 20
Damage: 40
Description The user will make three handseals placing his opponent in a genjutsu. Deceiving the opponent’s sight and sense of touch and using chakra to induce apparent pain to the opponent. The opponent will see and feel the skin and tissue of their fingertips explode then peel backwards from their fingertips to their wrists exposing their skeletal hand bones causing the opponent a great amount of pain.

Note: This genjutsu can only be used three times
Note: This technique can only be taught by Ndlovu

Approved here:

Techniques taught to me by others: (I will sort this out as well...)

(Genjutsu: Raitoningu O Gyakuten) - Illusionary Technique: Reverse Lightning
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user performs the Tiger ~> Rat and Ox hand seals whilst releasing their chakra into the opponents brain, activating this genjutsu which stays dormant until the opponent uses a Lightning jutsu, however, the moment that happens, the user would see his own Lightning jutsu turn back and form into several Lightning ropes which go on to bind his whole body, wrapping tightly around it, numbing the opponents whole body completely preventing him/her from continuing with whatever was planned. Despite this being a genjutsu, the opponents jutsu wouldn't go on to happen due to the sudden interruption, which would prevent the focus of chakra into the specific jutsu, causing the chakra to simply disperse not doing any harm to anyone.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No A-ranked genjutsu in same or next turn.
Note: It stays active for 2 turns if not released by the opponent, or it has completed it's purpose.
Note: It only works on lightning techniques that are released from the opponent's body, if the opponent utilize a lightning technique that comes from the sky or the ground it won't be affected by the genjutsu, but it won't deactivate the genjutsu either.

Learnt here:

(Ninpou|Haizen Shuriken)- Ninja Art | Torrential Shuriken
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into their hands then slam them together. This releases a strong breeze towards the opponent. the user then uses chakra shape manipulation to manipulate the chakra in the breeze. the chakra then shapes into mini chakra shurikens that are very hard to see unless you have sharingan or byakugan. The breeze makes contact with the opponent slicing them up. Once the wind passes by the chakra shuriken disperse.
(Can only be taught by Karin)
(Can only be used twice per battle)
(no regular ninjutsu next turn)

Learnt here:

(Genjutsu: Sokkusu teiri) - Illusionary Arts: The Sock Theorem
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs 3 handseals inducing the target in an illusion disrupting the target's chakra system and the chakra within their brain causing them to get extremly nauseous feelings. They will then feel as if there are boiling bubbles inside their stomach and they will suddenly begin to throw up their organs, giving them an extremly unconfortable feeling also preventing them from doing anything else at all (in the illusion). This is not where it ends, they will continue on throwing up until their body turns inside out because of throwing up all the inside of their body. In reality, the target will be immobilized and due to the mental stress the nauseous feeling gives, the target will be hindered and somewhat dizzy. While the illusion is progressing, while difficult, the enemy is still able to do handseals and mold his chakra and doesn't lose his connection to the real world as its not a "dream-like" illusion.

Note: Usable twice per battle
Note: Cannot use it the following 2 turns
Note: No genjutsu above A-rank the following turn

Learnt here:

(Athena's Kaze no yumi)Athena's wind bow
Rank: S
Type: Weapon
Range: Short/long
Chakra cost: N/A
Damage points: N/A
Description: A bow with the ability to make wind jutsus +20 damage, but while holding the bow the user gets +10 damage of fire jutsus. The bow is mostly used to attack with, but can in some occasions used to defend the user from wind jutsus up to C- rank.The bow is made from pure steel but light in weight and can conduct chackra.its strings are the strongest that ever existed and its arrows are infused with wind chakra whereby enhancing the speed which it travels and granting it the power to cut through metals.its whole body is razor sharp with the handle as an exception and can be used to cut the opponent with, however it can also be used to duel a sword or blade.
-Note: The user can still perform handseals whilst holding the bow.
-Note: The bow can be used to defend the user from wind jutsus up to C rank.

Learnt here:


Illusionary Arts: Inflating balloon (Genjutsu: Hidai fuusen)
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user after performing the Ram -> Horse -> Rat hand seals will extend their chakra & put the opponent under an illusion in which the opponent will see and feel that his whole body swells up quickly like an inflating balloon, making his body almost like a spherical ball, obliterating any joint movements. As a result, in reality, the opponent will be rendered motionless.
Note:
Can only be used 3 times per battle.

Learnt here:
Phoenixes:
(Kuchiyose: Fawkes) Summoning Fawkes
Rank: S
Type: Attack/Defence/Supplementary
Range: N/A
Chakra Cost: 50
Damage: 80
Description: The user summons a giant phoenix (100m approximately) and is the Lord of phoenixes. Fawkes can not only use fire jutsus, but it will also raise the damage of fire jutsus by 10. It can also attack using its big razor sharp talons and its powerful beak. Fawkes can be used as a defence and protects the user with its enormous wings, it will completely block E - C rank jutsus and reduces the damage of B - A rank jutsus by 50% while summoned.
Note: Fawkes drains a huge amount of charka from the user as it has various abilities, it can only be summoned once per fight and it only lasts 4 turns.

Summoning Animal: Leeches
Scroll Owner: Solf J. Kimblee
Other Users who have signed contract: Mugiwara, Sakon, Ndlovu, Zanda
Summoning Boss if existing: Pesutokami
Other Summoning Animals tied to contract: N/A

Leech Style: Leech Fly (Hiru: Hiru Hae)
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user puts blood on their face or arm and makes the hand seals for summoning. Then concentrates his wind chakra in his mouth or hand. Finally he shoots a wind blast from his mouth or hand that has between 50-75 normal size leeches inside that has coat themselves in their own chakra to protect themselves while inside the wind. Once the wind hits the opponent the leeches starts to suck on the opponent's chakra.
-Due to wind blast leeches in the wind will be vulnerable to a fire based attack
-Must have signed Ninja Leech scroll
-Only used by Deidara Nara and Mugiwara
-Only use three times per battle
-No Wind jutsus and Ninja Leech summons, A rank and up the next turn
Taught Here:

Hiru: Hiru Chika)-Leech Style: Leech Underground
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user summons 50-75 normal adult rl size leeches underground. The leeches are underground undetected except doujutsus and sensors. The leeches uses their heat and chakra sensing to find the opponent. The leeches pop up and attaches themselves to the opponent's legs. They suck on the opponent's chakra.
-Must have signed the Ninja Leech contract
-Only used by Dei Dei and Mugiwara
-Leeches suck -15 from the opponent's chakra per turn
-Only used four times per battle
Taught Here:


 
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Ndlovu 👑

Kage in the Making 👑
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Taught to me:

Wind Release: Wind Blanket | Kaze buranketto
Type : Supplementary
Rank: C rank
Range : Mid
Chakra : 15
Damage : N/A
Description : The user starts by performing the Snake handseal and then greatly concentrating his Wind chakra.The user create a flat blanket of highly dense air beneath the opponent,barely visible,only giving off a slight shine and a slight feeling beneath the opponents feet.The user will then perform a hand gesture to any direction,which will cause this blanket to be pulled from underneath the opponent's feet,greatly affecting their balance and causing them to fall towards the opposite direction.

-Can only be used 4 times a fight
-Can only be taught by -L-

Learnt here:

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.

Learnt here:
x

(Fūton: Kū Sora ) – Wind Style: Spirit Void
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 each time it's used)
Damage: N/A
Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus.

~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.

Learnt here:
x

(Fūton: Henkō Sa Remasu) - Wind: Will Change
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.

Learnt here: x

(Fūton: Āto No x) - Wind Release: Art X
Rank: B
Type: Supplementary
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: A technique which relies on previously sustained jutsus, Art X makes use of jutsus which are on the verge of running out of turns, or can be used prematurely in order to catch an opponent off guard. It works by channeling chakra into a jutsu which is being sustained (armour of Wind for example), and causing that chakra to become volatile and uncontrolled, resulting in an explosion of Wind in a certain direction, or omni-directional (depending on the users choice). The addition of chakra and lack of shape manipulation would result in an explosion of Wind in a similar fashion to when Naruto was attempting to master the rasengan, where a lack of control and too much chakra saw the chakra collapse and explode on his palm on a much smaller scale continuous times. The damage done depends on the jutsu which it is used on, dealing the damage of that jutsu's damage whilst the explosion extends out to short-range (five meters) beyond the technique's original size/silhouette. Any explosion which occurs must do so at least 3 meters away from the opponent. ~ Can only be taught by Erzo. This jutsu can be used four times. Counts as a move to activate (so you post this and it counts as a move though it's instant/happens in the same timeframe of the jutsu it's used on), and would remain activated until made use of by the user. Once a point comes at which it can be used, the user posts it again as a reference but does not have to use a slot move again as he has activated it in previous turns. It can only be used once per activation, so once activated and made use of, the user must post it again in order to re-activate.

Learnt here: x

(Fūton/Katon: Aiorosu `Ikari ) - Wind/Fire Release: Aeolus' Wrath
Type:Attack
Rank: A
Range:Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user releases their Wind chakra from mouth or through hand movements (short ranged release when used in either of these forms), or from the skies above. This releases what appears to be little light-green rain drops (ranging from 3-10 inches in size) which are extremely sharp and naturally fast due to the nature of Wind, and the way they are shaped, being extremely slimline. After these little rain-drops of Wind form, the user would add his Fire chakra into them, causing them to become extremely heated. Their colour would change into one extremely similar to the colour given off by '( Katon: Onidōrō ) - Fire Release: Demon Lantern', giving off a yellowish colour as the light-green and red from the Fire chakra mix together. Upon colliding with any other jutsu, regardless of whether it's Energy, or Matter based, the Rain drops would explode outward, releasing heated Wind which has blowing force with the addition of scalding effects. The jutsu is designed to always explode in the direction of the point of contact with the foreign chakra. Due to their size, each outburst of heated Wind would be quite small but since they always rain down/travel as a group of heated wind 'raindrops' the damage done is nothing but. Moreover, the addition of Fire also allows the jutsu to travel towards bodies of heat which do not belong to the user, making this a double edged sword if used in a fight alongside allies. Moreover, upon the creation of the Wind, a screeching and deafening sound can be heard, making the source of it's creation quite obvious. The screech can not do much damage other than causing a slight discomfort, unless coupled with another jutsu which can amplify it. The user can avoid the discomfort caused by sending chakra to his ears moments before the use of this jutsu.
~ Can only be taught by Erzo. Usable three times per battle. After each usage the user must wait a turn before being able to use again.

Learnt here: x
 
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Ndlovu 👑

Kage in the Making 👑
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3) Katon - Sentou Kaijin Bakuhatsu | Fire Release - Spire Ash Eruption
Type: Offensive/Defensive
Rank: A-Rank
Range:Short - long
Chakra: 30
Damage: 60
Description: An advanced variation of the technique Fire Release: Ash Pile Burning. The user will make three handseals and slam their hand on the ground, which releases spires of heated ash which can be aimed at the opponent to erupt out of the ground. Similar to it's origin jutsu, if the user forms an additional tiger handseal the ash will ignite creating an explosion.

Note: The user must already know Fire Release: Ash Pile Burning in order to use this technique.
Note: This technique can only be used three times in a battle.
Note: The user can only make up to five spires of ash at a time.
Note: This technique can only be taught by Ndlovu

Approved here:

Users who have learnt this jutsu:

  • -Jiraiya-:

5) Katon - Kō Okutanka no Jutsu | Fire Release - The High Octane Technique
Type: Offensive
Rank: A-Rank
Range:Short -Mid
Chakra: 30
Damage: 60
Description: The user will mold a large amount of chakra in their chest then open their mouth in a screaming fashion releasing a large stream of densely molded fire senbons. Each shard is twice the thickness of a senbon but equal in length. The senbons are densely molded so they have the ability to penetrate solid objects within reason. If the user forms a handseal upon release the senbons will explode on contact within a single feet of surrounding area for each senbon..

Note: This jutsu can only be used three times
Note: Can't use other fire jutsu in the same turn as using this jutsu
Note: This jutsu can only be taught by Ndlovu

Approved here:


6) Katon - Zangyaku no San | Fire Release - Cruelty of Corona
Type: Offensive
Rank: Forbidden
Range: Short-Mid (Wave of Ash has Mid-Range Reach)
Chakra: 50
Damage: 90 (40 damage to the user)
Description: The user will channel a vast amount of chakra, more so then just regular jutsus, and manipulate the nature of the chakra into fire chakra. He will release/manipulate the chakra of fire from both their hand's and feet scorching the land; The user's hands and feet will then release a torrent of extremely dense and hot fire and ash. The ash begins to swirl around the areas where they reside and the user jumps high into the air (Approximately 20 meters). Once they reach the maximum altitude needed, the user will then perform a back flip and descend towards the surface, as he is heading down he uses the fire and ash around his hands to act as a propeller to accelerate his descent. What begins to happen is, as the user descends the fire and ash grow even larger in size by consuming/reacting with the air and continue to swirl but this time the ash will swirl all around the user's own body. When the user hits the ground, the impact produces a very large and violent explosion releasing all the fire and ash at once in every direction of the terrain completely engulfing it, as it travels the fire and ash move along the ground in a dense haze. As the ash is moving along the ground, it will begin to also mix in with the charred dust and debris on the ground, causing it to grow in size, basically it will look as if a huge wave of ash is heading toward's the opponent throughout the terrain in a radial direction. The ash will halt its movement, after it travels across a mid-range radius. It will no longer have any more momentum but the after effects are dreadful. The area will be reduced to nothing more then a crater and the sheer heat of the ash will even evaporate basic water source like lakes or pounds (non-chakra infused).The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.

Note: Can only be used once
Note: No fire techniques A-Rank or above in the user's next two turns
Note: No taijutsu above A-Rank for the next turn
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: Will not be able to use ash variant fire techniques for a turn
Note: Can only taught by Ndlovu

Approved here:

User who have learnt this:
1) Negative Knight -
2) Vision -




Techniques taught to me by others:


(Katon: Kuroi Kashou)Fire Style: Black Burn
Rank: S
Type: Attack/Defence
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases crows of flame that appear out of the user, and start to form blasts of fire, the user also turns into black flames that dissapear and then appear where the user set any crows, and can decide which crow to appear to, when the user reaches the target, the user turns into the users normal self and release black flames that attack the opponent.
Note: The user can keep it as armor, that will hurt anybody who touches it.
Note: Can only be used twice per battle
Note: Only People Taught by SinRival Can use it

Learnt here:


(Katon: Afutābānā)- Fire Style: Afterburner
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user clasps his hands together and creates a circular mark in the palm of each hand that emit powerful jets of flame that can propel the user for a total of 5 seconds. The jutsu's timing and jet power are controlled by the user. They can get the user to a target at mid range in 2.5 seconds.
-Usable twice per battle
-Can only be taught by Katonpwnz

Learnt here:

(Katon: Neko Asobi) - Fire Release: Cat Play
Type: Offensive
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: 30
Description: A simple Fire technique in which the user would release his Fire chakra onto the tips of his fingers, allowing them to radiate extremely hot fire in the form of wire-thin whips. The length of these whips can be manipulated in order to fit the situation, but can not exceed 5 meters (short range) from the user. The main use of this jutsu comes in close quarter combat where the user can use this jutsu with extreme speeds due to the fact that its a low rank and no hand seals requiring jutsu. It can be used to deal non-fatal but extremely hindering damage to an opponent, depending on areas of the body hit. The Fire released can be in two different forms. One form is basic and has no physical presence, making it handy to burn flesh but extremely useless when it comes to dealing blunt damage and deflecting things. The second form works in a similar way to the A-ranked 'Dragon Flame Release Song Technique' Fire jutsu, in the sense that the chakra is compressed, giving the fire physical attributes allowing the whips to deflect low ranked jutsus (according to elemental strengths/weaknesses) as well as deal scalding hot blunt damage.
Note: Can only be used 4 times.

Learnt here: x

(Katon/Raiton: Ho-Masubi's Raiden ) - Fire/Lightning: God of Fire's Thunder
Rank: Forbidden
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-10 to user)
Description: An advanced Fire and Lightning combination. The user releases their fire chakra from their body, manipulating it so as to create several rings of flame that are arranged in a concentric circular pattern. The rings orbit the user at all angles, acting as a spherical defense. However the user quickly releases their raiton chakra outwards from their body, while performing two brisk handseals. The chakra creating dozens of threads comprised of lightning that branch outwards, coiling around the already rampant flames. The user then sends the flames forwards, the former rings breaking into large crescents which can be sent racing towards the opponent. The fire and lightning combo both incinerates and slices through anything within its path; carving a blazing path of destruction through the land. Alternatively the user can perform a single handseal, thus instead of sending the attack in a single direction, the user is cable of making the attack expand outwards up to mid range. As it does so the rings begin to spin faster and faster, to the point that the rings seemingly form a visually impregnable sphere.

Notes:
~ Can only be used once.
~ Can only be taught by Erzo
~ No Fire or Lightning Jutsu above A-rank in the same and next turn .
~ This technique leaves the user lethargic while the users experiences painful pins and needles in their extermeites due to the overuse of chakra. This lasts for the rest of, and the next turn. Inhibiting the users resourcefulness.
~ Counts as two moves from the users move count

Learnt here: x

(Katon: Karite Souhou) - Fire Release: Grasp From Beyond
Type: Offensive
Rank: Forbidden
Range: Short (Contact) - Long (radius)
Chakra: 50
Damage: 90 (-40 to the users arm)
Description: The user will begin by making the string of handsigns (Tiger → Dragon → Tiger → Monkey → Snake → Dog → Tiger → Dragon → Half Tiger) required to use this technique, while simultaneously building a large amount of Fire Release chakra within their body. What is unique about this technique is that it uses the user's own body as a catalyst for the technique to be invoked. Once the user finishes building the large amount of fire chakra in their body they will attempt to grab onto the target with their dominant hand, or they can use both hands if they choose, then they will cause the large amount of fire chakra to rapidly flow into their arm(s) that have a hold of the target. Due to the immense amount of fire chakra flowing through the user's arm it can be seen flowing through the user's chakra system as red chakra with the appearance of veins even without dojutsu. An extremely large amount of heat is given off as the fire chakra travels through the user's arm so much so that it actually cause heavy damage to the user's arm causing it to become a black-charred color.

Then the user will release the chakra on the target, causing a massive pillar of red fire to consume the target. The massive pillar of fire extends 40-50 meters in the air and not only incinerates the target completely but a large radius around the pillar. The destructive power of the force of the explosion is so great that it is capable of completely decimating solid steel structures, incinerating anyone within its radius, and able to destroy a large chunk of a village the size of Konohagakure. The after effect leaving a massive scorched crater with the user lying in it. Despite its destructive power, the user is able to survive, they do this by flowing an additional amount of fire chakra all around their body, shoulders and backwards, chest, so forth. This protects any vital organs from being severely damaged from this dangerous technique, however, the arm they used will be completely unusable for the reminder of the battle. Thus, that said the user is unable to perform any techniques that require the use of hand seals, or hand gestures.

Notes:
- Must have a fire specialty; either first or second.
- Can only be used once per-match.
- No fire techniques in the same turn as this, or for two turns after of any rank.
- Can only be taught by Nathan
- The users arm is beyond repair for medjutsu and or kinjutsu.
- No jutsu S rank or above in the following turn

Learnt here:
x
 
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Ndlovu 👑

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Raiton/Taijutsu - Zeusu no zefā | Strong Fist/Lighting Release - Zeus's Zephyr
Type:
Offensive
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: With mastery of taijutsu, the user will rapidly arch, lunge or manoeuvre and then release a volley of skilful blows and strikes.(8 maximum.) Though unlike regular blows the user will flush a large amount chakra while performing each step or strike. Each blow will release a brief short ranged blast of light and a non-lethal lightning shock. The shock it gives will simply stun the opponent for a second, not making the shock lethal in slightest. The damage the opponent will take, will be from the physical blows dealt by the user only. Each flash of raiton light will be extremely short and blind them only temporarily for a few seconds making it difficult to perceive the following blow. In order to execute this fully, the user being a master of taijutsu, will blink the moment of chakra release to prevent himself from getting blinded.

- This cannot be used consecutively
- This can only be used three times
- The user must have mastered taijutsu
- This can only be taught by Ndlovu
 
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Ndlovu 👑

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4) Doton - Demeteru no Ugoki | Earth Release - The Movement of Demeter
Type: Offensive
Rank: B
Range: Short
Chakra: 20 (+5 per turn)
Damage: N/A
Description: The user will use chakra manipulation to turn the earth below his feet into a mixture of adhesive mud and earth granules. This manipulation of earth will geyser out of the ground below the user connecting to the users shins and below. This allows the user to channel chakra downwards to manipulate the earth below him. The sturdiness of the earth geyser keeps the user upwards, the user can then manipulate the movement of the geyser and the earth around it making the user mobile through manipulation of the earth connected and two meters around him.

Note: This jutsu only lasts four turns or until it's released
Note: This jutsu can only be taught by Ndlovu

Approved here:

7) Doton - Bourei no Tsuchi | Earth Release - Tyranny of Terra
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will perform a single handseal and slam their hands onto the ground before causing a wide portal to open up above the battlefield (Similar to Earth Release: Sticky Earth Drop). From the portal, a heavy downpour of adhesive rain will be let forth with the exception that the droplets are composed entirely of sticky mud rather than water. Once the droplets of mud make contact with anything, the mud will swiftly harden into sturdy, solid rock. However, since the droplets of mud are made from the user's chakra, they will be unaffected by its stickiness and droplets which come into contact with them will not harden into rock. As a result, this technique can be used to encase the opponent in a makeshift prison of rock or even to convert the surface of nearby water sources and swamps into earth, restricting their usage. Since the downpour spans over the course of two turns, conventional methods of offsetting the technique are negated (e.g. Chidori Nagashi) as at best they'll have a momentary effect. To effectively counter this technique, the opponent can use a continuous lightning-based technique (e.g. the Raikage's Armour) or acquire a suitable shelter/defense to seek cover under. Another way of countering this technique is the destruction of the portal itself with a strong enough technique (following Earth's elemental strengths and weaknesses).

Note: Lasts two turns
Note: Can only be used twice per battle
Note: Cool down of two turns in between usages
Note: Can only be Taught by Ndlovu

Approved here:

1 - Negative Knight -
2 - L -
3 - Ushiro -
 
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Ndlovu 👑

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Ndlovu 👑

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Liquid Fire | Greek Fire

8) Umi Katon : Yoroi Ichi | Liquid Fire: Armor of One
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: 60 (+20 taijutsu techniques)(+10 Liquid Fire techniques)
Description: The user will form two handseals, creating an armor of liquid fire around themselves with chakra coating their body to prevent injury. In this state the user's taijutsu will become more dangerous as the liquid fire covers his techniques. In this state the user will be able to release waves, blasts, shields or streams of liquid flames along with their movements. Using these waves and blasts will be A rank (Up to mid range) and take up a move slot and chakra cost associated with this technique. The additional liquid fire bolsters all liquid fire techniques.

Note: Can only be done twice per combat
Note: Has a two turn cooldown after deactivation
Note: User cannot use earth techniques that come from the body as that will strip the armor off.
Note: Can only be taught by Ndlovu

9) Umi Katon : Sekai o Kurau Ryu | Liquid Fire : World Eater Dragons
Type: Offensive/Supplementary
Rank: S Rank
Range: Short - Long
Chakra: 40 (-10 per turn if maintained)
Damage: 80
Description: The user will make three handseals then expel a large amount of Liquid fire enough to match the size of a Boss Summon. The liquid fire will grow and shape itself into a large dragon made purely of liquid fire. The dragon is able to fly, has the intellect of a clone and can unleash streams, blasts, waves, shields, currents of liquid fire. These actions will cost a move and are equivalent to its rank. Instead of the large dragon the user may create two smaller dragons that are A rank in nature each taking up over half the size of the original. They also are governed by the same rules established previously. The user who has mastered liquid fire, may ride or walk on them using their chakra to protect themselves. The user can make a handseal to dismiss the jutsu, they will collapse into a body of liquid fire, which can be used as a source.

Note: After the technique ends no liquid fire moves above B rank for the next turn
Note: Can only be used twice
Note: Cannot be used for at least three turns after deactivation (3 round cool down)
Note: Can only be taught by Ndlovu
 
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Ndlovu 👑

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Dark Release | Meiton

Taught to me:

(Meiton Kemuri) Dark Release: Dark Smoke
Type: Supplementary
Rank: A-rank
Range: Mid
Chakra: 30
Damage: -
Description: The user preforms three hand seals, and then gathers up dark chakra into there mouth. Then they blow out a thick purple smoke like fog that has such force that it can down medium to large trees within it's path. This technique also drains the chakra of whoever is caught into it. The smoke like fog is so dense that only very high ranked wind techniques are able to blow it away. The fog drains enough chakra that the victim is only able to use A-rank and below techniques.
Note: Takes the fog one turn to form.
Note: The fog lasts for 3 turns once formed.
Note: Can only be used 3 times per match.
Note: S-rank wind techniques are the only techniques able to blow away the smoke like fog.
Note: Person trapped in the fog can only use A-rank and below techniques for two turns.
Note: Can only be taught by Nathan.

Learnt here:
x

(Meiton: Gōsuto Hanabi) Dark Release: Ghastly Fireworks
Type: Offensive
Rank: A-rank
Range: Short to Mid range
Chakra: 30
Damage: 60
Description:
After the absorbing the enemy's energy based technique using Dark Release: Inhaling Maw the user will mold the chakra from Inhaling Maw into their left arm, then user extends their arm forward and releases ghosts from a sphere in his/her left wrist. They seem to follow a set and guided path and they differentiate from it but they can cause enough damage to an opponent by slamming and leaving deep burning marks onto there stomach. The ghosts the user fires are only small (about two feet wide and five feet long) and shoots what seems to be an endless wave of Dark Fireworks.
Spoiler
Note: Must have used Dark Release: Inhaling Maw before use.
Note: Can only be taught by Nathan.
Note: Can only be used 3 times per battle.

Learnt here:
x

(Meiton: Inperiaru Kyuutai) Dark Release: Imperial Orb
Type: Offensive
Rank: S-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
After using Dark release: Inhaling Maw to absorb the physical and spiritual energy of the enemies technique, the user will perform one hand seal and then crosses his arms above his head to begin charging the jutsu, forming a small black orb which rapidly grows in size and also gains small white lights inside it, similar to the night sky. He then unleashes the orb at the target. The orb appears to be incredibly strong, and holds tremendous amount of power to crush its opponents. This technique is able to trap the enemy in itself. Once inside the enemy is surrounded by darkness and no sound. The person trapped in the technique is able to use A-rank and below water or earth techniques to escape from the orb.
Notes:
- Can only be used twice per-match.
- Must have used Dark Release: Inhaling Maw before use.
- Have to wait two turns before you can use it again.
- The target once trapped inside the orb can only use A-rank and below water and earth techniques.
- Wind/Fire/Lighting have no affect if trapped inside the orb as those elements will only increase the power of the orb.
- The user can only have the orb active for a max of two turns.
- Can only be taught by Nathan.

Learnt here: x

(Meiton: Sekai Wa Bunkatsu) Dark Release: Worlds Split
Type: Offensive
Rank: A-rank
Range: Mid-range
Chakra: 30
Damage: 60
Description:
After the use of Dark Release: Inhaling Maw the user concentrates a large amount of their dark chakra into the palm of their hand, the user can generate a dark force that will darkened their hand, after doing the hand seals Goat → Dog the user will simply wave his arm; and the dark release chakra is release from the users upper square on their hand and released in straight line to create large-scale explosions (the scale of said explosion has the power to send two full grown people flying) in a linear pattern.
Spoiler
Notes:
- Can only be use twice per-match.
- Must have used Dark Release: Inhaling Maw before use.
- The explosions only go up to a mid-range radius.
- Can only be taught by Nathan.

Learnt here: x
 
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Ndlovu 👑

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Kenjutsu | Taijutsu

Taught to me:

(Kenjutsu: Kakou Kagidume) - Sword Technique: Descending Claw

Rank: C
Type: Attack
Range: Short
Chakra cost: 10
Damage points: 20
Description: This technique combines the forces of momentum and speed in order to increase the cutting strength of a weapon strike. The faster the user's speed is, the deadlier the cutting attack will do.

Learnt here: x

Yumita Geijutsu: Magarimichi Dageki: (Bow and Arrow arts: Curving strike)
Rank: S
Type: Offensive
Range: Short-long
chakra: N/A
Damage: 80
Description: The user uses an arrow which has its arrow head shaped in a way which enables it to curve and attack the enemy from the side.(Moves in an arc) Although its power is not as strong as an arrow which has a sharpened head, its fletching allows it to move in a certain direction with the air resistance giving it the ability to turn, which means it can hit the opponent from the side of his leg or body restricting his movement. The Arrows are faster than regular thrown projectiles and therefore can be more trickier to counter.
Note: Can only be used 2 times.
Note: Can only be taught by Erzo

Here is more information if the description is not clear enough:




Learnt here: x

(Yumita Geijutsu: Tadai Kujo):- Bow and Arrow arts: Heavy Destruction
Rank: S
Type: Offensive
Range: Short-Mid
chakra: N/A
Damage: 80
Description: The user shoots out a customized arrow which has a big arrow head as compared to a normal arrow. The arrow head has a circular base on the outside and grows bigger in size when you look it from the front, it also has two holes on it which can the air can go through instead of pushing against it and slowing it down. Due to the arrow heads size and because it’s made out of metal it has enough power to break bones if it connects. Despite its tremendous power it also has faster speed than a average arrow due to the weight of the arrow head making it even more difficult to deal with
Note: Can only be used once.
Note: Can only be taught by Erzo
Note: No other Bow and Arrow art jutsus can be used for 2 turns.
For reference on what the arrow looks like/its speed/its strength since I suck at descriptions >.<




Learnt here: x


Type: Offensive, Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60 (-10 per finger used)
Description: Bite of the Dragon is both a defensive and offensive type technique that falls under both sword, and body arts. To pull off this move the user must have a good amount of strength, chakra, and precision as this technique is rather a quite complex move. Observing the target the user will match the exact breathing pattern of the foe and channel chakra to one of their dominant hand's fingers. Then as the foe strikes the user is able to catch and absorb the impact of the strike with the mid section of their finger (the users hand is largely reinforced with chakra to be able to catch the damage, with minimal amount of damage). The user will then bring down the top half of their finger onto the target's weapon, causing the absorbed strike to semi-instantly be redirected as slashing damage back at the foe, the way that the user can redirect said blow is created by applying friction to the sides of the finger and the blade/hand. This technique can be used with all fingers on one hand at the same time thus drastically boosting the power that is redirected at the foe. It can also use this technique to block powerful taijutsu strikes.
Notes:
- Can only be used four times per-match.
- Cool down period of one turn before usage again.
- Can only redirect sword/hand damage up to A-rank (60 DMG)
- Raw chakra kenjutsu, taijutsu and samurai attacks work, as long as they are either from a bladed weapon, or from a fist of that of an A-rank and below.
- Can only be taught by Nathan.

Learnt here: x

 
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Ndlovu 👑

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Alcohol Release | Shuton

1.
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user gathers Alcohol chakra and they will release it from either their hand or their mouth. The alcohol is designed to act as a disinfectant on the user’s body or other bodies that the user desires. When the alcohol comes in contact with harmful micro-organisms it will denature them and kill them. Thus this prevents inflammation and infection through tissues.
Note: This can only denature and kill micro-organisms up to A-Rank

2.
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through manipulation of their Alcohol chakra the user will release, from any point on their body or through the moisture in the air around them in short-range, various amounts of alcohol and shape it as he or she wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of Alcohol it can be ignited to cause a wildly different type of damage or simply applied for supplementary purposes. Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion. S-Rank applications of this technique can be used three (3) times per battle and can only be used once every two (2) turns, and unable to use any alcohol techniques above A-rank the following turn. The intoxicating effects of Drunken Disaster vary depending on the rank applied and are listed below.

D-Rank applications of this technique offer no intoxicating abilities aside from cosmetic intoxication.

C-Rank applications of this technique offer intoxication spanning over three turns. In the first turn the opponent will suffer no negative effects. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform complex taijutsu (above A-Rank).

B-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform techniques S-Rank and above while also unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform techniques S-Rank and above, and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform forbidden ranked techniques.

A-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank and above techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform A-Rank and above techniques and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform S-Rank and above techniques and also unable to perform complex taijutsu (above A-Rank).

S-Rank applications offer intoxication spanning over five turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank techniques, increase the difficulty of their hand seals significantly (2x longer), and will be unable to perform complex taijutsu (above A-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to weave hand seals, and will be unable to perform C-Rank and above taijutsu, as well as rendered unable to discern subtle genjutsu from reality. In the fourth the opponent will be unable to mold chakra for S-Rank and above techniques, increase the difficulty of their hand seals significantly (2x longer), and unable to perform complex taijutsu (above A-Rank). In the fifth turn of intoxication the opponent will be unable to perform forbidden ranked techniques.

3.
Type: Supplementary
Rank: A-Rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: The user will gather Alcohol chakra and concentrate it in their brain and apply precise control to cause the beneficial effects of Alcohol on themselves. This carefully controlled intoxication will bring about a decrease in the sensation of pain. While this technique is active the user is capable of suppressing the pain of severed limbs capable of enduring them. Of course, the wound itself will still cause the various negative side effects such as death if the user is bleeding profusely. Movement for the user is not hindered by the alcohol for the first two uses of the technique unless muscles that are important to movement have been severed or severely damaged, such as a tendon.
Note: The effects of this technique last for three turns and they cannot be removed once they are applied.
Note: While active the user will have trouble performing hand seals and their techniques will require an additional 10 chakra to perform.
Note: On the third use of this technique the user will have much greater difficulty performing hand seals and their techniques will require 20 additional chakra to perform.
Note: Can be used three times per battle.

4.
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: To initiate this technique the user will begin by performing a single Monkey hand seal and channelling their Alcohol based chakra into the surface within any water based surface. This technique is purposed to in effect create a body of alcohol from the surrounding terrain under which the user can drop their opponent into. The dimensions of the body of pure alcohol can in essence be determined by the amount of chakra infused into it allowing the user a great number of applications to this technique. There is however a specific tell to this technique revealing it to the opponent prior to its activation. As the user will release their Alcohol based chakra into the terrain to manipulate it those who stand on the targeted area will feel a warm sensation beneath their feet as well as the distinct smell of alcohol just prior to the water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water . Moments thereafter it will change into pure Alcohol. As it is composed of pure Alcohol should it enter the victim’s bloodstream either through direct entry through wounds or through consumption it will induce a powerful intoxication which lasts for five turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the third turn of intoxication the victim will be unable to mold chakra for A-Rank and above techniques, be unable to perform taijutsu maneuvers (C-Rank and above), and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the fifth and final turn of intoxication the victim will simply be unable to mold chakra for Forbidden ranked techniques. Because of the nature of this technique depending on the dimensions of the swamp it may not be suited to be used in the presence of allies or large summons used by the user.
Note: Can be used twice per battle.
Note: No Alcohol techniques above S-Rank in the same and following turn.
Note: The pool of alcohol can also be used for other alcohol techniques.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.
Note: This can only be used on normal water, it cannot be used with variants of water, mist, oily water and so forth.
Note: This cannot be used on the opponent's water techniques

5.
Type
: Supplementary
Rank: C - S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A (+15 to Katon techniques)
Description: The user channels shuton chakra throughout their body and releases it as an omnidirectional pulse of alcohol chakra which is invisible to the naked eye. This in effect releases numerous alcohol molecules throughout the air on the battlefield which prevent water techniques to be created from moisture in the air through its hygroscopic properties causing it to attract and hold water molecules. The alcohol molecules themselves do not directly harm opponents in any form be it intoxication or inhalation from the particles in the air. The strength of Hamon Abusan can vary greatly depending on the needs of the user. Hamon Abusan’s strength is directly related to what rank of water techniques can be prevented through the usage of the technique. Because Shuton is neutral to water release the rank used of Hamon Abusan will prevent the same rank and below of water technique from being materialized in the air. For example, should Hamon Abusan be applied at A-Rank strength it will then directly prevent the materialization of water techniques A-Rank and below for the duration of Hamon Abusan. Should the user apply Hamon Abusan at B-Rank or higher the result will be that a significant amount of water molecules have been absorbed to the point where fire release techniques become uninhibited in their strength and are not held back by water molecules in the air. As such fire release techniques of both the user and opponent gain +15 in strength when this technique is used. Of course, the opponent will not understand fully what has happened upon the release of Hamon Abusan without further information. This technique, at A-Rank and above requires a series of three hand seals. Upon release the omnidirectional wave will absorb water in the air and retain it temporarily preventing the materialization of water and water based elements in the surrounding area. This acts as a double-edged sword for the user as it also leaves him or her unable to materialize water in the surrounding area for the duration of this technique.
Note: Can be used three (3) times per battle.
Note: Once used water cannot be materialized of the proper rank for three (3) turns.
Note: A – S Rank usage of this technique prevents the usage of alcohol techniques in the same turn and the user cannot use S-Rank and above Alcohol Techniques in the following turn.
Note: Water techniques that manipulate existing water or are otherwise unrelated with the materialization of water are unaffected

6.
Type
: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of a single type familiar composed of Alcohol. The user initiates this technique by releasing Alcohol from their mouth or body or by manipulating the moisture in the air within short-range with the user’s Alcohol chakra. The familiar created by this technique have certain shared qualities as well as their own unique abilities. The first aspect is that familiars created from this technique are sentient and fueled by the user’s chakra. Each familiar is composed of pure Alcohol and as such to a normal onlooker the familiar will appear to be composed of water unless the opponent is within short-range of the familiar where they will be able to tell from the smell. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each familiar is capable of moving at the speed of a Kage Ranked ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance. Two of the same familiars can be created in the same instance.

Raijin Thunderkeg; Raijin is gifted with powerful supplementary abilities to aid the user and his companions in battle by creating unique combinations. Raijin when formed will form as the standard humanoid familiar. His supplementary abilities is based on his liquid composition of alcohol. Raijin is capable of freely dispersing his form into millions of alcohol particles allowing him to evade damage and reform at other locations. Raijin can do this at the cost of a move, allowing him to evade techniques, or freeform passively allowing him to simply evade physical freeform assaults. While in his dispersed form Raijin will move like mist would and roughly at the speed of a normal ninja allowing him to reform elsewhere on the battlefield. However, the molecules of alcohol in this state are entirely harmless in all ways and cannot intoxicate any beings on the battlefield. His supplementary ability comes into play by coating himself on projectiles, constructs, and weapons creating Alcohol/X combinations. For example, Raijin can coat himself onto a kunai thrown in the air coating the kunai in potent Alcohol. Or he can coat himself on a slab of earth launched from the user’s position creating an Earth/Alcohol combination. This technique costs a move per turn and can only be used on physical elements and structures. The strength of the technique depends on Raijin’s strength at creation. Should these coatings enter an opponent’s body through injection or wounds into the bloodstream it will induce a powerful intoxication lasting four turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden Ranked techniques and use advanced taijutsu techniques (A-Rank and above). In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques as well as be unable to use taijutsu above B-Rank. In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques, be unable to use taijutsu above C-Rank, and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for Forbidden Ranked techniques and will be unable to use advanced taijutsu (A-Rank and above).

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of three turns.
Note: After this technique expires or is prematurely ended no Alcohol techniques above A-Rank for the same and next turn.

7.
Type
: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Drunken Stupor is one of the very few offensive techniques, this technique is aimed to distort the opponent’s sense of smell. The user begins by releasing a large amount of alcohol molecules from their body into the air which are visible to the naked eye, they give off a slight tinge, and a very faint smell of alcohol. These molecules alone do not pose any risk to user or opponent. Should they be inhaled they do not induce intoxication or any negative effects of Alcohol. The molecules will move toward the opponent’s location on the battlefield and surround them in a radius of up to 8 meters around their position. The user will then weave a single Tiger hand seal and mold an immense amount of katon chakra channeling it around the location of (cannot be created directly beneath the opponent, or from within the ground, only created in the air) the opponent releasing reddish heat waves which are visible through their distortion of the area around; similar to how one sees heat waves in a desert. The heat waves will also be released in a maximum of 8 meter radius around the opponent. The heat waves alone are enough to cause the opponent to have shorten of breath as well as sweats due to the desert like conditions created. However the true strength of the heat waves lies in its interaction with the molecules of alcohol released just prior. The alcohol molecules will burn releasing a hot vapour into the air in that area around the opponent serving for two purposes. The first is simply to burn the opponent inflicting further heat damage from lingering too long in the alcoholic vapour. The second is that the opponent’s sense of smell will become extremely distorted effectively leaving them to only be able to smell burning alcohol for three (3) turns there after burning. The burning alcohol molecules do not induce intoxication and merely serve to inhibit smell and inflict burn damage should an opponent linger in the heat.

Note: Can be used three (3) times per battle.
Note: Can be used once every two (2) turns.
Note: Takes two of the three jutsu slots in a turn.
Note: The opponent’s sense of smell will be distorted for three (3) turns thereafter upon which they will only be able to smell burning alcohol.

8.
Type: Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 (-30 per turn)
Damage: N/A (+10 Alcohol Techniques)
Description: Perhaps the ultimate Alcohol technique in which one essentially takes on a physical manifestation of Alcohol. Unlike regular Alcohol techniques Brewmaster Fury applies the principle concepts of Alcohol Release allowing the user to apply it to their own body. The user will enter this state by simply continually releasing a constant enormous stream of Alcohol chakra throughout their entire body which one then with a single hand seal the chakra will manifest into the alcohol element itself. Once Brewmaster Fury has been activated a few immediate changes can be seen on the user’s body. The first of which is the user will release an incredibly thick, concentrated, and dense coating of alcohol from their entire body. The appearance of said coating is entirely clear and pure alcohol and as such to a normal onlooker it will appear simply as the user has released a coat of pure water unless they are in short-range of the user in which they will be able to smell the feint distinct smell of alcohol. Which has a small affect on the oppontent if they are within close range, like a small headache. Additionally, all micro-organisms on the surface of the user’s body at the time of activation of Brewmaster Fury up to F-Rank will be denatured and effectively made harmless to the user when this state is activated. Whilst in this state the user’s coating also takes on the physical properties of Alcohol in respect to interactions with elements. Alcohol is an extremely poor conductor of electricity and as such the immense concentration of alcohol produced in this state renders the user effectively immune to lightning and lightning based techniques, up to S-rank. In respect to fire the user’s coating is extremely flammable. The user also becomes extremely weak to earth and earth related elements. Being obstructive elements the user’s body is at great risk. As such the user’s body becomes one rank weak to earthen elements used against them. For example, B-Rank Earth becomes A-Rank earth when coming in contact with the user. In respect to the user’s own Alcohol techniques due to the continual release of Alcohol, the user’s Alcohol based techniques will gain +10 damage and become far more concentrated in the effects of their intoxication. As such rank based intoxication will be enhanced by an additional rank. For example, if the first turn of intoxication prevent the usage of forbidden ranked techniques then this will be enhanced whilst in Brewmaster Fury causing the intoxication to prevent the usage of S-Rank and above techniques. While in the state of Brewmaster Fury the user can only access Alcohol chakra and its component elements – water, & earth.
Note: Can only be used once (1) per battle.
Note: Brewmaster Fury will last for four (4) turns after activation.
Note: Should Brewmaster Fury end early or expire the user is left unable to access Alcohol Chakra for three (3) turns. At the end of Brewmaster Fury the user will also be unable to use A-Rank and above techniques for one (1) turn and S-Rank and above techniques for the following turn.
Note: The user may only perform Alcohol, Water, & Earth related techniques while in the state of Brewmaster Fury.
Note: The user is able to perform hand seals to the above elements, but they are unable to release techniques from their mouth. The user is also able to grab weaponry, but they'll be covered in the element, and may cause issues for the user, slippery etc...

9.
Type: Supplementary
Rank: N/A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which employs the use of prepared bottles of alcohol of varying size on their person. The bottles are roughly the half the size of a test tube but can vary to a certain extent; their convenient size allows the user to store a sizable number, much like the storage of kunai and shuriken. These bottles have numerous applications; they can be used for future Alcohol Release techniques, makeshift bombs in combinations with sources of heat, such as Fire Release and explosive tags, a disinfectant for wounds, or simple to drink or force feed others. The smaller bottles can be tied to kunai, shuriken, and other projectiles allowing them to be thrown at long distances and used in conjunction with explosive tags. Ingesting Alcohol of such high purity carries negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea and severe throat irritation. In the following turn the Alcohol will temporarily intoxicate the victim effectively hindering and stopping their ability to mold chakra for Forbidden ranked techniques; during this time the nausea and throat irritation persists. In the following turn the victim will be relieved of these symptoms and become able to mold chakra normally. The user must state in their biography that they carry these bottles.

10.
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra to applied techniques)
Damage: N/A
Description: Diluted Infusion is a supplementary technique which is highly passive in nature. The user activates this ability which allows them to manipulate moisture captured in the air and convert to alcohol molecules. As a result, any subsequent Water techniques performed by the user will be infused with the alcohol molecules surrounding them through simple convergence causing the Water jutsu in question to be imbued with the alcoholic properties – namely intoxication and its inherent explosive nature. Of course, because the substance is slightly diluted being mixed with water the intoxication does not have high potential compared to pure alcohol. As such, in the first turn of intoxication should this technique be consumed or enter the bloodstream directly the victim will suffer from the inability to perform forbidden ranked techniques. In the second turn the victim will be unable to mold chakra for S-Ranked techniques. And in the third turn the victim will be unable to mold chakra for Forbidden ranked techniques. Of course, this technique also carries with it the ability to cause water to become essentially a source of an explosion when struck by fire. Due to the nature of Alcohol Release this technique changes the inherent elemental qualities of the water technique it is applied to essentially causing it to become strong to lightning techniques. Because of its nature this technique requires no time to perform and can be deactivated at will.
Note: Can be used twice per battle.
Note: Once activated lasts four turns

11.
Type: Supplementary
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (-40 per-turn)
Damage: N/A (-60 to the user once the technique ends) (-30 to the user if the technique is ended prematurely)
Description: This forbidden Alcohol technique is perhaps the ultimate Alcohol Release technique alongside with (Shuton: Jōzōjo Kantoku) - Alcohol Release: Brewmaster Fury. Unlike Brewmaster Fury, which focuses on a more Ninjutsu application of Alcohol directed externally the Awakening of the Stumbling Soul directs the Alcohol internally, on the user. This technique is almost entirely focused on the supplementary aspects of the element which are coupled with influence from Drunken Fist, Alcohol Release: Splitting Headache, and the Eight Inner Gates themselves. Unlike the Eight Inner Gates which focus on releasing the inhibitors on the user’s chakra the Awakening of the Stumbling Soul focuses on releasing the user from their own inhibitions through the use of careful application of alcohol chakra infusing the user with greater power and benefits, of course with greater and greater drawbacks as the quantity of alcohol increases. Similar to the Eight Inner Gates, the Awakening of the Stumbling Soul uses Alcohol chakra to achieve certain Blood Alcohol Levels which are each individually stated below. This technique of course in no way relates to the Eight Inner Gates except for inspiration (each gate would be the inspirational equivalent of a Blood Alcohol Level). The rank, chakra cost, and self-afflicted damage from this technique depend on the level of alcohol infused into the blood stream. Essentially the premise behind the benefits of these states is a triangular shaped function. The benefits will gradually rise and peak and then decline and cause negative and lasting side effects one would normally experience from Alcohol consumption, except on a potentially greater degree because of the significantly increased potency and quantity from the usage of chakra.

Tosui – Tosui, or Euphoria, is the first level induced by this technique. This first state represents the more moderate effects of Alcohol consumption. Through the careful usage of Alcohol Chakra the user releases a moderate amount of alcohol into their bloodstream. While in this state of intoxication the user’s inhibitors are nearly completely released allowing them to have full muscle relaxation increasing their abilities and efficiency in combat as well as numbing their pain receptors to become completely resistant to the pain caused by cuts, bruises, and such. The user gains similar effects to that of Drunken Fist. Their taijutsu becomes highly erratic, unpredictable, and explosive as their inhibitors are completely released. In addition to this the user gains a +10 damage increase to their taijutsu capabilities due to their alcohol induced euphoria.

Fukai – Fukai, or Dysphoria, is the second level induced by this technique. This second state represents the higher effects of Alcohol consumption. Through the careful usage of Alcohol Chakra the user releases a more highly concentrated quantity of Alcohol into their bloodstream and entire body. While in this state of intoxication the user’s inhibitors are completely released allowing for total muscle relaxation increasing their abilities in close quarters combat significantly while also numbing their pain receptors to a very high level allowing for the near complete suppression of pain from lacerations, stab wounds, and deep skin cuts. In the second turn of intoxication the user gains the effects of Drunken Fist allowing their taijutsu to become erratic and unpredictable while also gaining a +20 damage increase to their taijutsu capabilities. While under the effects of Fukai for the turn, the state of intoxication to the user will experience a further numbing of their pain receptors allowing them to in addition become resistant to burns, electrical shocks, and frostbite.

Teiden – Teiden, or Blackout, is the third and final level induced by this technique. This third state represents the near fatal effects of Alcohol consumption. Discarding care for applying the Alcohol Chakra the user floods their bloodstream and entire body with highly concentrated quantities of Alcohol. In the first turn of intoxication the user’s inhibitors are entirely released allowing for absolute muscle relaxation and also allowing the user’s taijutsu movements to become akin to that of Drunken Fist granting them a +30 damage increase to their taijutsu capabilities. In addition to this the user’s pain receptors are numbed to the point where they cannot feel the effects of lacerations, stab wounds, deep skin cuts.

Alcohol Taijutsu; This ability is gained in the fourth turn of Fukai and Teiden. This allows the user to, at their discretion, release small bursts of pure alcohol from their strikes be it kicks, punches, headbutts, etc. The alcohol released is unranked and does not carry many serious intoxication side effects but can be used in other ways, such as using it in combination with fire techniques. This is purely a freeform act and does not carry ranked strength or individual chakra cost.

Note: Awakening of the Stumbling Soul can be used once per battle. And, this technique only lasts for six turns, can be turned off at will. As two turns passes, the user advances further into one of the above states.
Note: Pain suppression does not actually mean resistance to the damage. It only means that the user will not feel the mental and psychological effects of the pain until after the effects of the induced state wear off. So if the user suffers a burn wound while in Fukai’s higher resistance levels they will not feel it until after it wears off. They will feel this pain after it wears off as well as the listed negative side effects.
Note: When this technique is ends After the full useage, the user will become basically unconscious, they'll be unable to perform any techniques of any nature, above B-rank for four turns, and their speed will drop by three levels. Also to use techniques, the user must spend an additional +20 chakra points.
Note: This technique can be ended prematurely and if so, they'll only receive half of the drawbacks, i.e unable to use B-ranks and above alcohol tehcniques for two turns if the first sage is used. If the second stage takes effect, the user will have a bad headache dropping their speed by two levels.

12.
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique employs the creation of Alcohol based autonomous familiars through the use of two handseals. The familiars are created with a high purity of Alcohol and are limited simply by chakra input and the user’s own imagination; this allows for a wide range of familiars in both size and shape limited to a maximum height of twenty meters. Familiars exhibit the characteristics of their chosen form; for example a dragon is fully capable of flight, while a humanoid is capable of running. Familiars possess sentience above that of the Stone Golem, allowing the familiar to operate independent of the user’s concentration through a passive siphoning of chakra from the creator. The higher level of sentience allows the familiar to use Alcohol Release techniques up to and including their created rank in strength. Techniques which require hand seals can be replicated through hands created on the familiar’s form. Created familiars, regardless of application, can remain on the field for four turns. S-Rank applications can be used twice per battle and require a two turn cooldown after expiration. The user can only utilize one application of this technique at a time. Multiple familiars can be created following normal splitting rules. No S-Rank or above Alcohol Release on the turn the familiar expires when the S-Rank application is used. Direct ingestion of the familiar, through physical impact or otherwise, can cause intoxication. Intoxication effects are directly taken from Alcohol Release: Drunken Disaster.

Learnt Here:
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Ndlovu 👑

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Illusionary Arts | Genjutsu

3. (Genjutsu- Kokkaku Arawa) - Illusionary Arts – Skeletal Exposure
Type: Supplementary
Rank: B - Rank
Range: Short - Mid
Chakra: 20
Damage: 40
Description The user will make three handseals placing his opponent in a genjutsu. Deceiving the opponent’s sight and sense of touch and using chakra to induce apparent pain to the opponent. The opponent will see and feel the skin and tissue of their fingertips explode then peel backwards from their fingertips to their wrists exposing their skeletal hand bones causing the opponent a great amount of pain.

Note: This genjutsu can only be used three times
Note: This technique can only be taught by Ndlovu

Approved here:




Taught to me:

(Genjutsu: Raitoningu O Gyakuten) - Illusionary Technique: Reverse Lightning
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user performs the Tiger ~> Rat and Ox hand seals whilst releasing their chakra into the opponents brain, activating this genjutsu which stays dormant until the opponent uses a Lightning jutsu, however, the moment that happens, the user would see his own Lightning jutsu turn back and form into several Lightning ropes which go on to bind his whole body, wrapping tightly around it, numbing the opponents whole body completely preventing him/her from continuing with whatever was planned. Despite this being a genjutsu, the opponents jutsu wouldn't go on to happen due to the sudden interruption, which would prevent the focus of chakra into the specific jutsu, causing the chakra to simply disperse not doing any harm to anyone.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No A-ranked genjutsu in same or next turn.
Note: It stays active for 2 turns if not released by the opponent, or it has completed it's purpose.
Note: It only works on lightning techniques that are released from the opponent's body, if the opponent utilize a lightning technique that comes from the sky or the ground it won't be affected by the genjutsu, but it won't deactivate the genjutsu either.

Learnt here:

Illusionary Arts: Inflating balloon (Genjutsu: Hidai fuusen)
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user after performing the Ram -> Horse -> Rat hand seals will extend their chakra & put the opponent under an illusion in which the opponent will see and feel that his whole body swells up quickly like an inflating balloon, making his body almost like a spherical ball, obliterating any joint movements. As a result, in reality, the opponent will be rendered motionless.
Note:
Can only be used 3 times per battle.

Learnt here:

(Genjutsu: Sokkusu teiri) - Illusionary Arts: The Sock Theorem
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs 3 handseals inducing the target in an illusion disrupting the target's chakra system and the chakra within their brain causing them to get extremly nauseous feelings. They will then feel as if there are boiling bubbles inside their stomach and they will suddenly begin to throw up their organs, giving them an extremly unconfortable feeling also preventing them from doing anything else at all (in the illusion). This is not where it ends, they will continue on throwing up until their body turns inside out because of throwing up all the inside of their body. In reality, the target will be immobilized and due to the mental stress the nauseous feeling gives, the target will be hindered and somewhat dizzy. While the illusion is progressing, while difficult, the enemy is still able to do handseals and mold his chakra and doesn't lose his connection to the real world as its not a "dream-like" illusion.

Note: Usable twice per battle
Note: Cannot use it the following 2 turns
Note: No genjutsu above A-rank the following turn

Learnt here:

(Jinsei no Saigo no Konseki) | Life's Last Vestige
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (mental stress + actual damage)
Description: An unlikely and rare combination, the user puts use of his ability to use one of the five elements as a means of inducing genjutsu. The jutsu begins with an upward gust of Wind consisting of quite some strength, allowing it to raise the people/persons it is used against with ease, whilst the air is simultaneously forced through the nostrils causing both distress and discomfort. The Wind which has now entered the opponent is used to disrupt the opponents normal chakra flow and induce a genjutsu in which the opponent suddenly feels the very air from their lungs being sucked out of them as the Wind which had raised them upwards continued to spin around them, the pressure holding them in place and preventing movement of all limbs. As they remain suspended, the spinning wind which had been just holding them in place suddenly feels sharper, and more concentrated. The spinning would increase in speed around the opponent, the rate at which the air is being sucked out of their lungs increasing with it. This is coupled with sudden sharp pains in random parts of the opponent's body as the Wind begins to hack and slice deeply into their skin, causing extreme pain which is almost impossible to register with all the suffering that's going on. The spinning wind which had been obscuring the opponents eyesight due to the nuisance of the spinning cloud-like Wind is now bloody red in colour, creating quite a disturbing view. The wind component of this technique is A-Ranked and so is the illusion. If the opponent does not manage to release within two turns of the genjutsu's activation, they would fall unconscious due to the belief that all the air is sucked out of them, leaving them unable to breath.

~ Can only be taught by Erzo. Can be used twice, with a two turn wait after each usage.
 
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