¤|Serpents Custom Playthings|¤

Serpent

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¤|Serpents Custom Playthings|¤
This thread is currently under construction

Custom Jutsu:
Custom Techniques (1-25):Custom Techniuqes (26-50):
1) Water Release: Splash Attack
2) Water Release: Prone
3) Water Release: Dome of the Slashing Whirlpool
4) Water Release: Dense Pressure
5) Forbidden Water Release: Sacrificial Pain.
6) Earth Release: Earth Wall-Bullets
7) Earth Release: Great Wall-Bullets
8) Earth Release: Crushing Uppercut
9) Forbidden Fire Art: Infernal Wrath
10) Fire Release: Nova blast of the Hell Serpent
11) Illusion Technique: Drowning Abyss
12) Asura Path: Concussion Grenade
13) Sound Release: Precision Technique
14) Illusionary Sound Technique: Snapping bombardment
15) Sound Release: Self Harmony
16) Water Release: Imploding Box of Might
17) Momentum Shift [X]
18) Otsutsuki Body Art [X]
19) Yang Release: Fortify [X]
20) Yang Release: 5 Elements Ninja Technique
[X]
21) Mysterious Peacock Method: Assault Formation [X]
22) Mysterious Peacock Method: Feather Dance [X]
23) Zenyatta Orbs [X]
24) Sensory Dampener [X]
25) Automated Clamps [X]
26) Chakra Siphon [X]
27) The Dollmaster's Blade
28) Divine Axe Rhitta
[X]
29) Sacred Treasure: Brightroar [X]
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GRPT Extra Slots (1-5):GRPT Extra Slots (6-10):
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Custom Summoning Contract
Standard Eel Contract:
Summoning Animals:Summoning Ninjutsu:
1) Grand Sage Summoning: Mizuchiwa
2) Summoning: Electric King
3) Summoning: Sepultra
4) Summoning: Dreamer
5) Summoning: Darkening
6) Summoning Technique: Yin and Yang
7) Summoning: Elder of the Past
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1) Hidden Shadow Eel Hands
2) Multiple Hidden Shadow Eel Hands
3) Multiple Hidden Shadow Electric Eel Hands
4) Electric Eel Swarm
5) Eel Shock Blast
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Legendary Oozaru Contract:
Summoning Animals:Summoning Ninjutsu:
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1) Perfect Oozaru Sage Mode
2) Oozaru Technique: Master Ki Technique
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Custom Elements:
Jade ReleaseTar Release
1) Jade Release: Jade Detonation
2) Jade Realease: Master Technique
3) Jade Release: Jade Labyrinth
4) Jade Release: Needle Sphere
5) Jade Sealing Technique: Sphere of Fates [X]
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1) Tar Release: Master Technique
2) Tar Release: Vortex Motion Technique
3) Tar Release: Active
4) Tar Release: Death Rain Technique
[X]
5) Tar Release: Tar Drop [X]
6) Tar Release: Tar Geyser [X]
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Last edited:

Serpent

Active member
Legendary
Joined
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Messages
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Water Release:
E-Ranked:

(Suiton: Bochabocha Seme) Water Release: Splash Attack

Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 5
Damage points: N/A
Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
Note:
-Requires a Water Source
-This Jutsu can only be taught by Serpent
PHP:
1) McRazor
2) Anbu Junior
3) ZandaT
4) Detective L
5) Moofy
6)
A-Ranked:

(Suiton: Jinzouningen) Water Release: Prone

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal forming a basic Dome of water around them that is able to block incoming techniques of the appropriate rank. The dome is able to be maintained so after blocking the attack, the user will form another handseal causing the water to explode outward forming small hair like needle of dense water in all directions. These Needles cannot penetrate targets of greater density.
Notes:
-Can only be used twice per battle
-Requires a 2 turn cool down
-Requires a water source
-If maintained, the user spends another move.
-Can only be taught by Serpent
PHP:
1) McRazor
2) Anbu Junior
3) ZandaT
4) Detective L
5) Moofy
6)
S-Ranked:

(Suiton: Uzumaki Dri-Engai) Water Release: Dome of the Slashing Whirlpool

Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.
-This Jutsu can only be taught by Serpent
PHP:
1) McRazor
2) Anbu Junior
3) ZandaT
4) Detective L
5) Moofy
6)
(Suiton: Kujiku Kou) Water Release: Imploding Box of Might
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: The user will make a quick sequence of four handseals causing water to rise around a target in the form of a box. The size of the box is dependent on the size of the target. Larger boxes, like ones to trap a summon are rather slow to form, while smaller boxes like ones to trap a normal sized human can be near instantaneous. The user will then form a handseal causing the water implode in upon itself with massive crushing force causing damage to whatever is trapped within.
Note:
-Can only be used twice per battle, with a two turn cool down between use
-Requires a Water Source
-Can only be taught by Serpent
PHP:
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F-Ranked:

(Suiton: Koi Kihou) Water Release: Dense Pressure

Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is withing the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent
PHP:
1) McRazor
2) Anbu Junior
3) ZandaT
4) Detective L
5) Moofy
6)
Kinjutsu:

(Kinjutsu Suiton: Itami Gisei) Forbidden Water Release: Sacrificial Pain.

Type: Supplementary/Attack/Defence
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 90
Description: Before or After making contact with an opponent the user will drawl water from there own body and form small thin yet dense spikes as thin as needles stick out throughout there body or designated area of the user. This will form a defensive lair of countless needles that can easily pierce into an opponent. When these needles stab into an opponent they take old keeping the opponent stuck in the connected area almost like glue, although this is causes by small barbs located at the ends of each spike. Upon the users will they can release the water outwards in a large blast that will blast back the opponent causing extreme crushing power and force sending them flying backwards. Because of the use of the users own water within his body this Jutsu causes extreme dehydration. This makes the user feel drained and dizzy as well as blurs his vision stunting his ability to see well. This will also cause the user to look slightly "aged" after use of this Jutsu.
Note:
-Can only be used one time per battle
-Dehydration last for two turns
-This Jutsu can only be taught by Serpent
PHP:
1) McRazor
2) Pervy Sage
3) ZandaT
4) Detective L
5) Panthalassa
6) Moofy

Earth Release:
B-Ranked:

(Doton: Tsuchi Kabe-Tama) Earth Release: Earth Wall-Bullets:

Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by Serpent
PHP:
1) Anbu Junior
2) Detective L
3) Inon
4)
5)
6)
(Doton: Hebi Higyou) - Earth Release: Crushing Uppercut
Rank: B
Type: Offensive
Range: Short
Chakra: 20
Damage: 40
Description: While close ranged with an opponent and facing hand to hand combat. the User will quickly drop to one one arm and spin around in a break-dancing manner in order so kick the opponents legs and send them off balance. As this happens, the user will be focusing chakra with the hand connected to the ground as an earthen fist will form over there hand. Once the opponent is knocked off balance, the user will spring up bringing the earth infused fist along the opponents body in an uppercut manner dealing a damaging blow to the opponent as the fist crumbles, this hit will send the opponent into the air.
Notes:
-Can only be used once per battle
-Can only be taught by Serpent.
PHP:
1) Anbu Junior
2) Detective L
3) Inon
4) Korra
5)
6)
S-Ranked:

(Doton: Ko Kabe-Tama) Earth Release: Great Wall-Bullets:

Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by Serpent
PHP:
1) Anbu Junior
2) Detective L
3)
4)
5)
6)

Fire Release:
F Ranked:

(Katon: Herushinsei Hebi) Fire Release: Nova blast of the Hell Serpent

Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage points: 90
Description: The user will focus a large amount of Katon Chakra into their hand in a near instantaneous speed resulting in a high build up in the fastest possible time. The user will then punch their hand forward releasing this high amount of Chakra as a constrained blast of fire that is releases like a flame thrower. This fire will take form an a Giant Eel that rivals the size of a large summon. This Eel can then be directed at a target where it will smash into it with extreme burning and crushing force before expelling out leaving the surrounding area in flames. Because of the sudden build-up of Katon Chakra in the opponents hand, it will be burnt to such a degree that during the attack it will turn black and after the attack the hand will crumble away as ash leaving the user with only one good hand. On top of the overall usage of chakra, the user will cause a slight strain to his Katon Chakra supply making him unable to use powerful Katon for awhile.
Note:
-Can only be used one time per battle
-No Katon Above A-ranked Next 3 turns.
-This Jutsu can only be taught by Serpent
PHP:
1) Anbu Junior
2) Pervy Sage
3) Detective L
4)
5)
6)
Kinjutsu:

(Kinjutsu Katon: Hinote Doki) Forbidden Fire Art: Infernal Wrath

Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50
Damage points: 90
Description: The user will focus his chakra around themselves and an opponent(s) and clasp his hands together creating a symbolic ring of flame that will manifest and entrap the user and target within it's high walls. The user will then rise their hands in the air releasing the Chakra in an all out blaze. Anyone other then the user (summons, ally's, opponents, etc.),will be burned as columns of flame rise from underneath them. The columns will then form into massive serpents that can further be directed at the opponent as they condense and smash into them before dispersing into a mighty blaze. The intense heat will be enough to char flesh while even in close proximity to the flames. It is for this reason the user will be chard as well. The output of chakra will cause the user to feel drained, leaving them in a dizzy state, With the added burns the user will be limited on his overall movement. This will cause him to move two ranks slower for a short time.
Notes:
-Can only be used once per battle
-Can only be used by a Katon specialist
-Cannot use Katon above A-rank for 2 turns
-Cannot use techniques above A-rank next turn
-Dizzyness and Limited movement lasts 2 turns
-Can only be taught by Serpent.
PHP:
1) Detective L
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6)

Genjutsu:
(Genjutsu: Fukai Shin'en) Illusion Technique: Drowning Abyss
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will make a single handseal and focus their chakra to disrupt the opponent's chakra flow, this in turn causes the opponent to be caught in this Genjutsu that will make the opponent think that they are deep underwater with high pressure allowing this Genjutsu to bind the opponent making them unable to move.
Notes:
-Paralyzing lasts 2 turns
-Can only be used twice per battle
-Requires a 4 turn cool down
-Cannot use Genjutsu Next turn
-Can only be taught by Serpent
PHP:
1) Anbu Junior
2) Detective L
3)
4)
5)
6)

Fuuinjutsu:
(Fuuinjutsu: Rinku Sankaku) Sealing Technique: Triangle Link
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-5 per message sent)
Damage: N/A
Description: The user will place their hand on a target while focusing chakra and create dual markings on the target and themselves. This Fuuinjutsu script takes the form of small triangle tattoo. These markings link the users and targets chakra networks together creating a chakra bond. This bond fluctuate at a steady frequency to one another alerting the other in the bond if their chakra becomes irregular. While this directly doesn't allow another to know the exact happenings on a given situation, meaning that they will logically need to figure out if something is wrong. They can use this chakra bond to passively transmit signals to each other by creating chakra fluctuations to one another, even over vast distances providing a useful form of communication by using a coded similar to that of Morse code. (does not transmit across ocean landmarks) This technique can only be applied to a single target at a time, and placing it upon another target will disperse any previous marking and sever the previous link created. Though the user's chakra networks are linked, techniques that would otherwise be harmful, such as Genjutsu or Senjutsu, like that of Sage Mode does not transfer through the Triangle Link nor does it harm another in the chakra link.
Notes:
-Requires Fuuinjutsu and Advanced Fuuinjutsu
-Fuuinjutsu seal only lasts for one Arc
-Can only be taught by Serpent
PHP:
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(Shakuhou Kyouka) Reinforced Release
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Through the use of "Sealing Technique: Triangle Link" the user will transfer their chakra through the created bond into their target causing the influx of 30 chakra to purge the targets chakra of harmful techniques such as Genjutsu or Yamanaka techniques. It cannot purge the effects of Yin-Yang Release, Anutu, Shinkaigan, or Mangekyou Sharingan. This release follows the rules of the "foreign chakra and energies" release method. Logically, the user needs to be aware of the others influence under such a technique to release it. While the chakra link can reach over vast distances. This large influx of chakra is limited in scope, only being able to travel and aid another within the same landmark.
Notes:
-Can only be used twice per battle
-Requires a four turn cooldown
-Can only be taught by Serpent
PHP:
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Sound Release:
(Ototon: Shakishaki no Jutsu) Sound Release: Precision Technique
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 15
Damage points: 30
Description: The user will whistle while in close proximity to a target, releasing a sharpen sound wave that can slice through flesh. This sound wave isn't very powerful and cannot cut through targets of greater density such as tough leather, metal or other types of armor/protection. This technique was designed to hinder a target. For example, if locked blades with an opponent, the user can use this technique to slice an opponents hand, causing them pain disarming them.
Note:
-Requires a two turn cool down
-Can only be taught by Serpent
PHP:
1) Detective L
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3)
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5)
6)
(Oto-Genjutsu: Sunappujin) Illusionary Sound Technique: Snapping bombardment
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: N/A
Description: The user will focus his chakra and snap his fingers. This will create a sound wave that will travel in all directions and place anyone who hears it (other then the user) into a Illusion. In this illusion, the target(s) will suddenly find themselves being bombarded by multiple shock-waves of sound that continuously hit from multiple angles keeping the opponent bound in both the illusion and the real world. Loud explosions will also be heard that will deafen the opponent while the illusion is in place. Ultimately, this technique is designed to hinder the opponent while masking another possible threat.
Note:
-Requires a two turn cool down
-Can only be used three times per battle
-Can only be taught by Serpent
PHP:
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(Ototon: Kyouwa) Sound Release: Self Harmony
Type: Offensive
Rank: B-S
Range: N/A
Chakra Cost: 20-40
Damage points: N/A
Description: After identifying an illusion, the user will focus his sound chakra while humming. This harmonizes the users chakra flow throughout their body by creating vibrations that resonate opposite to the foreign chakra within, effectively disrupting the illusion. This proves to be an ideal technique to release Genjutsu of the same rank. The power of this technique is dependent on the amount chakra fueled into it. This technique can also be used on an ally through direct contact, by challenge the chakra and vibrations into their chakra supply in order to disrupt the illusion.
Note:
-Can only be used twice per battle
-Can only use S-ranked variant once
-Can only be taught by Serpent
PHP:
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Yin-Yang Release:
(Yoton: Gogyou Nin no jutsu) - Yang Release: 5 Elements Ninja Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50 to applied technique)
Damage: N/A
Description: This technique allows the user to combine their elemental chakra with Yang Release in order to create stronger, more potent Ninjutsu. When the user uses an non-elemental Ninjutsu, after adding an additional three handseals to the technique, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. The jutsu increases in strength by one rank, (+20 damage for S-ranks) due to the massive amount of chakra used. By using nature chakra rather than raw chakra, the properties of the Ninjutsu can change in accordance to that nature and become stronger. For example, using "Shuriken Shadow Clone Jutsu" with Fire Release chakra would cause the Shuriken to become red hot and burn on contact. As well, the technique would follow the rules of elemental Strengths and Weaknesses in regards to the elemental nature chosen. Lastly, this technique grants a psudo-sentience to the applied technique, allowing it to act on its own for the turn it is used. Using the previous example, The shuriken will be able to react to the field, allowing them to take an unorthodox path to evade small obstructions within reason, such as weaving around trees in a forest, instead of taking a linear path through them.
Note:
-Can only be used three times per battle.
-Cannot be used on techniques above S-rank.
-Yang Specialist can infuse advanced elements or custom elements.
-Can only be used by Serpent

(Yoton: Genni) - Yang Release: Fortify
Rank: S
Type: Defensive
Range: N/A
Chakra cost: 50
Damage points: N/A
Description: A defensive technique used by creating a single handseal and infusing Yang chakra throughout the body causing the user to glow white as the Yang surges within them. This Technique uses the basic concept of increasing the durability granted by specializing in Yang Release and increasing it to it's maximum effectiveness. The user's body will become a soft glowing white that is not harmful to the eyes. This technique increases the users damage resistance by 80, allowing them to withstand all but the most powerful attacks. The drawback to this technique is that the user cannot move or use any other technique while using this technique. The user can hold the hand seal to sustain this technique for a short time, being able to be held the turn it was activated if he so chooses; however doing so can leave them as a sitting target, allowing an opponent to better strategize against them.
Note:
-Can only be used twice per battle
-Requires a two turn cooldown
-Requires Yang Release specialty
-Can only be used by Serpent

Custom Weapons:
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(Dorukun Katana) The Dollmasters Blade
Rank: S
Type: Weapon
Range: Short-Mid
Chakra cost: N/A
Damage points: N/A
Description: Quick fingers and an eye for detail were the Dollmaster's trademarks. But only once did he use his skills to create a weapon. This was the result, as colossal as his dolls were delicate. In a small town once known as "Arashi" lived a man known as the Dollmaster, he was well known for his craftsmanship, building and designing anything from furniture to houses but nothing compared to his Dolls, every single doll different in detail from it's previous. ranging in sizes and styles. Over the years he made thousands of Dolls, all made for his private collection. Every year during the week long "Festival of Lights". The Dollmaster placed is Dolls out on display to shine under the fireworks. After seeing the delicate Dolls, the Leader of the town admired his craftsmanship and asked the Dollmaster to make a Sword for him. Although the Dollmaster had never made a sword, he was excited to take on the challenge. Over the fallowing weeks, the Dollmaster spent most of his time on the sword, he crafted an unique blade. Upon finishing it's final details. the Dollmaster was killed by having his neck slit, his blood spilling out over the blade, his body lied bleeding out over the blade for weeks until he was found in his workshop under his home. it is unknown why the Dollmaster was assassinated. Later, after the creation of the Ninja Villages, the remaining Dollmaster's Dolls where collected and put on display in a museum located in the Land of Waves. his sword was placed as his most regarded piece of work and held as his homesteads most prize treasure. After seeing the Blade and unknown Ninja stole it for himself, only then did he learn the blade's Dominic past. Hearing the Dollmaster's voice echo throughout his mind.
Abilities Notes:
-Because of the Blood absorbed from the Dollmaster, this blade gained his chakra and soul, allowing for the sword to contaminated with it's user as if it was the Dollmaster himself. This allows the Dollmaster's Blade to alert it's wielder of anyone up to a Mid-range area.
-Once per battle the Dollmaster is able to Infuse his Chakra into it's wielder. by using this foreign Chakra the Dollmaster is able to dispelled any Genjutsu up to A-rank, giving it's wielder a clean slate.
-The Style of it's blade, is unique as it is a chain blade, allowing it's wielder to extend it's reach and un-extend it's reach up to a Mid Range area.
-Because of the Dollmaster's eye for detail, this blade is razor sharp and made out of an unknown metal that and never dulls, it is as sharp as it was the day it was forged.
Restriction Notes:
-Can only Extend reach once per turn.
-Can only Un-extend reach once per turn.
PHP:
1) Edward
2) Detective L
3)
4)
5)
6)
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(Jinpu Ritta) Divine Axe Rhitta
Type: Weapon
Rank: S
Range: Short
Chakra Cost: N/A (when active -10 per turn)
Damage points: N/A (when active +20 per turn)
Description: Rhitta is giant ornamental axe with a blade shaped like a crescent moon, similar to that of a Monk's spade. The axe also features two golden protrusions, one larger than the other, with the white tips of a spear, the longer one is in the middle at the top of the axe and the smaller one is on the opposite of the blade of the axe. The handle is dark blue and it features a golden semicircular guard with four golden spikes on it. Its design specs and distribution of weight are (likely intentionally) off: most of the weight is concentrated in the head, leaving it off balance, and even more difficult to wield than its impressive weight would already make it. The axe itself when used in battle is nothing more then a standard weapon that deals no increase in ability. The user will carry Rhitta on their back and will be able to passively activate Rhitta's unique ability at will; allowing it to completely absorb and store enormous amounts of chakra from it's user over time. This allows the user to release this chakra as heat on command and with precision instead of simply burning away everything in their vicinity. By thinking the command "Sacred Treasure Release" the user can release all the power he has stored in Rhitta in one of two ways. The first being an offensive ability, causing the release to be accompanied by an incredible wave of light and heat, bright enough to illuminate a night sky. The heat will be releases around the user, forming a short ranged dome, burning anyone else around him, friend or foe and then by swinging the axe in a dirrection. Causing the heat to release outward in said dirrection as an 180° wave of chakra that spreads both high and wide, capable of reaching long range. The power output of this heatwave is dependent on the amount of chakra stored into Rhitta at the time of release. Only being 20 damage on turn one and increasing 20 damage each turn until fully charged; dealing 100 damage by the fifth turn. This ability counts as one of the users techniques per turn and is considered S-rank, regardless of power output.. The second ability, is a defensive ability, allowing the user to absorb the chakra back into himself, allowing the user to release techniques that may require the surge of chakra to break the technique. Genjutsu would be an example of this; being able to break Genjutsu or other techniques that would require a surge of chakra to break, up to and including S-rank. (Baring Yin and MS level Genjutsu) The user can call the Divine Axe Rhitta to himself at will, and it will travel at incredible speeds through the sky to reach him. After releasing the chakra, the user will need to wait awhile before they can reactivate the Axe, allowing it to once again drain and store their chakra.
Note:
-Heatwave ability can only be used three times per battle
-Chakra Surge ability can only be used three times per battle
-Axe becomes fully charged after five turns.
-Requires a two turn cool-down before it can be activated again.
-Can only be taught by Serpent
PHP:
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You must be registered for see images
(Jingi: Akarui) - Sacred Treasure: Brightroar
Type: Weapon
Rank: S
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: 100
Description: Brightroar is an ancestral blade of the Otsutsuki, passed down though millennia. Described as being a white bladed longsword with a dark brown hilt wrapped in leather and a golden guard and pommel that creates a soft and simplistic design. When wielded the blade will instantly drain a massive amount of chakra from the user and excrete a translucent white aura of yang energy around the blade that uses Senjutsu as a medium to maintain stability. The sword will continue to drain the users chakra allowing them to wield and manipulate this yang aura around the blade to form any geometric shape, only limited in scope to a short ranged area. The sword needs to be in physical possession of the user in order to manipulate the yang aura and cannot be manipulated at a distance. The user cannot reshape the aura while using his chakra for another technique. Using the sword outside of reshaping it, either for attack or defense counts as one of the user's three moves per turn. Due to the nature of possessing Senjutsu the blade can be a potent weapon against spiritual techniques such as Yin Release’s Hands of Sloth, able to interact with techniques of this type as normal. Although Brightroar is a powerful weapon, it does come with it's drawbacks. First is it's immense chakra cost and drain, rapidly taxing the users Senjutsu. Second is that the constant flow of Yang prevents the user from using Genjutsu, Yin Release and Yin-Yang Release while wielding Brightroar.
Note:
-Can only be used by biographies with Senjutsu or Six Paths Senjutsu
-The user cannot use Yin release while wielding Brightroar
-Can only be used by biographies with Yang Specialty.
-Can only be used by Serpent

Scientific Ninja Tools
(Zenyatta Kyutai) Zenyatta Orbs
Type: Tool
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage points: N/A
Description: Special drone Orbs created by a Monk named Zenyatta. These Orbs are created out of an unknown chakra metal and filled with Zenyatta's chakra. The user will have six orbs that hover near the user or that can be warn like a large necklace. The user can freely manipulate these orbs through an attached transceiver connected behind the users ears. They supply their own power source within them via batteries. Depending on the type of orb used, they will create a link to a target glowing yellow for Harmony or purple for Discord. This link will supply a different effect to a target depending on the type of orb used.
Orb of Discord: Amplifies any amount damage the target takes by 30 additional damage. This doesn't cause damage, only increases the amount of damage a target receives.
Orb of Harmony: Slowly restores 15 health to the target per turn when wounded, or reduces the amount of damage they take by 30. Only one effect can be in place at a time.
These orbs can be directed to a target within a mid-ranged area. Once within short range of the target they will connect to the target and remain attached, even if a target moves to long range. They can be countered with B-rank lightning or A-rank technique, causing them to return to their owner. A-rank lightning or S-rank technique can destroy the orbs indefinitely.
Note:
-Discord Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event
-Harmony Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event
-A target can only be targeted with a single orb at a time.
-Can only be taught by Serpent

PHP:
1) The Pervy Sage
2) Gutsy
3) Placelse
4) Python
5)
6)
(Nen Resu) Sensory Dampener
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Nen Resu is a unique tool worn on the users belt that emits a dampening field around the user in order to better hide their movement and hinder an opponent from accurately tracking them. This dampening field only works on Sensory ability's (Chakra Sensing, Sage Mode, etc) but doesn't hinder a Doujutsu's ability to see or track chakra. The field emitted dampens sensory abilities both by range and tracking. This means that if a sensory ability is able to track an opponent from two landmarks away, It will only be able to track the user from one landmark away and if the sensory ability has x3 tracking, it will only be able to track x1.5 when tracking the user of the sensory dampener. This Nin-tech is a double edged sword, as it also hinders the users sensory abilities to an equal degree. Meaning their sensory ability will also be reduced by half in terms of range and tracking.
Notes:
-Must be placed in the users biography
-Cannot reduce sensory range less then a single landmark
-Can only be taught by Serpent

PHP:
1) Mirai
2) Placelse
3)
4)
5)
6)
(Kaihou Kasugai) Automated Clamps
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

PHP:
1) Anbu Junior
2) McRazor
3) Placelse
4) El Alucard
5) Python
6)
(Chakra Saifon) Chakra Siphon
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A (-20 per turn)
Damage points: N/A
Description: A basic automated siphon tool attached to the users back and designed to passively absorb and store the users chakra. This Nin-tech is able to sense foreign chakra and then pump all the stored chakra back into the user creating a shock that spikes and restarts the users chakra flow. This allows the user to break out of Genjutsu using the chakra surge method, being able to release any genjutsu, excluding Yin and MS level Genjutsu, so long as the surge of chakra released into the user is higher then the chakra used for the Genjutsu. This Nin-Tech is able to store up to 100 chakra into it, taking up to five turns before it reaches capacity. If the user has Senjutsu, the siphon can still absorb the senjutsu like chakra and release the Senjutsu back into the user, following the foreign chakra/energies release method of Genjutsu, instead of the chakra surge method. This allows the user to break any genjutsu, including Yin release genjutsu however it cannot break Mangekyou Sharingan Genjutsu. This Chakra Siphon begins absorbing and storing the users chakra at the beginning of battle and stops absorbing once it reaches capacity and/or when the chakra/senjutsu is released back into the user. Requiring a two turn cooldown period before it begins absorbing chakra/senjutsu again. While the siphoning of chakra is a passive ability, the release of chakra back into the user will still cost a move for that turn. Lastly, this Nin-tech cannot be used to enhance techniques in any way. The chakra/senjutsu released back into the user does not replenish their chakra or senjutsu reserves. Only working to release foreign chakras and genjutsu under one of the two presented methods.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

PHP:
1) McRazor
2) Placelse
3) Anbu Junior
4)
5)
6)

Otsutsuki Techniques:
(Mentokou Kae) Momentum Shift
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage points: N/A
Description: Using the most basic application of flight, the user can change their current momentum in the direction desired. This technique, while being a basic principle of flight can be used in a variety of ways. It can be most effective when in close combat, allowing the user to shift their momentum in unique ways to enhance the unpredictability of their attack(s). This doesn't increase the power output but simply allows the user to change the possible delivery of attack by altering the momentum of it. After the shift in momentum carries the user a maximum of five meters, the flight technique will simply function as normal.
Note:
-Can only be used with Otsutsuki Flight technique.
-Can only be used four times per battle
-Requires a one turn cool down.
-Can only be taught by Serpent
PHP:
1) Pervy
2)
3)
4)
5)
6)
(Otsutsuki Taijutsu) Otsutsuki Body Art
Type: Offensive/Defensive
Rank: B - S
Range: Short
Chakra Cost: N/A
Damage points: 40 - 80
Description: A Taijutsu technique developed by the Otsutsuki clan using it's base principle revolves around their flight technique. Taking the method of flight to alter the users momentum freely allows the user of this art to more efficiently attack while flying. The user can preform a simple punch and/or kick or a series of punches and/or kicks, even from multiple angles as the flight technique allows freedom of mobility while airborne by altering their momentum mid-air to increase the unpredictability behind each strike. The attack(s) made using this method are not faster then what would otherwise be allowed via the flight technique. However the free motion of flight allows the user to more effectively deliver higher levels of Taijutsu that would otherwise be difficult to achieve. The power behind the attack is depended on the user. The user can even apply this method to another Taijutsu technique to alter it's momentum to effectively create a Taijutsu combination attack.
Notes:
-Can only be used with Otsutsuki Flight technique
-Can only use S-rank variant three times per battle/event
-Requires a Taijutsu Specialty
-Can only be taught by Serpent
PHP:
1) Pervy
2)
3)
4)
5)
6)

Senjutsu/Sage Mode:
(Kanpekinanin Ōzaru Sennin Modo) Perfect Oozaru Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: N/A (+30 to Ninjutsu and Taijutsu up to S-rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. Once activated the user will undergo physical alterations. Their hair is lengthened while becoming wilder, reaching down to the middle of their back, while two long pointed bangs of hair appear on both sides of the neck. The user will have increased muscularity while they gain a fur tail and a thick hide. This hide however does not increase the users Damage Resistance, instead as a payoff the user's healing factor gained by Sage Mode is higher then normal, providing a healing factor of 15 per turn while active. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Ninjutsu and Taijutsu techniques by 30 and increases the users speed, rivaling monkey sage mode. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required. Lastly, gained though Oozaru's unique ability of Ki control. The user is able to make use of their ability of flight, being able to fly and maneuver as fast as they can run.
Notes:
-Usable three times per battle by Perfect Sages and must wait two turns before using this technique again.
-Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
-Perfect Sages can convert a maximum of 40% of their total chakra reserve
-Can only be used by Serpent

Mysterious Peacock Method:
( Kujaku Myōhō: Kagai Hensei) Mysterious Peacock Method: Assault Formation
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 ( -10 per turn )
Damage: N/A ( -20 per turn )
Description: While activating the Mysterious Peacock Method and conjuring forth the users inner Star Chakra and manifesting in the form of a feather-shaped array behind them and spreads out a peacock's tail feathers. The user will further manifest the formation through immense chakra control allowing them to increase their offensive capabilities while the Mysterious Peacock Method is active. The original feather array will sharpen and become more define while the chakra continues to wrap around the users body completing the peacock cloak of chakra around them. The increase in Star Chakra around the user's body granting them +20 damage to techniques that use chakra however this also makes the Assault formation even more detrimental to the user's health then the standard peacock method. The user's body takes increased damage for keeping the technique active. Increasing the amount of damage caused and chakra drained to the user to be double the amount per turn then the standard peacock method. Now taking -20 damage per turn instead of the usual -10 damage and draining -10 chakra per turn instead of the usual -5. This makes prolonged use of the technique is incredibly difficult being a high risk high reward technique.
Note:
-Can only be activated along side the Mysterious Peacock Method, and lasts as long as the Mysterious Peacock Method is active.
-Can only be used once per battle
-Can only be taught by Serpent
PHP:
1) McRazor
2)
3)
4)
5)
6)
( Kujaku Myōhō: Haneodori ) Mysterious Peacock Method: Feather Dance
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage: 80 (-10 to user)
Description: While the Mysterious Peacock method is active, the user will have the array of feathers form around them aim at their target(s) and release countless star chakra feathers like high speed projectiles upon the desired location. These feathers can take a direct path or travel in large arcs but cannot change their course once released. Being comprised of the devastating star chakra these feathers will pierce into their target before exploding outward with massive force releasing sharp hair-like fragments of star chakra . Anything within the explosion radius of short range will continue to suffer 10 damage per turn for three additional turns if not healed.
Note:
-Requires the Mysterious Peacock method to be active
-Requires a two turn cooldown between usages
-Can only use three times per battle
-Can only be taught by Serpent
-No Mysterious Peacock techniques above A-rank for one turn after each usage.
PHP:
1) McRazor
2)
3)
4)
5)
6)


Taught Customs:

These are Jutsu that have been taught to me by other Members.​
Taught By: Rexii:
(Taijutsu: Rendo) Body Technnique: Rend
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: This technique can be used either as a standalone taijutsu strike, or as part of a counter by employing a variety of bodily movement. Regardless of which is chosen, the strike will be delivered with the hands, which will be cupped similar to a clawed formation, meant to mimic the claws of feral beasts. The strike is ideally delivered to areas with soft tissue targets, such as the eyes or throat the armpits etc. Tearing with their fingernails and fingertips the user will literally rip the flesh of the victim with this powerful manouver, should it strike a soft target area it can deliver considerable damage, with strikes to the eyes causing blindness, strikes to the throat causing the target to be unable to speak or use jutsu from the mouth. Strikes to either armpit or thigh will disable the arm or leg preventing movement, while these injuries can be severe they are very rarely fatal unless by some fluke.
Notes:
-The user can avoid small scale attacks before countering with this in the second version, using a variety of movement similar to drunken fist.
-Can only be used 3 times per battle.
Taught By: Gutsy:
[Tarnkappe, Shigurudo No Tate] – Tarnkappe, The Cloak of Sigurd
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Tarnkappe, or Cloak of Sigurd, is a garment which is intended to protect the wearer from the cold, rain and wind. This cloak is no different in that fashion, it is fastened around the neck with a small black chain, its length extending down to the middle section of the calves, additionally it has an attached hood. The cloak is designed as a white cloak with patterns of black lightning across it. The cloak is the designed with a unique fabric, known as kevlar, a material which allows it to stop incoming basic weapons such as swords, axes, kunai, senbon etc up to a C rank projectile, anything after that will destroy the wiring within the cloak, rending it useless. It will cause bladed weapons thrown or swung to strike to bounce off the cloak, and it applies to the general forms of none damage enhanced freeform combat. In addition to the cloak’s unique complexion, it has some unique features which the wearer can activate through surging his energy through it. The first feature that the Tarnkappe is in the possession of, is a unique technology known as motion sensors. These motion sensors are situated all across the cloak, allowing it to detect any changes in the air around the wearer, and detect the motions of animals, humans or even tools within the vicinity of short-range of the cloak. Thus the cloak acts as a form of sensory in the way that it detects any motions within short-range of the wearer this is done through technology more than chakra. These motion sensors come in the form of small camera's laid throughout the cloak linked to a contact lens the user has placed in their eye. This wont hinder their vision but instead, when the camera's detection a motion it will display this your the contact lens for the user to see acting as a an enhancement of their visual perception. Always passively active.
Conclusively, the cloak has one final feature, which masks the wearers presence. Whenever the wearer pulls the cloak around his body and the hood over his head, it has a unique device implanted into it, which emits a frequency that masks his chakra effectively concealing him from chakra sensors as well as concealing his body in the sense that it conceals his chakra circuit from foreign eyes. This allows the wearer to blend into his surroundings more freely. What this can't do is hide the users heat signature or smell.
Note: If the cloak is hit by B rank or above, it will short circuit being rendered useless.
Note: The motion sensors only work short range around the user, taking 5 chakra per turn
Note: Hiding themselves can be used twice per battle with two turns between the users and lasts for a maximum of four turns.
(Suiton: Ryuutai Suteppu) - Water Style: Fluid Step
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.
Note: Can be used twice
Note: Must have mastered Taijutsu
Note: Must wait two turns to use again.
Note: Must be taught by Mathias

(Suiton: Mittsu Hissatsu Unagis) - Water Style: Three Deadly Eels
Type:Attack/Defense
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Rat → Dog the user, through sheer willpower and concentration, using the moister in the air, will materialize three 15 ft tall Eels made completely of water. The Eels will materialize at the user's 10,12, and 2 o'clock view or 8, 12, and 3 o'clock depending on the situation. There are three ways the three deadly Eels can be used in. The first being; the user can send all three Eels rushing towards the opponent at the same time as an attack, and the user can freely manipulate the direction they are headed just like Earth Flow Wave. (ex: arc manner from the left/right or straight). The second being; the user can disperse the Eels, making the water combine into one huge tsunami wave that can be used to block attacks, or be directed at the opponent. The third and last one being; the user can disperse the Eels, making the water combine and form a raging vortex of water around the user which will then spread outwards 360 degrees.
Notes:
- Can only be used twice per battle
- If the user signed the Eel contract the hand seals are reduced by half.
- The Eels can only be materialized at short range from the user.
- Due to the high usage of water chakra, the user could not have used any water techniques in the previous turn.
- No water techniques of S-Rank or above next turn.
- Must have complete mastery over water.
- Must be taught by Mathias.
Passively Activated: (Fuuin: Akuma to no dansu) - Sealing Technique: Dance With The Devil
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.
Notes:
-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle

Passively Activated: (Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.
Notes:
-Can only be taught by Detective L
-Can only be used twice per battle
(Raiton: Zeus Kontorrou)- Lightning Release: Zeus's Control
Type: Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80 (Depends on the rank of construct)
Description: The user either by the use of a touch or by releasing the chakra forward towards their intended target through their limbs, will specifically release a surge of unfocused lightning. With the lightning, the user will not aim for the opponent themselves but instead aim towards the opponents jutsus, specifically earth material type jutsus. Lightning that is unfocused will act to move along and around the earth substance, almost as if the earth will act as a conductor. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). The lightning will act to overpower the rock section or construct completely engulfing the rock and rendering the opponent's chakra within the section of rock useless. However this does come with a certain type of consequence, since there is still chakra of the opponent's harboring within the section of rock it will cause slight damage and cracking along the rock, this is simply an act of the lightning attempting to overpower the earth material but the material of earth will be weakened due to this (Exactly one rank would be deduced). As this step has been completed, with the user's lightning chakra now within the earth material, the user is now capable of taking complete control of the section of rock and send it towards a target or move the rock section around with complete ease but focused required as well, this concept similar to that of Lightning Release: Lightning Blades Levitation, as in how lightning is able to mask over the material and take control of its movements. This is exactly what would occur with the earth like substances. The appearance of the constructs will look quite normal, just a few cracks in and around its body and a light yellow aura of lightning along its body. The constructs can be controlled at will, the user can either send specific construct towards the opponent as a projectile or they can remain focus upon it and guide its direction. The constructs will retain the same sort of defensive and offensive property it had before it was taken control from the lightning, when taken control the objects obtain a certain shock type of damage which can indeed numb the opponent just like regular unfocused lightning would cause. This technique can not be used on the user's own earth constructs. The lower rank the earth construct the lower amount of chakra the user can use to overtake it.
Note: Can only be used twice
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical techniques

(Genjutsu - Svengali) - Svengali illusion
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details. After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it. After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm. After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them. After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything. When svengali has control of all the opponents limbs they are unable to battle. Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
Note:
-No S rank or above while controlling Svengali
-No nin/gen jutsu can be used at the same time as svengali
-No Genjutsu for the rest of the match after use.
-While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.

Ototon/Genjutsu: Doppurā kōka | Sound/Illusionary Arts: Doppler Effect
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 40 Chakra
Damage: N/A
Description: After shooting or throwing a projectile or ninja weapon, the user uses the sound of the moving object as a trigger for a powerful illusion. The sound of the object would not be enough on it's own to trigger the illusion, so the user has to use his chakra in order to amplify the sound. The powerful illusion consists of tricking the opponents hearing, using the basic principle of incoming sound, called Doppler effect. The doppler effect works by making the sound of an incoming object much louder than it is, as it's moving away from the person. This happens because the sound waves of the incoming object get shorter and shorter as it's getting closer to the listener and longer and longer as it's receding. Using his ability to control sound with his chakra, the user would disturb the opponents chakra flow, causing confusion in his hearing and making incoming objects appear much closer. Using the genjutsu he can also make the opponent hear the object coming from behind, or any other side of choice. The purpose of this genjutsu is to effectively confuse the opponent and trick his senses, making him unsure whether to trust his hearing or vision, giving the user a short window to take advantage against the opponent.
Note: Usable only twice per battle
Note: Only McRazor can teach this

Ototon: Kussetsu | Sound Release: Refraction
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user can use his sound chakra in order to refract a soundwave that he already performed by altering the transmission medium, i.e air. After performing a sound jutsu the user can thicken or thin out the air in the path of the jutsu in order to redirect it, mostly if the opponent tries to dodge it or to dodge incoming projectiles. He can do this twice in a quick succession but with the double chakra cost. Since he's altering soundwaves he has to be really quick and have complete sound mastery. To perform the technique he can snap his finger if he's altering the soundwave at short range, or a handseal if it's at medium range.
Note: Can refract soundwaves up to (including) A rank
Note: If refracting twice in a quick succession then only up to B rank
Note: Usable thrice per conflict
Note: Only McRazor can teach this

Ototon: Hirō | Sound Release: Exhaustion
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After performing a handseal, the user hums an infrasound wave and directs it at the opponent. Infrasound waves have frequency below the 20Hz that human ears can hear. This frequency has, specifically, 5Hz because of its unique effects on the human body. Because of its short frequency it causes exhaustion, shortness of breath and even nausea for a short period of time. It happens because it affects the opponents lungs and causes the air to rapidly and intensively move in and out, distupting his regular breathing patterns, which in return jumpstarts all the other effects.
Note: Effects last for 1 turn
Note: Can only be used twice per battle
Note: Only McRazor can teach this

Ototon/Genjutsu: Furasshu-Gurō | Sound/Illusionary Arts: Flash-Taunt
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: Flash-taunt is a close combat, sound based genjutsu. It's special because of its characteristic to be triggered rather quickly, while in close, hand to hand combat. To trigger the genjutsu, the user will focus an amount of sound chakra into his bladed weapon or his limbs and engage into a fight. The moment his weapon or limbs collide with his opponent's, they would release the usual sound (clash of metal weapons or a dull thump of limbs) with infused sound chakra, causing the soundwave to spread and trick the opponent into a genjutsu where the user flashes from his previous position, appearing right behind the opponent, with a sharp kunai pointed at his neck, aiming at his spine. In the illusion the user stabs his kunai in the opponents neck, causing pain and slight momentary loss of limb function. Off course the illusion is momentary and it will happen at the speed a ninja would be otherwise able to perform the same movement in reality. However, because it masks the users real presence, its exceedingly useful to deliver severe blows unnoticed.
Note: Usable only twice per battle
Note: Only McRazor can teach this
Note: Cannot use any other technique while using this nor can the opponent be attacked with Ninjutsu when he is caught in the illusion
(Ninjutsu: Kunai Boudai) - Ninja Style: Kunai Expansion
Type: Supplementary
Rank: B
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: After throwing kunai, user makes "Ram" handseal, expanding the size of the kunai to 2m in length.
Note:
-Can only be used on maximum of 2 kunais at a time.
-Can only be taught by Enzup.

(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.
Notes:
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT

(Ryōshi doraibu) Quantum Drive
Type: Offense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Quantum Drive is a nintaijutsu attack that uses the water molecules in the air to attack in unison with the user. Once the target is within range the user will begin to repeatedly punch them as they release their water chakra into the air manipulating the area 4m above, behind, and to the sides of the opponent. With every punch the user throws they will also manipulate a wave of miniature needles that impact the target's body penetrating it dealing damage internally. The back to back punches and waves of needles will continually impact and penetrate the opponent leaving their mangled at the hands of their user as they suffer from blunt and penetrating damage. The opponent would be caught in the onslaught with no place to run as the user holds them in place with their rapid back to back punches. If the opponent managed to survive this technique due to some sort of defense or physical healing, they would still suffer from the symptoms of "Overhydration" which would leave the target with a massive headache as they stand disoriented and confused. The ailment would last for two turns afterwards.
NOTES
►Can be used 2x per battle
►Has a two turn cooldown
►No water S rank and above afterwards
►The move can be affected by water and tai boosts
►Can only be taught by Zanda

(Doton/Katon: Mitsubachi no su) Earth/Fire Style: Bees Nest
Type: Offensive
Rank: Forbidden
Range: Short/Mid-Long
Chakra: 50
Damage: 90(-15 to user)
Description: The user will channel their doton chakra into the ground as they perform 2 hand seals creating three earth made ancient chinese bees nest, filled with numerous highly condensed earth arrows, to rise from the earth at any three locations within short range of the user pointing in any direction they desire. The user will then perform 1 hand seal as they infuse their fire chakra in every arrow creating numerous molten earth like arrows before clapping their hands as they create a fire explosion at the bottom of each bees nest that causes them to launch all the arrows at once as the fire explosion propels them like swift moving missiles. There are enough arrows in just one bees nest that it can rain down in one area and hit everything within short range, covering a 5m diameter if launched in linear fashions, and if all 3 were aimed in one direction then the sky would be filled with a blanket of arrows that hit multiple ranges in the vicinity they are facing. As the numerous molten earth arrows rain down on an area they explode on contact releasing multiple shrapnel of highly heated dense earth while setting the ground ablaze. The elemental combination, the amount of chakra used for only one person, and the widespread destruction caused by this technique is the reason why its forbidden.
NOTES
►User cannot use Fire or Earth jutsu above A rank next turn
►This jutsu takes two of the users three jutsu spots per turn
►User feels fatigued by the chakra drain this jutsu brings and their body also receives some damage due to the strain put on it
►Can only be used once per battle
►Can only be taught by Zanda
Allowed By: Toku:
(Doton- Jisatsu Tori) Earth release: Suicidal birds
Type: Attack
Rank: A-rank
Range: Short-Long
Chakra cost: 30
Attack points: 60
Description: the user summons three stone birds that explode out of the ground and take flight. Once the birds gain altitude they come crashing down on the opponent leaving crater size holes where the opponent stood.
*note: can only be used 3x per battle.
*note: can only be used by Toku.

(Doton- Jari Tatsu) Earth release: Gravel Dragon
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user creates a large dragon out of gravel and sends it towards the opponent. The gravel is constantly moving around as the dragon shoots straight through towards the opponent. The dragon then swallows the opponent and begins to thrash him inside of him while grinding him w/ the gravel.
*Note: can only be used by Toku.
*Note: can only be used 3x per battle.
*Note: No s-rank earth and above can be used next turn.

(Katana Jutsu: Shinkirou Dageki) - Sword art - mirage strike
Rank: A
Type: Attack
Range: short - Mid
Chakra cost: 30
Damage points: 60
Description: The user uses the light reflected off the blade and moulds it with chakra sent into the blade. This then intensifies the light reflected towards the enemy and then gives the illusion of multiple blades in which the enemy sees multiple blades coming towards them and find it hard to predict the actual blade.
Note:
-This jutsu must be performed with a drawn sword.
-This jutsu can only be taught by Toku.
-This jutsu can only be performed 3 times.

(Ninpo: Shinku Kiji Ryuu)- Ninja art: Scarlet cloth dragon
Rank: B
Type: Supplementary
Range: Long
Chakra cost: 25
Damage cost: N/A (+10 for explosive tags)
Description: the user opens a scroll and performs the following seals: tiger dog horse. This then releases multiple cloths with spiked tastles on the ends that is infused with chakra and allowing the user to control its path of direction. The scarlet cloth dragons are then able to trap the enemy by wrapping round the legs shoulders and arms and restrains their movements. The spiked tastles are then thrust into the ground to act as ankers to hold the enemy down. This can also be used by applying explosive tags to the cloth to use as extra damage after holding the enemy still.
Note:
-This jutsu can be used in conjunction with explosive tags to cause damage.
-can only be taught by Toku.
Allowed By: Howard:
Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~

Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~
Allowed By: Yard:
(Raiton: raikou myaku) Lightning Release: Lightning pulse
Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.
Notes:
-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.

(Katon: Hagetaka kaen) Fire Release: Condor Blaze
Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~
Allowed By: Goro:
(Doton: Kouseki Manipyure-Shon ) -Earth Style: Mineral Manipulation
Rank:A
Type:Supplementary
Range:Short-Long
Chakra Cost: 30(-5 each turn)
Damage: N/A
Description: User forces massive amounts of chakra into the earth, giving them the ability to manipulate the finite particles, and sediments that compose the dirt.Using extreme chakra compression/decompression user can then change the density/composition of the ground.

(Doton: Ri-chi Yori Yomi)- Earth Release: Reach from the Underworld
Rank:A
Type: Attack
Range:Mid-Long
Chakra:30(-10 to user)
Damage:60
Description: With a quick series of hand seals, user summons series of earth hands that, appear from underneath the opponent(s). These earth hands wrap themselves around the opponent(s) appendages( arms, legs, throat) and pulls them through the ground (several feet), creating a pit in it's wake.
Note
*Can only be used 3 times per battle*
*-2 chakra for each hand*

(Kinjutsu: Kansou Gen****eki Tsuchi) Foribidden Art: Arid Primal Earth
Rank: Foribidden
Type: Attack
Range: Mid-Long
Chakra: 60
Damage: 90 (Death if directly applied to humans due to extreme dehydration) (-30 to user)
Description:User gathers his fire chakra then releases it into the surrounding area, creating an extremely dry and arid area. It becomes so hot that heat vapors can be see making vision at a distance hard. Being aimed at the surrounding air wind jutsu become near impossible difficult to use. If aimed at an single object all moisture can be evaporated from it(Must make direct contact. User will lose use of the medium in which the heat passes through).
Note
Takes great concentration so only 1 other move can be perform the same turn this is used.
Can only be used twice per battle.
Allowed By: Akisha:
Forbidden Taijutsu Art: Demonic Wrist Braking (Kinshi Taijutsu Gijutsu: Oni Te Hadome)
Type: Defense - Offense
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80
Description: After being attacked, the user will move aside and catch his opponent’s wrist. Then the user will twist it really fast, and because of the pain the opponent will bow a little bit. Once this happens the user will concentrate large amount of chakra into his knee and kick his opponent, at the same time braking his wrist and also breaking his nose.
Note: the user can’t use any A or above rank taijutsu attacks for the next turn.
Note: the user can’t run due to his leg being shocked because of the chakra. However if the user is in sage mode or other mode that increases his spead or energy, he can still run.
Note: Can only be used 2 times per battle.
Note: Can only be taught by PowerOfDarkness

Lightning Release: Lightning Shoes (Raiton: Rai Hanka)
Rank: A
Type: Deffense/ Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/a
Description: The user channels his Raiton chakra into his feet and generates little steams of lightning under them. By doing so the user will be able to walk on mud. Normaly a strong lightning technique will go trough the mud and make a big hole. However by decreasing the electricity the user is able to create small steams of lightning which does not go deep trough the mud, only enough to keep the user on top of it. However while using this the user is very vulnerableto water techniques.
Note:
*Can only be taught by PowerOfDarkness
*Jinbei is the co-creator of this jutsu
*Can only be used 2 times per battle
*No S or A rank Raiton techniques the following turn this jutsu is used.
*Lasts for 2 turns

Lightning Release Rai Whip (Raiton: Rai Kakuhan)
Rank: S
Type: Offense
Range: Short-Middle
Chackra Cost: 40
Damage Points: 80
Description The user will preform a single hand seal and concentrate a huge amount of compressed chakra in his palm. As a result a very long whip will aprear and by concentrating raiton chakra the user is able to extend it up to 10m. The whip is attached to the user's hand by little steams of lighting which allows the user to control the whip and send him wherever he wants. The jutsu will numb its target upon contact, however the user is very vulnerable to water attacks while using this jutsu...
Note:
* Can only be taught by PowerOfDarkness
* Can only be used 2 times per battle
* No S rank Raiton techniques for the same and following 1 turn.
Allowed By: Kaze..:
(Katon:Tsuin Doragon)-Fire Style:Twin Dragon Fire
Type:Attack
Rank:S
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description:The user forms a series of hand signs then releases fire from his/her mouth making a double headed twin dragon. This dragon attacks the opponent an if it coillide with other fire jutsu it asborbs the jutsu an grows stronger.
Note:Can only aborb A rank fire an down
Note:Can only be used 2 per battle

(Doton:Shishi Doton Hora)-Earth Style:Lion's Of The Earth Den
Type:Attack
Rank:S
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description: The user forms a series of hand signs then 3 Lion's form from the earth the lions have the ability to fuse with the earth an swim in the earth like a fish does in water. The Lion's also has the ability to fuse into one huge lion when the lions fuse they have to be fully destoryed or they can regenerate from the costing the user - 20 charka
Note:Can only be used 2 per battle
Note: If lions Combined it can only be used once
Allowed by Izuna Uchiha:
(Suiton: Suiton Kokatsu)-Water Style: Water Implosion
Type: Defense/Supplementary
Rank: A
Range: Short/Long
Chakra cost:30
Damage Points: N/A
Description: The user will make several hand seal and finish by clenching his fist. As he do so, any mass of water chosen will implode on itself, greatly reducing their size and shape. This justu is mostly used to defend against incoming water jutsu as they will become easier to avoid/defend against.
-Can only be used 3 times per match
-Can only be used on A rank and below Water techniques
-Can only be used by Izuna Uchiha

(Suiton: Teijou Suiton)-Water Style: Stationary Water
Type: Supplementary
Rank: B
Range: Close/Range
Chakra cost:20 (-3 each turn)
Damage Points:N/A
Description: By focusing chakra in the user’s feet and through the water, he will make the water move in any desired direction. The user can either stop his opponent from moving by manipulating the water under him (like running on a treadmill) or can use this jutsu to his own advantage to increase his speed.
-This jutsu can only be used on a water source*
-This jutsu cannot hold back speed of Rock Lee without weights and above
-The increase in speed is by 30%
-If the user is already in First Gate level speed or above, then the increase in speed will not work
-This jutsu can only be user by Izuna Uchiha*

(Jikko Nashi Motto)- Earth Release: Chopped Legs
Type: Supplementary
Rank: A-Rank
Range: Long
Chakra cost: 30
Attack points: N/A
Description: After making several handseals, the user will focus a great deal of Earth Chakra in one of his foot and will stomp it on the ground. By doing so, the surface of the earth will become extremely friable in a 500m radius. In this state, the earth will crumble under the feet of both the user and his enemy if they run at speed higher then "normal", causing them to helplessly fall into the ground.
Any heavy object or jutsu aimed at the ground will also make it crumble.
-"normal" is defined by everything under the first gate
-This jutsu can only be used twice
-Can only be used by Izuna Uchiha
Allowed By: Sin:
(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.
-Can only be used twice per battle
-Only People Taught by SinRival

Water Style: Grand Water Wave (Suiton: Yuuen Mizunami)
Type:Attack/Supplementery
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses there water chakra into a huge wave that can carry the user in the air and make the user fly. The user can make waves come out of the huge wave and go attack the opponent. The water wave would need to be destroyed by some sort of earth jutsu or be cut off from the connection of water destroying the wave and making the user fall.
Note:
-Can only be created one per battle
-Must be taught by Izure
-After usage the user can't use s-rank water jutsus next turn or the turn used

(Raiton:Ikazuchi Hibana Bakudan)-Lightning Style: Lightning Spark Bomb
Type:Attack
Rank:A
Range: Mid Range
Chakra Cost:30
Damage Points:60
Description: The user gathers lightning chakra around him/her and then releases tiny sparks and after 2 turns, they are fully attached to the opponent and at anytime,The user can form tiger seal and make the sparks expload, the opponent would need to get out of range before this could happen or just use a jutsu that could burn away the sparks, if the opponent can't do that then the user could kill the opponent.
Note:
-The User Can Only Use This Jutsu Three Times A Battle
-Can only be used by SinRival or any people taught this jutsu by her.
Allowed By: ZeroK:
Water release: Tears of Sorrows (Suiton: No namida wa, kanashimi)
Type: Defensive/Supplementary
Rank: A
Range: Self/Short
Chakra cost: 25
Damage points: 40
Description: the user focuses water chakra in his/her hands, then the user places the hands in front of his/her face, like if he/she was crying. The user will emit a lot of water, from their mouth and water chakra that just appears to be tears from their eyes. The water will begin to take form, and will quickly grow, into a three meter tall, faceless, human looking, clump of water, with very big arms. The water will place it’s arms in front of the user, thereby shielding the user from harm. This is all done in one fluid motion.
Notes:
• Can only be taught by ZeroGarra.
• Can only be used three times per battle.
• This jutsu lasts for 1 turn.

Earth release: Burial of sorrow (Doton: Kanashimi no maisō)
Type: Offensive/supplementary
Rank: A
Range: Short/Mid
Chakra cost: 30
Damage points: 50
Description: the user focuses earth chakra into his/her hands, and then slams them unto the ground, this creates a small earth wave, that’ll race against the target. When the wave is close to the opponent, (around short range) it builds up, (like when a wave comes close to shore) and becomes a 5 meter tall wave, which on the front side, looks like a crying face, with an open mouth. Inside the mouth there is a tongue, made of hard earth, that’ll try to grab the target, and pull it into the mouth. Inside the mouth there’s a lot of teeth made of stone, when the target is caught inside the mouth, the wave will sink into the earth and compress itself, crushing the target within it
Allowed By: Nero:
(Raiton: Chi Raiton hari) Lightning Style: Thousand Lightning needles
Type: Attack
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user gathers up lightning chakra to there hand and shoots a large lightning bolt into the sky and then pours down 1000 skinny needles made out of lightning on the opponent.
Note:This jutsu can only be used twice per battle

(Doton: Nagashi Kuchi) - Earth Release: Sink Hole
Rank: C
Type: offensive, supplementary, defence
Range: short - mid
Chakra: 15
Damage: 30
Description: After performing the Snake Hand seal the user will turn the ground below his target into a sink hole that will suck them beneath. Its is a snaring technique, used to entrap his foes or slow them.

(Katon: Katon ookami) Fire Style: Fire wolves
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user spits out fire and then turns them into a shape of five wolves that run straight into the opponent these wolves can be seperated into different area's or sections.
Note:This jutsu only last for 1 turn, usable only twice per battle.

(Suiton: Tsunami no Jutsu) Water Technique: Tidal Wave no Jutsu
Type: Attack/Supplimetary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The jutsu can be used as either an offensive technique or as a passive technique. The user will expel a large volume of water from his mouth and then form it into a tidal wave then either surf on the tidal wave and follow up with another jutsu or attack or rush the tidal wave at enemies.

(Katon: Hotaru no Mai) – Fire Release: Dance of the Fire Flies
Rank: S
Type: Attack
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: The user shoots from their mouth multiple fireballs of intense heat shoot out like a storm of fireflies and converge on a large area and leave the surrounding area scorched from the intensity of the flames.
Note: Can only be used 3 times.

Fuuton: Kaze Shihai (Wind Release: Wind Control)
Rank: A
Type: Supplementary
Range: Short- Long
Chakra: 30
Damage: N/A
Description: The user forms a seal and is able to change the path of thier own wind natured techniques.
example. The user shoots a blast of wind that would typically move in a straight line, the user would then perform this technique to alter the path of the previous technique allowing the blast of wind to change trajectory.

Fuuton: Kazegan (Wind Release: Wind gun)
Rank: S
Type: Attack
Range: Short- Long
Chakra: 40
Damage: 80
Description: the user creates ultra compacted "bullets" of slicing wind on the tips of thier fingers. The user then hold thier hands out and can shoot the compacted "bullets" one at a time or all at once. Though lacking the raw destructive power of the rasengan, these wind spheres have intense cutting power of wind and travel at a high velocity.
(Only usable 2 Times in Battle)

(Fūton: Ryu Shushou no Shinkou) - Wind Release: Rising Dragon Palms
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user focuses some wind chakra into their palms creating orbs which are then molded as the user thrusts their palms into the air infront of them and molding them into the shape of two dragon claws that criss-cross each other in a single point and exploding on impact causing a strong shock wave that sends any targets within range flying backwards.
Allowed By: Fausty:
[Ryuuki Fenikkusu no Jutsu] ♦ Rising Phoenix Technique ♦
Range: Short/long
Rank: A
Type: Attack/Supplementary
Chakra Cost: 30
Damage: 60
Description: The user does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large soaring phoenix of flames. The mythical bird will then swoop up and into the foe at high speed. Not only can it cause very hot burns but can give a powerful hit upon contact as well. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground, but the user can explode it whenever it's needed.
Note:
~Usable twice per battle.
~Faust can only teach this.

[Nenshou Haigara Ryuuki Fenikkussu no Jutsu] ♦ Burning Ashes Rising Phoenix Technique ♦
Range: Short/long
Rank: Forbidden
Type: Attack
Chakra Cost: 50 [+30, when the user takes the second deep breath]
Damage: 90 [+20, when the user takes the second deep breath]
Description: This technique can only be used after using ♦ Rising Phoenix Technique ♦ in which it utilizes the blazing ashes left over from the jutsu. The ninja does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blast a streaming jet of fire into the centre of all the ashes, which then spreads out into all the blazing flames and they all ignite and burst up in a giant circular wall of fire, spinning violently the blazing glare consolidates into a rapid moving giant sphere. Once the sphere is made, it then burst out and two phoenix like wings of fire blast outwards to the sides. Finally, with another deep breath through the nostrils, the fire out put will be increase and the blazing fire will rise back up into an even larger and stronger phoenix then before and the technique is basically repeated but with greater power. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground that can burn the surroundings.
Note:
~Usable once per battle.
~Only one other technique that turn, can be used before this technique. After this technique none can be used until next turn.
~No fire element for the next turn.
~No Taijutsu for next turn
~Faust can only teach this.
Allowed By: Oraan:
Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Note:
Restricted to 3x per battle.
Only Oraan may teach
Allowed By: McKnockout:
(Fuuton: Tenrai Kougi) - Wind style: Divine Justice
Rank: S
Type: Attack/Defense
Range: Short-Mid
Chakra Cost: 40
Damage: 80 (-15 to user)
Description: The user releases his Fuuton chakra into the air surrounding him which allows him to manipulate the air. A large amount of wind will begin to spin around the user and will quickly form a 360 degree dome surrounding him. The dome consists of slashing wind which rotate at high speeds and will severely slice anything that comes in contact with it. This jutsu serves as an attack and defense, and is able to withstand all elemental attack up to S-rank except for A-rank and above Katon attacks.
*Note: The user takes 15 damage due to his proximity to the slashing wind.
*Note: Can only be used twice
*Note: No S rank wind techniques the following turn.
*Note: Must wait at least 2 turns to be used again.
*Can only be taught by McKnockout
Storm Usergroup:
B-Rank:

(Ranton: Raikou "Drops")-Storm Release:Lightning Drops
Type: Offensive
Rank: B
Range: Mid-Long
Chakra Cost:10 (-15 for every turn active)
Damage Points: 20 (+10 every turn active)
Description:The user will gather raiton and suiton chakra, then release it into the clouds. Then they will manipulate the clouds, causing rain drops to fall. These rain drops are filled with small bolts of concentrated lightning. When hit, the lightning will give the opponent small bolts of electricity, that will stun them.
Note:
-If there is no clouds, then this can not be performed
-If not stopped in 5 turns, the opponent will be paralyzed
-Can only be used 2 times a battle
-Must be taught by McAfeezy

(Ranton: Sutatikku Tamas)-Storm Release: Static Bullets
Type:Attack
Rank:B
Range:Mid-Long
Chakra Cost:20
Damage Points:40
Description:The user will gather raiton chakra and suiton chakra into their mouth. Then they will combine them, creating water bullets filled with lightning inside their mouth. Then the user will shoot these bullets at the opponent, on contact the will explode, leaving the opponent wet, and continuously shocked, due to the lightning.
Note:
-Effects last for 2 turns
-Usable 3 times a battle
-Can not use any Storm Techniques up to B-Rank the following turn.
-Must be taught by McAfeezy

(Ranton: Wangetsu Kata Ranton Kyodan) Storm Release: Crescent Shaped Storm Projectile
Rank:B
Range:Short-Long
Type: Attack/Defense
Chakra: 20
Damage: 40
Description: The user will sling their hand forward releasing a crescent shaped projectile of storm at the opponent or object.
Note:
-Usable 4 times

A-Rank:

(Ranton: Reizā Sākasu) - Storm Release: Laser Circus
Rank: A
Type: Attack
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user creates several bright beams of electricity that shoots at his enemy. A halo of bright energy spreads from the users hands as they use this technique.

(Ranton: Raiunkōha) - Storm Release: Thunder Cloud Inner Wave
Rank: A
Type: Offensive/ Defensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: After performing the required hand seals the user uses Storm Release to generate a thick ring of thunderclouds and electricity around him, creating an offensive and defensive ward. He can then uses these clouds to fire powerful blasts of lightning at his enemies, and as an electrified perimeter; effectively preventing his enemies from getting close. But a wind elemental technique can blow the clouds away.
Note:
-Cloud of rings lasts 2 turns

(Ranton: Minichua Nokogiris) Storm Release: Miniature Saws
Rank: A
Range: Short-Long
Type: Attack
Chakra: 20
Damage: 40
Description: The user will slam both hands on the ground, sending their Storm chakra underneath the ground, to the opponent. The user will manipulate the chakra, changing it into miniature saw, that will travel under the ground, until they're right beneathe the opponent. They will then erupt from the ground under the opponent, cutting them severely.
Note: The ground around them will crack, creating fissures on the surface between the user and his opponent as the saws move toward him.
Note:
-Takes 3 seconds to travel under ground
-Usable 3 times

(Ranton: Arashi Butoukai)-Storm Release: Storm Ball
Type:Attack/Defensive
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user will combine raiton and suiton chakra, causing a giant thunderous ball of water, filled with lightning to form. The user will then send the ball at the opponent, on contact the balls will subdue the opponent, then electrocute them, causing them to become paralyzed.
Note:The opponent will become paralyzed and numb, hindering them not capable of attacking.
Note:
-Usable 2 times a battle
-The ball is very large, about 20 meters across
-Must be taught by McAfeezy
-No Storm Techniques next turn

(Ranton: Funnu Kadou )-Storm Release: Raging Vortex
Type:Attack/Defense
Rank:A
Range:Short-Mid
Chakra Cost:25
Damage Points:50
Description: The user will perform a row of 3 handseals, then the user will gather raiton and suiton chakra, then release it into the air around themselves. Then the user will manipulate the chakra, causing the water to start spinning very rapidly, like a tornado. The user will also add the raiton chakra, while the vortex is spinning, causing the water to become electrically charged. The user then sends the vortex at the opponent, on contact the vortex will suck the opponent up into the middle of the vortex, then continuously strike them with lightning. Then eventually the vortex throws the opponent across the battle field.
Note:
-Usable 3 times a battle
-Must be standing still
-the Opponent will be paralyzed and soaked in water, making them heavier
-Must be taught by McAfeezy

(Ranton: Raikou Mizu Kadou)- Storm Release:Lightning Water Vortex
Type:Attack/Defense
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60
Description: The user perform a row of 8 handseals, then charge Raiton chakra into one hand and Suiton chakra into the other. Then the user puts their hands together, then thrusts them forward, releasing a vortex of water, along with a streak of lightning, which combines with the vortex, becoming a lightning charged vortex of water.
Note:
-Can only be used 3 times a battle
-When the vortex leaves the user, it goes in a straight line, therefore allowing a skilled shinobi to easily dodge it.
-Will numb and paralyze target on contact
-Has to be taught by McAfeezy

S-Rank:

(Ranton: Mugen Doragon Arashi)-Storm Release: Infinite Dragon Storm
Type:Attack
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user sends their raiton and suiton chakras into the sky above. Then the user manipulates the sky, causing clouds to form. A water dragon is formed and is infused with lightning. The user sends this water dragon down upon the opponent. I The dragon can split into several heads, allowing for more succession of attack. Upon contact, the dragon engulfs the opponent, drowning them, while continuously shocking them, before spitting them out.
Note:
-Usable 1 time a battle
-No Storm Techniques for the following turn
-Dragon is about as big a Kirin, but not nearly as fast
-Must be taught by McAfeezy

(Ranton: Arashi no Jet) Storm Release: Jet of Storms
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage Points: 80
Description:The user will spew out an enormous amount of water from their mouth creating a jet of water, As it flows from their mouth the user will perform two handseal adding lightning chakra in conjunction thus creating a powerful jet of electrified water that is capable of pushing the enemy away with ease including summons and or paralyzing the opponent on contact.
Note:
-If hit the opponent will be come paralyzed for 1 turn.
-Must be taught by Drizzy, Must know/have storm release.
-Usable 2x per battle and must wait one turn before use of storm release/or this technique

(Ranton: Chujiao de shuimu) Storm Release: Tentacles of a Jelly fish
Type: Attack
Rank: S
Range: Mid/Long
Chakra: 40
Damage: 80
Description: The user will perform a set of handseals then stomp their foot on the ground, tentacle shaped ropes will burst up all around the opponent and try to wrap him/her up and shock them until they die.
Note:
-The ropes paralyze on conctact.
-Must be taught by Infamous, Must have storm release.
-Usable 2x per battle, must wait 4 turns after each use.

(Ranton: Bo sai dong rao) Storm Release: Poseidons Rejection
Type: Defense
Rank: S
Range: Short/Mid
Chakra: 40
Damage: N/A
Description: The user will spew out an enormous current of electrified water that sprouts outward making a wall to block/ cancel out incoming jutsu. The stream is very bright.
Note:
-Usable 2x per battle.
-Must be taught by Infamous, Must have storm release.

(Ranton: Ling ren zhenjing de yu) Storm Release: Shocking Rain
Type: Defense/ Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Dama*ge: N/A
Description: After performing the needed handseals the user will use storm release to create electric rain. By casting the users chakra essence into the sky, It will then create clouds, that will rain down extremely bright droplets of rain, which can be dangerous to a foes nervous system.
Note:
-Gives storm release techniques a +10 damage increase.
-Usable once per battle
-Lasts 3 full turns, unless the clouds are blown away. Takes one turn for the clouds to form.
-Must be taught by Infamous, Must have storm release.
-The rain slows the opponent down, due to the raindrops electrocuting the nervous system enough to slow down processes but not enough to kill.

(Ranton: Fengbao shouliudan) Storm Release: Storm Grenade
Type: Attack
Range: Short
Rank: S
Damage:80
Chakra: 40
Description: The user will perform three handseals then place his hands as if doing a rasengan, the user will then generate water and electricity in between his hands, once there is a ball shaped figure created he will then compress it, the ball will look very small in size but dangerous. On impact it will burst outward creating huge waves with lightning surging through out it.
Note:
-Usable 2x per battle, must wait 3 turns before using again.
-Must be taught by Infamous, Must know storm release.
Kumogakure: Village Customs:
(Ninpou: Kumogakure no Jutsu)- Ninja Art: Hidden Cloud Technique
Type: Supplementary
Rank: C
Range: Long
Chakra Cost: 15
Damage: N/A
Description: Usable by most members of the Hidden Cloud village, this technique creates a very thick group of ground-level clouds that covers the battlefield. The clouds are many times thicker than mist from the Hidden Mist counterpart jutsu and thus makes it harder to see and even more difficult to breathe in the clouds. Cloud ninja have no trouble breathing as they reside at such high altitudes that they have grown used to the atmospheric pressure, but against regular shinobi unfamiliar with life in the Hidden Cloud Village, they could potentially suffocate if the clouds are not dispersed within 5 turns. Like the Hidden Mist counterpart, the clouds are made up of the users chakra, making it impossible for Sharingan users to effectively use their sharingan in the Hidden Clouds.
Note: Can only be used two times a battle

(Raiton: Ryuusandan Haratsu Ami) Lightning Release: Shrapnel Explosion Net
Rank: B
Type: Attack
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user charges a large amount of raiton chakra into a single kunai/shurikan and throws it at the opponent. The user then may preform a single hand seal and cause the raiton built up within the kunai to explode outwards causing the object to explode into multiple, metal shards covered in raiton that are connected to each other by a multiple electrical currents, creating a net effect that will easily subdue an opponent.

Raiton: Raiya Houchou (Lightning Release: Lightning Arrow Step)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra: 30
Damage: (60 if used to attack)
Description: By harnessing the earth's electrical fields to generate electricity, this works as long as the user's legs are connected to the earth. When in use, this allows the user to nearly instantly to close short distances and strike within the same motion. Usable at distances of several feet or less, this allows one to deliver an electrically charged palm thrust should it connect. If no contact is made between the ground and the user's legs, this is unusable. There is a downside as the user cannot change directions once the technique is initiated, thus allowing a more skilled opponent to dodge if they see it coming.

(Raiton: Hiraishin no Jintai) -Lightning Release: Human Lightning Rod
Rank: A
Type: Supplementary/Defensive
Range: Short-Mid
Chakra: 30
Damage: 60 (if opponent is within the field)
Description:The user emits a powerful field of electrical energy; anyone caught within it gains a negative charge. The user positively charges the air around him, meaning that if the opponent is within the field he/she is constantly shocked by lightning. Although, raiton jutsu are almost impossible to dodge while within the field, the field only extends 10 meters from the user. This jutsu also does a great job of disrupting electrical jutsu aimed at the user.
(Last 3 Turns)
(Usable only once)

Raiton: Chidori Zenkai - (Lightning Release: One Thousand Birds Perfect Form)
Rank: Forbidden
Range: Short-Long
Type: Attack
Chakra: 50
Damage: 80 (-25 to user)
Description: The User will create a Chidori within the palm of his clenched fist. As he unclenches his hands, the Chidori will burst into 1 thousand birds of lightning, controllable by the user. Upon being released, a highly blinding light is released, making it impossible to see the user and likewise blinds sensors momentarily (until the birds are fully released). The birds themselves hold combustive properties, causing a localized explosion as they collide into their target, causing multiple explosion capable of affecting everything within mid range of the target. The user is also able to release the birds and later have them split into two separate groups, dropping the power of the them slightly. If done in this way each group of birds create a smaller explosion that spans short range of their location and carries S rank strength, but this allows the second half of the birds to maintain the same power as those birds, S ranked strength. If used this way, the user can only use one other jutsu that turn. This is noted as the Chidori's most powerful form after Kirin.
Note: Can only be used once
Note: After using, the user cannot use any lightning based jutsu for 2 turns.
Note: From the high concentration of lightning in his hands, the user is unable to use hand based taijutsu of A rank and higher for 1 turn and hand seal speed is slightly lower for one turn.
Note: If released as two sep
Note: Byakugan users are not blinded by the initial release of lightning
Akatsuki Usergroup:
(Debari no Jutsu) - Astral Projection
Rank:B
Type:Supplementary
Range:Short-Long
Chakra Cost:20
Damage Points:N/A
Description: By forming the needed hand seals, a distorted astral form of the ninja's being will appear at any desired location. This spirit is not tangible but still allows the user to perform jutsu that would not require creating a tangible body to perform. While in the spirit form, the ninja's voice will also sound deep and distorted. While the technique is active, the real body remains inactive in a meditative state.
Note:
-Must be taught this jutsu by an Akatsuki Character or Members of the Akatsuki Usergroup

(Akatsuki Enjin: Hoku) - Akatsuki Ring: North
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A (-10 Ninjutsu Cost)
Damage points: N/A
Description: One of the ten Akatsuki Rings worn on the left little finger. This Ring is made out of an Indestructible light-green stone that increases the Ninjutsu ( Basic, Advanced + Elemental ) abilities of the user decreasing the amount of chakra needed by 10, with the exception of E and D rank technique, without altering the damage output. All Ninjutsu technique's Handseals are decreased by 1/3. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers. Five times per battle, it can be used to create S ranked constructs of chakra attached to the ring that is able to drain chakra on contact, gaining up to 50 chakra each strike. However, after using, the user's ring backfires from chakra overload and cause all ninjutsu to require an additional 10 chakra for the next turn.
Note:
-Can only be worn by a Member of Akatsuki
Zaigou Usergroup:
(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.

♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias

Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long (on throwing)
Chakra: 30 (-10 each turn)
Damage: 60
Description:
User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.

Note: can only be used 3 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps

(Fuuton: tora no Kamikaze) Wind Release: Tigers of the Divine Winds
Type: Offensive
Rank: S
Range:Short-Mid-Long
Chakra Cost: 40
Damage Points:80
Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
-Can only be used twice per battle
-No other wind related techniques on the same turn and the following
-Can only be taught by Gin-San
 
Last edited:

Serpent

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Jade Release:
Element:
Custom element japanese name: Hisuiton

Custom element english name: Jade Release

The element is based on: Advanced Doton + Raiton + Chakra

Facts that prove the element to be possible (in the manga context): In the Naruto Series we have seen different uses Earth Element. for example. Crystal Release, witch is a rare and specialised field of elemental ninjutsu that can create crystal as well as manipulate already-existing crystals and crystalline structures. How the Crystal is made is still unknown. however, In the Real world. Jade can be produced by collecting the right type of Rock and running electric currents through it under high of presser. So, using a mixture of Earth and Lightning Elements, and expert Chakra control, it is possible for someone to recreate these conditions to form Jade in the Narutoverse.

Idea behind its creation: In Naruto Shippūden Episode #89, A character named Guren Uses Crystal Release. I found this new earth type to be cool and always wanted to make my own type of it, of course, they will have to be different in different areas to keep them each unique in their own ways. I have a large collection of Jade Stones and have always loved the Green Colors within them because of this i decided to make Jade Release, I figured that it could come in handy in the Narutobase RP.

Is weak to: Because of it's Crystal like properties, Jade is able to Crack and weaken under dramatic temperature changes such as strong katon and Sution. it is also possible to shatter Jade with Strong forms of Sound.

List: Fire + Water | Sound | Dramatic Temperature Changes.

Is strong against: Jade acts as a natural conductor insulating electricity, because of this Raiton has little effect on Jade. Since Jade is also a stronger form of Earth it is able to crush earth without losing it's structure. lastly Jade is able to Withstand the power of most Fuuton attacks do to it's power.

List: Lightning | Earth | Wind.

Co-creator (if any): N/A

Students i passed on this custom element: ? & ?
____________________

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


Serpent, our loyal member, gave on the date September 20th, 2011, a request for a Patent on his custom element (Jade); 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;

Hisuiton
Powered by Nexus
Copyright 2011, Serpent, NarutoBase.net​
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Techniques:
(Hisuiton: Shishou no Jutsu) Jade Realease: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra Cost: 15 - 40
Damage points: 30 - 80
Description: The user makes a single handseal while using shape manipulation to form small to medium sized constructs of Jade for a multitude of offensive and defensive uses. The power of this technique varies dependent on the amount of chakra fueled into it.
Note:
-Can only use S-ranked technique three times per battle
-Cannot use Jade techniques above A-ranked for 2 turns after use of S-Rank variant
-Requires a one turn cool down.
-Can only be taught by Serpent.

(Hisuiton: Hishi Bakuhatsu) – Jade Release: Jade Detonation
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into any source of Jade they have created a with previous Jade techniques, making all the Jade particles push closer to together causing the crystal to become very dense and compact continuously building up the pressure in the Jade structure until it reaches zero point, when it's as dense and compact as possible. Then unleashing the chakra in that Jade source, the Jade will explode, all the Jade particles will be blasted away from each other creating a very strong blast.
Note:
-Can only Use twice per battle
-No S ranks in the same turn
-Hurts the user if caught in blast.
-Can only be taught by Serpent

(Hisuiton: Senbon Toma) - Jade Release: Needle Sphere
Rank: A
Type: Attack
Range: Mid-Long
Chakra cost: 30
Damage points: 60
Description: The user will slam there hands together focusing their chakra around their opponent. 2 Basketball sized spheres of jade will erupt from the ground like cannonballs under the opponent. These balls will rise in the air and explode with extreme force, releasing 100 jade Senbon (50 per sphere) which will rain down in all directions, covering a Mid Range area. if the user is in the radius of the attack, they will need to defend from it as well.
Note:
-Must know Jade Release
-Can only be used 3 times per battle
-Can only be taught by Serpent

(Fuuin-Hisuiton: Tama Innen) Jade Sealing Technique: Sphere of Fates
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A
Description: Utilizing the strong molecular structure of Jade, the user will release chakra around his body, causing crystals of Jade to grow rapidly forming into a sphere around the user. As the Jade forms, it's lined with engraved Kenji that create the symbol for fortify. This spherical barrier is unique, even among Jade techniques as it doesn't carry the normal elemental strength or weakness. Rather, this technique is designed to render blunt force damage null. The structure of the Jade and fuuinjutsu barrier engraved throughout it will distribute the force of an attack around the sphere, causing it to cancel itself out by using it's own power against it and seals the kinetic energy within the fuuinjutsu formula. This will leave the user within the sphere completely unharmed and protected from the blunt force attack, regardless of power output. This barrier can only absorb up to S-rank blunt force attacks though. Once the force is absorbed and rendered null, the structural integrity of the sphere will fail, causing it to crumble away like a fine crystalline sand. This technique is only effective against blunt force techniques, but ineffective from piercing or slicing techniques or any attack that is not a blunt force attack. As such, when facing such techniques normal S/W apply. This technique provides an S-rank defense against non-blunt force attacks. The quick and massive use of the users chakra to use this technique will prevent the user form using high level Jade techniques for a short time.
Note:
-Can only be used twice per battle
-Requires a four turn cool down
-Cannot use Jade techniques above A rank for two turns
-Can only be taught by Serpent

(Hisuiton: Suisho Meikyu no Jutsu) Jade Release: Jade Labyrinth Technique
Rank: S
Type: Defensive/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: First the user creates a number of Jade flowers. Then they grows these flowers into a gigantic labyrinth consisting of green crystals, confusing all enemies inside of it. The enemies will mostly be lost because of the fact that the green crystals reflect their personal image as well as generates mirror images of the routes, paths, and details within the labyrinth, confusing and intimidating them. It is even capable of confusing the Byakugan. Because of the crystal's stable molecular structure, a simple attack focused at one point is rendered useless, as its wide surface will evenly disperse the force of the attack, reducing the attacks effectiveness. To overcome this technique, an attack that's impact force is already both wide and powerful is required to smash through it. However, the downside is that though the user knows where the opponent is, the walls prevent them from attacking the opponent clearly.
Note:
-Can only be used once per battle
-Lasts for 3 turns
-Can only be taught by Serpent

Tar Release:
Element:
Custom element Japanese name: Taruton

Custom element English name: Tar Release

The element is based on: Fire + Earth + Chakra

Facts that prove the element to be possible (in the manga context): A dark, thick, liquid distilled from wood or coal, consisting of hydrocarbons, resins, and alcohols, and used in road making and for coating and preserving timber. All of though's elements can be found in Naruto. We have even seen Tar in the 1st Naruto Movie.. "Ninja Clash in the land of Snow". In the movie when the camera crew team 7 and the princess were heading to their hideout. the camera crew drive a truck that has tires. Tar has one characteristic, using high amounts of Heat, Tar can take form of a super hot heated goo that flows much like lava.

How it works: Tar's are made with fine grains of different minerals "earth", by mixing the correct minerals using your Doton Chakra you get the perfect recipe, the only thing left is to heat them under pressure, and that's where Katon and Chakra come into play. By Using Doton and Katon and adding Chakra for pressure the user will be able to Convert the minerals into Tar and with basic Chakra control, manipulate the Tar for Jutsu's.

Usage Examples:

(Taruton: Tarudeguchi) Tar Release: Tar Geyser
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage points: 60
Description: This technique creates a molten geyser of Tar that emerges from the ground, and advances directly against the opponent. cooling down the Tar can weaken the Tar to a hardened state.
Note:
-Can only be used 3 times per battle.
-Must know Tar Release.

(Taruton: Tarusu Kazangan) Tar Release: Field of the Tar Pits
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A
Description: A jutsu that helps bring out more substance for Tar jutsu, can also add a certain twist to the battlefield by changing a rocky terrain to a Molten terrain of Tar Pits.
Note:
-Can only be used once per battle.
-Must know Tar Release.

(Taruton: Tama) Tar Release: Bullet
Type: Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: after making 3 hand seals, the user will release a Large molten bullet of Tar that's size is equal to that of "Great Blaze Ball".
Note:
-Can only be used 3 times per battle.
-Must know Tar Release
Conditions to be able to use it: Must have Katon and Doton Mastered.

Is weak to: Tar is weak to both Water and water like Elements This is because of Tar's inability to mix with water. when Water comes into contact with Tar the effects are much like when Lava and water. The water will rapidly cool down Tar making it weak and usless. Tar is also weak to Earth and Earth like Elements such as Metal this is because Tar does not have the brute force like Earth Element. This means that Earth and simular elements can easily smash their way through Tar. Tar also becomes brittle and weak in Cold Temperatures

Suiton | Doton | Cold Temperatures | Suiton like Elements | Earth like Elements

Is strong against: Tar has an incredible tolerance to Heat, because of this Tar is able to overcome the heat from Fire and Fire like Elements. This makes Tar Ideal to use against such elements. Tar is also strong against Wind and Wind like Elements. Strong winds heat up tar, making it stronger. This is also why Tar is strong against Hot Temperatures.

Katon | Fuuton | Hot Temperatures | Katon like Elements | Fuuton like Elements

Co-creator: N/A

Students I passed this custom element on too: N/A

===========

I took out everything about Tar being like Rubber and Added a new Example Jutsu. I will be sure to only submit "Molten Tar" Ninjutsu and not use this element as "Rubber"..


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, Nexus and Zise, give you the following:

Serpent, our loyal member, gave on the date February 5th 2013 a request for a Patent on his custom element (Tar); 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;


Taruton
Powered by Caliburn
Copyright 2013, Serpent, NarutoBase.net​
You must be registered for see images
Techniques:
(Taruton: Shishou no Jutsu) Tar Release: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra Cost: 15 - 40
Damage points: 30 - 80
Description: The user will focus their chakra while making three handseals. This will heat and convert a targeted area of earth into Tar while using shape manipulation to form small to medium sized constructs of molten Tar for a multitude of uses. These can range from waves, spikes, spears, walls, domes, half-domes and other forms of attack or defense. If needed the user can manipulate chakra forming it within themselves and release this technique as an unshaped bullet of Tar from their mouth. The power of this technique varies dependent on the amount of chakra fueled into it. If a source of Tar is already on the field, the user can use this technique faster and with a single handseal as the need to convert the ground into tar is void. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances.
Note:
-Can only use S-ranked technique three times per battle.
-Tar remains liquid and hot three turns before cooling down and becoming inactive.
-No S-Rank or above Tar on the turn following the use of the S-Rank variant
-Requires a one turn cool down.
-Can only be taught by Serpent.

(Taruton: Raivu) Tar Release: Active
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: N/A (60 upon contact with Tar.)
Description: A basic technique that will allow the user to reactivate Tar from around the battlefield. By making the fallowing handseals (Tiger-Ox-Snake) the user will convert inactive, cooled tar back into a source of heated Tar in which to use Tar Jutsu that require a Tar Source. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The tar eventually cools down and solidifies into an inactive rubbery form.
Note:
-Can only be used twice per battle.
-Requires an inactive Tar source.
-Tar remains liquid and hot 3 turns before cooling down and becoming inactive.
-Can only be taught by Serpent.

(Taruton: Tarurakka) Tar Release: Tar Drop
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: A basic technique that will allow the user to open a hole in the sky, which drops out Tar By making the fallowing handseals (Tiger-Snake) In a similar fashion to the "Earth Release: Mud Drop". This Tar can be used as a Tar Source while it remains active on the field. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The tar eventually cools down and solidifies into an inactive rubbery form.
Note:
-Can only be used twice per battle.
-Tar remains liquid and hot 3 turns before cooling down and becoming inactive.
-Can only be taught by Serpent.

(Taruton: Tarudeguchi) Tar Release: Tar Geyser
Type: Offensive
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage points: 60
Description: The user will focus their chakra under a designated area while making a single handseal "Tiger". This creates a molten geyser of Tar that emerges from the ground that blasts upwards into the air. As a designed secondary effect, this geyser causes molten tar to rain down on the surrounding area up to Mid Range. This Tar is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. If there is an source of Tar already on the field, this technique can be used faster then normal as the need to focus and convert the ground into tar is void. If the user is within range of the Tar rain, they will need to defend against this attack as well.
Note:
-Can only be used 3 times per battle.
-Can only be taught by Serpent.

(Taruton: Kadouteigen no Jutsu) Tar Release: Vortex Motion Technique
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal pulling Tar from a near by Tar source causing it to spin rapidly around himself, forming a defensive vortex. This then splits into three different vortexes that take different designated paths upon the opponent's location. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The user can remain hidden within one of the Vortexes traveling with it or, as the split takes place, allow the Tar to move around himself staying in place
Note:
-Can only be used twice per battle.
-Requires a Tar Source.
-Can only be taught by Serpent.

(Taruton: Shikyoame no Jutsu) Tar Release: Death Rain Technique
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: An Advanced technique that will allow the user to convert the ground around the opponent(s) into Tar, forming a mote around them up to a Mid-ranged area by making the fallowing handseals (Ram-Snake-Ox). This will first heat up the ground around the target as it converts into Tar, leaving the opponent(s) stranded on a small platform of earth. This Tar then bubbles up shooting countess tar bullets at the opponent location smothering them in Tar. When the Tar hits the opponent it will spread around their body, binding and burning them in the process ultimately forming a cocoon of Tar around them. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The tar eventually cools down and solidifies into an inactive rubbery form.
Note:
-Can only be used twice per battle.
-Tar Cocoon remains liquid and hot 1 turn before cooling down and becoming inactive.
-Tar Mote remains liquid and hot 3 turns before cooling down and becoming inactive.
-Can only be taught by Serpent.

Plasmoid Release:
Element:
Custom element Japanese name: Purasumoidoton

Custom element English name: Plasmoid Release

The element is based on: Lightning - Fire - Earth - Wind - Water + Chakra Control

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

We have seen the various effects that the advanced combination of multiple basic nature transformations can have. Usually, when these advanced nature transformations are depicted, they have powerful effects and abilities. Plasmoid Release is one of these elements and shares its roots with Dust Release, an element that has been classed as one far above that of other ninjutsu. Dust Release, used by the two of Hidden Earth Village's Kages is a powerful element that utilized Earth, Wind, and Fire chakra to create three-dimensional figures that expand and had a powerful effect. In the case Dust Release, a bright core within the figures created would disintegrate objects that passed through them. It's within this context, Plasmoid Release is able to exist within the same realm of jutsu known as a Kekkai Tota, an advanced branch of jutsu that is more advanced than the jutsu class of kekkei genkai. By having a high skill level and mastery of all of the basic elements, the user is able to harness and manipulate this element.

How it works:

To create the Plasmoid Release, the user would first need to combine both the Wind and Fire elements. This combination creates a gas that is then superheated and ionized by the user's Lightning chakra. The process itself working much like a fluorescent light. As the ionized gas forms, the user will simultaneously introduce a combination of earth and water chakra used to create a malleable, semi-solid membrane that surrounds the ionized gas and begins to create external pressure upon it. As the external pressure grows, the gas is compressed into a nearly solid state effectively shaping the core. The internal pressure of the ionized gas becomes so great that the energy begins to try to visibly escape in the form of free-flowing arcs of energy coursing throughout the shape all stemming from the core of ionized gas. Soon, the internal and external pressures begin to balance out and effectively solidifies the entirety of the construct. This causes foreign objects that make contact with the newly created Plasmoid to physically clash with the created constructs and techniques of the element. When objects physically interact with the Plasmoid's surface, the free-flowing arcs are attracted to the object's thermal energy and focus on that area. This could be single or multiple points of contact. As the object and core's energy interact, the core's energy rapidly increases the rate at which the thermal energy is transferred between the two objects. The thermal energy literally is siphoned from the source as the energy of the core seeks to use it as a means to escape, unable to do so the thermal energy becomes distributed across the Plasmoid's surface. Objects that remain in contact with the surface of Plasmoid eventually begin to freeze in place due to complete removal of the object's thermal energy. Plasmoid constructs will appear as blue or purple translucent objects, with a visible core radiating energy on the inside surface of the construct.

Jutsu Usage Examples:

Plasmoid Release | Energy Shield

Rank: B
Type: Defense
Range: Short
Chakra: 20
Damage: 40
Description: The user creates two handseals (Dragon - Ram) creating a wall of plasmoid in front of the user. The plasmoid is solid enough to resist B-rank techniques and below without sustaining damage. This wall is capable of moving with the user as long as they maintain the Ram handseal.

Plasmoid Release | Plasma Ball
Rank: A
Type: Attack
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will clap their hands together generating chakra between them before pulling them back revealing a small orb that begins to expand the further away the user pulls their hands. The Plasma Ball is then released at the target and can be made to expand by the user performing the seal of confrontation.

Conditions to be able to use it:
  • Requires Jonin Rank.
  • Requires mastery of Basic 5 Elements.
Weaknesses: Plasmoid is naturally weak to elements that show resistance to heat absorbing properties such as Water Release. Likewise, elements that are mainly comprised of water such as rain would fall into this category. Elements that are cold, such as Ice Release are also strong to Plasmoid. Being an energy based element, Wind release would be effective against it. Plasmoid is also weak to elements strong to energy, like Dark Release.

-Water Release
-Wind Release
-Ice Release
-Rain Release
-Dark Release

Strengths: Plasmoid heat absorbing abilities are naturally strong to hot elements such as Fire Release. Likewise, elements that are hot, such as Lava Release or Scorch Release are also weak to Plasmoid. Being energy based, Plasmoid is also strong to elements weak to electrical energy, like Earth Release. Lasty, Plasmoids electrical energy base structure is strong against the likes of Lightning Release as it's natural fields help repel the element.

-Fire Release
-Earth Release
-Lightning Release
-Lava Release
-Scorch Release
-Plasma Release

-Steam
Co-creator: @Koto

Students I passed this custom element on too: Serpent & Sasori


☣ P a t e n t C e r t i f i c a t e ☣

I, Drackos, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
LGeezy, our loyal member, gave on the date March 11, 2019, a request for a Patent on his custom element (Purasumoidoton); 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;
Purasumoidoton

Powered by Lord of Kaos

Copyright © 2019, LGeezy, AnimeBase.me​
Techniques:
(Purasumoidoton: Shishou no Jutsu) Plasmoid Release: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra: 15 - 40 (+5 per turn to maintain C & B rank, +10 per turn to maintain A to S rank)
Damage: 30 - 80
Description: The user will perform a number of handseals (B-rank = 2, A-rank= 3, S-rank = 4) depending on the amount of chakra they wish to use in order to create various three dimensional objects out of their Plasmoid chakra. These forms are limited to the user's imagination and the Plasmoid appears to be transparent shape with small sphere located at its center that glows and radiates arcing streams of energy along the confines of the shape. Once a target encounters the Plasmoid, the center sphere grows bright and explodes outwards with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius and/or allows the blast to extend outward upon the targeted area up to 5 meters, the energy drains the object of its thermal energy if its weak to Plasmoid which can force organic objects to be flash frozen in place. The size and shape of these objects are also determined by the amount of chakra the user plans to use. C-rank usage can create simple objects such as basic 3-d shapes, swords, shields, platforms, etc. These may be no larger then the user's own size. B-rank usage allows the user to create objects no larger then double the user's own size. A-rank use allows the user to create objects that can cover a 5 meter area. S rank would allow the user to create objects up to a mid-ranged area. They can however be used like a projectiles that reach out to long range and can be maintained at the expense of chakra per turn during which no additional Plasmoid techniques can be used.
Note:
-Can only use S-ranked technique twice per battle, A-Rank can be used three times per battle.
-Requires a two turn cool down following the use of the S-Rank variant
-Constructs may be sustained with C and B ranks draining 5 additional chakra per turn while A and S ranks will drain 10 extra chakra per turn.

(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing
Type: Supplementary/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+10 per turn to maintain barrier)
Damage points: N/A
Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range or the opponent if they get within range (5m). As an energy based object weak to Plasmoid nears the user, the seal will passively draw in the thermal energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. At the cost of a move when an opponent gets within range, the user can preform the seal of confrontation to activate the seal. This will cause a short range spherical barrier to expand with the user at the center. In this barrier, the user effectively becomes the core of the Plasmoid and the barrier will move along with the user. Opponents who are within this barrier will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 1 speed levels and 5 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy. To maintain the barrier will however drain the user of 10 additional chakra per turn during which no other chakra based techniques can be used.
Note:
Must be stated in the user’s biography or at the start of a battle.
After empowering an attack or activating the barrier, this technique goes into a three turn cool down.

(Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked
Type: Supplementary/Offensive/Defensive
Rank: S
Range:
Chakra Cost: 40 (+10 per turn)
Damage points: N/A or 80
Description: The user will perform three hand seals and coat their body in a thick layer of Plasmoid chakra. The user’s Plasmoid chakra will take the form of an aura over the user’s body in which is also combined with sealing properties. Due to the massive amount of Plasmoid chakra active the user’s body will hard to see within the aura. The main ability of this aura is to passively absorb thermal energy near the user. This feat is accomplished because the Plasmoid aura will be radiating arcs of energy off of the user’s body up to five meters from it, and because it has the innate ability to draw thermal energy towards it. As a result of this, energy based techniques that enter five meters from the user will be reduced by one rank if weak to Plasmoid. Next, the user is capable of spending a move to create weapons crafted out of Plasmoid chakra from their body which can be no larger than five meters in width and length, and up to S-rank strength. These weapons/tools can serve as an extension of the user’s body if wanted or thrown as a projectile up to long range. Lastly, the armor has the ability to draw in thermal energy at a faster rate than normal. By spending a move the user can expand the arcs of energy radiating off of the user’s body up to mid range, and quickly drain a targeted energy source of its thermal energy. This ability can be done in the same time frame as this technique’s activation, so that it only requires one move. If the user targets the opponent, the target will begin to freeze over and be unable to move and would susceptible to additional damage. This in turn would cause the next technique to be deal 20 additional damage to the opponent. If an energy-based target or technique has been affected by this ability it is possible for the user to choose to apply the sealing properties of this technique. Once absorbed, the user can choose to unseal the energy back into their body and as a result empower one of their future techniques by one rank or twenty damage points depending on the technique. Due to the nature of this technique, it is possible for the user to affect energy sources up to S-rank once per turn.
Note:
-Last 3 turns, usable twice per battle.
-No Plasmoid Techniques for above A-rank next turn

(Fuinjutsu/Purasumoidoton: Fuma Shuriken) Sealing Arts/Plasmoid Release: Demon Windmill Shuriken
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-long
Chakra Cost: 40 (80 for two)
Damage points: 80 (100 for two)
Description: The user will focus their chakra as they place their hand to the side them creating a three dimensional Windmill Shuriken shaped construct of Plasmoid above the palm of their hand that is also embedded with a fuinjutsu script. The Plasmoid appears to be transparent with a small sphere located at its center that glows with a soft light as arcing streams of energy that radiate from it. What's unique about this technique is the fuinjutsu applied to the shuriken give it the ability to track the chakra source of a target, making it almost impossible to evade. This means that one must stop or block the Shuriken as simply moving out of it's path would be ineffective as the Shuriken will quickly correct course. The Shuriken is dense and extremely sharp able to slice a target as the arcing energy would be drawn to the target, absorbing heat from the target weakening it. The center sphere then seems to explode with a tremendous amount of force creating a short-ranged blast radius. The user is able to use double the chakra cost to effectually create two Shuriken, with one hiding within the shadow of the other, requiring some form of enhanced perception like Sensing or Doujutsu to notice the second Shuriken. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defenses and intangible elements as well; But the resulting damage that this technique can produce varies considerably, being more effective against heat based elements.
Note:
-Requires a two turn cool down and can only be used two times per battle
-Can only use Double Shuriken once per battle
-Can only be taught by LGeezy

Eel Contract:
Summoning Contract:
Summoning Animal: Eels
Scroll Owner:
Other Users who have signed contract:
Summoning Grand Sage if existing: (Senjin Kchuysei: Mizuchiwa) - Grand Sage Summoning: Mizuchiwa
Summoning Boss if existing: (Kchuysei: Dendou Ouja) - Summoning: Electric King
Other Summoning Animals tied to contract:
Link to Contract Approval:
Contract Summonings:
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(Senjin Kchuysei: Mizuchiwa) - Grand Sage Summoning: Mizuchiwa
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will slam his hands together for the summoning. This summons Mizuchiwa, Grand Sage of the Eels. Not much is known about the Grand Sage. It's believed that Mizuchiwa was once a human, turned into an Eel in a failed attempted of using Nature Energy. However with him not turning to stone, it's also possible that he was never a human to begin with. Other's speculate that he uses a form of transformation technique to maintain his appearance. What is known about the Grand Sage is that he demands respect from all other Eels, even the summoning boss "Ouja". He is highly regarded as the wises of the Eels and lives deep within Unagi Cove. His main fighting abilities are his hand to hand fighting skills and proficiency in Lightning Element. Being capable of using all Lightning and Taijutsu techniques the user knows up to A-rank. (this does not include custom fighting styles) Being the Grand Sage, it's only natural that he holds the knowledge to the Eels unique Ninjutsu, being able to preform Eel related attacks. (does not include summoning animals) His speed is comparable to a sage ranked Taijutsu master. His strength is easily comparable to that of the Monkey King Enma as the two once fought a fierce battle long ago.
Note:
-Can only be summoned once per battle
-Summoning lasts four(4) turns
-Requires Eel Contract

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(Kchuysei: Dendou Ouja) - Summoning: Electric King
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A (80 w/ Electricity)
Description: Dendou Ouja Is the Boss of the Eels, He is the size of Manda II and is Red and white in Color. Dendou Ouja has to large yellow sacks on his back which absorb and store large amounts of Raiton Chakra up to A-rank It has been seen that on Command, Dendou Ouja can release this Raiton around him to create an A-Ranked Static Field which Electrocutes his prey, this field can reach out to Mid range of his Body. This has been seen in countless battles where he eats his own kind.. He swims at fast speed, about the same speed as Manda on land, being one of the fastest eels and has been known to use two spear like antenna to attack his targets. He is Very Cannibalistic and enjoys eating other Eels and hates to be Summoned, when summoned, he brings a large volume of water that is suitable for him to swim in. as he needs it to survive.
Note:
-Must have Signed Eel Contract.
-Can only Summon once per battle.
-Can only absorb Raiton up to 3 times per match.
-Because of the mass of Water, this summon counts as 2 Moves.
-Raiton counts as a move.
-Absorbing Raiton counts as a Move.
-User can not use Raiton During this Summon.
-No other Eel can be in Play during this Summon.

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(Kchuysei: Sepultra) Summoning: Sepultra
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 Suiton)
Description: The user will slam his hands together for the summoning. This summons Sepultra, Suiton Master of the Eels. He is the Size of a basic Kyodaija. Sepultra has the unique ability to manipulate water. Being able to form A-Ranked Waves, Spikes, Spears and other forms of attack via Suiton, he can also form Domes, Walls and other forms of defense using water. Because of his size, he is able to hold 1 person withing his mouth. this proves as a suggestible defense underwater. (cannot perform standard water techniques)
Note:
-Can only be Summoned once per Battle.
-Summon last 4 turns.
-Suiton counts as a move.
-Must sign Eel Contract.
-Requires a Water Source.

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(Kchuysei: Musouka) Summoning: Dreamer
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will slam his hands together for the summoning. This summons Dreamer, Genjutsu Master of the Eels. She is the Size of a basic Kyodaija. Their is a large sack under Her neck, that Dreamer is able to flex unleashing a pulse that travels underwater. If the opponent is underwater and hears the pulse, they will be bound by an A-Ranked Genjutsu. This Genjutsu makes the opponent think they are bound by Eels making them unable to move. Because of Her size, she is able to hold 1 person within her mouth. this proves as a suggestible defense underwater.
Note:
-Can only be Summoned once per Battle.
-Summon last 4 turns.
-Pulse counts as a move.
-Must sign Eel Contract.
-Requires a Water Source.

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(Kchuysei: Zetsumei) Summoning: Darkening
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A (60 w/ Feeding Frenzy)
Description: The user will slam his hands together for the summoning. This summons Zetsumei, or Zets for short. when Zets is summoned he turns a water source murky, making it imposible to see withing the water source. A foul smell of death and decay will also fill the air. Zets has the ability to spawn thousands of small Eels from his mouth, these Eels can fill a water source, attacking and feeding on anything within it. this can be devastating for an opponent. The spawn Eels can group together forming large masses for defense that equal A-rank. After his time, the remaining Eels will swim back into Zets mouth as he consumes them. (Doujutsu can see though the murky water)
Note:
-Can only be Summoned once per Battle.
-Must have signed Eel Contract.
-Summon last 4 turns.
-Spawning Eels counts as a move.
-Requires a water source.

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(Kchuysei: Hitsutsuin Unagi - Yin ken Yang) - Summoning Technique: Twin headed Eel - Yin and Yang
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: N/A (Lightning: +60 | Oil: +60 | Fire: +80)
Description: The user will slam his hands after making the appropriate handseals for the summoning, calling forth in short range Yin and Yang. Yin and Yang are two parts of the same being, One cannot exists without the other. This Eel is unique as it was born with two heads and is the Size of a basic Kyodaija. The left head is white and refers to himself as Yin, and the other head is black and refers to himself as Yang. Yin, is able to use chakra in order to create a bright and vibrant Lightning, in which he can use to create a powerful and focused beam of lightning which equal A-rank. Yang on the other hand uses his chakra to create a dark thick Oil using Water Release in which he uses to create a powerful Jet-steam that equal A-rank. Together, the twins can combined there attacks by Yin creating an electric spark which ignites Yangs Oil setting it a blaze. This will create a Flame Thrower styled attack which will leave an area burning until the Oil burns out. This combination equals S-rank and is classified as a Fire attack which reaches up to long range.
Notes:
-Can only be Summoned once per Battle
-Summon last 4 turns
-Lightning counts as a move
-Water counts as a move
-Fire Combonation counts as a move
-Must sign Eel Contract
-Requires a Water Source.

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(Kchuysei: Senpai Fuioseijin Iwaku) Summoning: Elder of the Past
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A (60 w/ tornadoes)
Description: Fuioseijin is the Elder Boss of the Eels, although "Dendou Ouja" is now the Summoning Boss of the Eels, many still remain loyal to Fuioseijin. After a fearsome battle that lasted 3 days Fuioseijin lost to Dendou Ouja, although they are the same size and equal in speed and power, Dendou Ouja is younger and was able to out last Fuioseijin. Over time the two Eels became friends, Fuioseijin being the only other Eel aloud to battle along side with Dendou Ouja they make an excellent team for battle. Fuioseijin has the ability to manipulate wind currents, allowing him to create strong winds, causing anything from random winds, preventing flight or tornadoes that equal A-rank in power. Fuioseijin has large razor like fins that are located throughout the sides of his body that can slice close by opponents during battle.
Note:
-Can only be summoned once per battle.
-Must have signed Eel Contract.
-Fuuton counts as a move.
-Requires a water source.
-Lasts 4 turns.
Summoning Techniques:
(Unagi Jashu) - Hidden Shadow Eel Hands
Rank: C
Type:Supplementary
Range:Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: Unagi Jashu is a Ninjutsu technique that manifests a Eel, which extends from the sleeve. The ninja can extend this Eel to attack a target. Once extended the Eel can bite into the target to hold and bind them.
Note:
-Must be able to summon Eels

(Unagi Ta Jashu) - Multiple Hidden Shadow Eel Hands
Rank:B
Type:Supplementary
Range:Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: Unagi Ta Jashu is a Ninjutsu technique that manifests a torrent of Eels, which extend from the sleeves. The ninja can extend these Eels to attack a target. Once extended the Eels can bite into the target to hold and bind them.
Note:
-Must be able to summon Eels

(Raiunagi Ta Jashu) - Multiple Hidden Shadow Electric Eel Hands
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Raiunagi Ta Jashu is a Ninjutsu technique that manifests a torrent of electric Eels, which extend from the sleeves. The ninja can extend these Eels to attack a target. Once extended the Eels can bite into the target to hold and bind them. These Eels are able to release electric pulses into the targets body while making contact with the target effectively paralyzing them further binding the opponent.
Note:
-Eels have no other use than to bind/paralyze the opponent. These are standard eels, not special ones.
-Can only be used three times per battle
-Must be able to summon Eels

(Raiunagi Mure) - Electric Eel Swarm
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release a small Eel from their sleeve or mouth and shoot it into a water source. This Eel will open it's mouth once inside the source and release more Eels which then proceed to do the same quickly forming a swarm that close in on the targets location. This Swarm then begins attacking the target in a feeding frenzy as they release small jolts of electricity, numbing the target in the process.
Note:
-Can only be used three times per battle
-Must be able to summon Eels

(Unagi hagkiu) Eel Shock Blast
Type: Attack
Rank: S
Range: Short-Long.
Chakra Cost: 40
Damage points: 80
Description: The user will open their mouth shooting a small Eel at the opponent with great speed, one the Eel is within short range of the Opponent it will explode with great electrical force shocking the opponent. if the user is over a water source they can shoot the Eel in the water, so the Eel can sneak up on the opponent, delivering the blast unexpectedly. If the User is in the blast radius, they will take 20 damage.
Note:
-Can only be use twice per battle
-Must sign Eel contract

Oozaru Contract:
Summoning Contract:
Summoning Animal: Oozaru
Scroll Owner: Serpent
Other Users who have signed contract: N/A
Summoning Boss if existing: (To be Submitted)
Other Summoning Animals tied to contract: (To be submitted)
Description and Background: Oozaru are massive legendary monkeys that live in a far distant land. They are a naturally aggressive warrior race who were once supposedly striving to be the strongest. It is believed that they once worshiped "Son Goku" the four tailed beast for a time, until he was sealed away within a mere human, breaking away in their belief in him. Over time the race of legendary monkey's faded and it is currently unknown how many still survive to this day. Many speculate that they never existed at all, and are merely fabled stories to scare children.
Abilities and Traits: Oozaru are Legendary and massive creatures with some standard traits. Their massive physique rivaling that of the four tailed beast are not only durable, but powerful. This allows them to resist high amounts of physical damage and allows them to have high physical damage output and, because of their size their Taijutsu can reach out to long range. Along side their standard traits Oozaru have some unique abilities. First is their ability to manipulate nature energy known as Ki Energy. This is unique to Oozaru and can be used in a variety of ways. Ki Energy rivals elemental ninjutsu and are considered summoning ninjutsu.
  • (Standard Ability) Damage Resistance: Oozaru physiques and thick fur hide give them high durability that reduces 20 damage from non spiritual techniques.
  • (Standard Ability) Physical Strength: Oozaru physiques boasts powerful muscles that deal +20 to Taijutsu, being able to use standard canon taijutsu up S-rank
  • (Standard Ability) Advanced Speed: Oozaru have incredible speed in spite of their massive size. Having a base speed equivalent to Jounin Ranked Ninja.
  • (Unique Ability) Ki Energy: Oozaru naturally have nature energy flowing through them and developed this Senjutsu into their own unique summoning techniques called "Ki Energy" that play on par with elemental techniques. While this nature energy does not give their techniques a boost in damage, it does allows them to sense the world around them on par with Sage Mode Users.
  • (Unique Ability) Ki Flight: Despite their massive physique and weight Oozaru have developed their Ki energy in a way that allows them to gain flight. Being able to fly and maneuver as fast as they can run.
Summoning Animals:
N/A
Summoning Techniques:
(Kanpekinanin Ōzaru Sennin Modo) Perfect Oozaru Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: N/A (+30 to Ninjutsu and Taijutsu up to S-rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. Once activated the user will undergo physical alterations. Their hair is lengthened while becoming wilder, reaching down to the middle of their back, while two long pointed bangs of hair appear on both sides of the neck. The user will have increased muscularity while they gain a fur tail and a thick hide. This hide however does not increase the users Damage Resistance, instead as a payoff the user's healing factor gained by Sage Mode is higher then normal, providing a healing factor of 15 per turn while active. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Ninjutsu and Taijutsu techniques by 30 and increases the users speed, rivaling monkey sage mode. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required. Lastly, gained though Oozaru's unique ability of Ki control. The user is able to make use of their ability of flight, being able to fly and maneuver as fast as they can run.
Notes:
-Usable three times per battle by Perfect Sages and must wait two turns before using this technique again.
-Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
-Perfect Sages can convert a maximum of 40% of their total chakra reserve
-Can only be used by Serpent

(Ōzaru no Jutsu: Shujin Ki no Jutsu) Oozaru Technique: Master Ki Technique
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The basis of the Oozaru's unique Ki energy used to create physical outward blasts. These Blasts range in type, color and power dependent on the user and the chakra fueled into them. Through the use of chakra manipulation and focus the user can create these Ki blasts for a multitude of uses for offensive or defensive purposes ranging from energy blasts, beams, discs or a barrier.
Continuous Energy Blasts: The user will release either a single or multiple projectile spheres of energy. These blasts can be shot at various angles aimed to arc around to attack a targets from multiple sides. Upon contact these spheres of energy cause blunt force damage and can cause a target to be knocked backwards when hit.
Focused Energy Beam: A spherical beam of energy concentrated in the palms of the users hand(s) or released from their mouth. This energy takes the form of a concentrated beam shot in a single direction. It's size and Output is dependent on the user but is no thicker then 5m wide but can be shot out to long range. The user can sustain the beam at it's chakra cost per turn however they can only do so for one additional turn and cannot preform other techniques while doing so.
Destructo Disc: Focusing their chakra into the form of a razor sharp disc of energy no larger then 1m in diameter. The user will throw the disc like a shuriken upon a target. These discs are extremely sharp and can slice though defenses of lesser power following S/W interactions. Through the use of chakra manipulation, the user is able to maintain connection to the disc by using hand motions to manipulate it's trajectory however they cannot preform other techniques while doing so.
Energy Barrier: Using their chakra the user will generate a spherical transparent shield of Ki Energy around themselves to protect from incoming attacks. This barrier is highly compress to the point of being hermetically sealed. It's capable of blocking attacks of equal power, but requires a two turn cooldown, or four turn cooldown in the case of the S-rank variant before it can be used again.
Notes:
-Can only be used by Oozaru, bio's with Naturalist Summoning Specialty.
-Can only use S-rank variant three times per battle
-S-rank variant requires a two turn cooldown
-Can only be used by Serpent
 
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Nagato Uzumaki Techniques
Rinnegan:
( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye (Passive)
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinitely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.
Animal Path:
( Chikushōdō ) - Animal Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Animal path which grants him the ability to summon various creatures to help aide in battle. Each creature served a different purpose in battle. Each animal summon also has the Rinnegan and as such, the user is able to see through their eyes as well. Each animal had various body piercings as well, suggesting that they too were under his control. The user needs to clap his hands in order to do the summons, not needing the traditional blood sacrifice and can summon 2 animals at the same time.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continuously activated.

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(Kuchiyose no Jutsu: Kyokan Kani) - Summoning Technique: Giant Crustacean
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: The user will summon a Giant Crustacean creature, similar to a crab but somewhat different. The creature has several piercings that link its own chakra with that of the user, a feature that makes it so that the creature manifests the Rinnegan and as such, has its vision shared with the user. The crustacean can, as well, use up to A Rank Water Techniques that don't require handseals and are spit from the mouth. Its hard shell is impervious to A Rank and below techniques. This animal has the speed of a Jounin.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once
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( Kuchiyose no Jutsu: Kyojin Kamereon ) - Summoning Technique: Giant Chameleon
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: The user will summon a Giant Chameleon with a sort of snake for a tail. Like all of Nagato's summons, it has a number of body piercings that link its chakra to that of the user and makes it so that it manifests the Rinnegan. Much like a real-life chameleon, this creature can also blend with its surroundings for camouflage, so perfectly that it renders itself completely invisible to other viewers around. This ability has been used by the Animal Path of Pain to step inside the chameleon's mouth and attack his opponents by surprise. The camouflage is so perfect that it hides the summons chakra and even that of those inside it from any sensing technique, even sage mode users, making it not only a visual camouflage but also a sensory one. The only visual cues of the summoning being present is ripple like movement through the environment when moving at Jounin ranked speed. The snake-tail can be used as a prehensile limb to be able to grab and capture intended targets for Pain with its tongue.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once
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( Kuchiyose no Jutsu: Kyojin Tori ) - Summoning Technique: Giant Bird
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This summon is a large bird which has a number of body piercings, llinking its chakra with the user and as such manifests the Rinnegan. The bird itself is unusual, as not only does it demonstrate a prominent and jagged beak, but it also features three distinct legs as well as wings. This summon can move at an incredibly fast speed, equal to a Apex Speed Sage, and can use that velocity combined with its beak to form powerful dive attacks, dealing A rank piercing damage on contact. It also has the ability to lay explosive eggs.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once
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( Kuchiyose no Jutsu: Kyojin Mukade ) - Summoning Technique: Giant Centipede
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This giant centipede summon has a number of body piercings and the Rinnegan, implying it is being controlled by Pain. The centipede had an extremely hard shell and as such, was able to use its body to demolish buildings in Konohagakure. The centipede can resist damage from techniques A rank and Bella and moves at comparable speed to a Jounin.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once
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(Kuchiyose no Jutsu: Kyojin Panda) - Summoning Technique: Giant Panda
Type: Supplementary
Rank: A -Rank
Range: Short
Chakra Cost: 30
Damage: N/A
Description: It resembles a regular panda bear with the exception that it has a number of large piercings all over its body, wears a sash around its waist and possesses Rinnegan eyes. His skin is all covered in lumps and has a texture reminiscent or rock, a fact clearly in line with its abilities. The Giant Panda has the ability to harden its body creating a defensive barricade for its summoner and acting as a shield. It can block up to any A-Rank attack it can intercept completely with its body and can be sacrificed to defend against one S-Rank attack. It doesn't, however, have great moving speed or agility, having Chunin Ninja ranked Speed. Like all other animals summoned by Pain, the animal has a shared field of vision with Nagato.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once
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(Kuchiyose no Jutsu: Kyojin Sai) - Summoning Technique: Giant Rhyno
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage: N/A
Description: With an appearance similar to a normal Rhyno, this summon has a number of body piercings, along with Rinnegan manifested upon his eyes. This summon, by its sheer size possessed a great deal of brute strength. Also, because it has Rinnegan eyes, it possessed a field of shared vision with Nagato. It has a high resistance to damage, being able to shrug off attacks of B rank and below and can once per battle ram and break through up to an S-Rank physical technique.
Note: can only be summoned by Rinnegan bios with access to Animal Path
Note: can only be summoned once.
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( Kuchiyose no Jutsu: Kyojin Inu ) - Summoning Technique: Giant Dog
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: A large, multi-headed dog with wings (but cannot fly), this summon has a number of body piercings which link its chakra to the summoner and make it so that it manifests the Rinnegan. If the amplification technique is used, the dog can split and multiply when hit. It gains additional heads every time it splits in this way, and each duplicated head carries the Chakra Receiver and the Rinnegan like the original. Every time the dog takes a hit, the user may choose to use the amplification summoning technique to create additional dogs, thus escaping the damage caused. The dog is shown to be highly durable and can resist B rank and below techniques.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once and can only divide into a max of 4 bodies.
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( Kuchiyose no Jutsu: Kyojin Oushi ) - Summoning Technique: Giant Ox
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: With an appearance similar to a normal ox, this summon has a number of body piercings, along with Rinnegan. This summon, by its sheer size possessed a great deal of brute strength. Also, because it has Rinnegan eyes, it possessed a field of shared vision with Nagato. It has a high resistance to damage, being able to shrug off attacks of A rank and below and can ram and break through up to standard S rank physical techniques at the cost of a move per turn.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once.

Techniques:

(Suiton: Homatsu Rappa) – Water Release: Violent Bubble wave

Rank: B-Rank
Type: Offense/Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: The Giant Crustacean expels a huge wave of Bubbles from their mouth that is capable of washing away most attacks, such as oil and fire. It is also effective as a smokescreen.

(Midori no Tamago Bakudan no Jutsu) - Green Egg Bombs Technique
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The Animal Path Giant Drill-Beaked Bird lays eggs that explode at his command. The explosion occurs up to short range of the eggs but they can be dropped from high altitudes (their movement follows only the normal gravitational forces). The bird can only lay 4 eggs at a time, and they all must be within short range of each other.

(Zōfuku Kuchiyose no Jutsu) – Amplification Summoning Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: A technique that Nagato applied to his Dog Summoning technique where he provides it with a unique power. This jutsu gives the Dog summoning the ability to divide into two separate identical beasts upon being struck by an attack and increase the summoning attack power. The beast is capable of recombining together into a single body whilst carrying the multiple heads on the single body.
Note: Note: can only be summoned by Rinnegan bios with access to Animal Path and creates a total of 4 separate bodies.
Asura Path:
( Shuradō ) - Asura Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Asura Path which grants him the ability to create mechanized armor, augmenting their body with extra limbs and various robotic weaponry. It allows, for example, the user to create up to 6 extra arms which can be used in a variety of ways, such as grabbing their opponent and using a hidden chakra cannon in on the arms to attack him or perform handseals as the user throws kunais or does a Taijutsu move. It can even be used to help perform certain techniques. He can also alter his own head to manifest additional faces with additional pairs of eyes, all linked together. The possibilities are multiple. He can use this activation to access all of the Asura path abilities.
Note: Can only be used by Rinnegan biographies with access to the Six Paths ability.
Note: When the user wants to change his body, he must activate this technique each time. This is necessary as well for 6 Paths of Pein bios.

( Chakura Suishin Būtsu no Jutsu ) - Chakra Propulsion Boots Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 ( -5 per turn )
Damage points: N/A
Description: The Asura Path utilizes chakra that shoots out of his boots to propel himself in a linear direction, greatly increasing his speed by double. Other Rinnegan bios can also use this technique by having the Asura Path activated and producing the technique from their feet. With enough mastery, the user can even be granted flight as long as he fuels the technique. In this case however, he needs to spend chakra to sustain flight, spending a move to keep active.
Note: Can only be used through Asura Path or with it active.

( Kaiwan no Hiya ) - Flaming Arrow of Amazing Ability
Type: Offensive
Rank: B
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The Asura Path detaches and fires its hand like a rocket. Upon focusing chakra to the wrist, the hand will be launched towards the target. This chakra will also act like a magnet, to draw the hand back for reattachment. It also functions to protect the hand, allowing its powerful strike to severely damage rock, but not the hand itself. Other Rinnegan users can use this ability through the activation of the Asura path and detaching a hand from one the additional arms.
Note: Can only be used with the ( Shuradō ) - Asura Path active.

( Reza Bakuhatsu no Jutsu ) - Laser Explosion Technique
Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: Through the Asura Path, the user is able to create a cannon of sorts from his body. This "hi-tech" looking weapon is nothing more than a chakra cannon. It shoots a very dense and concentrated beam of chakra that travels at blazing speeds. The dense concentration of the beam makes it strong enough to play in equal terms to elemental techniques of the same rank.
Note: Can only be used by Rinnegan bios.
Note: Requires the user to have the (Shuradō) - Asura Path active.

( Kaiwan Misairu no Jutsu ) - Flaming Arrow Missiles Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Using the Asura Path's abilities, the user is able to create missiles from his body that can be launched at the opponent. The selected body part will open up and revealing "missile bays", from which the missiles will shoot up. These missiles home in to the targets chakra signature and can track multiple targets. The user is able to produce up to 4 missiles that can fill a short range radius will explosions. These missiles must all land within up to mid range from one another.
Note: Can only be used by Rinnegan bios.
Note: Requires the user to have the (Shuradō) - Asura Path active.
Deva Path:
( Tendō ) - Deva Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Shinra Tensei: Chikyū Undō no Jutsu ) - Almighty Push: Earth Motion Technique
Type: Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user is capable of using the power of their gravitational technique will pull a large chunk of earth from the ground before them and then push it forwards thrusting the chunk of earth at their opponents.

( Shinra no Seigyo ) - Heavenly Subjugation of Control
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This Technique is the ability to control and manipulate gravitational forces afflicting the user. It allows the user to manipulate it to the degree that they can float into the air but manage to retain a level of control that doesnt cause them to fall to the floor from the pull of the gravity or being sent into the sky from the removal of the gravity pull. This technique however only allows the user to move in a single direction and doesn't travel at fast speeds, moving at his base speed.
Note: Can only be used with Rinnegan bios with the (Tendō) - Deva Path active.

( Rikudō no Jutsu: Hōkai ) - Six Paths Technique: Collapse
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: This is a variation of Chibaku Tensei where, on a much smaller scale, the user raises his hands and, using the gravitation forces, generates a moderately sized sphere out of nearby debris overhead, then thrusts his arms downward, sending it crashing into the ground like a meteor.
Note: Can only be used by Rinnegan biographies with the (Tendō) - Deva Path active

( Tengoku no Mochiageru ) - Heavenly Lift
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 ( -5 per turn )
Damage points: N/A
Description: This variation of the Chibaku Tensei, the user creates a floating sphere from nearby debris beneath them, using the gravitational control to levitate the sphere of debris and use it as a floating platform. Keeping it active, however, requires the user to expend chakra.
Note: Can only be used by Rinnegan biographies with the (Tendō) - Deva Path active.

( Tengoku Seigyo no Metsuboshi ) - Heavenly Control of Orion's Belt
Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 ( -30 to regenerate )
Damage points: 60
Description: Using their manipulation of gravitational forces, the user is able to gather nearby debris present in the battlefield (anything will do as long as its tangible), concentrate them into small "clumps" and begin floating them around in mid air, short range around themselves, creating a defensive belt of debris. The user can then use these debris as projectiles to attack the enemy by commanding them through hand gestures and throwing them at the target.
Note: Can only be used by Rinnegan biographies with the (Tendō) - Deva Path active.
Note: Depending on the characteristics of the debris, the technique can be used to defend to up to A-Rank techniques and can be regenerated by using the technique again to add more debris, returning it to its original strength.

( Shinra Tensei ) - Divine Punishment
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again, becoming when the technique ends.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use of any gravitational related techniques for the remainder of the fight and is unable to mold chakra for Rinnegan techniques and S ranks and above for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be physically blocked, absorbed or dodged by becoming intangible or similar means. However, the enemies can still use techniques that reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped, avoided or directly countered, enemies can still manage to survive if they are able to reduce the damage done enough.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active

( Bensho Ten’in ) - Universal Pull
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user is able to use Deva Path's gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Unlike Shinra Tensei, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him. The technique follows the same nature of Shinra Tensei but used on a focused manner and instead of pushing, pulling the enemy.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Rinnegan Bios with the (Tendō) - Deva Path active

(Chibaku Tensei) - Planetary Devastation
Rank: Forbidden
Type: Supplementary/Defensive/Offensive
Range: Long
Chakra: 120
Damage: 160
Description: The user, taking advantage of the Deva Path's gravitational abilities, creates a dark black sphere that is thrown into the sky and pulls every and anything around it into itself, piling it all on top of one another until it creates a large solid sphere. This technique is quite devastating, as it created a massive crater and devastated the forest and mountains around it. The Sage of the Six Paths had mastered this technique to an extent that he created the moon itself where he sealed the Jubi's physical vessel. Despite it's admitted inferiority comparing to its original version, this technique was still strong enough to contain even an almost fully transformed Naruto and to create a large, 400 meter wide sphere of debris. The technique itself can only be stopped if the original sphere is overpowered by offensive Ninjutsu and if a target is caught in the technique's pull, his only way to survive is to protect his body from the crushing damage of the technique. The technique happens during a set amount of time, while it keeps gathering and pulling everything around which makes it that much more difficult to escape.
Note: The technique is usable only once per fight and prevents the use of Rinnegan techniques for the same and following 5 turns. The user will be limited to A-Ranks in the next turn.
Note: Can only be used by Rinnegan bios with the (Tendō) - Deva Path active.
Human Path:
( Ningendō ) - Human Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Human Path which grants a Rinnegan user the ability to read the mind of any target by placing his hand on the target's head or chest and yanking the soul out of the body. Though it provides intel by getting well guarded secrets, the technique inevitably kills the target. In the Ninja World, this technique partially draws the target's soul out, leaving them unconscious.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Ningendō: Maindo-sō Anaohoru ) - Human Path: Mind Layer Burrow
Type: Offensive - Supplementary
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: Through the use of the Human path, the user will touch the opponent's head and then, using the ability to read their mind, will enter their opponents mind and temporarily stun the opponent. By absorbing some of their chakra, the user is able to cause some minor damage to their mental state and their spiritual chakra and even draw it out of their body ( much like how the soul removal technique works, showing a clear pale chakra shape of the target). This initial mental damage causes the opponent to be able to perform only two techniques the following turn.
Note: Can only be used through the Human path.

( Kinjutsu: Tamashī no jokyo Jutsu ) - Forbidden Technique: Soul Removal
Type: Offensive / Supplementary
Rank: Forbidden
Range: Short
Chakra: 70
Damage: N/A
Description: By placing their hand on a target's head this technique allows the user to learn everything that the target knows. Once this is done, the target's soul is ripped from their body, killing them. The technique takes some time take full effect but the only thing the target can do is stop the technique before all knowledge is acquired. However, by attacking the user and forcefully making him remove his hand, the soul will be dragged out and the target killed. It is, however, completely useless against clones.
Note: Can only be used by Rinnegan bios with the (Ningendō) - Human Path active.
Note: Can only be successfully used twice. Requires 2 turns of maintained contact to execute.
Naraka Path:
( Jigokudō ) - Naraka Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Naraka path which grants Nagato the ability to access the interrogation ability of the path but not the regeneration ability. The interrogation ability requires the user to merely grab his target and causing the King of Hell to appear before them. With the victim seemingly paralyzed, the King Of Hell will unzip its mouth to release tendril-like arms and would draw out an apparition of the victim's life force energy in the form of an enlarged tongue. The King of Hell then proceeds to pass its judgement. If the person was lying or refused to answer the questions, the King of Hell would remove their tongue and consume it, killing them. However, if they told the truth, they would be spared, although left extremely exhausted.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continuously activated.
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( Kuchiyose no Jutsu: Kukuou Makai ) – Summoning Technique King Of Hell
Rank: Forbidden
Type: Offensive / Supplementary
Range: Short
Chakra: 50
Damage: N/A
Description: The King of Hell is a deity that rules over life and death. One who wields the Rinnegan is able to call upon this deity for various purposes, possessing authority over it through the power of the Six Paths. After activating the Naraka Path, when the user grabs their target and asks them a question, the person's soul emerges from their mouth in the form of an elongated tongue. The King of Hell then grabs the soul using its own tongue, which is split into a pair of arms, and proceeds to pass judgement on them. If the person answers the question dishonestly, the King of Hell will rip out their soul and devour it, but if they are truthful, it will instead release their soul and spare them. When used for this purpose, the King of Hell and the souls it grasps are only visible to the Rinnegan wielder and those who fall victim to the technique. Through its second ability, the King of Hell can repair any damage done to any of the user's Paths, injured Ninja or Summoning's, which it accomplishes by grabbing their damaged forms with its tongue and consuming them. When the King of Hell is used for these purposes, others are able to see it. The King of Hell is also used as part of the Outer Path — Samsara of Heavenly Life Technique, releasing all of the reincarnated souls through its mouth. The user can, through the Outer Path, use the King of Hell to give life back to the dead, exerting true and absolute control over life and death.
Note: Requires the user to have activated either the Outer Path or Naraka Path.
Note: To heal a Summoning, one turn is required. For Paths, they must be consumed for 2 turns and other regular Ninja require 3 turns.
Note: Can only be summoned twice to regenerate or heal targets. Can only be summoned to interrogate 3 times.
Note: 6 Paths of Pein bios can regenerate damaged Paths 4 times per battle.
Preta Path:
( Gakidō ) - Preta Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra: 40 ( -100 per turn if used on an enemy )
Damage: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate by half the amount absorbed, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as with Senjutsu. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.
Outer Path:
( Gedō ) - Outer Path (Passive)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The Outer Path has control over Life and Death. Its the user himself who embodies the Outer Path and wields its abilities. However, he cannot use them directly but only through the King of Hell. Known as the Seventh Path, this path is required to use the (Gedō: Rinne Tensei no Jutsu) Outer Path: Samsara of Heavenly Life Technique, the technique through which the user releases the soul of those deceased into their bodies, using his regenerative abilities to revive them and bringing them back to life.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.
Note: Cannot be used in the Ninja World.

( Gedō: Pein Rikudō ) - Outer Path: Six Paths of Pain
Type: Supplementary
Rank: N/A
Range: Short-Long
Chakra: 150 per Vessel ( -15 per body )
Damage: N/A
Description: An Outer Path jutsu that allows a Rinnegan user to control up to six bodies as though they are their own. The user embeds one or more black receivers into a body, allowing them to channel their chakra into it from great distances. Once their chakra enters the body, they are given complete control of it, allowing them to decide all of its actions, its use of jutsu, and even speak through it. This allows the user to reanimate deceased ninja as vessels to channel his Paths through. As a representation of this control, the controlled bodies' eyes take on the same appearance as the user's. And when multiple bodies are controlled together the user is able to see through all of their eyes and ergo, gain up to six more separate fields of vision at the same time. With this shared vision, the user can coordinate their attacks and provide defenses for their blind spots. For this reason, the Six Paths of Pain are strongest when used together; however, this jutsu does have a drawback. If the caster of this jutsu is interrupted in any way while transmitting chakra to the bodies, then all of the bodies will be rendered immobile. In order to obtain a regular Path vessel, you must defeat their bio and resurrect it via use of this technique. This also requires that death be enabled if used in the Ninja World. In order to obtain an Edo Vessel, one must have permission to use Kinjutsu as well as have death enabled. Vessels obtained in this manner retain access to their Ninjutsu and abilities as well as gaining a Rinnegan Path power. Paths obtained in this manner must be defeated and cannot be generic Paths obtained via Kumi.
Note: Reincarnated Paths can't use their intrinsic abilities and their Path abilities in the same turn and must follow the restrictions of Edo Tensei summonings to be deemed valid. Bijuu, Karma markings and similar abilities cannot be retained via reanimation.
Note: Six Paths of Pain bios have no chakra upkeep.

( Mazo no Kusari ) - Demonic Statue Chains
Type: Supplementary / Offense / Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique derived from the Outer Path, which manifests chakra chains to bind anyone who touches the user's chakra receivers. This binding power is far greater than Nagato's Outer Path. The chains have a cursed seal which suppresses the power of the tailed beasts and cause a great deal of pain to the victims. The Gedo can extend the chains from it's mouth and/or body to complete bind and restrict their targets. With the cursed seals on the chains, the user can not only bind their opponent physically but spiritually as well, similar to the Uzumaki clan's chains. Techniques that would otherwise allow the victim to escape the restrictions such as summoning techniques and other space/time techniques would be incapable of being used. However, in order to invoke any of the properties of the curse sealing on these chains, the victim must be impaled with the user’s or the statue's chakra rods. The exception to this are the Bijuu, since their chakra once originated with the Gedo Statue. If these conditions aren't met, then the chains are nothing but a physical ninjutsu with great power to be used for offensive or other purposes. The shinobi controlling the Gedo is capable of using this technique, extending it from their hands in various sizes. However, only those with adequate skills can make use of the sealing properties of the chains.
Note: The Gedo can utilize the sealing nature of the chains, but in order for the summoner to be able to use, he will have needed to have completed basic Fuuinjutsu.
Note: The Mazo can use this to forcibly seal Bijuu within their bodies if they maintain the hold of the technique for 3 turns. The Bijuu must be first released or the user must take an additional 2 turns to extract it from their person.
Note: The chains can be broken with same rank elemental chakra or Forbidden rank raw chakra. Bijuu Jutsu and techniques are ineffective against these chains as well as if the victim is under the constraints of the curse sealing properties. If they destroy or remove the rod from their bodies, the sealing will be broken and the chains will only be physically binding.
Note: To break the mental/spiritual binding of the seal requires a yin natured or spiritual jutsu of equal rank and power or higher.

( Gedō: Rinne Tensei no Jutsu ) - Outer Path: Samsara of Heavenly Life Technique
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 200
Damage: N/A
Description: The Outer Path — Samsara of Heavenly Life Technique is a reincarnation ninjutsu used through the Outer Path, which can infuse new life into the bodies of the dead in exchange for the user's own life. When this technique is activated, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. These souls may be recalled from even the crossroad between life and the afterlife, and are then returned to their rejuvenated bodies. Through this technique, the user can sacrifice himself to bring back anyone from the dead, excluding those sealed within the Shinigami.
Note: Usable once per battle.
Note: The user must have activated the Outer Path before hand and have already summoned the King of Hell.
Note: Can only be used in the Battle Arena.
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( Kuchiyose no Jutsu: Gedo Mazo ) - Summoning Technique: Demonic Statue of the Outer Path
Type: Supplementary / Offensive / Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 120 ( -20 per turn )
Damage: N/A
Description: The Demonic Statue of the Outer Path is the husk of the Ten Tailed Beast, separated from it's massive chakra pool spread in the Nine Tailed Beasts. A giant earthen colored entity with a decayed appearance, the Gedo Mazo has several spike-like protrusions on it's back, towering over the tailed beasts. It has nine eyes, one of which gains a light blue iris and pupil each time a tailed beasts is sealed within it. Due to it's size and physical power, it can withstand up to S rank jutsu completely, taking no damage at all. It can also reduce 80 damage from attacks, taking little damage from Forbidden Techniques. The Demonic Statue is able to emit phantom dragons formed out of absorption chakra from its mouth, which are capable of instantly extracting the chakra of anyone they touch. The Demonic Statue is also capable of emitting chakra chains from its mouth. The chains have a cursed seal that suppresses the power of tailed beasts. In addition to this, the Gedo can deliver physical blows of S ranked power.
Note: Only Madara, Sasuke, Obito, Nagato and Hagoromo can summon the Gedo Mazo.
Note: If the Gedo is summoned, only Animal Path summonings can be summoned. If the user has used a summoning from a contract, the Gedo cannot be summoned.
Note: Once per turn, the Statue can create black chakra receivers that either extend 5 meters from it's body, or can be fired up to mid range. Counts as one of the user's three jutsu per turn.

( Gedō Mazō: Chakura Bakufū no Jutsu ) - Demonic Statue of the Outer Path Chakra Blast Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120
Description: Using its protrusions, the Demonic Statue strikes multiple foes with bolts of devastating chakra. These bolts are very powerful and can be used in an omnidirectional manner.
Note: Can only be used once every two turns.

( Gedō Mazō Shōgeki no nami ) - Demonic Statue of the Outer Path Shockwave
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120
Description: If surrounded by enemies, the Demonic Statue lets out an enormous shock wave that pushes the enemies back.
Note: Can only be used once per turn.

(Kyuin no Jutsu: Genryuu) - Absorption Technique: Phantom Dragons
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra: 50 ( -300 from opponent )
Damage: 120
Description: The Gedo Mazo will release a giant purple phantom dragon consisting of purple chakra, from its mouth towards it's intended target. The dragon has the power to absorb chakra on contact. The dragon is ethereal in nature, and only lifting them moderately off the ground as if it were a strong wind. However, the dragon has been seen creating craters in the ground on impact, suggesting that it can become denser at will, though at the cost of it's ethereal absorption abilities. In its ethereal chakra absorption state, it can pass through solid and other tangible entities like Water and Earth, however has no effect on these. Against other entities like Fire, Wind and Lightning, the technique can be stopped by equal ranked techniques. If the dragon is solid, it can destroy entities up to equal rank that are solid or tangible and cause direct damage to an opponent. If an enemy is hit with the chakra absorbing dragon, they will lose an incredible amount of chakra so rapidly that they will become momentarily impaired, unable to use Ninjutsu techniques above A rank, and Taijutsu/Kenjutsu above C rank for two turns.
Note: The Gedo Mazo can only use the chakra absorption variant 3 times a battle, each with a 2 turn pause in between usage.
Note: The solid variant can only be used 3 times a battle, with a one turn break in between usage.
Chakra Sensory:
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (- 5 per turn)
Damage: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

(Chakra Yokuatsu no Jutsu) - Chakra Suppression Technique
Rank: C
Type: Supplementary
Range: short
Chakra cost: 15 (-10 per turn to keep active)
Damage points: N/A
Description: This ability allows the user to suppress their chakra to the point that it is completely undetectable. This makes it impossible for chakra sensory-type ninja to track them via their chakra signal. However there is some downside to the technique, whilst suppressing their chakra they cannot use any of the ninja skills.
Note: Cannot prevent doujutsu users from detecting them.
Advanced Leg Weights:
(Katai Omori) Leg Weights
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+35 to Kicks, 4x Running Speed)
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
Note: This can be used for either canon Leg Weights technique.

Urashiki Otsutsuki Techniques
Doujutsu:
(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (Passive)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills. To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.
Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye (Passive)
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.
Ninjutsu:
(Furaito no Jutsu) - Flight Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -10 per turn )
Damage: N/A
Description: Through the use of their chakra, the user gains the ability of unsupported flight and levitation. The user moves and maneuvers at his running speed. This can be used upon activation as a means of dodging attacks but afterwards cannot be utilized like such.
Note: This can be used by canon Otsutsuki clan bios, canon Otsutsuki noted to have flight, and Juubi Jinchuriki bios.

( Ishi de Sakusei Tsūru ) - Creation Tools At Will
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: N/A ( -100 from opponent to restore values or -50 to restore up to 100 health )
Damage points: N/A ( 60 )
Description: Created via modified version of the Creation Tools At Will jutsu, the user is capable of creating a solid special red glowing malleable chakra rod. This rod is capable of being used to pierce through defenses of equal rank and lower to absorb chakra from targets pierced directly by it. This allows him the ability to use their absorbed chakra in the form of an Advanced Element or Kekkei Genkei. If the user wishes, he can directly absorb the chakra as pure chakra and increase his reserves or heal himself directly. He can also use this Rod to steal chakra to increase his abilities, requiring use of the Chakra Edible technique after Chakra theft with this technique. This usage causes no damage in order to obtain the chakra and as such, is unable to harm a foe directly. However, the user is capable of using the rod to create varying physical attacks to harm the opponent such as creating an array of rod like projectiles to attack with, unable to drain or steal chakra at this time and in this state.
Note: Can only be used by Urashiki Otsutsuki.
Note: Use of Rod projectiles counts as an A rank technique. Chakra Theft counts as an S rank ability, piercing through defenses of S rank chakra and lower to strike targets up to 15 meters away from the Rod.
Note: KGs and AE stolen last up to 2 additional arcs after acquiring, allowing the user to keep up to 2 other abilities at any point. Should he acquire an additional KG/AE, he must choose which 2 are kept beyond the arc and which is kept for just that arc.

(Amenosubaruboshinomikoto) - Heavenly Thread Wave of Shooting Stars of Fate
Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: By swinging his rod, Urashiki launches a large barrage of chakra hooks at his opponent. These hooks spin into sharp and strong projectiles capable of leveling large structures and deal massive damage on contact.
Note: Can only be used by Urashiki Otsutsuki.

(Amenosubaruboshinomikoto: Gyokkō ) - Heavenly Thread Wave of Shooting Stars of Fate: Jade Box
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user extends an open palm outward towards the target. Releasing a purple burst of energy, the user is capable of shaping this energy in a variety of ways, ranging from a shockwave of energy to an energy orb up to 5 meters wide. This energy, while being quite powerful, is not without limit. Though there is a 5 usage limit, these bursts can be done up to twice a turn.
Note: Can only be used by Urashiki Otsutsuki.
Note: Can be used up to 5 times a battle.

(Amenosubaruboshinomikoto: Ryūgū) - Heavenly Thread Wave of Shooting Stars of Fate: Dragon Palace
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 120 (-10 to user)
Description: An enhancement over the parent technique, the user extends an open palm outward towards the target. Releasing a massive 7 meter purple burst of energy, the user then creates a giant demonic serpent to attack with after the ball of energy is created. This energy, while being quite powerful, is not without limit. These blasts are powerful enough to rival Tailed Beast Bombs and as such, have dire consequences upon use.
Note: Can only be used by Urashiki Otsutsuki.
Note: Useable twice a battle, these blasts can only be used after the user has successfully used Chakra Edible Creation. After use, the user cannot make use again for 3 turns.

(Ryūgūjō) - Palace of the Dragon King
Type: Supplementary/Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 100
Description: A black box, it can be used to expose a gaseous substance to a person, petrifying their entire body, resulting in them being preserved. When this box is opened, the gaseous substance can reach up to mid range quickly, traveling at three times a Sage speed to trap targets. Should a foe touch the gas, they immediately become unable to use chakra above A rank. Should they inhale the gas, they will be unable to use chakra or move for 2 turns. This binding is able to prevent movement from any foe of same rank and below for the same period of time, increasing 2 turns for every additional rank difference.
Note: Can only be used four times per battle with a 2 turn cooldown period.
Note: Can only be used by Urashiki Otsutsuki.

( Yomotsu Hirasaka ) - Underworld Slope Hill
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user is able to open rifts within the fabric of space which allows them to instantaneously transport themselves anywhere. When used, the user's eyes glow red. The openings can also be used to connect two different spatial locations within the same dimension or create a pathway that links two dimensions together. Similar to Kamui, Yomotsu Hirasaka allows the user to utilize these spatial tears to retreat, perform ambush attacks, and many other possible tactics. Unlike Kaguya's version, the user can only travel fully through these portals, unable to partially emerge through them. The user can also utilize this method to drag their opponents to another location with them.
Note: This can only be used 5 times an event, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note: Can only be used by Urashiki Otsutsuki bios.

( Origami Kawarimi ) - Origami Replacement Technique
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 50
Damage: N/A
Description: Prior to being struck by an attack, Urashiki activates his base Rinnegan and causes it to glow blue. His body then disappears without warning, leaving behind ten glowing red orizuru, which slowly float to the ground before fading away when the user reveals himself. Afterwards, Urashiki's chakra signature is completely untraceable for 2 turns, allowing him to escape elsewhere unnoticed, or until he uses a Jutsu, whichever comes first. This allows him to escape damage from a technique he is aware of and reposition himself up to mid range away from his original location undetected, only being sensed if he chooses to use a Jutsu.
Note: This can be used up to 4 times a battle but only against any opponent twice. After using, the user cannot use for 2 turns.
Note: Can only be used by Urashiki bios.

(Ichijitekina Makimodosu) - Temporal Rewind
Type: Supplementary
Rank: Forbidden
Range: Short- Mid
Chakra: 50
Damage: N/A (-20 to user)
Description: This technique allows the user to warp several seconds into the past, avoiding an attack by warping his spatial time placement to another location. While normally defensive, essentially allowing the user to seemingly teleport away from danger, repeated usage of this technique grants the user a pseudo-form of clairvoyance. With the acquired knowledge of how the near-future will happen, a perfect counter-strategy can be formed from being able to accurately tell how the enemy will act. Should the user be afflicted by any status condition that causes reduction of health, chakra or similar, they will still afflict the user per turn.
Note: When revisiting the past, this technique does not create multiple copies of the user; instead, it replaces the user from previous timelines with the user from the current timeline, effectively erasing everything happening after it should the user change actions. Jutsu usage and chakra spent however will not return.
Note: Can only jump back up to 3 Timeframe placements, altering actions taking place in that time by essentially resetting the timeline.
Note: Can only be used 4 times in total. After use, the user suffers 20 damage from the mental effects of temporal travel.
Note: Can only be used by Urashiki Otsutsuki.

( Chakra Shokuyō Sōzō ) - Chakra Edible Creation
Type: Supplementary
Rank: S
Range: Short
Chakra: 80
Damage: N/A
Description: By using his Rinnegan the user is capable of creating Chakra Edibles that he can consume. When eaten, they will transform into a demonic-like being, and will have access to all of the target's abilities. These Chakra Edibles are gained one of two ways: the first being at the start of an Arc or battle, the user is able to randomize the available lists of Advanced Elements and Kekkei Genkei ( Barring Hashirama Level Wood, Dust, and Dojutsu ) to have stored as Chakra Edibles. Through this method, he is only able to start with 1 KG or AE. These options are randomized via the Official RP Discord Server. The second option is to directly steal chakra from the opponent and with it, the ability to use their Element or Kekkei Genkei of their Clan, canon or Custom. This is achieved via direct contact or, in the case of Urashiki, his Chakra Rod. and making direct contact with a foe or his Chakra Rod, the user is able to absorb the abilities of his target for his own use. The user then turns the stolen chakra into chakra-filled edibles which have similar shape to Chakra Fruit, which grants him their abilities upon being consumed Both uses transform their physical appearance and augment their powers, granting them a significant speed increase and damage boost to their Jutsu, increasing by +30 as well as having 3 Golden Rinnegan. Despite seeming all-powerful, the jutsu has it's limitations and weaknesses; this cannot absorb a target, only their ability to utilize specific fields of Ninjutsu. The user can only absorb other Tier 4 and lower Kekkei Genkai or Advanced Element of up to three different ninja at one time, meaning he can have at most 3 other KG or AEs. The user cannot absorb Hidden Abilities nor abilities such as Sage Mode, Eight Inner Gates, or other taught abilities. If the user starts with a KG/AE, then he can only absorb one other via the battle/arc. Three can be obtained if the user goes the route of obtaining each via battle.
Note: Can only be used successfully once against a ninja and attempted three times per ninja.
Note: Requires a full turn of direct contact for Momoshiki and the user to have stolen at least one ninja's chakra for Urashiki.
Note: Can only be used by Momoshiki and Urashiki Otsutsuki.
Note: KGs and AE stolen last up to 2 additional arcs after acquiring, allowing the user to keep up to 2 other abilities at any point. Should he acquire an additional KG/AE, he must choose which 2 are kept beyond the arc and which is kept for just that arc. He is unable to start via randomization under this route.

Six Paths Senjutsu:

( Senjutsu: Senrai no Sente ) - Sage Technique: Drilling Hand of Sage Lightning

Type: Offensive
Rank: Forbidden
Range: Short Range
Chakra: 40
Damage: 90
Description: The user gathers senjutsu-enhanced lightning into his hand to thrust at the opponent. Visually similar to Chidori, this technique does not give off the same sound the latter does, instead sounding more like normal lightning striking. Because of it's high concentration of Senjutsu, it can only be used twice per battle, each time preventing use of other Senjutsu technique during that turn.
Note: Requires Sage Mode or Six Paths Senjutsu to use.

( Senpō: Inton Raiha ) - Sage Art: Yin Release Lightning Dispatch
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 80
Damage: 120
Description: The user forms a mirrored Ram handseal and combines Yin release with his Natural Energy, and then releases myriads of purple tangible lightning bolts from the palms of each of his hands to capture the target. These purple bolts are actual bolts of lightning, similar to Kirin.
Note: This can only be used by bios with access to Six Paths Senjutsu.
Custom Ninjutsu:
(Mentokou Kae) Momentum Shift
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage points: N/A
Description: Using the most basic application of flight, the user can change their current momentum in the direction desired. This technique, while being a basic principle of flight can be used in a variety of ways. It can be most effective when in close combat, allowing the user to shift their momentum in unique ways to enhance the unpredictability of their attack(s). This doesn't increase the power output but simply allows the user to change the possible delivery of attack by altering the momentum of it. After the shift in momentum carries the user a maximum of five meters, the flight technique will simply function as normal.
Note:
-Can only be used with Otsutsuki Flight technique.
-Can only be used four times per battle
-Requires a one turn cool down.
-Can only be taught by Serpent

(Otsutsuki Taijutsu) Otsutsuki Body Art
Type: Offensive/Defensive
Rank: B - S
Range: Short
Chakra Cost: N/A
Damage points: 40 - 80
Description: A Taijutsu technique developed by the Otsutsuki clan using it's base principle revolves around their flight technique. Taking the method of flight to alter the users momentum freely allows the user of this art to more efficiently attack while flying. The user can preform a simple punch and/or kick or a series of punches and/or kicks, even from multiple angles as the flight technique allows freedom of mobility while airborne by altering their momentum mid-air to increase the unpredictability behind each strike. The attack(s) made using this method are not faster then what would otherwise be allowed via the flight technique. However the free motion of flight allows the user to more effectively deliver higher levels of Taijutsu that would otherwise be difficult to achieve. The power behind the attack is depended on the user. The user can even apply this method to another Taijutsu technique to alter it's momentum to effectively create a Taijutsu combination attack.
Notes:
-Can only be used with Otsutsuki Flight technique
-Can only use S-rank variant three times per battle/event
-Requires a Taijutsu Specialty
-Can only be taught by Serpent
Chakra Sensory:
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (- 5 per turn)
Damage: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

(Chakra Yokuatsu no Jutsu) - Chakra Suppression Technique
Rank: C
Type: Supplementary
Range: short
Chakra cost: 15 (-10 per turn to keep active)
Damage points: N/A
Description: This ability allows the user to suppress their chakra to the point that it is completely undetectable. This makes it impossible for chakra sensory-type ninja to track them via their chakra signal. However there is some downside to the technique, whilst suppressing their chakra they cannot use any of the ninja skills.
Note: Cannot prevent doujutsu users from detecting them.
Artifacts:
(Koibito no Irori) – Lover’s Hearth
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 400
Damage: N/A (+15 to applied techniques)
Description: The Lover’s Hearth is a locket that was crafted in the Land of Fire long before the rise of the Hangurian Freehold, perhaps even over 1,000 years ago. It is crafted from the finest gold in the world and, when worn, feels warm to the touch, bringing comfort to its wearer. The locket, after the passage of so much time, has been fused shut and is impossible to open even with the strongest of ninjutsu. However, it is rumored that the picture of a loving couple to be inside of it, providing protection to whoever holds the locket. By default, the locket offers nothing to the wielder; but when the owner’s health falls to 0, the locket will draw upon their chakra and memories to restore their body to 30% of its peak condition, at the cost of 400 chakra. Much like returning to the warmth of a familiar hearth, the user will feel refreshed and energized by the energy stored in the locket. For four turns after their revival, the user’s ninjutsu will be empowered by an additional 15 damage. Lover’s Hearth can be used once per arc.

(Kinjutsu: Kyōbōsei no Omamori) - Forbidden Technique: Talisman of Ferocity
Type: Artifact Talisman
Rank: S
Range: N/A
Chakra: N/A (-20 per turn per Edo Tensei)
Damage: N/A (+30 damage to applied Specialty)
Description: A forbidden Talisman held by Malthus, a disciple of the Twin Fates of Irkalla. Following the raid on Irkalla it was gifted to Hei Otsutsuki, making it one of the most unique Talismans designed for controlling the dead through Edo Tensei. As a Talisman it is unique in that it both augments the user’s control of their victim as well as its combat capability, overcoming the decision balancing typically required when it comes to customizing one’s Edo Tensei. Like other Talismans it is installed into their Edo Tensei’s head, restoring the Edo Tensei to a state similar to when it was at its strongest, but with certain modifications made to grow their combat capability beyond what it was originally capable of. The Talisman of Ferocity is special in that the formula that comprises it is resistant to techniques that would tamper with its capabilities. It is not an absolute defense, but only Advanced Fūinjutsu S-Rank or higher that specifically tampers with Talismans can neutralize or modify its script. The Talisman of Ferocity reduces Breakout Chance by 50%, significantly suppressing their ability to resist the user’s control. Despite this, they still retain their original personality should the user not wish to modify it. All drawbacks associated with a constrained Edo Tensei vessel are also reverted and then further strengthened, increasing all damage that an Edo Tensei is capable of by 20 and the Chakra present in their techniques by 10. Their base speed is increased by 4 levels. The user is also able to apply a +30 damage bonus to one of their victim’s specializations, though this overrides the 20 bonus damage afforded to them by the Talisman for this specialty specifically. Note: The Talisman of Ferocity is unique to Hei Otsutsuki and not usable by any other biography. Its effects can be suppressed, like other Talismans, but only through specific Advanced Fūinjutsu.
Note: Specialized damage bonus must be stated in the biography.
Note: Must be mentioned specifically in the user’s biography for the Edo Tensei it is installed in.
Official Rolls Code:
Can be gained through Theft or Rolls:

t!choose Black Lightning | Crystal | Dark | Heaven's Earth | Ice | Lava (rubber) | Liquid Fire | Magnet (Standard) | Magnet (Iron Sand) | Typhoon | Scorch | Shikotsumyaku | Steel | Storm | Wood (Yamato)

Can be gained through Theft Only:

Ketsuryūgan | Sharingan (MS, EMS) | Shinkaigan | Tenseigan

Edo Tensei: Minato
Edo Tensei/Tailsmen:
(Kuchiyose Kinjutsu: Edo Tensei) – Forbidden Summoning Technique: Impure World Reincarnation
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra: 60 (-20 per resurrection per turn)
Damage: N/A
Description: A technique developed by Tobirama Senju used to revive the dead. To perform this technique the user must first acquire DNA of the person they intend to revive, be it hair, blood samples, or limbs. The soul of the revived target must also reside within Irkalla or the Pure World, not those who have been consumed by the Death God or previously sealed by means that would otherwise make it impossible to be resurrected, like their soul being destroyed. Next, a living sacrifice is required for the soul of the resurrected to use as a vessel. Once all prerequisites for the technique have been met, the acquired DNA of the person is smeared on a special scroll and activated. This forms a special seal with the living sacrifice n the center. Then dust and ash encase the sacrifice’s body, giving them the same appearance that the revived target had at the time of their death. The person is then revived and the end product is usually stored in a casket until summoned by the user performing the Tiger → Snake → Dog → Dragon → Clap hand seal combination. When the user summons the revived soul, a casket first appears before revealing the revived target. The Edo Tensei Summoning can be countered by sealing away the targets soul or by having the summoner cancel the technique. As they are unlikely to do this voluntarily, using a genjutsu to trick them into cancelling the technique is ideal. The sequence of hand seals for cancelling the technique is Rat → Ox → Monkey → Tiger → Dragon → Boar and saying Kai. If the summoner dies before the technique is deactivated, then this method is impossible. The summoned soul is able to resist control through a Breakout Chance, see Edo Tensei rules for specifics regarding this per turn event. In the event of Breakout a summoner can seal their Edo Tensei, unless Breakout occurs through the use of the Snake → Ram → Boar → Dog → Tiger seals. The summoned soul is then left as an immortal revived soul, autonomous and without any link to the summoner. Edo Tensei are typically summoned with a Talisman installed in their head, applying special sealing script to modify and adjust their Breakout Chance and abilities. By default, meaning without a Talisman, an Edo Tensei can only access techniques two ranks lower than the maximum its biography allows, its base speed is reduced by four levels, all its damage is reduced by 20 points, and Chakra present in techniques it uses is reduced by 10. These do not count as debuffs; they are modifiers present on the biography from the moment it is summoned.
Note: A biography can have up to a total of three souls for revival, abiding by all Edo Tensei rules.
Note: Users of this technique can have up to three souls prepared for revival, but only 1 present on the battlefield at any time. Orochimaru, Kabuto, and Tobirama biographies or Necromancer specialists can have up to two on the battlefield.
Note: Biographies are able to use the user’s customs. Captured biographies can only use customs for advanced fields, not basic customs.
Note: Captured biographies for vessels and DNA material must be done through official battle, approved by a Moderator.
Note: Edo Tensei can be used twice per battle.

(Kinjutsu: Kyōbōsei no Omamori) - Forbidden Technique: Talisman of Ferocity
Type: Artifact Talisman
Rank: S
Range: N/A
Chakra: N/A (-20 per turn per Edo Tensei)
Damage: N/A (+30 damage to applied Specialty)
Description: A forbidden Talisman held by Malthus, a disciple of the Twin Fates of Irkalla. Following the raid on Irkalla it was gifted to Hei Otsutsuki, making it one of the most unique Talismans designed for controlling the dead through Edo Tensei. As a Talisman it is unique in that it both augments the user’s control of their victim as well as its combat capability, overcoming the decision balancing typically required when it comes to customizing one’s Edo Tensei. Like other Talismans it is installed into their Edo Tensei’s head, restoring the Edo Tensei to a state similar to when it was at its strongest, but with certain modifications made to grow their combat capability beyond what it was originally capable of. The Talisman of Ferocity is special in that the formula that comprises it is resistant to techniques that would tamper with its capabilities. It is not an absolute defense, but only Advanced Fūinjutsu S-Rank or higher that specifically tampers with Talismans can neutralize or modify its script. The Talisman of Ferocity reduces Breakout Chance by 50%, significantly suppressing their ability to resist the user’s control. Despite this, they still retain their original personality should the user not wish to modify it. All drawbacks associated with a constrained Edo Tensei vessel are also reverted and then further strengthened, increasing all damage that an Edo Tensei is capable of by 20 and the Chakra present in their techniques by 10. Their base speed is increased by 4 levels. The user is also able to apply a +30 damage bonus to one of their victim’s specializations, though this overrides the 20 bonus damage afforded to them by the Talisman for this specialty specifically. Note: The Talisman of Ferocity is unique to Hei Otsutsuki and not usable by any other biography. Its effects can be suppressed, like other Talismans, but only through specific Advanced Fūinjutsu.
Note: Specialized damage bonus must be stated in the biography.
Note: Must be mentioned specifically in the user’s biography for the Edo Tensei it is installed in.
Minato Techniques:
(Ninpo: Ichi ni Jutsu) - Ninja Art: Tracking Technique
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user will concentrate their chakra and by placing two of their fingers on a surface they can then track and locate their target. This technique is even capable of telling the user exactly how many targets there are and if they are very skilled also.
Note: Only useable by Tobirama Senju and Minato Namikaze bios.
Note: User must remain stationary.

(Chiratsuki Kaihi) - Flicker Evasion
Type: Defensive
Rank: B
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: A simple yet effective Ninjutsu technique, Minato will dash in a burst of raw speed and jump, run or dodge an incoming attack. This is done by taking advantage of his enhanced reactions and his fast intellect when perceiving an attack and combining it with a burst of pure movement speed. Of course this can only be used on a battle ground that enables it and never mid air. It has some limitations though as Minato himself doesn't have a high movement speed but its still enough to mimic what can be described as an "instant" movement. Because of this, if the user wants to dodge or evade attacks from faster bios such as Raikage bios or EIG users, he needs the use of his space time techniques. The technique also has some limits in the movement it can produce, which are overall linear, lacking the ability to produce intricate and complicated movement patterns. Doujutsu users (at least 2T for Sharingan), Sensors or EIG users/masters as well as users with high reaction/reflexes or senses will still be able to track the user although, in some cases, become unable to react.Note: Only useable by Tobirama Senju and Minato Namikaze bios.
Note: Useable once every two turns, and up to three times.

(Kiiroi Senkō Chō Rasen) - Yellow Flash Super Spiral
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Minato dashes toward his enemy and kicks them on the knee. He then slides behind them and kicks the same knee again in such a way that they fly into the air.
Note: Can only be used by Minato Namikaze bios.

(Kiiroi Senkō Haya Bāsuto) - Yellow Flash Speed Burst
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Minato dashes toward his enemy with such high speed that he looks like a blur and hits them as he passes them. Then, he stops behind them and slashes them on the back with a kunai.
Note: Can only be used by Minato Namikaze bios.

(Hiraishingiri) Flying Thunder God Slash
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: A technique where Senju Tobirama combines the use of kenjutsu and his unique space–time ninjutsu. After marking an enemy with the Seal of the Flying Thunder God, the user will teleport to him, with a sword in hand, to deliver a swift, devastating slash. The technique is so fast that its virtually unavoidable unless through the use of similar Space Time techniques. The slash, however, can only be defined as a horizontal, mid abdomen slash, which limits the type of damage it can do, although it has the potential to be fatal.
Note: Can only be used 3 times
Note: Can only be used by Senju Tobirama and Namikaze Minato bios.

(Goshun Mawashi no Jutsu) Mutually Instantaneous Revolving Technique
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The Mutually Instantaneous Revolving Technique is a technique which requires two persons that are able to use the Flying Thunder God Technique or two clones. Both users will mark each other with their respective seals which grants them the ability to use this technique to switch their positions at any point in time during a battle. As the users swap places, they can bring with them anything that they are touching with them, including some techniques such as the rasengan. The technique can also be used on inanimate targets instead, by first marking oneself and then the target, using the technique to switch places with the target.
Note: Can only be used by Namikaze Minato and Senju Tobirama bios
Note: Can only be used 4 times and requires the user to have used the Seal of the Flying Thunder God beforehand as explained.

(Jikūkan Kekkai) – Space-Time Barrier
Rank: S
Type: Supplementary
Range: Long
Chakra cost: 40
Damage points: N/A
Description: The user will perform the Ram hand seal, while holding a small object marked with a seal of the thunder god mark, to form a barrier that will teleport away incoming attacks that are sent at it. He is capable of diverting away an attack as large and powerful as a chakra blast from the nine-tailed demon fox. Once the technique is warped away, the user has to direct it to another location.
Note: Can only be used 4 times and can only be used by a Minato or Tobirama bios.

(Kiiroi Senkō) - The Yellow Flash
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Minato will blast the target into the air with a rasengan and then proceeds to throw one of his space-time kunai behind them. As he teleports behind them, he strikes them in the back with another rasengan that expands to a bigger size before exploding the target into the ground.
Note: Can only be used once with a Minato bio.

(Kiiroi Senkō Rasengan) - Yellow Flash Spiralling Sphere
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Minato kicks the opponent up in the air and throws one of his Flying Thunder God Kunai past him, teleporting to mid air behind him while forming a rasengan in his hand. He then slams the rasengan on his opponent from behind, sending him crushing to the ground.
Note: Can only be used Twice by Minato Namikaze.

( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal).
Note: Can only be used by Senju Tobirama and Namikaze Minato bios.

( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.

( Jikūkan: Rasenrengan ) - Space Time: Spiralling Serial Spheres
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40 (-20 per teleport)
Damage points: 80
Description: Minato teleports towards the opponent in a zig-zag manner by continuously throwing his space time kunai, and, when in range, hits the target with a Rasengan in each hand.
Note: Can only do up to 3 consecutive teleports
Note: User teleports to the kunai he's throwing, which is always the same
Note: Can't teleport to other kunais scattered throughout the field but to the one he's using for the technique
Note: Usable 3 times per battle
Rasengan Techniques:
(Rasengan) - Spiral Sphere
Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Rasengan was a Ninjutsu technique developed over the span of three years by the Fourth Hokage, Namikaze Minato. The technique was taught to his sensei, Jiraiya, who then passed it on to Minato's young son, Naruto, years later. The technique is unlike many other jutsu in that it does not require any hand seals. It just relied on the ninja's ability to mold chakra. The ninja concentrates a contained, fast, rotating sphere of chakra in the palm of their hand, which can create a destructive impact.

(Yōso no Rasengan) Elemental Spiral Sphere
Rank: A
Type: Attack/Defense
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: By combining the original Rasengan with an elemental affinity, a new Rasengan can be created that may produce a variety of effects. Only the basic 5 elements can be used in this technique.
Note: Must know rasengan

(Tsuin Rasengan) – Twin Spiraling Sphere
Rank: A-Rank
Type: Offensive
Range: short
Chakra cost: 30 (per rasengan)
Damage points: 60 (per rasengan)
Descripiton: The user will form 2 rasengans, one in each hand, with the help of 2 clones, to strike the opponent. Each rasengan can be used individually from each other.
Note: Must already know Rasengan and have 2 clones on the field. Naruto bios can use this technique without clones in Sage mode, in the 9 Tails Chakra Mode and in the Bijuu mode.

(Oodama Rasengan) - Big Ball Spiral Sphere
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Oodama Rasengan is an advanced Ninjutsu technique that creates a very large Rasengan ball, following the same method, limits and logic behind the original, smaller technique.
Note: Must already know rasengan.
Toad Summonings:
(Kuchiyose no Jutsu: Gamariki) Summoning Technique: Gamariki
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Gamariki is one of the most unique toad summons from mount Myobokuzan. Although with a very feminine appearance and behavior, he's actually a male (this contrast has lead to many comedic scenes between him and naruto). Slightly bigger than a human, he is a capable toad warrior, with the ability to use Water techniques up to A-Rank, Genjutsu up to B-Rank as well as like most toads, he can use Oil techniques.
Note: can only be summoned once

(Kuchiyose no Jutsu: Gamatatsu) Summoning Technique: Gamatatsu
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Gamatatsu is the younger son of Gamabunta and Gamakichi's younger brother. Contrasting with his brother and father, he has a somewhat aloof and awkward personality, general distracted from battle and his surroundings. Despite this, along with his brother, he has been training to become a Toad Warrior. Standing more or less with the same height as his brother (similar to a human), he can fight in hand to hand combat, albeit with a lower skill than his brother, but can also use Water techniques up to A-Rank. Similar to most toads, he can use Oil techniques.
Note: requires signing of the Toad Contract.
Note: can only be summoned once

(Kuchiyose no Jutsu: Gamachu) Summoning Technique: Gamachu
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Is the first toad named in the series. Gamachu is a mid-level toad that first appears when Jiraiya is introduced. Gamachu is always seen wearing samurai armor in battle. When he first appeared in the manga, Gamachu seems to strike the same type of pose as Jiraiya, as he would also seem to have become the personal summon of Jiraiya. This toad seems to be the keeper of the Toad Summoning contract scroll and unlike every other toad ever seen, Gamachu has not yet been seen talking, only quaking once or twice and mainly in the anime. In terms of appearance, the kanji on the necklace around his neck means "friendship," perhaps alluding to the fact that Jiraiya summons him in more relaxed situations. Only slightly smaller than a human, Gamachu is a very capable warrior specializing in Kenjutsu techniques. He can use both skills up to S-Rank as well as Strong Fist taijutsu (non EIG). Like most toads, he can use Oil techniques.
Note: can only be summoned once

(Kuchiyose no Jutsu: Gamabunta) Summoning Technique: Gamabunta
Type: Defensive, Supplementary
Rank: S
Range: Short (summoned beneath the user)
Chakra: 40
Damage: N/A
Description: Gamabunta, literally meaning "Toad Boss", is the boss of the toads of mount Myobokuzan. An enormous summon (about 100 meters high), he carries a large Tanto (simple, square katana) on his back that he wields with great proficiency. He is very found of his smoking pipe and tends to be somewhat harsher than most toads, specially when he's summoned to "troublesome" situations. His sons are Gamakichi and Gamatatsu. Besides his enormous size and his immense strength and proficiency with a tanto, he is also a master of Water release, capable of using water techniques up to S-Rank. His large size and strength renders him immune to all B-Rank and below ninjutsu. A trait he shares with most Toads is the ability to use Oil Techniques, like spitting large amounts of flammable oil to combo with his summoners techniques.
Note: Requires signing the Toad Contract
Note: can only be summoned once

(Kuchiyose no Jutsu: Nidaisengama ) Summoning Technique: The Two Great Sage Toads
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (X2 if summoning both)
Damage: N/A
Description: One of the elder leaders of the Toads of Myobokuzan, Fukasaku (also known as Pa) is a small toad (somewhat in contrast with the fact that he's older and more powerful than the gigantic Gamabunta) who serves as the main teacher of Sage techniques to Naruto and Jiraya. Possessing a keen intellect, he is a master strategist and an experienced fighter. Shima (also known as Ma) is his wife and acts as his battle partner but also one of the elder leaders in the clan as well. Capable and powerful, Shima matches Fukasaku's battle prowess and share most of his abilities. Both are capable of using Frog Katas and gathering natural energy to temporarily boost their physical strength (if they aren't merged with the user). Both can perform ninjutsu and use Senjutsu Techniques and while Fukasaku can use up to S-Rank Water and Wind techniques, Shima can use up to S-Rank Fire and Wind techniques. Both can use oil techniques, a trait shared amongst most Toads, and some unique techniques known only to toads. Ma and Pa are the only toads that can merge with the user to gather natural energy and transfer it to him, enabling the user to keep sage mode active as long as the Amphibian Mode is kept. The user can summon one or the other, once per battle for each. However, if the user wants to summon both in the same battle, he needs to gather chakra for one turn before they are summoned (the user does the summoning technique and waits one turn for the summoning to be complete, keeping his hands together as he gathers enough chakra to perform the summon). They seem to be constantly infused with natural energy or their sage mode is incredibly durable though they haven't shown the same type of sensory awareness as ninja sage mode users.
Note: Requires signing the Toad Contract
Note: The user may still use other techniques while summoning the elder toads, but cannot perform any handseals

(Kuchiyose: Hogama) - Summoning: Great Fire Toad
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below.
Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: Mizugama) - Summoning: Great Water Toad
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: After performing the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unaffected by B ranks and below.
Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the field for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: kazegama) - Summoning: Great Wind Toad
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unaffected by B ranks and below.
Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the field for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Earth Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Earth user of all the toads at Myobokuzan and can use all Earth techniques up to A rank. Being the greatest Earth user means that Kogamahi has great knowledge of Earth jutsu and is unaffected by B ranks and below.
Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the field for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: Raigama) - Summoning: Great lightning Toad
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Lightning Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Lightning user of all the toads at Myobokuzan and can use all lightning techniques up to A rank. Being the greatest Lightning user means that Kogamahi has great knowledge of Lightning jutsu and is unaffected by B-ranks and below.
Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose no Jutsu: Gamaken) Summoning Technique: Gamaken
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gamaken is a gigantic toad warrior, similar in size to Gamabunta and Gamahiro. He acts as one of the usual companions of Jiraya and is considered one of the top warriors amongst the toads of Myobokuzan. Possessing a shy and modest personality, he defines himself as slow and ungraceful. However, that contrasts severely with his battle abilities and physical prowess. Wielding a sasumata and a shield (resembling a sakasuki), he is a very capable and dangerous close combat warrior. His size is accompanied by a proportionate physical strength and an unusual agility and speed, being immune to any ninjutsu B-Rank and below. He is capable of using Taijutsu moves (mainly variations of Strong Fist) but, if given a proportional sword, also Kenjutsu. Like most toads, he can use Oil techniques.
Note: Requires signing of Toad Contract
Note: can only be summoned once

(Kuchiyose no Jutsu: Gamahiro) Summoning Technique: Gamahiro
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gamahiro is a gigantic toad warrior, rivaling the size of Gamaken and Gamabunta. Although little is known of his personality, as he isn't too keen to speaking, he embodies the true essence of a warrior. Sometimes summoned above an enemy to crush it to death, his main abilities are his prowess in close combat and his mastery in wielding his twin katanas (strapped on his back). A master of Taijutsu (mainly variations of Strong Fist) and Kenjutsu (mainly dual wielding Kenjutsu), he is a very dangerous close combat warrior. With strength and agility that rivals Gamaken's, he's generally dispicted as one of the top warriors amongst the toads of Myobokuzan, a fitting condition that is further proven by his immunity to all B-Rank and below ninjutsu. Like most toads, he can use Oil techniques. A trait unique to him is that from the large toads, Gamahiro is the only one so far seen summoned using the (Kuchiyose: Yatai Kuzushi no Jutsu) Summoning Technique: Food Cart Destroyer to crush an enemy.
Note: Requires signing of Toad Contract
Note: can only be summoned once

(Kuchiyose no Jutsu: Gamakichi) Summoning Technique: Gamakichi
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Gamakichi is the personal summon of Naruto and Jiraiya and one of Gamabunta's children. He was first summoned by Naruto Uzumaki because Naruto couldn't focus his chakra during the beginning of the battle with Gaara, but has grown since then into a fully adult toad. Very similar to his dad in both mentality and appearance, he stands at the same size as his dad. Like his father he also uses a giant Katana in combat. Capable of using Fire and Water up to S-Rank, he is also a good user of Taijutsu (mainly strong fist variations) and has a strength well above most boss summons. Similar to most toads, he can use Oil techniques. He apparently learned Senjutsu and is able to use Senjutsu attacks, much like The Two Great Sage Toads. If he is able to passively do it or if he is constantly in sage mode is not clear. However, his speed, power and the ability to infuse natural energy into his elemental ninjutsu techniques (effectively turning them into senjutsu techniques) makes him a formidable summon.
Note: requires signing of Toad Contract
Note: can only be summoned once
Toad Ninjutsu:
(Ai no Uchi) – Smack of Love
Type: Offensive
Rank: C/A
Range: Short/Long
Chakra: 10/30
Damage: 20/60
Description: Gamariki and Gama stretches his tongue out of his mouth, and then delivers a single, powerful blow that makes the target hit the ground and stop their movement
Note: Can only be performed by Gamariki or Gamabunta. When used by the former, the ability is A-Rank

(Gamagakure no Jutsu) - Hiding in a Toad technique
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The user summons a special diving toad (moguri gama) from mount Myōboku and then the user will hide in its stomache. The frog is capable of diving very deep in fresh water. The frog's stomach has a special barrier which obstructs chakra, protecting the user from sensory-type ninja.
Note: Must know Toad summoning contract.

(Shukushō no Jutsu) - Shrinking Technique
Rank: C
Type: Supplementary
Range: Short
Chakra: 15
Damage: N/A
Description: Toads can use this technique to shrink to the size of a small toad. This can be used for a number of useful things such as sneaking and being carried if too tired to go somewhere on their own. This could be used to effectively escape some techniques that have an small area of attack range.
Note: Can only be used by Toad summons

(Kuchiyose: Bodīsuramu no Jutsu) - Summoning: Body Slam Technique
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will quickly summon a generic, human sized, warrior toad that slams into the target dealing heavy damage. The toad is human sized and brings with him a katana. Upon being summoned the toad already carries momentum towards the target, making this a very fast technique. Once it hits the target or is countered, he disperses.
Note: Can only be summoned by signers of the Toad Contract

(Kuchiyose: Yatai Kuzushi no Jutsu) – Summoning: Food Cart Destroyer Technique
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user summons Gamahiro above the target, crushing whatever is beneath him when he falls to the ground.
Note: Must know Toad Summoning contract and counts as summoning Gamahiro into the field.

(Futon: Gamayudan) – Wind Release: Toad Oil Bullet
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Wind Release: Toad Oil Bullet is a synchronized elemental combination technique with the user and Gamatatsu. It is a wind natured upgrade to Toad Oil Bullet technique. To set up for this technique the user must stand behind or atop Gamatatsu and focus their wind chakra whilst Gamatatsu focuses his chakra with oil in his mouth and then releases the oil combined with the user channelling the wind chakra through Gamatatsu, creating a powerful and fast stream of toad oil, which then spreads to cover a larger area but maintaining a powerful striking force due to the wind chakra.
Note: Can only be used with Gamatatsu and know toad-summoning contract.

(Suiton: Teppoudama) - Water Release: Gunshot
Type: Offensive
Rank: B/A
Range: Short/Long
Chakra: 20/30
Damage: 40/60
Description: The user will do the Tiger handseal and will gather water in his mouth and then spits out either a single very large sphere of rotating water that can blast a huge area leaving it soaked or a series of up to 5 smaller yet faster bullets. The power of the technique depends on how much chakra the user inputs into it.
Note: Can only be used by Toad Summons or Signers of the Toad Contract.

(Gamaguchi Shibari) - Toad Mouth Binding
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user summons the belly of a huge fire breathing toad that traps the opponent in its belly. The user can have the toad digest the enemy or capture him/her with the toads stomach wall, spill oil on the opponent and lastly blow out fire all while the opponent in inside the toad.
Note: If the opponent doesn't escape this jutsu before the toad digests him/her the match is automatically over since they are no longer alive. The opponent can escape only if their hands are free to make seals or they haven't been caught by the toads stomach walls yet.
Note: Can only be summoned by signers of the Toad Contract.

(Futon: Gamayu Endan) – Wind Release: Toad Oil Flame Bullet
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Wind Release: Toad oil Flame Bullet is a three-way synchronized collaboration jutsu between the user, Gamatatsu and Gamakichi. It is an expansion of the Wind Release: Toad Oil Bullet technique. After the user enhances the Gamatatsu Toad oil bullet with their wind chakra, Gamakichi adds Fire Style: Flame Bullet technique to ignite the oil. The wind chakra not only increases the coverage and distance of the oil but also adds power to the flame and was strong enough to even push back the 3 tailed beast.
Note: Can only be used with Gamatatsu and Gamakichi and know toad-summoning contract.

(Futon: Gama Teppo) – Wind Release: Toad Gun
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Wind Release: Toad Gun is a two-way collaboration jutsu with Gamatatsu. It is a wind upgrade version of water style: water gun technique. To set up this technique the user has to be standing on top or behind Gamatatsu moulding their wind chakra and Gamatatsu concentrates his water chakra in his mouth and then by releasing both chakra at the same time by channelling the wind chakra through Gamatatsu it creates a powerful and fast stream of water, which eventually spreads out to cover a much larger area but maintaining a powerful striking force due to the wind chakra.
Note: Can only be used with Gamatatsu and Know toad summoning contract.

(Kuchiyose: Assai Gama Ibukuru) – Summoning: Crushing Toad Stomach
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique bears resemblance to the Summoning: Toad mouth bind technique. However instead of warping the battlefield into the digestive tracks of a giant toad, the user reverse summons themselves and their opponents into the stomach of a giant toad and captures and isolates the target/s inside the stomach, cutting them off from allies and immobilizing their movements while the stomache starts crushing the opponent/s to death.
Toad Sage Mode:
(Fukanzen Gama Sennin Modo) - Imperfect Toad Sage Mode
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required (Effective on Genjutsu up to B rank). Lastly, the user gains access to toad anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

( Kanpekinanin Gama Sennin Modo ) - Perfect Toad Sage Mode
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. Lastly, the user gains access to toad anatomy, Sage Art: Frog Kata and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
Toad Senjutsu:
(Senpō: Katon no Sou) – Sage Art: Fire Release Stream
Rank: B
Type: Offensive, Supplementary
Range: Short – Mid
Chakra cost: 20
Damage points: 40
Description: Shima shoots out a fire jutsu from her mouth. Shima used this technique in collaboration with Fukasaku with Sage Art: Wind Release Stream and Toad Oil Bullet to create Sage Art: Goemon.
Note: Can only be used by Shima.

(Senpō: Zessenbaku) – Sage Art: Fighting Tongue Bind
Rank: B
Type: Supplementary
Range: Short – Long
Chakra cost: 20
Damage points: N/A
Damage points: After performing one hand seal Shima will focus Senjutsu to her tongue making it grow to its maximum limit and has been reshaped with a face. The tongue will then seek out the scent of its target. When the target is found, she ensnares the target to prevent it from escaping and then marks it with a corrosive chemical.
Note: Can only be used by Shima.

( Katon: Dai Endan ) – Fire Release: Big Flame Bullet
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: This technique is an altered version of ( Katon: Endan ) – Fire Release: Flame Bullet using Senjutsu. The user fills their mouth cavity with oil, created inside the body using Senjutsu chakra. The user then spits out the oil and at the same time igniting the oil creating a giant flame equivalent to ten normal-sized flame bullets. Much like its original technique, the advantage of this technique is that due to the oil present in it, it will explode if it comes in contact with water. Not only that but due to the oil, the burning effect is more lasting (spreading across surfaces or enemies where it might hit) as the oil burns for a longer period of time, even without the users chakra.
Note: Can only be used in Toad Sage mode..

(Senpo: Futon Sunabokori) – Sage Art: Wind Release Dust Cloud
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Shima spits out a massive cloud of dust from her mouth. The dust cloud is thick enough that it is capable of blocking the targets vision completely. The dust cloud is large enough to hide a large summon like Gamabunta.
Note: Can only be used by Shima.

(Senpō: Kebari Senbon) – Sage Art: Hair Needle Barrage
Rank: A
Type: Offensive
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: A technique where the user hardens the hairs on the users head and shoot them continuously at the enemy. The sheer speed of this technique makes it the fastest attack with the widest range possible in Sage Mode.. At the same time that Jiraiya kneads the chakra needed for Senjutsu and fires the hair needles, Fukasaku and Shima activate Jiraiya's hair roots, making limitless rapid-fire possible. The sharpened points of the needles turn the target's entire body into a pincushion.
Note: Can only be used or taught by Jiraiya

(Senpō: Zessenzan) – Sage Art: Fighting Tongue Slash
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: After focusing Senjutsu into his snaking tongue, Fukasaku then will strike it towards his opponent and because of the natural energy-augmented chakra built up in his tongue; it will become super-fast and sharp. The tongue can then easily cut through almost anything.
Note: Can only be used by Fukasaku.

(Senpō: Ryōsei no Jutsu) – Sage Art: Amphibian Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This technique is used to fuse on the shoulders of a student of the sage arts such as jiraiya. This maximizes the amount of sage chakra the person they are fused with to and allows them to also enter sage mode. This allows Fukasaku and Shima to continuously gather sage chakra for the person when they are moving, as they are stationary on top the persons shoulders thus eliminating the weakness of exhausting the users sage chakra in battle. This method however was not suitable for naruto as the 9 tailed fox rejected Fukasaku attempts to fuse with naruto during training.
Note: Can only be used by canon signers.
Note: Can only be used with Shima and Fukasaku.
Note: Can only be used with the Toad variation of Sage Mode.
Note: Can only be used once.

(Senpō: Kawazu Naki) - Sage Art: Frog Call
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: After focusing the sage chakra into the back their throats, fukasaku and Shima sing, releasing large, loud and immensely powerful sound waves that effectively annoy, distract and temporarily paralyse the targets completely.
Note: Paralysing effects last for 1 turn.

( Kawazu Kumite: Chikyū Bunretsu no Jutsu) - Frog Kata: Earth Splitter Technique
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: Using the enhancement of natural chakra the user will deliver a Heel kick to the opponent causing the earth to split up to short range from the additional power boost. This technique can be used in supplementary methods to shock the ground and split it to cause the opponet to become off balance.
Note: Must know Frog Kata and Toad Sage Mode.

(Senpo: Rasenrengan) – Sage Technique: Spiralling Serial Spheres
Rank: A
Type: Offensive
Range: short
Chakra cost: 30 (per rasengan)
Damage points: 60 (per rasengan)
Description: The Sage Technique: Rasenrengan is simply two Rasengan used simultaneously, with the addition of senjutsu chakra to increase their attack power.
Note: Must be in Toad Sage Mode

(Senpō: Kawazu Tataki) - Sage Art: Frog Smash
Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: A different version of a Frog Kata, the user, while in Sage Mode, delivers a powerful open-handed slap, strike or slam, sending ripples of natural energy that emanate through the struck target, from the initial point of contact, outwards.
Note: can only be used in Toad Sage Mode.

(Senpō: Kawazu Kumite) – Sage Art: Frog Kata
Rank: S
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 80
Description: The Frog Katas is a fighting style available exclusively to those who have mastered the art of Sage mode. The natural chakra used for sage mode activates the users body in many ways, enhancing speed, power, stamina and durability. The user uses the sage chakra in frog katas to enhance their taijutsu skills and also to surround and encapsulates the user with an aura of natural energy. The user can use this aura as an extension of their body giving them longer reach within their taijutsu even if they do not directly connect. Punches that appear to have missed actually strike using the aura and sending the opponents flying.
Note: Can only be used in Toad Sage Mode.

(Senpō: Goemon) – Sage Art: Bath of Boiling Oil
Rank: S
Type: Offensive
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: This technique is a combination technique with Fukasaku and Shima where the user shoots out their mouth a large volume of oil, Fukasaku releases a large wind elemental attack and Shima releases a large fire element attack and the three combine to create a super burning oil that burns at thousands of degrees, sending a wave towards the enemy and creating a inferno of such magnitude it can reduce the target and the surrounding area to cinders.
Note: Must have Fukasaku and Shima in ones shoulders and be in Toad Sage Mode

(Senpō: Odama Rasengan) – Sage Art: Great Ball Spiralling Sphere
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40 (per rasengan)
Damage points: 80 (per rasengan)
Description: This technique is the sage mode equivalence to Great Ball Rasengan where the user creates two large scaled Rasengan in each hand. These can be made with the help of two shadow clones and passed onto them to use but can also be used directly. They are capable of lifting large summons several meters into the air and they trigger gigantic explosions on impact.
Note: user needs to be in Toad Sage Mode

(Senpō: Chō Ōdama Rasengan) – Sage Art: Ultra-Big Ball Spiralling Sphere
Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 70
Damage points: 120
Description: Senpō: Chō Ōdama Rasengan is a bigger enhanced version of Ōdama Rasengan by adding sage chakra to enhance the size of the technique and the power causing a devastating force.
Note: Can only be used whilst user is in toad sage mode.

(Senpo Suiton: Mizuame Teppō) Sage Arts Water Release: Starch Syrup Gun
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user kneads chakra along with natural energy and then converts it into large amount of high-viscosity water within their mouth, before spitting it outward with an incredible amount of force. The force of this technique combined with its monstrous volume gives it the capability to quickly cover a wide area and span throughout a large range.
Note: Can only be used by Toads who can use Senjutsu or signers of the Toad contract
 
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Name: Cerberus
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Founder: Serpent

History of the Clan: Cerberus arose from the tumult of what they call the First Contact War, a conflict between humanity and a group of Otsutsuki attempting to cultivate a divine tree they had encountered. During the Otsutsuki occupation of the land of Theodoro (LM 202), a trio of human scientist/mercenaries, Jack Harper, Eva Core, and Ben Hislop, served with the alliances of human forces led by General Williams and resisted the Otsutsuki occupation. After capturing an Otsutsuki general, the alliance became embroiled in the general's conspiracy to use an ancient artifact fueled by a substance called "Element Zero" to transform humans into a race of super soldier slaves under his command. With the aid of the others, Harper was able to foil the plot, but both Core and Hislop were lost. In the aftermath, Harper realized that although the earth was abundant with knowledge and wealth, it was also unprotected, and a dark time was coming for humanity. It was humanity's duty to meet this challenge, and Harper resolved to do everything in his power to better humanity and ensure their place atop other races. With that, Harper published the manifesto of Cerberus and assumed the identity of the Illusive Man.​

Special Abilities: Advancing in the art of Bio-Cybernetics using the unique substance known as "Element Zero" gained after defeating the Otsutsuki in the first contact event. Cerberus has developed implants called "Biotics" That are fitted with an electronic brain implant during childhood. Once the implant is installed, it can only be replaced or altered through extremely dangerous brain surgery, so most individuals keep the same implant their entire lives. These modules generate and distribute Element Zero throughout the body, allowing for Cerberus members to manipulate what they call "Mass Effect Fields" for combat to an effective degree.
  • Passive Traits & Abilities: All Cerberus members are Cyborgs and as such follow all rules and restrictions applied to them. Through advanced research and experimentation from around the world Cerberus has streamlined their biotics flow of Element Zero creating powerful super soldiers that are highly effective in combat. Having a base speed and tracking increase (+4) and no longer having the Cyborgs weakness to lightning release.​
  • Kekkei Genkai (or equivalent): Cerberus members use biotics to constantly inject themselves with 'Element Zero' allowing them to use it's unique properties to manipulate and control 'Mass Effect Fields'; that are created through the use of element zero to increase or decrease the mass content of space-time when subjected to a energy current via chakra. With a positive current, mass is increased. With a negative current, mass is decreased. The stronger the current, the greater the magnitude of the mass effect. By manipulating the mass of space-time a virality endless possibility of effects could be produced, most resolving around the gravitational affects caused by the mass effect for enhanced combat. Here is a video that showcases some of the base effects that can be achieved by manipulating Mass Effect Fields.
    What differs from other abilities like that of the Rinnegan's Diva Path or Tenseigan is that they manipulate gravity itself, being an absolute force. While mass effect fields are less powerful but more versatile, as they don't manipulate gravity, but the mass content of space-time, often times having gravitational side effects, but not always. Biotics require higher chakra costs then standard techniques to maintain the stability of Element Zero, taxing 10 more chakra per technique of equivalent rank but they also deal higher damage, being 20 damage more then standard techniques of equivalent rank. This only applies to Biotic techniques (Clan techniques that use biotics to induce element zero and manipulate mass effect fields) and not other Scientific Ninja Tools.​
Location: Theodoro (LM 202). It is green and lush along the coastline, but the further inland one travels the more savannah-like the landscape becomes, with trees becoming successively more widely spaced and the grass being replaced by dirt. Using the terrain as natural obstacles Cerberus has built it's HQ at ground zero of the first contact event, building a massive fortress and memorial for those who were lost.​

Purpose: Cerberus is a -survivalist paramilitary group led by the enigmatic Illusive Man. Cerberus' core belief is that humans deserve to stand at the pinnacle of all beings. To have a Greater role then even the Otsutsuki, and that the Alliances of humanity are too hamstrung by law and public opinion to stand up effectively to other worldly beings. Cerberus supports the principle that any methods of advancing humanity's ascension are entirely justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Cerberus operatives accept that these methods are brutal, but believe history will vindicate them.​

Special Info: Cerberus follows a structure more akin to a corporation then a clan and as such has a chain of command to ensure the successful endeavors the clan takes on. The rankings are as follows:
  • Employees: New members to Cerberus, they are still developing their skills in the use of Biotics
  • Supervisors: Members that have been promoted for successfully completing their training in Biotics
  • Managers: Two members that have directly been promoted to serve as the right and left hands of the CEO
  • CEO: The Leader of Cerberus
Requirements:
-Cannot be paired with any Mode
-Cannot be paired with any Dual Ability
-Requires chunin rank or higher to join Clan
-Requires Cyborg in Inventory
-Requires permission from Cerberus CEO

(Seibutsu-teki: Shitsuryō Kōgeki) Biotics: Mass Offense
Type: Supplementary/Offensive
Rank: B - S
Range: Short - Mid
Chakra: 20 - 40
Damage: 40 - 80
Description: (Nova/Shockwave/Lance)
Notes:
-Can only be used by Cerberus clan members
-Can only use S-ranked variant three times per battle
-S-ranked variant requires a two turn cooldown
-Can only be taught by Serpent

(Seibutsu-teki: Shitsuryō Mamoru) Biotics: Mass Defense
Type: Supplementary/Defensive
Rank: B - S
Range: Short - Mid
Chakra: 20 - 40
Damage: N/A
Description: (Throw-Pull/Barrier/Mobility)
Notes:
-Can only be used by Cerberus clan members
-Can only use S-ranked variant three times per battle
-S-ranked variant requires a two turn cooldown
-Can only be taught by Serpent

(Seibutsu-teki: Yameru) Biotics: Stasis
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: (Prevents target movement)
Notes:
-Can only be used by Cerberus clan members
-Can only be used twice per battle
-Requires a two turn cooldown
-Can only be taught by Serpent

(Seibutsu-teki: Jūden) Biotics: Charge
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: (Speed rush with shockwave)
Notes:
-Can only be used by Cerberus clan members
-Can only be used three times per battle
-Requires a three turn cooldown
-Can only be taught by Serpent

(Seibutsu-teki: Bakkurasshu) Biotics: Backlash
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A (Equal to technique reflected)
Description: (reflective barrier)
Notes:
-Can only be used by Cerberus clan members
-Can only be used three times per battle
-Can only be taught by Serpent

(Seibutsu-teki: Bakkurasshu) Biotics: Overdrive
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40 (-30 per turn)
Damage: N/A (+20/30/40 to Biotics)
Description: (Increases power output)
Notes:
-Can only be used by Cerberus clan members
-Associate/Supervisor: Increases the damage output of Biotics by +20, Lasts 4 turns, but requires a two turn cooldown
-Manager: Increases the damage output of Biotics by +30, Lasts 4 turns, but requires a three turn cooldown
-CEO: Increases the damage output of Biotics by +40, Lasts 4 turns, but requires a four turn cooldown
-Can only be used three times per battle
-Can only be taught by Serpent

(Seibutsu-teki: Shōmetsu) Biotics: Annihilation
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Mid - Long
Chakra:
Damage:
Description: (White Hole)
Notes:
-Can only be used by Cerberus clan members
-Associate/Supervisor: Requires a four turn cooldown
-Manager: Requires a three turn cooldown
-CEO: Requires a two turn cooldown
-Can only be used twice per battle
-Can only be taught by Serpent

(Seibutsu-teki: Tokui-ten) Biotics: Singularity
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra:
Damage:
Description: (Black Hole)
Notes:
-Can only be used by Cerberus clan members
-Associate/Supervisor: Requires a four turn cooldown
-Manager: Requires a three turn cooldown
-CEO: Requires a two turn cooldown
-Can only be used twice per battle
-Can only be taught by Serpent
(Chakra Shokuyō no Wakagaeri) Chakra Edible of Rejuvenation
Type:
Healing
Description and Background: A unique edible that looks like a small yellow chakra fruit that has been cultivated from rare plants grown from the enriched soils where a Divine Tree once rooted. Remanence's of the vast nature energy and chakra absorbed by the tree remained in the localized soil providing the perfect harvesting ground to grow these fruit. Upon first eating the fruit the user will feel a complete rejuvenation of their being. An overhauling sensation of energy will overcome them as all illnesses and injure are cured, returning the user to their maximum health. However, thereafter the user will feel a sudden shock to their system as their chakra drastically depletes, taxing three times the amount of chakra as health healed. (I.E. 100 heath will cost 300 chakra) As a result the user will feel a sudden drain limiting them to only being able to use one other chakra based technique that on the turn the chakra fruit is consumed.
Description of Side Effects:
-Consuming the fruit stuns the users chakra, only allowing them to use one other chakra based technique that turn.
-Can only be consumed once by any individual, and given to others twice per battle/arc.

(Kakuremino) Cloak of Invisibility
Type: Tool
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Rank: A
Range: N/A
Chakra Cost: N/A (-10 per turn)
Damage points: N/A
Description: The Cloak of Invisibility is a unique ninja tool designed and developed by the Sage of Time. It is speculated that wearing the cloak can even render the wearer invisible to Death himself and is the reason for the Temporal Sages longevity. In reality the cloak is nothing more then a scientific cloaking mesh imbedded with fuuinjutsu scripts for concealment. On it's own the cloak appears as nothing more then a white hooded cloak with black trim and two black rings around the bottom and tomoe along it's collar. The cloak normally does nothing unique and provides no defense of any kind. To activate it's cloaking ability, the user simply needs to passively lift the hood over their head, triggering the fuuinjutsu scripts and circuitry within it's mesh. Once activated, the user will become completely invisible from visual based perception, including Doujutsu. (w/ exception to Byakugan, Jogan and Hyuga Tenseigan) This cloaks invisibility even extends to other parts of the users body not completely covered like arms, legs, face, etc. This cloaking does not prevent sensory abilities form detecting them, only visual based perception. The user will still need to be careful not to disrupt the environment around them as some small changes could give away their position. For example running could kick up dirt etc. This means that dust storms, mist and/or fog/gas type techniques could be used to create visual disturbances to locate the user. The fuuinjutsu script passively drains chakra from the user per turn active, lasting a short time before it needs to recharge for an equal amount of time.
Note:
-Can only be activated for three turns, then requiring a three turn cooldown
-Requires Fuuinjutsu knowledge to activate
-Can only be taught by Serpent
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(Densetsu Kuchiyose: Ōzaru Senpai) Legendary Summoning: Oozaru Elder
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 80
Damage: N/A
Description: The user will clasp his hands together for the summoning, using their chakra as sacrifice instead of blood. The Oozaru Elders are the largest of the Oozaru, appearing almost identical to them. They have wild white fur with tanned leathery skin and red eyes. Oozaru Elders specializes in three of the basic five elemental fields, being able to use all canon techniques in those fields up to S-rank. (to be stated when summoned) Requiring only arm movements or to be released from the mouth. They also have a passive +30 damage to Oozaru techniques. (Ki energy) They boost an additional +20 physical damage reduction as listed on the summoning contract and have 200 health points and 600 chakra points. With their massive size they are able to extend their Taijutsu out to long range (30m reach) and can 'free from' Taijutsu damage of 100 damage at a cost of a move. Like the other Oozaru, Elders unique style of fighting makes them Strong Fist specialist
Notes:
-Can only have one Oozaru on the field at a time
-Can only be summoned three times per battle
-Can only be used by Serpent

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(Densetsu Kuchiyose: Erīto Ōzaru) Legendary Summoning: Elite Oozaru

Type: Supplementary
Rank: S
Range: N/A
Chakra: 60
Damage: N/A
Description: The user will clasp his hands together for the summoning, using their chakra as sacrifice instead of blood. Elite Oozaru are massive monkeys that rival the size of large summoning's, being slightly larger then standard Oozaru and appearing almost identical to them with only minor differences. Having jagged, rougher and darker brown fur with tanned leathery skin and red eyes. Elite Oozaru specializes in two of the basic five elemental fields, being able to use all canon techniques in those fields up to S-rank. (to be stated when summoned) Requiring only arm movements or to be released from the mouth. They also have a passive +20 damage to Oozaru techniques. (Ki energy) They boost an additional +10 physical damage reduction as listed on the summoning contract and have 180 health points and 500 chakra points. With their massive size they are able to extend their Taijutsu out to long range (30m reach) and can 'free from' Taijutsu damage of 80 damage at a cost of a move. Like the other Oozaru, Elites unique style of fighting makes them Strong Fist specialist
Notes:
-Can only have one Oozaru on the field at a time
-Can only be summoned twice times per battle
-Can only be used by Serpent

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(Densetsu Kuchiyose: Ōzaru) Legendary Summoning: Oozaru

Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: The user will clasp his hands together for the summoning, using their chakra as sacrifice instead of blood. Oozaru are massive monkeys that rival the size of large summoning's. Having smooth brown fur with tanned leathery skin and red eyes. Each Oozaru specializes in one of the basic five elemental fields, being able to use all canon techniques in that field up to S-rank. (to be stated when summoned) Requiring only arm movements or to be released from the mouth. They boost the normal stats as listed on the summoning contract and have 160 health points and 400 chakra points. With their massive size they are able to extend their Taijutsu out to long range (30m reach) and can 'free from' Taijutsu damage of 60 damage at a cost of a move per turn. Like the other Oozaru their unique style of fighting makes them Strong Fist specialist
Notes:
-Can only have one Oozaru on the field at a time
-Can only be summoned three times per battle
-Can only be used by Serpent

Oozaru Summoning Ninjutsu

(Ōzaru no Jutsu: Sūpā Saiya-jin) Oozaru Technique: Super Saiyan
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40 (-10 per turn)
Damage: N/A (+10/20/30 to Oozaru Techniques)
Description: It was originally believed that the Super Saiyan transformation comes in response to a need, not a desire. However through training the user is able to master the form and can access it at will by harnessing the natural energy (Ki Energy) within themselves to achieve the state, unlike sage mode which harnesses the natural energy around them. Super Saiyan has three levels to the transformation and is used to enhance the users Ki energy and speed output. The most noticeable physical change is that the users hair becomes golden blond in color and seems to stand on end, giving it a rising, flame-like appearance. Their natural eye color changes to a greenish-blue, muscle tone becomes more defined, and the skin tone (and clothing) becomes lighter mainly due to the energy and light output of the golden aura. As the natural floodgates of the body are opened with the transformation, excess energy is radiated from the body in the form of a pulsing, flame-like aura. There is also a marked personality alteration, where the Saiyan becomes unusually aggressive and more prone to acting on impulse.
Super Saiyan: The first level of the transformation, the users' hair will flow upward as it turns golden as a golden flame like aura radiates from them. This enhances the users damage output for Oozaru techniques (Ki energy) and Taijutsu by +10 and increases the users speed by x1.5. This level lasts 6 turns and requires a two turn cooldown​
Super Saiyan 2: The second level of the transformation, the users' hair will stand on end, becoming more sharp and the flame like aura becomes more jagged as small arcs of static energy radiates from it. This enhances the users damage output for Oozaru techniques (Ki energy) and Taijutsu by +20 and increases the users speed by x2. This level lasts 5 turns and requires a three turn cooldown​
Super Saiyan 3: The final level of the transformation, the user's hair will now flows wild as it lengthens down their back. Their aura becomes even more rough as even more static energy radiates from it. This enhances the users damage output for Oozaru techniques (Ki energy) and Taijutsu by +30 and increases the users speed by x3. This level lasts three turns and requires a four turn cooldown​
Notes:
-Each level can be access at any time but when the transformation ends the user needs to wait the required cooldown period before they can activate it again.
-Can only be used by Oozaru or contract holder/signer
-Cannot be used with other states/modes
-Can only be used by Serpent

(Ōzaru Kinjutsu: Genki Doma) Forbidden Oozaru Technique: Spirit Bomb
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 80
Damage: 140
Description: The strongest Oozaru technique in existence, user of the spirit bomb will rise their hands to the sky and act as a conduit as they focus and pull in energy from within themselves and around the field forming said nature energy into a massive sphere of destructive power. This energy takes the form of sparkling, glittering glowing light blue wisps that gather into the spherical mass known as the spirit bomb. The creation of the attack forms a calm breeze that is softly pushed away from it's focal point that quickly grows into a powerful gale that expels and radiates colorful northern light-esque aroura. (Note: this gale of wind is purely cosmetic) The spirit bomb is quite swift when used, being propelled down upon a target and if not careful can obliterate the battlefield. This technique's destructive nature and potential for collateral damage has deemed it Kinjutsu, even among Oozaru. If the user or their allies are caught in the blast they suffer the same damage and will need to defend from it as we. The radius of this technique's blast is 50m wide when used in battle, or can be used to completely destroy a landmark when used outside of battle in the Ninja World. When faced against energy based attacks/defenses the spirit bomb only consumes that energy rendering it null making such techniques ineffective against it. (This does not enhance the power of the Spirit Bomb in any way.) Requiring physical solid techniques to defend from it's might. This technique taxes a high amount of the users Senjutsu chakra not only making it risky to use, but also limits its usage all together. Unlike other Oozaru techniques, this one requires the user to be in Sage Mode to use.
Notes:
-Can only be used by Oozaru or contract holder/signer while in sage mode
-Can only use one other technique the turn this is used
-Requires Kinjutsu and Custom Kinjutsu
-Can only be used once per battle
-Can only be used by Serpent
(Fuuinjutsu: Rinku Sankaku) Sealing Technique: Triangle Link
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-5 per message sent)
Damage: N/A
Description: The user will place their hand on a target while focusing chakra and create duel markings on the target and themselves. This Fuuinjutsu script takes the form of small kenji that form a small triangle. These markings link the users and targets chakra networks together creating a chakra bond. Through this bond, the user and target are able to passively transmit signals to each other through chakra fulgurations to one another, even over vast distances providing a useful form of communication. (does not transmit across ocean landmarks) This technique can only be applied to a single target at a time, and placing it upon another target will disperse any previous marking and sever the link created. Though the user's chakra networks are linked, techniques that would otherwise be harmful, such as Genjutsu or Senjutsu though the use of Sage Mode does not transfer or harm the other.
Notes:
-Requires Fuuinjutsu and Advanced Fuuinjutsu
-Fuuinjutsu seal only lasts for one Arc
-Can only be taught by Serpent

(Shakuhou Kyouka) Reinforced Release
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Through the use of "Sealing Technique: Triangle Link" the user will transfer their chakra through the created bond into their target causing the influx of 30 chakra to purge the targets chakra of harmful techniques such as Genjutsu or Yamanaka techniques. This release follows the rules of the "foreign chakra and energies" release method. Logically, the user needs to be aware of the others influence under such a technique to release it. While the chakra link can reach over vast distances. This large influx of chakra is limited in scope, only being able to travel and aid another within the same landmark.
Notes:
-Can only be used twice per battle
-Requires a three turn cooldown
-Can only be taught by Serpent
 
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Serpent

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Rank: Sage of Time
Health: 440
Chakra: 3000
Speed: 16
Tracking: 20
Attributes:
Attribute Points: 25
AttributeAdditionsTotals
Mind: 6(+2 Rinnegan)6 (8)
Body: 4+1 Urashiki5
Spirit: 2+1 Urashiki3
Agility: 6+2 Urashiki8
Dexterity: 4(+1 Rinnegan)4 (5)
Vitality: 5+1 OtsutsukiHP: 6

Specialties:
  • (Body) Advanced Tracking Specialist: Your tracking capabilities become more advanced, allowing you to have x2 tracking speeds. This allows him to physically track faster movement without chakra sensory.
    Note: Requires at least 4 in DEX.
  • (Body) Apex Speed Resistance: You are able to slow opponents within a specific range, exerting a force that slows targets naturally. This causes a 2 Base Speed level decrease to opponents that are within 8 meters of him.
    Note: Requires at least 5 in AGL.
  • (Body) Yang Specialist: Users will gain heightened vitality translating to 1000 chakra increase to their natural reserves. As well, they are immune to recoil damage from techniques that cause it like Forbidden, though they still succumb to the jutsu's other subscribed affects.
    Note: Requires Yang and at least 5 in Body.
  • (Bonus # 1) Apex Speedster: The user’s speed is high enough to cause afterimages that trail up to 3 meters behind him, making it difficult to pinpoint his exact location without sensory. This prevents Genjutsu from being casted on the user unless the opponent can track faster than the user is moving unless it is touch based or sound based.
    Note: Requires at least 5 in AGL.
  • (Bonus # 2) Apex Kenjutsu Specialist: The user has the ability to use two sword based CW in one fight.
    Note: Requires at least 5 in BODY.
  • (Spirit) Mind’s Keen Eye: Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.
  • (Extraordinary) Necromancer: You are able to summon and maintain 1 extra Edo Tensei for a maximum of 2 per battle, or all 3 if using a Orochimaru, Kabuto, or Tobirama Senju biography. Additionally, you are able to access A-Rank applications of Talismans for further enhanced control over your Edo Tensei.
  • (Fighting Style) Strong Fist: The user’s pure Taijutsu attacks have strength to Elemental Ninjutsu. This does not include Nintaijutsu or enhanced Taijutsu via Gates, 7HB, CES or other States. Should the user's Taijutsu destroy a technique completely, the user will not suffer any effects such as burns or cuts from energy based Ninjutsu

Nindo: What a Drag
Having the What a Drag Nindo means you really don’t want to deal with this. You’d much rather be relaxed and unbothered and as such, that’s how you approach most things: unbothered. Having this Nindo means that most Nindos that interact with one another do not apply to you and interactions regarding your Nindo are nullified.
Note: When interacting with Eye of Insight or Power of Youth!, the member with the higher rank will succeed. Should there be equal rank, an Official Roll will determine who succeeds.
 
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(Edo Tensei) Impure World Reincarnation

Basic Information
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Name:
N/A
Nickname: Kumo | Rising Cloud Enforcer
Clan: N/A
Gender: Male
Age: N/A
Height: 181cm
Weight: 67kg
Alignment: True Neutral

Looks: An unknown individual code-named "Kumo" by his master Hei Uzumaki. Kumo seems to be a man of average build cloaked in Anbu styled clothing. Having a white hooded coat and matching masked designed to resemble a cat. The mask has three distinct lines divided evenly among the forehead and cheeks. Along the back of the coat is the insignia of the Rising Cloud, being that of a black crescent moon covered with white clouds.

Personality: Kumo's original personality is unknown do to the nature of the "Talisman of Ferocity". Having the ability to not only suppress a personality, but alter it. Kumo seems to be a true shinobi tool. He is highly respectful and does not question orders. He only speaks when spoken to, unless it's to the benefit of serving Heishiki Otsutsuki, like warning him of danger and will defend Heishiki Otsutsuki, the Rising Cloud; and by extension the Hellsing organization at all costs.



Rank//Chakra Info
Rank: Sage
Health: 240
Chakra: 4000
Speed: 16
Tracking: 20
Attributes:
Attribute Points: 25
AttributeAdditionsTotals
Mind: 4+1 Minato5
Body: 4N/A4
Spirit: 2N/A2
Agility: 7+1 Minato8
Dexterity: 2+2 Sage4
Vitality: 6N/AHP: 1
CP: 5
Specialties:
  • (Body) Advanced Tracking Specialist: Your tracking capabilities become more advanced, allowing you to have x2 tracking speeds. This allows him to physically track faster movement without chakra sensory.
    Note: Requires at least 4 in DEX.
  • (Body) Apex Speed Resistance: You are able to slow opponents within a specific range, exerting a force that slows targets naturally. This causes a 2 Base Speed level decrease to opponents that are within 8 meters of him.
    Note: Requires at least 5 in AGL.
  • (Body) Apex Speedster: The user’s speed is high enough to cause afterimages that trail up to 3 meters behind him, making it difficult to pinpoint his exact location without sensory. This prevents Genjutsu from being casted on the user unless the opponent can track faster than the user is moving unless it is touch based or sound based.
    Note: Requires at least 5 in AGL.
  • (Mind) Single Handseal Specialist: You can perform techniques of the skill you chose to specialize in by performing a single ( 1 ) handseal. This can be applied to Advanced and Custom Elements that are composed of basic elemental affinities.
  • (Spirit) Mind’s Keen Eye: Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.
  • (Fighting Style) Sage Master: The user is able to gain 20% more Senjutsu when entering Sage Mode.
Nindo: Yellow Flash
Having the Yellow Flash Nindo means analyzing and strategizing are important to you. There is much to gain in planning your assault instead of rushing in senselessly. Having this Nindo means that after observing your opponent utilize their Core Skills (HA/AE/KG/CC) more than 4 times, the user becomes capable of beating these techniques with 10 less damage needed, having observed their weaknesses.
Note: This does not count as a debuff.
 
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Name: Heishiki
Nickname: Hei | Temporal Sage
Clan: Otsutsuki
Gender: Male
Age: N/A
Height: 198cm
Weight: 109kg
Alignment: Neutral Good

Looks: Heishiki appears to be a young man of slender build with shaggy gray hair, pure white skin and light gray eyes with a purplish hue. Having four horns that wrap around from the sides of his head, mirroring each other two shape around his forehead and while the remaining two wrap from under his ears framing along his cheek bones. A trait likened to his Otsutsuki heritage, Hei possesses the Byakugan that when activated, causes his eyes to focus as chakra and blood protrude the veins around them. He is also able to further advance his Doujutsu into the Rinnegan, turning either red with six tomoe divided among the first two ripples or blue with a standard rippled pattern. After consuming "Chakra Edible Creation" Heishiki undergoes various alterations, namely dark markings spread across his body reminiscent of sunburst patterns. His Doujutsu turn gold and he gains a third eye in the form of a six tomoe Rinnegan in his forehead. His canines and nails grow longer and sharpen as his hair stands on end giving Heishiki a more demon like appearance. Often times, Heishiki takes on the persona of "Hei". Using the transformation technique to give himself a more human appearance, with or without horns. As Hei, his hair is black, his skin is of Caucasian complexion and his eyes are a deep blue.​

Personality: Heishiki is an unexpectedly softhearted, kindly individual. He appears to care very little for his own well-being, much less his dignity, and is therefore often put in situations that give him the impression of being goofy or eccentric. Hei is slow to anger and apparently a bit of a pacifist. He would much rather talk out disputes than fight, frequently doing so even while he himself is under vicious attack. He lacks the ambition of others, clearly content to take his time dealing with things that do not demand urgency. After consuming the "Chakra Edible Creation" Heishiki undergoes a slight personality change. Being slightly more aggressive in both his fighting style and day to day decisions and actions.​


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Land of Birth: N/A
WSE Clan: Hellsing

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Rank: Sage of Time
Health: 440
Chakra: 3000
Speed: 16
Tracking: 20
Attributes:
Attribute Points: 25 (+2 Sage)
AttributeAdditionsTotals
Mind: 6(+2 Rinnegan)6 (8)
Body: 4+1 Urashiki5
Spirit: 2+1 Urashiki3
Agility: 6+2 Urashiki8
Dexterity: 4(+1 Rinnegan)4 (5)
Vitality: 5+1 OtsutsukiHP: 6

Specialties:
  • (Body) Advanced Tracking Specialist: Your tracking capabilities become more advanced, allowing you to have x2 tracking speeds. This allows him to physically track faster movement without chakra sensory.
    Note: Requires at least 4 in DEX.
  • (Body) Apex Speed Resistance: You are able to slow opponents within a specific range, exerting a force that slows targets naturally. This causes a 2 Base Speed level decrease to opponents that are within 8 meters of him.
    Note: Requires at least 5 in AGL.
  • (Body) Yang Specialist: Users will gain heightened vitality translating to 1000 chakra increase to their natural reserves. As well, they are immune to recoil damage from techniques that cause it like Forbidden, though they still succumb to the jutsu's other subscribed affects.
    Note: Requires Yang and at least 5 in Body.
  • (Bonus # 1) Apex Speedster: The user’s speed is high enough to cause afterimages that trail up to 3 meters behind him, making it difficult to pinpoint his exact location without sensory. This prevents Genjutsu from being casted on the user unless the opponent can track faster than the user is moving unless it is touch based or sound based.
    Note: Requires at least 5 in AGL.
  • (Bonus # 2) Apex Kenjutsu Specialist: The user has the ability to use two sword based CW in one fight.
    Note: Requires at least 5 in BODY.
  • (Spirit) Mind’s Keen Eye: Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.
  • (Extraordinary) Necromancer: You are able to summon and maintain 1 extra Edo Tensei for a maximum of 2 per battle, or all 3 if using a Orochimaru, Kabuto, or Tobirama Senju biography. Additionally, you are able to access A-Rank applications of Talismans for further enhanced control over your Edo Tensei.
  • (Fighting Style) Strong Fist: The user’s pure Taijutsu attacks have strength to Elemental Ninjutsu. This does not include Nintaijutsu or enhanced Taijutsu via Gates, 7HB, CES or other States. Should the user's Taijutsu destroy a technique completely, the user will not suffer any effects such as burns or cuts from energy based Ninjutsu

Nindo: What a Drag
Having the What a Drag Nindo means you really don’t want to deal with this. You’d much rather be relaxed and unbothered and as such, that’s how you approach most things: unbothered. Having this Nindo means that most Nindos that interact with one another do not apply to you and interactions regarding your Nindo are nullified.
Note: When interacting with Eye of Insight or Power of Youth!, the member with the higher rank will succeed. Should there be equal rank, an Official Roll will determine who succeeds.

Nature Transformations
Ninja Skills
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Fire
Complete
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Water
Complete
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Earth
Complete
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Wind
Complete
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Lightning
Complete
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Jade
Complete
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Tar
Complete
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Plasmoid
Complete
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Yin
Complete
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Yang
Complete
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Ninjutsu
Complete
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Genjutsu
Complete
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Taijutsu (K Tai)
Complete
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Kenjutsu
Complete
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Fuuinjutsu (Adv)
Complete
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Kinjutsu (Custom)
Complete
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Medjutsu
Complete
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Byakugan
Complete
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Rinnegan
Complete
Summoning Contract
Summoning Skills
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Eel Contract
Complete
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Oozaru Contract
Complete
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Eel Ninjutsu
Complete
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Oozaru Ninjutsu
Complete

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Youthful Upbringing: Born in an elite branch of the Otsutsuki's main family. Heishiki grew up in a large estate that overlooked the valley. Built like a fortress on a hilltop only showed the might and wealth of his upbringing. At a young age Heishiki would sit next to his parents as locals from around the valley brought offerings of rare metals, jewels and common goods. He didn't know it at the time but this will greatly influence his perception of hospitality and the generosity of people. As he grew older into his teens he was trained in combat and learned more about his families position over the land. Now recognizing the fear hidden behind the faces of the villagers. These memories implanted as seeds of doubt in his families stature. As Heishiki came of age a massive ceremony was held in his honor. Located next to his families sacred tree the festivities ended with Heishiki consuming the divine fruit cultivated from the sacred tree. Being flooded with massive amounts of chakra the fruit altered his very DNA. No longer being a mortal but now standing as a true celestial being. It felt as if nature itself flooded through him. Life, death, the thousands sacrificed to the tree as nourishment. Heishiki felt them all. It disgusted him.
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Power of Knowledge: Centuries passed and Heishiki became his family's head. Becoming a prosperous leader and gaining knowledge of his families hidden techniques and history. The wealth generated under Heishiki's leadership dwindled but to Heishiki that was a price he was willing to pay for his people's welfare. Studying in his families forbidden archives allowed him to learn every civilization mascaraed, every planet snuffed out by his ancestors. All based off the greed of his clan. Being summoned to the sacred forest Heishiki met with the Royal consular. Despite his protest to use an alternative method of the creation at wills technique to extract chakra without causing harm the Royal family they felt that his view was not only disrespectful, but also threat to the Otsutsuki way. His rank and titles will revert back to the Royal family leaving Heishiki with nothing. Accepting his fate Heishiki walked back toward the estate when he noticed a pillar of smoke rising toward the clouds. Using his spacetime ability to slip though a rift Heishiki entered the center of the local village. Engulfed in a blazing inferno he found nothing but ruin. Otsutsuki Enforcers had been sent to eradicate the populous. A punishment for Heishiki's disrespect. Before he could fully comprehend his position several Enforcers charged him causing Heishiki to instinctually slip back though a rift in spacetime and enter his families homestead library. Shifting though a pile of books to collect his final notes Heishiki collected his belongings. Shifting from room to room before finally leaving his life behind him in search of new abilities to one day bring an end to the Royal families rule.
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Slaves and Champions: Heishiki traversed dimensions and worlds in search of new life and knowledge to no avail. Unable to settle for long as the threat of the Enforcers was ever looming. Finally finding a planet with intelligent life after centuries of search. Studying the people of the land Heishiki learned how to use a transformation technique to alter his appearance and make himself appear like a human. Finding work in a local tavern to pay his keep. It was a hardened and corrupt town located though a long underground passage. Filth, grime, disease and crime ran ramped causing Heishiki to reevaluate his situation. After so long of searching was this the place he wanted to settle? Was this all that humanity had to offer? months passed as Heishiki contemplated leaving until his Boss inform him he was volunteered to enter the Champions haul. A gladiator arena of slaves. Moving to the holding cells Heishiki gave no resistance, appearing passive as he was still lost in thought. Entering the holding block and looking upon all the dammed souls all but sealed his decision. It was time for him to leave this world behind and start all over again. That was, until a small child reached out and grabbed his arm, as if seeking help or comfort. The innocents of the child could perceive that he wasn't a threat to her. Leaning down Heishiki spoke with the child. Learning of her past. Influenced by her story he began to speak to other slaves in the cells. He learned that his perception of humanity was all wrong. There was more then just corruption and death. There was also love, a feeling he had never truly understood. The roof above them opened as the cages gave rise, forcing the slaves into the arena as they huddled together. Surrounded by the "Champions" all armed to slaughter the slaves for sport. Just as the bells rang Heishiki's transformation technique gave way as he rose into the air above the slaves. Illuminating a vibrant light and shining like a god everyone stood in awe. It was not his wish to fight or kill anyone, but something had to be done. With no escape present Heishiki created one using his spacetime ability to open a rift to a far off mountain he had seen when he first arrived. Allowing for himself and his fellow slaves to escape.
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New Beginnings: Entering the frozen northern lands of lightning Heishiki and his fellow slaves sought new lands to begin anew. Heishiki now having a new understanding and finding purpose in his life once again. Time will pass as they settled along a mountain side. Building a massive fortress to protect anyone in need. It was here that he acquired the the title "The Sage of Time" for his temporal abilities and longevity. Eventually forming a new partnership known as the Rising Cloud. Their reputation grew over the years and until the treaty of storm was signed, the Rising Cloud now being absorbed into the Hellsing Organization.
To be continued...

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Void Infused Artifacts: Over the years Hei has collected several artifacts to help aid him in battle. Among them are three Void accumulators, and two spenders.
(Mukō: Chikara Chūnyū) – Void: Power Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique with a damage value greater than 100 they have a 20% chance to gain a single Void Infusion; this can occur a maximum of once every two turns.

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.

(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One
Type: Void Infused Artifact
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Activated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it.

(Mukō: Chōten Azamuku) – Void: Apex Deception
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: This Void Infused Artifact is activated at the cost of a move and two Void Infusions, though it occurs instantly and can be done simultaneously with other techniques. Alternatively, if the user applies a Void Infusion acquired from Void: Spiritual Riposte, then the cost is reduced to only a single Void Infusion. Upon activation it will cause the user’s next three Genjutsu cast to require no hand seals and have the Chakra in them increased by an additional 10. Can be used three times per battle.
Scientific Tools: Along his travels, Heishiki has acquired several ninja tools that are used to aid his style of fighting. Making use of sensory dampeners, smoke-flash bombs, chakra siphons and more.
(Kemuri Senkōdama) - Smoke-Flash Bombs
Type: Tool
Rank: N/A
Range: Short - Mid
Chakra: N/A
Damage: N/A
Description: Similar in use to the smoke and flash bombs respectively, this tech dazes the senses by emitting a powerful sound and light. It was powerful enough to block even enhanced senses of sight and hearing, leaving those with vision and sound based sensing useless. It's major downside, however, is that due to affecting a wide area, allies could also be caught in the blast radius if not warned beforehand. Due to the mass amount of chakra released from the explosion, chakra based sensing dilate also left useless. These are also able to negate B rank and below technological sensing devices as well.
Note: User can have up to 3 max while Cyborgs have up to 6.

(Abusōbu Ude) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.

(Nen Resu) Sensory Dampener
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Nen Resu is a unique tool worn on the users belt that emits a dampening field around the user in order to better hide their movement and hinder an opponent from accurately tracking them. This dampening field only works on Sensory ability's (Chakra Sensing, Sage Mode, etc) but doesn't hinder a Doujutsu's ability to see or track chakra. The field emitted dampens sensory abilities both by range and tracking. This means that if a sensory ability is able to track an opponent from two landmarks away, It will only be able to track the user from one landmark away and if the sensory ability has x3 tracking, it will only be able to track x1.5 when tracking the user of the sensory dampener. This Nin-tech is a double edged sword, as it also hinders the users sensory abilities to an equal degree. Meaning their sensory ability will also be reduced by half in terms of range and tracking.
Notes:
-Must be placed in the users biography
-Cannot reduce sensory range less then a single landmark
-Can only be taught by Serpent

(Chakra Saifon) Chakra Siphon
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A (-20 per turn)
Damage points: N/A
Description: A basic automated siphon tool attached to the users back and designed to passively absorb and store the users chakra. This Nin-tech is able to sense foreign chakra and then pump all the stored chakra back into the user creating a shock that spikes and restarts the users chakra flow. This allows the user to break out of Genjutsu using the chakra surge method, being able to release any genjutsu, excluding Yin and MS level Genjutsu, so long as the surge of chakra released into the user is higher then the chakra used for the Genjutsu. This Nin-Tech is able to store up to 100 chakra into it, taking up to five turns before it reaches capacity. If the user has Senjutsu, the siphon can still absorb the senjutsu like chakra and release the Senjutsu back into the user, following the foreign chakra/energies release method of Genjutsu, instead of the chakra surge method. This allows the user to break any genjutsu, including Yin release genjutsu however it cannot break Mangekyou Sharingan Genjutsu. This Chakra Siphon begins absorbing and storing the users chakra at the beginning of battle and stops absorbing once it reaches capacity and/or when the chakra/senjutsu is released back into the user. Requiring a two turn cooldown period before it begins absorbing chakra/senjutsu again. While the siphoning of chakra is a passive ability, the release of chakra back into the user will still cost a move for that turn. Lastly, this Nin-tech cannot be used to enhance techniques in any way. The chakra/senjutsu released back into the user does not replenish their chakra or senjutsu reserves. Only working to release foreign chakras and genjutsu under one of the two presented methods.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

(Zenyatta Kyutai) Zenyatta Orbs
Type: Tool
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage points: N/A
Description: Special drone Orbs created by a Monk named Zenyatta. These Orbs are created out of an unknown chakra metal and filled with Zenyatta's chakra. The user will have six orbs that hover near the user or that can be warn like a large necklace. The user can freely manipulate these orbs through an attached transceiver connected behind the users ears. They supply their own power source within them via batteries. Depending on the type of orb used, they will create a link to a target glowing yellow for Harmony or purple for Discord. This link will supply a different effect to a target depending on the type of orb used.
Orb of Discord: Amplifies any amount damage the target takes by 30 additional damage. This doesn't cause damage, only increases the amount of damage a target receives.
Orb of Harmony: Slowly restores 15 health to the target per turn when wounded, or reduces the amount of damage they take by 30. Only one effect can be in place at a time.
These orbs can be directed to a target within a mid-ranged area. Once within short range of the target they will connect to the target and remain attached, even if a target moves to long range. They can be countered with B-rank lightning or A-rank technique, causing them to return to their owner. A-rank lightning or S-rank technique can destroy the orbs indefinitely.
Note:
-Discord Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event
-Harmony Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event
-A target can only be targeted with a single orb at a time.
-Can only be taught by Serpent
Equipment: Being trained in the medical field, Heishiki carries with him several medical pills. Along his travels he acquired an ancient golden locket called the Lover's Hearth that he wears under his clothing and his ancestral blade, Brightroar.
(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background:Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.
-Costs a move per turn to use.

(Koibito no Irori) – Lover’s Hearth
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 400
Damage: N/A (+15 to applied techniques)
Description: The Lover’s Hearth is a locket that was crafted in the Land of Fire long before the rise of the Hangurian Freehold, perhaps even over 1,000 years ago. It is crafted from the finest gold in the world and, when worn, feels warm to the touch, bringing comfort to its wearer. The locket, after the passage of so much time, has been fused shut and is impossible to open even with the strongest of ninjutsu. However, it is rumored that the picture of a loving couple to be inside of it, providing protection to whoever holds the locket. By default, the locket offers nothing to the wielder; but when the owner’s health falls to 0, the locket will draw upon their chakra and memories to restore their body to 30% of its peak condition, at the cost of 400 chakra. Much like returning to the warmth of a familiar hearth, the user will feel refreshed and energized by the energy stored in the locket. For four turns after their revival, the user’s ninjutsu will be empowered by an additional 15 damage. Lover’s Hearth can be used once per arc
.
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(Jingi: Akarui) - Sacred Treasure: Brightroar
Type: Weapon
Rank: S
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: 100
Description: Brightroar is an ancestral blade of the Otsutsuki, passed down though millennia. Described as being a white bladed longsword with a dark brown hilt wrapped in leather and a golden guard and pommel that creates a soft and simplistic design. When wielded the blade will instantly drain a massive amount of chakra from the user and excrete a translucent white aura of yang energy around the blade that uses Senjutsu as a medium to maintain stability. The sword will continue to drain the users chakra allowing them to wield and manipulate this yang aura around the blade to form any geometric shape, only limited in scope to a short ranged area. The sword needs to be in physical possession of the user in order to manipulate the yang aura and cannot be manipulated at a distance. The user cannot reshape the aura while using his chakra for another technique. Using the sword outside of reshaping it, either for attack or defense counts as one of the user's three moves per turn. Due to the nature of possessing Senjutsu the blade can be a potent weapon against spiritual techniques such as Yin Release’s Hands of Sloth, able to interact with techniques of this type as normal. Although Brightroar is a powerful weapon, it does come with it's drawbacks. First is it's immense chakra cost and drain, rapidly taxing the users Senjutsu. Second is that the constant flow of Yang prevents the user from using Genjutsu, Yin Release and Yin-Yang Release while wielding Brightroar.
Note:
-Can only be used by biographies with Senjutsu or Six Paths Senjutsu
-The user cannot use Yin release while wielding Brightroar
-Can only be used by biographies with Yang Specialty.
-Can only be used by Serpent
Fuuinjutsu: Hei has multiple seals along his body to aid him in battle. The first being his "Mad Enhancement" seal. An illusion based seal that alters his appearance into that of a haze, making it difficult for an enemy to pinpoint his location and improves his effectiveness in close combat. Second, his is "Devils Seal" that helps enhance his elemental ability in combat.
(Fuuin: Akuma to no dansu) - Sealing Technique: Dance With The Devil
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.
Notes:
-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red color. This lasts until deactivated.
Notes:
-Can only be taught by Detective L
-Can only be used twice per battle
Kinjutsu: Hei has learned and developed many Kinjutsu over his time. One of note is is ability and control over the dead via the Edo Tensei technique and his unique talisman he uses to control them.
(Edo Tensei) Impure World Reincarnation

Basic Information
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Name:
N/A
Nickname: Kumo | Rising Cloud Enforcer
Clan: N/A
Gender: Male
Age: N/A
Height: 181cm
Weight: 67kg
Alignment: True Neutral

Looks: An unknown individual code-named "Kumo" by his master Hei Uzumaki. Kumo seems to be a man of average build cloaked in Anbu styled clothing. Having a white hooded coat and matching masked designed to resemble a cat. The mask has three distinct lines divided evenly among the forehead and cheeks. Along the back of the coat is the insignia of the Rising Cloud, being that of a black crescent moon covered with white clouds.

Personality: Kumo's original personality is unknown do to the nature of the "Talisman of Ferocity". Having the ability to not only suppress a personality, but alter it. Kumo seems to be a true shinobi tool. He is highly respectful and does not question orders. He only speaks when spoken to, unless it's to the benefit of serving Heishiki Otsutsuki, like warning him of danger and will defend Heishiki Otsutsuki, the Rising Cloud; and by extension the Hellsing organization at all costs.



Rank//Chakra Info
Rank: Sage
Health: 240
Chakra: 4000
Speed: 16
Tracking: 20
Attributes:
Attribute Points: 25 (+2 Sage)
AttributeAdditionsTotals
Mind: 4+1 Minato5
Body: 4N/A4
Spirit: 2N/A2
Agility: 7+1 Minato8
Dexterity: 4N/A4
Vitality: 6N/AHP: 1
CP: 5
Specialties:
  • (Body) Advanced Tracking Specialist: Your tracking capabilities become more advanced, allowing you to have x2 tracking speeds. This allows him to physically track faster movement without chakra sensory.
    Note: Requires at least 4 in DEX.
  • (Body) Apex Speed Resistance: You are able to slow opponents within a specific range, exerting a force that slows targets naturally. This causes a 2 Base Speed level decrease to opponents that are within 8 meters of him.
    Note: Requires at least 5 in AGL.
  • (Body) Apex Speedster: The user’s speed is high enough to cause afterimages that trail up to 3 meters behind him, making it difficult to pinpoint his exact location without sensory. This prevents Genjutsu from being casted on the user unless the opponent can track faster than the user is moving unless it is touch based or sound based.
    Note: Requires at least 5 in AGL.
  • (Mind) Single Handseal Specialist: You can perform techniques of the skill you chose to specialize in by performing a single ( 1 ) handseal. This can be applied to Advanced and Custom Elements that are composed of basic elemental affinities.
  • (Spirit) Mind’s Keen Eye: Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.
  • (Fighting Style) Sage Master: The user is able to enter Sage Mode passively, no longer counting towards their allowed moves per turn OR the user is able to gain 20% more chakra when entering Sage Mode.
Nindo: Yellow Flash
Having the Yellow Flash Nindo means analyzing and strategizing are important to you. There is much to gain in planning your assault instead of rushing in senselessly. Having this Nindo means that after observing your opponent utilize their Core Skills (HA/AE/KG/CC) more than 4 times, the user becomes capable of beating these techniques with 10 less damage needed, having observed their weaknesses.
Note: This does not count as a debuff.
Bio Information: Kumo can use space time Ninjutsu through the use of the Flying Thunder God technique and its variations and applications. He is a Toad contract signer, giving him the ability to summon any of the known Toad Summons and has become a master in Sage Mode, able to make use of Imperfect and Perfect variants of Toad Sage Mode.

Talisman: A unique item that gives incredible control over the dead. This not only removes the standard drawbacks of Edo Tensei but also enhances them beyond their original state, with enthesis on Kumo's specialization in wind release.
(Kinjutsu: Kyōbōsei no Omamori) - Forbidden Technique: Talisman of Ferocity
Type: Artifact Talisman
Rank: S
Range: N/A
Chakra: N/A (-20 per turn per Edo Tensei)
Damage: N/A (+30 damage to applied Specialty)
Description: A forbidden Talisman held by Malthus, a disciple of the Twin Fates of Irkalla. Following the raid on Irkalla it was gifted to Hei Otsutsuki, making it one of the most unique Talismans designed for controlling the dead through Edo Tensei. As a Talisman it is unique in that it both augments the user’s control of their victim as well as its combat capability, overcoming the decision balancing typically required when it comes to customizing one’s Edo Tensei. Like other Talismans it is installed into their Edo Tensei’s head, restoring the Edo Tensei to a state similar to when it was at its strongest, but with certain modifications made to grow their combat capability beyond what it was originally capable of. The Talisman of Ferocity is special in that the formula that comprises it is resistant to techniques that would tamper with its capabilities. It is not an absolute defense, but only Advanced Fūinjutsu S-Rank or higher that specifically tampers with Talismans can neutralize or modify its script. The Talisman of Ferocity reduces Breakout Chance by 50%, significantly suppressing their ability to resist the user’s control. Despite this, they still retain their original personality should the user not wish to modify it. All drawbacks associated with a constrained Edo Tensei vessel are also reverted and then further strengthened, increasing all damage that an Edo Tensei is capable of by 20 and the Chakra present in their techniques by 10. Their base speed is increased by 4 levels. The user is also able to apply a +30 damage bonus to one of their victim’s specializations, though this overrides the 20 bonus damage afforded to them by the Talisman for this specialty specifically. Note: The Talisman of Ferocity is unique to Hei Otsutsuki and not usable by any other biography. Its effects can be suppressed, like other Talismans, but only through specific Advanced Fūinjutsu.
Note: Specialized damage bonus must be stated in the biography.
Note: Must be mentioned specifically in the user’s biography for the Edo Tensei it is installed in.
(This is an Edo of Minato and is bound by all Minato rules)
Otsutsuki Heritage: As an Ōtsutsuki, Hei was gifted with potent chakra and longevity, gaining 1750 additional chakra. His attacks also passively contain Senjutsu, boosting their damage by 20 up to S-rank. Hei has the Byakugan like other members of his clan, however his is also able to access the Rinnegan. He is also an adept chakra sensor.
(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.
To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.
Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

(Doujutsu: Rinnegan) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. Dispicted as the eyes of the SO6P, the Rinnegan awaken on Madara Uchiha after he obtained his EMS and implanted Hashirama's Senju cells in himself. Having both lineage from the SO6P allowed him to awake the Rinnegan. When Madara activates the Rinnegan, he seems to not suffer any kind decrease in his EMS abilities in terms of tracking speed, clarity of perception or seeing chakra. Eventually his eyes were bestowed upon Nagato Uzumaki and in him manifested lower abilities (equal or comparable to a 3 Tomoe Sharingan). While Nagato was never able to deactivate his eyes, Madara could switch at will between his EMS and Rinnegan eyes, although he wasn't able to go from 3 Tomoe to Rinnegan directly. Eventually Obito transplanted Nagato's (and subsequently Madara's) Left Rinnegan into himself. By doing so he gained access to both Doujutsu at the same time although losing the ability to deactivate the Rinnegan and as such, losing chakra constantly to maintain it.
Note: Constantly passively active in Nagato and Obito bios
Note: Requires activation ( spending move ) for Madara bios but remains active indefinetely afterwards if the user chooses to. After having a complete Madara bio with Rinnegan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated EMS before and had it active for 1 full turn.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

(Chakra Yokuatsu no Jutsu) - Chakra Suppression Technique
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 (-5 per turn)
Damage points: N/A
Description: This ability allows the user to suppress their chakra to the point that it is completely undetectable. This makes it impossible for chakra sensory-type ninja to track them via their chakra signal. However there is some downside to the technique, whilst suppressing their chakra they cannot use any of the ninja skills.
Note: Cannot prevent Doujutsu users from detecting them

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Updating: Heishiki Otsutsuki (This is an Urashiki Otsutsuki skin and is bound by all Urashiki Rules.)

Update Log:


 
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Serpent

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Ryo Accounting Sheet
Available Ryo:Deposited Ryo:
0​
N/A​
Available Artifacts:
(Mukō: Chikara Chūnyū) – Void: Power Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique with a damage value greater than 100 they have a 20% chance to gain a single Void Infusion; this can occur a maximum of once every two turns.

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

(Mukō: Jinsoku) – Void: Swiftness
Type: Void Infused Artifact
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes a single Void Infusion; the user’s ability to move in the Ninja World is strengthened, reducing the time it takes to travel between landmarks by 50%; this does not stack with any other source of travel time reduction. Lasts for up to six landmarks.

(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One
Type: Void Infused Artifact
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Activated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it.

(Mukō: Kenkō Chūnyū) – Void: Healthy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user heals themselves successfully for at least 40 health in a single turn they have a 50% chance to gain a single Void Infusion.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.

(Mukō: Honshitsu Kotai) – Void: Essence Transfer
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes three Void Infusions; allows the user’s techniques, through their clashes with an opponent or their own techniques, to strip their opponent of an active mode and deactivate it. Can only be used once per battle.

(Mukō: Chōten Azamuku) – Void: Apex Deception
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: This Void Infused Artifact is activated at the cost of a move and two Void Infusions, though it occurs instantly and can be done simultaneously with other techniques. Alternatively, if the user applies a Void Infusion acquired from Void: Spiritual Riposte, then the cost is reduced to only a single Void Infusion. Upon activation it will cause the user’s next three Genjutsu cast to require no hand seals and have the Chakra in them increased by an additional 10. Can be used three times per battle.
Transaction Log:
Amount Value:Date:Type/Link:Total:
0N/AN/A0
 
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