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Skorm

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Full CJ List:

  1. (Genjutsu: Taishō-sei no kigen) - Illusionary Arts: Origin of Symmetry
  2. (Meiton: Kurōbāfīrudo) Dark Arts: Cloverfield
  3. (Meiton/Raiton: Ordnitaulin) - Dark/Lightning Arts: Ordnitaulin
  4. (Meiton: Desuabatā) - Dark Arts: Death Avatar
  5. (Meiton/Inton: Kokuyōseki no sora | Dark/Yin Release: Obsidian Sky)
  6. (Taiton: Ai Obu za taigā) Typhoon Style: Eye of the Tiger
  7. (Taiton: Kuroi Kaze Bunshin) Typhoon Style: Black Wind Clone
  8. (Taiton: Minakami taifū) Typhoon/Water Style: Water Typhoon
  9. (Taiton: In'ei) Typhoon Style: Shadestep
  10. (Taiton: Kōri no Taifū) Typhoon Style: Ice Typhoon
  11. (Taiton: Supirittoabatā) Typhoon Style: Spirit Avatar
  12. (Taiton: Aeronaut) Typhoon Style: Aeronaut
  13. (Taiton: Harikēn no Michi) Typhoon Style: Hurricane's Path
  14. (Taiton: Zora's no serenāde) - Typhoon Release: Zora's Serenade
  15. (Taiton/Fūinjutsu: Purometeusu) Typhoon/Sealing Arts: Prometheus
  16. (Taiton/Katon: Yōgan no Arashi) Typhoon/Fire Arts: Lava Storm
  17. (Taiton: Datsuraku) Typhoon Arts: Shedding
  18. (Taiton: Āsubakyūmu) Typhoon Arts: Earth Vacuum
  19. (Taiton/Katon: Asshusutomu) - Typhoon/Fire Arts: Ash Storm
  20. (Shikotsumyaku/Meiton: Pokettoinfiniti | Pocket Infinity)
  21. (Shikotsumyaku/Meiton: Puran C | Plan C)
  22. (Shikotsumyaku/Meiton: Savūtūn no me | Eye of Savathūn)
  23. (Shikotsumyaku: Jigoku no hōyō | Hell Embrace)
  24. (Shikotsumyaku: Hone shifuto | Bone Shift)
  25. (Jinton: Chūmon suru chikai | Dust Release: Oath to Order)
  26. (Jinton: Rasutaraizu | Dust Release: Rasterize)
  27. (Jinton: Ibento no Chiheisen | Dust Release: Event Horizon)
  28. (Jinton: Maethūum no Buki | Dust Release: Armaments of Maethūum)
  29. (Jinton/Inton: Shamen | Dust/Yin Release: Absolution)
General Submissions - 4 (+1)

CJ, CFSJ, CEJ

Advanced Submissions - 3 (+1)

CCJ, CT, CMS

Custom Fields - 1 (+1)

CFS, CE, CC
Ryo Accounting
 
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Skorm

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Taught[1]

1. (Futon: Sukai doragon no hōkō) Wind Release: Roar of the Sky Dragon
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will perform a single hand seal while gathering chakra into their mouth, while also inhaling surrounding air as they mold it. The user will then exhale, simulating a roar as they releasing a swirling vortex of sharp winds, having a similar range in power to that of Wind Release: Pressure Damage - while having a vortex like effect where it picks up debris, water or other loose objects nearby to converge into the vortex. It is ideal for places such as deserts or near water sources to combine into the vortex. Can only be used thrice per battle, and only once every other turn.

Created[...]
 
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Skorm

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Taught[2]

1. (Doton: Chūkū) ☪ Earth Release: Hollow ☪
Type: Offensive/Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user will slam their hand on the ground or stomp the ground beneath them, releasing their doton chakra into a selected area. After this, they will hollow the underground wherever they please from short to long range. This hollowed ground is a means for storing techniques or elements, more specifically. Such as water, for example. To be later used sneakily at the user's discretion, while being underground and without being seen by the opponent. This can also be used offensively albeit not aggressively, as the user may supremely hollow the ground beneath the opponent and have them fall up to twenty feet deep into the ground. This is a captive side of the technique, and is not meant to cause damage, but is able to cause little damage if the opponent did not prepare to fall and would most likely break their legs. The hollowed spot can range to a max of 15 feet wide, and the length up to thirty feet as well, so fairly big. This technique does not fill the area with water, the user will need to use a separate jutsu to do so.

Note: Can only be taught by Moxxi
Note: Can only be used four times per battle

2. (Doton: Gurētosaramandā) ☪ Earth Release: Great Salamander ☪
Type: Defense/Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: Weaving four handseals, the user will summon their doton chakra and place both hands onto the ground, making it rise from them up until medium range. This will result in a rock construct shaped like a salamander to be formed and it stands as tall as two stories tall and fifty feet wide. Being that it can be formed rather quickly, its goal is to immediately protect the user and any surrounding entities within its width and length from any over-head attacks. It serves as a totem and cannot realistically be controlled after summoned but also provides an immediate source for earth techniques. This structure is of S rank and solid, condensed earth, so it cannot be broken by any basic attempt. When prompted, the user may make the construct crumble, releasing giant sized boulders that will fall and break the earth underneath it, making craters in the ground. These boulders, if falling on a person or small summon can prove fatal. Being that this is not streamed, once the user activates the crumbling process, they are free to utilize any other technique within their power in unison and can choose in what area (tail, head, belly, etc.) and how much of the salamander breaks apart to rain down the earthen rocks.

Note: Can only be used twice per battle
Note: No A rank or above Earth techniques next turn
Note: Can only be taught by Moxxi


Created[...]
 
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Skorm

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Taught[5]
1. (Suiton: Gekiha Zetsubou) - Water Release: Crushing Despair
Rank: S
Type: Attack
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user will release a thick liquid substance from their mouth moulding it into a dense cube which is then released and shot at the opponent and crashing them into the ground with tremendous force.
Note: Can only be used 3 times.
Note: Can only be taught by Kaito-sama

2. Suiton: Chika mizu | Water Release: Subterranean Waters
Type: Supplementary
Rank: B
Range: Short/Long
Chakra: 20
Damage: N/A
Description: Using his own chakra the user can, unbeknownst to his opponent, can create a single or multiple water sources within the earth. The water sources can vary in size, depending on the need of the user. The user can create up to 3 seperate sources but their size altogether can't exceed the size of a human sized pond. They don't form too deep in the ground, but about a meter or two beneath the surface. They can be used only as a source for other water techniques.
Note: Usable only thrice (3) per battle
Note: Only McRazor can teach this

3. (Suiton: Taki Chō Shi no Wana) - ☪ Water Release: Waterfall Butterfly Death Trap ☪
Type: Offensive/Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.

- Can only be used twice per battle
- Can only be taught by Moxxi

4. (Suiton: Poseidon no Karamitikurappu) - ☪ Water Release: Calamity Clap of Poseidon ☪
Type: Offensive/Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast.

- Can only be used once per battle
- Cannot use any water techniques in the next turn
- Can only be taught by Moxxi

5. (Suiton: Towairaito-ba) ☪ Water Release: Twilight Horses ☪
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short | Short-Long
Chakra: 40
Damage: 80
Description: Weaving three handseals, the user will quickly summon the surrounding water vapor in the air. This will result in a water stallion to be summoned by the user's chosen side. This water stallion has the speed of a Kage ranked shinobi, so rather fast and can be ridden. This stallion will not only provide a sustainable water source for the user, but is able to jump in front of the user and expand themselves into a wall of water to defend them. Sort of like a moving shield without having to be carried. Other than this, the stallion is capable of splitting into duplicates of itself up to four and can charge at the opponent to blatantly and brutally bash them head on (short-long range), causing massive trauma. With the massive size that they are and the mass they hold, they can serve the purpose of knocking down and causing damage to rather big structures and summons. Up to four of these stallions can be summoned at a time and their water source capabilities last indefinitely and can only be used by the conjurer of the jutsu being that they derive from the user's chakra.

Note: Can only be used twice times per battle
Note: Must wait two turns before another use
Note: No Water techniques above A rank the next turn
Note: Water source lasts until destroyed
Note: Splitting ability divides the power of this technique
Note: Can only be taught by Moxxi.

Created[...]
 
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Skorm

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Taught[1]
(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +20
Description: At the end of one of their lightning jutsu the user will perform 2 handseals, and in the same time frame release their chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 20 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.The user can also choose to perform this technique after their lightning jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on lightning the user or the users summon has created
Note: can only be used 3 times

Created[...]
 
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Skorm

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Taught[2]
1. (Katon: Kaen Enban)- Fire style: Flame Disk
Type: Attack
Rank: A
Range: Mid - Long
Chakra cost: 30
Damage Points: 60
Description: the user creates a spinning flame disk where they hold their hands apart and breath fire chakra in-between and mould the chakra into a spinning disk.
Note: can only be taught by Uchiha Kaito
-
2. (Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. Mostly for cosmetic reasons. If used to blind, it lasts for 1 turn.
-Usable 3 times per battle with a turn interval between use.
-Lasts for 2 turns.


Created[...]
 
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Skorm

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Taught[4]

(Kage Bunshin Kōtsū no Jutsu) - Shadow Clone of Transportation Technique
Type: Supplementary/Offense
Rank: B
Range: Short - Long
Chakra: 20 (total chakra is divided by the final number of clones plus the user)
Damage: N/A
Description: This technique is a adaptation of the original shadow clone technique but instead of using the chakra the user would've used to summon it at their location they will transfer it inside a solid object like a kunai or shuriken and throw it, once it lands it will immediately transform into a shadow clone ready to be utilized by the user.
➟ Chakra usage is based upon how much solid objects contain the users chakra to transfer, however, is limited to a max of 4 objects similar to that of the original Kage Bunshin.
➟ Unlike similar techniques, this technique can only be detected by sensory ninja, including Dojutsu users, otherwise this technique can only be perceived as a regular ninja tool attack.

(Ame no Kunai) - Rain of Kunai Technique
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: This technique derives from the Land of Fire and was created for a defensive method against multiple opponents. Each individual kunai has a small scarf like cloth around the hollow circular hilt that will be tied to another slightly larger cloth that will act as a floating mechanism that allows every kunai to remain in stasis within the air after thrown. This mechanism also contains a explosive tag already placed inside the larger cloth, when two turns pass it will explode causing the kunai to shoot outward towards the opponent at high speeds due to the momentum of the explosion. The user will infuse each kunai before throwing with their chakra if they so wish to have the kunai duplicate making a total of ten kunai per one kunai thrown once the exposive tag explodes. This technique can also be thrown directly downward, having the floating mechanism zip inward via a rope tied around the outline of the cloth. If the kunai(s) are thrown downward they will shoot forward toward the opponent like the first method but instead will be shot from the ground instead of the sky.
-
3. (Ninpou: Hime Hogo) - Ninja Arts: Goddess Protection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: After performing 3 additional hand seal the user would become capable of sharing the traits of any defensive technique with other people/summons, objects, or techniques. The technique works by creating a duplicate of the defensive technique. The armours created on others would have half the power of the original defensive technique.The power of the defensive technique is basically split between those it is shared with.. The armours would last one turn less than the original technique. The technique can only be used 4 times per battle with a turn interval between uses. The technique doesn't work on special techniques such as the Raikage's Lightning Armour or a Biju's chakra cloack.
-
4. (Sodaina Gyorai Shin) - Grand Torpedo Needles
Rank: A
Type: Attack/Supplementary
Range: Short - Mid (Long range activation)
Chakra Cost: 30
Damage Points: 60
Description: Similar to how torpedo needles work, the user would throw/place any nail like constructs onto the field/surface(After infusing them with chakra). Upon impact the nails would dig themselves into the ground/surface. Unlike the original technique in which hundreds of small nails would shoot out of the ground/surface, hundreds of chakra infused nails would shoot out. The nails would have a small coating of pure chakra surrounding them once they are shot, thus they would be bigger(1.5 meters) and deadlier. This however removes the stealth trait of the original technique but does more damage. Alternatively, the user can apply this as an infusion to projectile techniques such as those of Guns and similar, allowing them to have a second somewhat stealthy follow up attack. This variation would cost +10 for the projectile technique.
-Five times per battle.
-The nails can travel up to mid range length(15m). However they can be activated with a hand seal from long range distance.
- Can be triggered up to two turns after their initial usage, or simply post contact for projectile technique variation.

Created[...]
 
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Skorm

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Taught[1]

1. (Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.

Created[...]
 
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Skorm

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Taught[2]
1. Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used three times, lasting the same duration of the nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.

2. (Genjutsu: Puredetaazu Wairu) Illusionary Arts: Predator's Wail
Rank: S - Rank
Type: Supplementary, Offensive
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: Through the use of three hand seals – the user will induce a rather ingenious illusion upon the opponent. Upon the final seal being casted; the target’s body would immediately begin to experience an illusion – where sound wave would be emitted; one resembling median alpha-rhythm frequencies. These frequencies are extremely dangerous to the human body, so much so that constant exposure to it can eventually kill a human. The illusion in turn would cause the target to perceive this sound wave, as it violently ruptures the brain’s cells and organ malfunction. However, in the sense of the user; the target will perceive the user also suffering from the sound waves as well. This is to create a deceptive illusion of a double-edged technique, with the intention of killing both parties involved. While this might seem simple, it also affects the target’s senses as well – reflecting the body shutting down from their brain being exposed to this level of frequency, with the basic senses shutting down. This makes them unable to accurately see, hear nor smell whatsoever. In reality of course, the target is completely fine but due to the sheer mental strain the illusion produces, it causes them damage the longer they remain exposed to it but it also causes their real basic senses to become overwhelmed – rendering them unusable while exposed to the illusion. The user can further add more realism to the illusion on themselves and the opponent such as veins bursting, eyes reddening etc in order to further the illusions intentions. This technique can only be used twice per battle, with no illusions above A rank can be used in the same nor next turn.

Created[1]
1. (Genjutsu: Taishō-sei no kigen) - Illusionary Arts: Origin of Symmetry
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points:
Description: Origin of Symmetry is the crown jewel genjutsu of Zora Akiyama. The user will start by performing five handseals:
Hare - Tiger - Snake - Boar - Ox
They will then release a massive amount of their chakra into the mind of their opponent to trigger the illusion to start. While the illusion begins, the target will feel as they are shrinking down second by second and for every second they become smaller and smaller down to the quantum realm where they only can see the world as it is described in quantum theories. Which is just a huge realm of floating giant crystals in different colors. While they can move inside this world, their real body is locked in the position it was when the illusion was triggered and unless breaking the illusion it remains immobile. Albeit their senses remain intact, they are now also only picking up what can be heard in the quantum realm. Which is complete silence, following huge vibrations as molecules and shards mash into eachother.

Note: Can only be used once per battle
Note: No genjutsu above B rank in the same turn and two turns after usage
Note: Can only be taught by Skorm.
 
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Skorm

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Taught[3]
1. (Fuuinjutsu: Akunochimata Keibatsu) – Sealing Technique: Underworld Judgement
Rank: S
Type: Attack/Supplementary
Range: Mid
Chakra cost: 40
Damage points: 80
Description: The user will be near to the opponent and slams his hand on the ground to summon a roll of paper bombs under the opponent and it will wrap the opponent and using earth chakra, the opponent will be sucked underground and the paper bombs will explode.
Note: Can only be used 2 times Note: Co-Producer HellsBadass
-
2. (Fūinjutsu: Rain No Owari) - Sealing Arts: End of the Line
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Created by those who heavily use tools in combat, End of the Line is a technique that serves the process of defending and empowering the tools one uses in battle. The user would simply need to mark their tools beforehand with a kanji of Immutable (不変) in order to give them the effects. The seal would remain largely unused until an opposing technique/entity attempts to negatively affect the user's tools in some fashion. This would trigger the expansion of a barrier short range around the tool that would be capable of absorbing both chakra and physical components. Chakra wise, the absorbed chakra would simply be used to power the SNT, utilsing said chakra as a power source rather than relying on it's own chakra source/battery. Dependent of the tools and amount of chakra absorbed, this could potentially extend the usability of the tools, such as if a tool required 10 chakra per turn to be maintained and the seal absorbed 20 chakra, it would be maintained for an additional two turns. Physical components would refer to techniques that aren't fully reliant on chakra, such as an EMP attack or elements that inherently affect tools. In such cases, the seal would simply serve to absorb them rather than using for a power source for the tools. While applied in short range, the seal could be triggered at any range, with it's being usable 3x, separated by a two turn interval. Notably if used by Cyborgs whom have multiple tools overlapping within their bodies or similar, the seal would serve to protect the various tools.

3. (Fuinjutsu: Sora no Sonetto) Sealing Technique: Skyward Sonnet
Rank: S - Rank
Type: Supplementary, Offensive, Defensive
Range: Short - Mid
Chakra Cost: 70
Damage Points: 80
Description: Skyward Sonnet is a unique technique which utilizes Fuinjutsu in conjunction with Kyujutsu. After the formation of three hand seals, the user will immediately make contact with an arrow on their person. Once they do, they will knock the arrow to the bow, releasing the bow into the direction of the opponent. The arrow in question is wrapped in fuinjutsu script after the inital hand seals are made, causing it to gain a spotted coloration of sorts, but the true nature comes in once the seal is triggered. The script located on the arrow would immediately trigger upon physical contact with foreign chakra as it releases a sort of cone like formation of around the arrow. This cone like barrier is two meters wide and high; but also covered in the same script. Once in it comes into contact with the opposing technique, it would become trapped within the barrier in question. The script however would keep the technique anchored onto the barrier (though only for for the same turn of use). The barrier, due to have the original foreign technique anchored to it would also adapt the characteristics of the technique’s nature i.e if a fire technique becomes anchored to it, the barrier would become a giant flaming arrow in turn etc though will rapidly spin as it drills into the opponent's body. This technique can only be used twice per battle, leaving the user unable to utilize Fuinjutsu of above A Rank for three turns. This also requires Adv. Fuinjutsu training in order to utilize it, with it affecting techniques of 70 chakra or lower.

Note: Requires Advanced Fūinjutsu.

Created[1]
1. (Yin/Fuinjutsu: Gyakusatsu | Yin/Sealing Arts: Carnage)
Type: Supplementary/Offensive/Defensive
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description: Carnage is a rather simple kind of sealing technique that works similar to that of the five elements sealing technique. However, instead of sealing an elemental technique, the user is able store an elemental technique in a seal that can elevate the rank of the technique itself by pressing extruding amounts of any element the user possess into each scroll and upon summoning the scroll the user can unleash the element to levels of S-rank from the seal. However, that is not what is the most unique aspect of the seal, because in the seal the aspects of Yin. The level of S-ranked elemental chakra that is stored in the seal is actually manifesting(as it is released) into that of an elemental spirit that can act similar to that of a ghost or a puppet. Not to be confused with sentience, which is a property of Yang, but rather within the lines of the Hands of Sloth technique. This means that the elemental chakra will retain its original S/W but can also become absolutely intangible but then also resulting it to be able to deal no damage but instead granted opportunities to act outside an enclosed barrier that the user might be trapped in. This needs to be stated clearly when used if the technique is to bypass physical structures or not, but what is interesting in the technique is that not the full range of the technique needs to be intangible, meaning one part of it can and the other not at the same time. Like the hands of sloth, this technique will make the unsealed chakra manifest into something that is an extension of the users body and in this case its wings. This means that as soon as the chakra has been released from the seal it will manifest on the users back.

Note: Must be stated in battle/bio what element is stored inside of the scroll.
Note: Intangibility may last for a maximum of 2 turns and can only be activated twice per technique/scroll.
Note: Can only be used 4x per battle, each usage lasting 3 turns.
Note: Needs to be Yin or Yin/Yang master to have dual elemental elements such as AEs/CEs stored in the seal
 
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Taught[12]
Meiton: Kyūketsukō usabarashi) Dark Release: Inhaling Diversion
Type: Offensive
Rank: A rank
Range: Short-Long
Chakra: 30
Damage: (Technique dependant)
Description: This is an advanced method of using the technique Inhaling maw. Instead of storing the foreign chakra the user instead redirects it back at the opponent. The way this technique works is by increasing the flow of chakra to Inhaling maw causing it to absorb chakra twice as fast as the regular inhaling maw. While this happens the user links his top and bottom square chakra network creating an arc between the two from which chakra can travel. As the user absorbs chakra it is sent into this new link and has Dark chakra added to it, once the chakra is added the technique is fired back at the opponent. From using this method the original attack is strengthen and more potent. This method is fairly fast, as it release chakra at the same time it absorbs leaving little window for opponents to react.
*Note* Any technique redirected gains plus 1 rank to its original power(I.e A rank becomes S rank)
Restrictions:
Can only be used 3 times per battle
Jutsu Follows Dark release's absorption rules
Can only be Taught by Delta

2. (Meiton: Oni Kasai) Dark release: Demon's Fire
Type: Offensive/Defensive
Rank: S-rank
Range: Short/mid
Chakra: 40
Damage: 80
Description:
The user performs Tiger → Goat→ Dog → Horse hand seals, then by releasing their dark chakra, the user (up to 5 metres around the user) is surrounded by blue flames that absorbs the chakra of anyone who touches it.
Note: Can only be used once per match.
Note: Can only be taught by Nathan.

3. (Meiton: Ura — Gakudan) Dark Release: Palm — Orchestra
Type: Offensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description:
After using Dark Release: Inhaling Maw to absorb the physical and spiritual energy of the enemy jutsu. The user attacks with a surprisingly powerful set of palm strikes, each of which delivers a miniature bursting shockwave of dark-natured chakra. Each attack avoids the chest up until the final blow which packs a larger amount of force than the rest in order to knock the opponent back a fair distance. After which the user discharges a flurry of condensed beams of chakra which all aim for previously damaged points on the target before colliding in a collective explosion upon impact.
Notes:
- Must have used Dark Release: Inhaling Maw before use.
- Can only be used twice per-match.
- Can only be taught by Nathan.

4. (Meiton: Ura — Koten) Dark Release: Palm — Solo
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description:
After using Dark Release: Inhaling Maw to absorb the physical and spiritual energy of the enemy jutsu. The user discharges a quick burst of dark-natured chakra in a shockwave in order to knock their opponent back a large distance. The point of impact acts as a "marker" by leaving behind residual chakra on the target. From there the user builds up chakra in their hand and fires a five by five feet beam of energy from the Dark Release marking on their palm, using the earlier marker in order to hit the exact same spot at range.
Notes:
- Must have used Dark Release: Inhaling Maw before use.
- Can only be used twice per-match.
- Shock-wave doesn't cause damage as it's only a marker.
- If the opponent gets out of the short range the beam won't work.
- Can only be taught by Nathan.

5. (Meiton: Mune Kurikaeshi Jajjimento) Dark Release: Pillar of Judgement
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description:
The most powerful of Castiel's dark release techniques, after using Dark release: Inhaling Maw to absorb the physical and spiritual energy of the enemies technique. The user moves his hands around in a semi-circle before positioning his hands on top of one other. One hand has two fingers pointing down while the other has two fingers pointing up. He then releases a torrent of dark energy from his palm (that has the diamonds on it) that will travel around the users body this torrent of dark chakra is formed around the user like a tube, a vertical tube. This tube doesn't touch the users body it's one meter away from the users body so he doesn't take any damage, if the opponent is within range of this technique they will receive massive damage.
Spoiler
Notes:
- Must use Dark release: Inhaling Maw before the use of this technique.
- Can only be used three times per-match.
- Have to wait two turns before the use of this technique again.
- Can only be taught by Nathan.

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

7. (Meiton: Kasai Butoukai) - Dark Release: Fire Ball
Type: Offensive
Rank: A-rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique grants the user the ability to enhance his own Fire Release jutsu by absorbing his own jutsu and then being expelled through the lower square of the mark with augmented temperature. The flames of fire release jutsu can turn blue do to it's augmented heat. By using this method, the users fireball increases by one rank, though if used on a S-rank fireball per say, it will only gain a +10 damage boost
Notes:
- Must have used a fire release technique before you can use this technique.
- Can only used 2 times per match.
- Can only be taught by Nathan.

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

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

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

11. (Fuuin/Meiton: Goten no Kuro) - Sealing/Dark Release: The Black Court
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (+100 chakra per turn)
Damage: N/A
Description: The user will place their hand above or across from one of their dark marks and simultaneously release all of the chakra contained within it while generating a colored barrier on their hand to absorb the chakra into it. The chakra will be released in it's raw and unmolded form, after it's been broken down by being absorbed, allowing the user to safely absorb the chakra of previously harmful energies without incurring any adverse affects. The barrier will transport the chakra directly into the user's body similar to canon techniques such as Multiple Infinite Embraces, adding it to their own supply. In effect, this will take chakra stored in any of the user's dark marks, originals or replicas, and transfer it to the user's body. Regardless of what dark mark this ability is applied to, it's effect will extend to all of them as they're all interconnected by portals (i.e. absorbing from one mark allows access to up to 100 chakra per turn of the chakra taken in by any and all other marks). The user can limit how much chakra is transferred or simply absorb all of what's been stored over the course of turns.

Note: Can only be used four times per battle, each use lasting up to 3 turns and preventing additional use for the same amount of time as well as no S rank and higher Fuuinjutsu that same turn and no Forbidden ranked Dark techs.

12. (Fuuin/Meiton: Kishou no Nai) - Sealing/Dark Release: Insignia of the Fallen
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on anything they touch or are already in contact with (e.g. their clothes) without moving. For example, these marks could be applied to a handheld weapon in the user’s grasp or to the soles of the user’s shoes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption.

Note: Can create up to two dark marks per use and have up to four dark marks active at a time
Note: Can only be used five times per battle and must be within mid range of these seals for them to work.

Created[4]
(Meiton: Kurōbāfīrudo) Dark Arts: Cloverfield
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10/turn)
Damage: 80
Description: A dark technique that utilises stored chakra in the users dark mark after having absorbed a technique of equal strength. The user will then press their hand(s) against a surface of an object, could be the ground, a summon, a person, a sword etc and coats it with 1 mm thick dark chakra. The coating itself will retain the visuals of regular dark chakra. If a coated object is touched by foreign chakra or physical touch(not the user of the technique's) it will explode with dark chakra and blast it away like a bomb. This is very useful to coat rocks or swords or even clones to make them into walking bombs of dark chakra. Covering the ground can also be done by slamming the dark mark on the surface and extend it to a large field of dark chakra that will work as a minefield. Albeit not being able to trigger the explosion itself by mistake, the user of the technique is by no means resistant to the technique itself and will have to use it with extreme precaution. Each blast will cover up to short-range but the reach of the technique is mid-range. The coating will remain intact til detonated or destroyed but costs 10 chakra per turn to maintain.

Note: Can only be used twice per battle with a 3 turn cool-down.
Note: Must have absorbed a technique of equal strength before-hand.
Note: Can only be taught by Skorm.

2. (Meiton/Raiton: Ordnitaulin) - Dark/Lightning Arts: Ordnitaulin
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Ordnitaulin is an advanced application of dark and lightning release where the user needs to use both of the releases in a fast succession of the other. The user begins by making 4 handseals and creating an immense omni-directional blast of lightning that is designed to paralyse anyone it makes contact with, stretching out up to mid-range from the user. The user will then place their palms with the dark marks on said target and use the lightning current that remains inside of them to absorb it into dark chakra, directly piercing them from inside out with powerful dark chakra.

Note: Can only be used twice per battle
Note: No dark release technique A rank and above for one turn
Note: Can only be taught by Skorm
Note: Counts as 2 out of 3 Jutsu per turn.

3. (Meiton: Desuabatā) - Dark Arts: Death Avatar
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: Death Avatar is a technique that is influenced on the dark clone technique but instead of summoning clones, an avatar of darkness issummoned on the field. The user performs a sequence of three handseals and creates the entity. The death avatar may vary in size stretching down from human size to that of a large vampire squid. Being made by the dark release itself, the death avatar can tank anything that S rank dark release can tank. Albeit being very similar to the dark clones, the death avatar has a very unique feature except its size variation and strength and that is that it can inhabit a summoning (Animal Contracts only) by merging with a summoning they control. This will coat the affected body with the chakra the death avatar is made by and while at the same time giving the affected body the same resistance as the death avatar, also being controlled by the user of the technique. In combat, the death avatar may perform all dark techniquesand even custom fighting styles based on dark release that the user knows up to A-rank. The death avatar may also coat material matter as well, such as swords and other objects will which give the said object the strengths of the death avatar (S-ranked dark chakra). Once used as a coating, Death Avatar loses the ability to use techniques. Due to this being a sustaining technique, The user may only use Dark Release, Fire, Lightning and non-elemental ninjutsu as long as Death Avatar is on the field. The creation of the death avatar requires absorption of an S-ranked technique through the users dark marks.

Note: Usable twice per battle, lasting four turns.
Note: Must have completed the dark release up to S rank.
Note: No dark release A-rank and above can be used for the following turn after each usage expiration.
Note: Can only be taught by Skorm.

4. (Meiton/Inton: Kokuyōseki no sora | Dark/Yin Release: Obsidian Sky)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 70
Damage: 140
Description: Obsidian Sky is a technique in which the user incorporates their Yin as well as their Dark release together to create the ultimate chakra siphoning technique. Through the use of Yin, the dark release absorption aspect loses its weaknesses to earth and water/other solid/liquid materials and lets the user absorb anything of the same chakra level while at the same time absorb enough chakra from an incoming technique for it to directly lose one rank, similar to the tethering abilities of Hungry Ghost. Unlike Hungry Ghost, however, this technique doesn't latch on to the opponent if it goes through and eats their chakra but simply applies the debuff on their technique. However, the strengths of the absorption release is also rendered neutral, meaning this technique can essentially absorb the same amount of chakra the user spends in their initial move. It is exactly the same for the release version of the technique with a total immunity to any weakness/strength and rendered neutral to everything and thus only overpowering techniques that has lesser damage output. When it comes to the release form of the aspect of this technique, the standard blue flames have changed aesthetically. The flames have a slightly different pattern than normal dark release techniques. It's aesthetics has changed into which the flames are pitch black with a cyan flare on the edges. On the inside there are images resembling that of a clear night sky, filled with celestial bodies. This is a passive aesthetic change and carries no weight in battle.

Note: When the user has performed the release version of this technique, they are hindered from using S-rank and above techniques for two turns afterwards, as well as Yin/Dark release techniques above A-rank. This applies for both times the release version is used.
Note: In the same turn the user uses the absorption function, they cannot use any other dark release techniques.
Note: The release form of the technique can only be used twice per battle, with a two turn-cooldown.
Note: The absorption form can be used 4 times per battle, with a two-turn cooldown.
Note: After usage, the user must wait two turns to use again for the absorption part and 4 for the release part.
 
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Skorm

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Taught[...]

Created[14]
(Taiton: Ai Obu za taigā) Typhoon Style: Eye of the Tiger
Type: Offensive
Rank: C
Range: Short-Mid range
Chakra: 15
Damage: 30
Description: The user performs the tiger handseal and summons 5 typhoons. One to the right, one to the left, one behind and one infront. The last typhoon will be summoned under the target(no delay), carrying them upwards. Unlike the Pirouette jutsu, the typhoon that lifts up the user will not have a floor on its top rotating counter-wise to the typhoon itself. This means the user will spin around in high speeds, creating nausea and lack of coordination. While this happens, the other four typhoons will come closer to the target, ultimately to hit it in all four directions at the same time. The target is then left lifeless as they fall back to the ground, heavily damaged by the fall, the typhoons and the nausea.

Note: Can only be used by Typhoon users who has the potiential of creating atleast C-ranked Taiton jutsus.
Note: Can only be taught by Skorm.

(Taiton: Kuroi Kaze Bunshin) Typhoon Style: Black Wind Clone
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The user summons up to four shadow-clones that are made up by taiton chakra. These clones shares the same characteristics of the release form itself and thus are resistant to most physical attacks and kinetic energy as taiton is an energy itself. As a clone, they can perform any and all typhoon release jutsus the user knows + the basic wind element. As the jutsu itself is of B-rank, anything that B-rank taiton can handle, these clones can handle. Another unique feature to these clones are that they can turn invisible(passively) due to being made by the advanced element based on wind. Wind can refract light and make it unable for anyone to see the clones unless chakra sensing or dojutsu is used.
Note: Can only be taught by Skorm.

(Taiton: Minakami taifū) Typhoon/Water Style: Water Typhoon
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40(+20 to suiton techniques)
Description: The user will focus their typhoon chakra into a body of water nearby(up to mid-range) and through shape-manipulation create a gigantic water typhoon. The mass of the water makes the typhoon even deadlier and through the capabilities of the typhoon release, it can shred through solid material like butter. This jutsu is meant to not only attack opponents but also create new water sources of the users liking. The water can dig itself down very deep and the only limit is the users imagination. The trail of the water typhoon will drench everything it leaves behind it.

Note: Requires water source or a conjunction with another water jutsu.
Note: Can only be taught by Skorm.

(Taiton: In'ei) Typhoon Style: Shadestep
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short-Mid(travel)
Chakra: 20
Damage: N/A
Description: The user will gather up typhoon chakra throughout their entire body and take the shape of their release. Their body will become dark wind and thus making the user invulnerable towards physical attacks and lightning whilst neutral to B-rank wind/fire. When the user move they will leave a trace of dark wind that takes the shape of the user, creating a trail of the users chakra shaped as a series of bodies to appear as they run. This will confuse the opponent
and make them wonder where user is. At this state however, the user cannot perform ninjutsu until they solidify, but due to the fact the user becomes relatively weight-less they become fast(1.5x faster). As wind, the user will be able to refract light, making them invisible to the naked eye.

Note: Can only be used 4 times per battle.
Note: Can only be taught by Skorm.

(Taiton: Kōri no Taifū) Typhoon Style: Ice Typhoon
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10/turn)
Damage: 80
Description: The user will summon a huge typhoon from a large water source after performing three hand seals and use the freezing capabilities of wind to create microscopic ice patterns in the air that it affects. The typhoon will have a temperature of -50 degrees and being caught inside the storm will result in death within two turns. The first turn will result in major frostbite. The ice particles that are wrapped up in the typhoon will also create cutting wounds, along with any debris that is caught inside of it. As the temperature is so dropped, everything will move much slower and running speeds are directly affected by the cold. This results in everyone caught in the storm is limited to walking-speed at max while they will try to counter it. The user themselves are in the eye of the storm, unaffected by the cold and cutting forces of the ice typhoon. They can maintain the typhoon for 3 turns but in the same instance are unable to utilise any ninjutsu other than typhoon and wind as the ice typhoon is taking a large toll to maintain. In the storm, elemental jutsu is also affected by the cold. Water techniques will freeze instantly and lightning techniques are just nullified of the winds intensity. The ice typhoon requires a watersource before use or can be used in conjunction with a large-scale water jutsu. All effects of the ice typhoon are nullified in the eye of the storm, regardless of if you're the user of the technique or not.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

(Taiton: Supirittoabatā) Typhoon Style: Spirit Avatar
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: Spirit Avatar is a technique that is influenced on the black wind clone technique but instead of summoning clones, an avatar of typhoon release is summoned on the field. The user performs a sequence of three handseals and creates the entity. The spirit may vary in size stretching down to the size of a stone golem. Being made by the typhoon release itself, the spirit avatar can tank anything that S rank typhoon release can tank. Albeit being very similar to the black wind clones, the avatar spirit has a very unique feature except its size variation and strength and that is that it can inhabit the user by merging with their body or that of a summoning they control. This will coat the affected body with the chakra the avatar spirit is made by and while at the same time giving the affected body the same resistance as the spirit avatar, also being controlled by the user of the technique. In combat, the avatar spirit may perform all wind/typhoon techniques based on wind and even custom fighting styles based on wind that the user knows up to A-rank. The spirit avatar may also coat material matter as well, such as swords and other objects will which give the said object the strengths of the spirit avatar (S-ranked typhoon chakra).

Note: Usable twice per battle, lasting four turns.
Note: Must have completed the typhoon release up to S rank.
Note: No Typhoon release A-rank and above can be used for the following turn after each usage expiration.
Note: Can only be taught by Skorm.

(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short - Long
Chakra: 40(-10/turn)
Damage: N/A
Description: The user will focus their typhoon chakra to create an invisible barrier around them made out of pure typhoon chakra. The barrier is shaped around the user and is 1mm thick but extremely dense. The purpose of the barrier is to create an absolute defence against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can. The biggest downside with the barrier is that the user cannot perform elemental ninjutsu other than wind and typhoon although regular ninjutsu, genjutsu and non-elemental ninjutsu is not affected. Another feature is that the barrier can make the user freely fly through the air. This, however has proven to be very difficult and requires extra focus and restricts the user from performing ninjutsu overall. The point of the "flight mode" is to avoid ground-based techniques, out-live a very dangerous mode or just retreat from a battle. Unlike other techniques that let's the user fly, the Aeronout doesn't make the user necessarily light himself/herself but removes air-resistance and uses the typhoon chakra to propeller themselves upwards or other directions. When the user is back on the ground, they are retaining their abilities to use wind/typhoon or other non-elemental ninjutsu while keeping the Aeronout active. The Aeronaut can be released at any time, even high up in the air. There is no limit to how high the user can fly but they will eventually start to freeze if going too high up or if they run out of chakra they will just fall to their death(probably).

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

(Taiton: Harikēn no Michi) Typhoon Style: Hurricane's Path
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10/turn)
Damage: N/A(+20 to kenjutsu/bukijutsu)
Description: The user will focus their typhoon chakra to create a barrier around any physical object that they touch. This barrier will make the object air-resistant and will get very much lighter because of it, while able to withstand anything that A-rank typhoon chakra can withstand. It can be used to coat weapons, kunais or other structures around the user to give it these properties. When used on blunt weapons or swords, their strength is increased and kenjutsu techniques gains an additional +20 damage due to the fact the weapon becomes so much lighter and easier to handle. The user cannot coat themselves with the technique though.

Note: Can only be used thrice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

(Taiton: Zora's no serenāde) - Typhoon Release: Zora's Serenade
Type: Supplementary/Defensive/Offensive
Rank: A-S
Range: Short-Long
Chakra: 30-40(-10/turn)
Damage: 60-80
Description: The technique that defines the mastery of Typhoon style. Zora developed the technique inspired by many other jack-of-all-trades techniques. The user can utilize their typhoon chakra to create tools, pillars, platforms, swords and any sort of structure with this technique and keep it going by constantly fueling it with typhoon chakra. Unless the user is a practitioner of Yin/Yang they lose the ability to use any other elemental techniques while doing so however. There are two levels of the technique, one of which is of a bit less in power and one that is stronger but requires more chakra.

Note: A-variation can be used 4 times, S-variation 2 times per battle.
Note: A-rank can last up to 3 turns, S rank can last up to 2 turns per initial use.
Note: The user becomes unable to perform elemental ninjutsu other than typhoon and wind if they chose to fuel their techniques to keep it going.
Note: Can only be taught by Skorm.

(Taiton/Fūinjutsu: Purometeusu) Typhoon/Sealing Arts: Prometheus
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60(per tag)
Description: Prometheus is a pair of tags that works in conjunction with each other. One seal is always active on the user and must therefore be stated in the bio. This seal has the kanji "プ" - Pro inscribed to it and must be placed inside one of the users hands, like a dark mark. This seal will work with up to three other seals that the user carries with them in person. These three seals can be placed anywhere. The trick is that the user will then create either a pushing torrent of typhoon chakra or a suction vortex in their other hand and then press it towards the other hand with the sealing tag applied to it. This chakra will then be transferred into the other remotely placed seals and the typhoon chakra will be blasted out of those tags that are marked with the kanji "メ" - Metheus. Since there are two applications of this technique, a suction and a pushing the suction type lets the user control a remote vacuum cleaner and suck up anything up to mid-range from the remote tag and ultimately seal it inside of the tag like a fuin fuda technique. Anything with a mass is affected and the force is of A rank. The same deal is for the other application, only this time it pushes anything with a mass away from the sealing tag with A ranked typhoon force. These tags can be placed right next to each other or up to long-range away from each other. However, they corresponds to the same applied function of the torrent. Meaning one tag cannot use suction force while the other uses push. Each tag will be destroyed after been used twice but the user may replenish the tags for another battle. The user becomes unable to use fuinjutsu and typhoon techniques above A rank while using the technique. Nor can they use elemental techniques besides wind and typhoon while using this technique. Each seal can be used twice per battle and all three seals can be laid out in the same time-frame albeit only with short-range from eachother. If the user wants to spread out the tags in a more strategic manner they need to do so within multiple time-frames.

Note: Needs completion of regular Fuinjutsu.
Note: Needs completion of regular Typhoon.
Note: Each tag can only be used twice per battle, but after that they can be renewed by the user for another battle.
Note: User becomes unable to use fuinjutsu and typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.

(Taiton/Katon: Yōgan no Arashi) Typhoon/Fire Arts: Lava Storm
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(+20 due to Katon)
Description: The Lava storm is a pretty simple technique and extremely lethal. Through a clever twist using the typhoon chakra in a very specific way, the user will slam their hands on the ground, channeling the typhoon chakra through it. From there it will dig itself deep underground shaking the ground until it finally erupts and shreds the ground underneath the target like a huge power-drill. The strength of the wind is so massive that the debris it will carry with it will grind itself together. In use of another Katon technique that the user knows, or ally they can combine that fire technique with the storm to melt the rocks and debris that are trapped inside the storm. This results in the magnificent Lava Storm. The wind itself will not combust no matter how strong the fire chakra is due to the elemental strength of the black winds itself being neutral towards fire unlike regular wind. Like most typhoon ninjutsu the user can continuously channel chakra into the storm to feed it with fuel, making it last longer. No chakra sensory or dojutsu will be able to see or detect anything that is inside the storm as it is filled with chakra raving all over the place. This also goes for the user, leaving them unable to see or detect their target unless use of other sensory.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 2 turns per use
Note: Requires a cool-down of turns per use.
Note: Can only be taught by Skorm.

(Taiton: Datsuraku) Typhoon Arts: Shedding
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Shedding is a form to amplify the destructive capabilities of the typhoon release. The user will have released any type of defensive, supplementary or offensive typhoon technique and add two hand-seals to have an ongoing storm shed itself by creating semi storms that spread outwards in a desired trajectory. These shedded storms correspond to the quantity of semi-storms and the initial storm. It follows the normal splitting rules upon use, while weakening the initial storm.
Note: Needs completion of Typhoon and have an active storm released beforehand.


(Taiton: Āsubakyūmu) Typhoon Arts: Earth Vacuum
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30(-10/turn)
Damage: 60
Description: The user will form two handseals and stomp the ground or slam their hands on the ground and channel typhoon chakra into it. The typhoon will then dig itself downwards and cover up a desired perimeter around a target. Using typhoons suction capabilities, the chakra will then dig itself inwards and shred all surrounding earth to smithereens. This will create a large hole under the target where the winds are raging on. It's a perfect counter for swamps, lakes or other environmental enhancing techniques as everything on the surface will be dragged down and cut to shreds. The user can also let the storm rage on for more than one turn by fueling the pit with more typhoon chakra up to three turns. They lose the ability to use any other elements than typhoon while doing so unless possessing Y/Y.

Note: Can only be used 3 times per battle.
Note: Lasts a maximum of 3 turns per use.
Note: Once this technique expires, the user is unable to use Typhoon Release techniques above A-Rank for a single turn
Note: Can only be taught by Skorm.

14. (Taiton/Katon: Asshusutomu) - Typhoon/Fire Arts: Ash Storm
Type: Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40/turn
Damage points: 80(+20/if used with fire)
Description: The ash storm is a combination technique where the user will conjure up a huge typhoon and then fill it with explosive and burning hot ash either after they create the typhoon or along with a companion who can use the fire release. Starting off
the user will start by making three handseals;
Dragon - Ox - Boar
This will create the ash wind that is fueled by typhoon and fire(in ash format) that the user or an ally with spew out into the storm. If the user does it by themselves it will take up two moveslots, but if using an ally to create the ash it takes one.The technique create the ash typhoon which the user will have total control over and like the ice typhoon and lava typhoon it is contains enough mishmash of chakra signatures that it negates dojutsu users ability to see through it. The ash is burning hot and will give 1st degree burns on anything that comes in contact with the wind. The ash is also explosive, as previously mentioned, and can be ignited anytime if the user produces a special handseal. This explosion will consume the entire storm and anything inside of it will explode.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 2 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.
 
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Created[4]

1. (Shikotsumyaku/Meiton: Pokettoinfiniti | Pocket Infinity)
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Pocket Infinity is a technique that incorporates the combination of dark and dead bone pulse KG's. The user needs to absorb a technique of S rank/higher through their dark mark before using this technique. This technique is started off by the user channeling their charged dark release mark into one of their fists and thus make it glow purple. The user then slams their closed fist into the ground and lets out a massive amount of energy knock back and cause internal damage to anything that is in close/mid range towards the user through sheer force. When their fist touches the ground, spikes of bones will start to root in the impact area and travel in a 360 degree fashion under the ground. This is completely hidden towards an opponent unless they can sense chakra or see through solid ground. The bones will spread and excavated behind the target as they are knocked back by the blast they get impaled by razor sharp spikes of bones(A-rank) that have protruded all around the field(up to mid-range). This technique can also counter ground based techniques weak/neutral towards dead bone pulse/dark of the same rank of the technique. This jutsu can be performed a maximum amount of three times per battle and with a two turn cool-down. In the same turn the technique is used, the user may not use dark/dead bone pulse above A rank. The Dark Shockwave is equivalent to A rank and the Bone spikes are equivalent to A rank totalling S rank in strength for the technique.

Note: Can only be taught by Skorm.

2. (Shikotsumyaku/Meiton: Puran C | Plan C)
Type: Supplementary/Defensive/Offensive
Rank: A/S
Range: Short-Mid
Chakra: 30
Damage: 60-80
Description: Plan C is a technique that combines dark release and dead bone pulse. The user absorbs either an A or S rank technique through their marks, whichever rank the absorption is is directly translated to the rank this technique will become. If A rank chakra is absorbed, this technique becomes A rank for example. They will then channel that dark chakra towards their dormant leg. The user will then stomp with the leg and channel a massive amount of bones in a 360 degree circle around them. The bones will escavate into razor sharp claws all lines up without any space in-between them. This stretches up to short range for A-rank usage but mid range for S-rank. As these bones form, the user channels the converted dark chakra through their feet and into the claws, coating them in dark chakra. The claws can get up to 5 meters tall for A-rank and 10 meters for S-rank. The dead bone pulse and dark chakra is divided 50/50 in this technique. B+B rank, A+A rank respectively. A rank can be used 3 times with a single turn cool down, S rank can be used twice with a two turn cooldown.

Note: Can only be taught by Skorm

3.(Shikotsumyaku/Meiton: Savūtūn no me | Eye of Savathūn)
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: N/A
Chakra: 50(-20/turn)
Damage: N/A
Description: Eye of Savathūn is a creation that combines dead bone pulse with dark release and requires both KGs to work. The user needs to absorb an S rank technique or higher through their dark marks before they can create this technique. When they have done so, the user then performs four handseals and creates a large orb of dark chakra that is casted inside a thick husk. It looks like a floating black orb with the characteristic dark flames inside it. The Eye of Savathūn has a pair of bone wings attached to it and is capable of flight. As far as usage goes, the Eye can completely shut itself together and form a very strong defense(once per turn and counts as a move). This combines the s/w of dark release and dead bone pulse of S rank individually, making it equivalent of forbidden in total. Eye of Savathūn can absorb chakra (based on Dark's absorption S&W) and redirect it towards a target like a projectile of dark flames(chakra). The damage of the projectile will reflect the power of the technique absorbed (1:1 conversion). This technique is majorly to mark a territory on the battlefield and can be used as an excellent protection. The shrieker stays on the field until it is destroyed or for a maximum of four turns. It can harden itself for protection once per turn. The size of the Eye of Savathūn stays the same at all times and has a diameter of five meters. This technique can be used once per battle. No dark or shikotsumyaku technique above A rank in the same turn this technique has been used. After the technique naturally ends or is destroyed, the user cannot perform release form dark jutsus for two turns or use dead bone pulse techniques for two turns either. The passive dmg resistance of Shikotsumyaku is not affected.

Note: Can only be taught by Skorm
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4. (Shikotsumyaku: Jigoku no hōyō | Hell Embrace)
Type: Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Hell Embrace is a particular shape manipulation that is used when a user needs to brace for a really hard impact that they cannot avoid or have the tools to defeat with their current situation. The user channels a large amount of chakra throughout their body and lets their skeletal structure manifest in such a state that it quadruples its density as well as fortifies vital organs with shielded coating outside their body with a bone armor that covers the users body but particular in those areas. The users spine gets locked in position to minimize back pain and paralysis. On the users feet, there are tendrils that grows out from the users heel and toes, creating a grappling hook to attach them to whatever surface they are standing on as they prepare for impact. Because the chakra is spread thoroughly from the user it counts as a full body surge of chakra which also can be used to cleanse the user from genjutsu one rank below(as per genjutsu instructions follow). The technique can be fortified further with coating techniques or other advanced fields such as Yang or Yin. The user practically immobilizes themselves for impact and lets them tank S-ranked damage following S/W of DBP.

Note: Needs two-turn cooldown.
Note: No other DBP jutsu in the same turn.
Note: Can only be used 3x per battle.
Note: Can only be taught by Skorm.

5. (Shikotsumyaku: Hone shifuto | Bone Shift)
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Bone Shift is a technique that uses the possibilities to make a user merge themselves with the bones created from their body as seen in the last Kagyua dance. The user weaves a single handseal and creates two pillars of bones that are connected to eachother underground through a physical connection of bones. The first pillar will grow from the users presence and dig itself underground and then reappearing anywhere on the field the user wants up to long-range. The user can then merge themselves with the bone pillar created right next to them and then re-emerge from the other pillar. This technique doesn't just work for the user however, and lets the user merge other Shikotsumyaku techniques within the pillars to allow them to travel through the bone tunnel and end up on the other side, as long as the technique is a projectile. Bone shift can be destroyed and act like just any other dead bone pulse technique. Destroying one pillar doesn't automatically destroy the other though unless a large scaled jutsu is used.

Note: Can only be used four times per battle with a turn cool down
 
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Created[6]
1. (Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Bismuth Above A-rank after using S-rank version.

2. (Bisumaton: Jigokunomokujiroku | Bismuth release: Apocalypse Now)
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: One of the most devastating techniques in the arsenal of liquid bismuth but a rather simple technique in itself. The user will form 5 handseals; Monkey - Horse - Serpent - Ram - Bird. As the last sign(Bird) forms, they will stomp the ground and channel a massive amount of liquid bismuth into it. The ground will then evaporate and explode rapidly in all directions while a huge stream of liquid bismuth will flow straight upwards and spread all across the battlefield like a huge fountain of hell. The amount of chakra it takes to create the technique takes a toll on the user and will thus leave them slightly damaged by a chakra recoil. They will also not be able to use any other liquid bismuth techniques for 3 turns. The remains of the liquid bismuth of the initial technique will remain on the battlefield, dormant like a huge molten graveyard. The spread of the torrent can reach up to 15 meters in the air and spread out in a diameter of 25 meters. The user will of course direct the torrent away from themselves and either let it hit everything or direct it to a specific target. This technique can only be used once per battle.

Note: Usable once per battle.
Note: No Bisumaton techniques the following three turns and no techniques above S-rank of the elements composing Bismuth during the same time.

3. (Bisumaton: Baiojeneshisu | Bismuth release: Abiogenesis)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short-mid
Chakra: 40(-20/turn)
Damage: 80(on touch)
Description: Abiogenesis is an advanced application of the Bisumaton release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into liquid bismuth while still maintaining their original size they become heavy and slow but also very warm and squishy. This is an extremely good counter for taijutsu but also for evading other elemental techniques too. The user will become movable but halves their speed due to the density of the element they are now the form of. While in this stage the user can only perform bismuth/earth/fire techniques. Due to the liquid state of the bismuth the user can take shapes that aren't humanoid, for example they can stretch themselves outwards up to mid-range. On touch the user will burn anything it comes in contact with and cause 80 damage.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Bisumaton and no S rank and above Fire/Earth techniques after usage.
Note: Can only be taught by Skorm.

4. (Bisumaton: Ōame | Bismuth release: Heavy Rain)
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40(-20/turn)
Damage: 80/turn
Description: The user performs three handseals and ignites the skies by channeling bisumaton chakra into the skies above them. Standard sized droplets of molten bismuth will start to rain down on the field from Mid-Long range of where the user is, and the user cannot adjust the size or location of the droplets. This can be done with or without sourceless materializing although if the user does not have that specialty they will need to form a gigantic pillar of molten bismuth that they stretch out from behind them and let go as it reaches the skies and expands into a barrage of rain. The only real advantage the user gets if they possess the sourceless materializing is the element of surprise. While this technique is ongoing, the user is limited in terms of that they can perform. This limits them to only using fire, wind and earth as well as KGs/AEs/CEs based on either one of those elements. Regular skills are not affected although no forbidden techniques. Each droplet of the rain causes extreme pain and will sink through the skin, flesh and bones through any limb or body it hits until it has passed through. Each drop falls faster than that of regular rain as bismuth is by far heavier and denser making the technique almost unavoidable, but it is still possible for the user to catch sight of the rain long before it actually makes contact with them. The user can only use the bismuth to form techniques from the bismuth or to create more bisumaton techniques only once the bismuth has hit the ground. This technique can only be used twice per battle and can stay on the field for two turns while it requires a two-turn cool-down. The user can only use two other moves while this is active.

Note: Can only be taught by Skorm.

5. (Bisumaton/Fūinjutsu: Mākuobuinfamī | Bismuth/Sealing arts: Mark of Infamy)
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is based on sealing tags capability of storing chakra and apply it wherever it is placed through tags. The user places a tag on any solid object that is within their reach. This tag is infused with huge quantities of liquid bismuth. When the seal is placed on a specific solid object(could be on anything), the user then performs a seal to act as the trigger. This activates the seal and tranforms the interior of the object that the seal is places on and replaces it with liquid bismuth, however, the exterior of the affected object remains the same. This is a perfect deception technique that can very well be placed on the ground, activated, and as soon as someone steps on the surface it will burst and entrap their feet in hot bismuth. The tag contains enough bismuth to affect objects that are 10 meters long. If used on a human, their entire interior will graduately start to become heavier and they will feel extreme pain as the liquid bismuth starts to spread inside of them. If the seal is not removed within two turns after its activated it will kill the target. The seal can be placed on enemy tools or weapons to destroy them from the inside. The seal itself is A rank but the quantities of bismuth stored in the seal and the damage it seals is S rank. Only four seals can be used per battle and once it has been placed, the user cannot use bismuth techniques above A rank until one turn after the seal has been activated.

Note: Can only be taught by Skorm.

6. (Bisumaton: Shakunetsu no Aibu | Bismuth Release: Scorching Caress)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Scorching Caress is an infusion technique designed in order to amplify the nature of other techniques. Namely the addition of molten bismuth into other solid material and or into liquids. The user will forge a sole hand seal while in the process of making another technique (aka done in the same timeframe). Once this is triggered, the original technique – which this applies namely to solid elements such as earth/earth-based CE/AE that normally melts under the sheer heat of molten bismuth. The additional infusion of chakra therefore causes the solid material to melt down, becoming an amalgamation of the element and liquid bismuth however in the case of liquids, it instead superheats the liquid in question by infusing a mass amount bismuth into it. This in turn allows the technique to operate as it was originally intended to do but with some key differences, the first is technique now its mixed with the bismuth (in the case of solids), though it doesn’t gain its strength and weaknesses, nor can the Bismuth within the targeted technique(s) be manipulated by the user in any way, and also an increased in potency.This potency is namely an increase in the techniques defensive and offensive capabilities, alas offensive techniques gain an additional increase in rank by +1 for A rank and below techniques, while S rank and above gain a +20 DMG increase. Defensive techniques gain the same type of boons however in the case of S ranks, it gains the ability to defend against techniques one rank higher than normal instead. It also comes at sustained cost of 10 chakra points per turn in order to keep the applied technique in its molten state. This technique can only be used four times per battle, with a two turn cooldown between uses.
 
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1. (Parajiumufōmu: Yōsai | Palladium Foam release: Fortress)
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40(-10 per turn)
Damage: 20-80(on touch)
Description: The jack of all trades release for the parajiumufōmu release. The user can form any structures from the palladium foam they want. The user can create weapons, armour and well anything that they need. D and C ranked usage requires no handseals, B rank requires one, A rank requires two and S rank requires three handseals. D, C and B rank may be used indefinitely as long as the user has a chakra pool, A ranks can be used 4 times per battle and S rank can be used 2 times per battle. A rank variation has a cooldown of one turn per use, S rank has a cooldown of two turns after use. This lets the user channel parajiumufōmu chakra through the earth or anywhere on the field if they have sourceless speciality for the element. The user can also form the foam directly from their body like many other elements. Unless the user fuels chakra into the palladium foam, it will lie dormant on the surface of the earth and have no functionality. Since metal foam is extremely sharp even when compressed it will slice off skin like butter and thus deal damage on direct touch. The user has no immunity towards this and will suffer damage too.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, with a cooldown of one turn, S rank 2 with a cooldown of two turns.
Note: No other palladium foam techniques in the same turn S-rank version is used. No Palladium Foam above A-rank next turn either.
Note: The user cannot use this to create a sentient creature, and only be sustained in a matter that allows the foam to maintain a particular shape.

2. (Parajiumufōmu: Inshiriko | Palladium Foam release: InSilico)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short-mid
Chakra: 40(-20/turn)
Damage: 80(on touch)
Description: InSilico is an advanced application of the palladium foam release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into the metal foam while still maintaining their original size they become quite light and flexible but also very sharp. This is an extremely good counter for taijutsu, kenjutsu and any sort of elemental interaction that is weak towards the metal foam. The user will become faster than before and become very flexible as they are very spongy. A speed boost of 1.5x is granted as well as good evasive manouvers since the user can flex into forms that a metal foam can be compressed/stretched to. In this form, the user can only utilise elements that palladium foam is made out of. This includes fūton/katon/doton. The user can compress themselves to maintain an exremely sharp surface at certain areas or decompress and be able to take on huge kinetic damage as the air spores in the metal foam will absorb and constraint on impact. The user may reform to normal at any time after taking this form.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above parajiumufōmu and no S rank and above Fire/Earth techniques after usage for one turn.
Note: Can only be taught by Skorm.

3. (Parajiumufōmu/Fūinjutsu: Kagami no en | Palladium Foam release/Sealing Arts: Mirror’s Edge)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: N/A
Chakra: 40
Damage: 80
Description: Remote Katana is a seal in which the user applies passively on a physical object. This seal contains a large amount of palladium foam that will expand rapidely as soon as the user triggers the seal. This foam will encompass the object the seal is attached to and mimic its physical structure but enlarge it with a coating of S-ranked palladium foam up to mid-range from said objects original surface. The immediate expanse of the foam is with such speed that the razor sharp foam will cut through materials weak and neutral to S rank palladium foam that are in its way. This is an exeptional way to enhance solid projectiles or as a territorial control trap. The user is by no means immune to this damage and if they trigger the seal whilst being to close to the seal they will take damage too. The trigger is simple, the user merely needs to perform three-hand seals. Whilst the seal is active(triggered or not) the user cannot perform palladium foam techniques above B rank. Seals above A rank are unusuable too. The paladium mass will disperse after being on the field for one turn.

Note: Can be used 4 times per battle and requires two turns after one seal is triggered and a new seal can be placed. The user can only have one seal active on the field at one time.
Note: The user can passively place the seal but to activate the seal requires a move.
 
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Created[3]
(Kuchiyose no Jutsu: Nahla) Summoning Technique: Nahla
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Nahla is the biggest, oldest and wisest of the vampire squids and also the boss summoning of the contract. Stretching out 80 meters long, she can dwarf most aquatic summons and her eyes are as big as a large boulder. Her main abilities are using the generic vampire squid techniques which are varying from water techniques and using their blinding musk. Her gigantic tentacles along with the cap is able to cover huge grounds and being hit by said thing will be considered lethal. Since her skin is very quite durable and thus she cannot be harmed by lightning, water, earth B-rank and below but can be damaged by fire, lightning, and wind above B-rank. She is capable of using all water jutsus that the user knows(including customs and with a +20 damage bonus) as well as the signature disorienting Vampire Squid mucus that she would shoot out from her tentacles. The musk is extremely sticky and on touch will sting quite a lot. However if it gets into the system(mouth, eyes, ears etc) it causes nausea and leaves the victim blind for up to two turns. On physical contact it will remain very sticky and as previously mention give the user a sticky sensation. Like all Vampire Squids, Nahla possesses water pressure sensory. This is an asset that only works when submerged under water and lets the Vampire Squids feel pressure from up to Long-range and thus detect movement. Her main weaknesses are fire and wind, while her skin lets her tackle on most physical attacks as well as lightning, though strong variations considered doesn't make her invulnerable to physical attacks in the long-run.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by her tentacles or crushed under her body counts as S-ranked blunt damage.
Note: The mucus can be burned away or blown away by fire and wind with quite minimal effort (at least B-rank), but if inserted into the system or physically touched the effects remains. Musk also counts as S-ranked techniques.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm

(Kuchiyose no Jutsu: Kano) Summoning Technique: Kano
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kano is a male vampire squid with a completely black skin. He's the most gifted ninjutsu user of the vampire squids and is a water style primary specialist. He can perform all canon suiton techniques. His water techniques will require a water source but after the first turn summoned, he will have passively generated a water source up to short-range for use. He cannot use the mucus, his tentacles are still able to generate quite the punch and gain gripping abilities on hard and even slippery surfaces. Kano means the god of water in japanese and is rightfully so fitting this vampire squid due to his mastery of the release. Although he's not as big as Nahla, he is still quite the beef and is about 70 meters tall including his tentacles. Kano is also a summon that is extremely fast underwater but does not depend on it as he easily can create his own water sources. He can swim as at twice the base speed of a Kage rank bio (x2). On land he is slow to move but his tentacles still have very rapid movement when it comes to it. As previously mentioned, vampire squids in general have high resistance to electricity and water but are weak towards fire. Kano can take on up to B-rank damage with ease. Other than that, Kano is so far the only male specimen found in the vampire squid realm. He's very smart and has lived a very long life even though it doesn't really seem like it due to his personality. He's very open to new technology and he, like all the other vampire squids are having their summon land of the Moon Isle.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by his tentacles or crushed under his body counts as S-ranked blunt damage.
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm

3. (Kuchiyose no Jutsu: Akemi) Summoning Technique: Akemi
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: She is the smallest vampire squid that has so far been discovered by him and Zora and is also the latest to join their band of vampire squid summons. Akemi similar of her brothers and sisters within the contract. She has black skin with red patterns and her mucus glows red. When submerged, her bio-luminescent spots on her body glows crimson in color. She is about 5 meters tall, which is nothing compared to the sizes of the other vampire squids. This doesn't make her weak though. Akemi has the ability to user her mucus flawlessly to incapacitate opponents and her tentacles can deal quite the blow. She can use her tentacles to immobilize her targets by wrapping them around their legs. The suction cups increases the strength of the grip. Unlike the other specimen, Akemi can harness the lightning release up to S rank. Her special rubbery body makes her incapable of being damaged by lightning while submerged underwater. She can swim very fast and use her tentacles to perform a jet propulsion. Her speeds underwater are twice the default speed of jounin.

Note: Can only be summoned once per battle.
Note: Lasts 4 turns.
Note: Getting struck by her tentacles or crushed under her body counts as S-ranked blunt damage (counts as a move).
Note: Must have signed the Vampire Squid contract and can only be summoned through the contract tattoo(smearing blood) or through a scroll.
Note: Can only be taught by Skorm
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Taught[...]
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Created[1]
(Kuchiyose no Jutsu: Mamoru) - Summoning Jutsu: Mamoru
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mamoru is a decently large thorny dragon with the same size as a standard human while his left eye is piercingly blue his right eye is black as the night sky. He can be summoned through traditional means and is dark colored with some beautiful blue patterns around his thorns giving him a very majestic and fine look. He's very intelligent and shares a mental link with his summoner at all times. The spikes are sharp and his scales are very tough, able to withstand physical damage up to B-rank and due to the sharpness of the spikes they will deal damage to taijutsu moves, cutting and stabbing skin on contact with enough force. His main defence is adapted for fire techniques though. This is done by shedding a liquid body fuel around his skin that is highly fire resistant(up to A rank immunity). He is however weak towards lightning and due to the liquid that he is naturally coated with he takes twice the normal damage of lightning. The combination of his thorns and watery scales makes him completely resistant to parasitic infiltration of his body and cannot be taken control over by the likes of creatures that rely on that. His affinity is Katon and makes him able to use all fire techniques his summoner knows up to S-rank. Like most thorny dragons, Mamoru is also able to hide his heat signature when digging underneath the earth and like other dragons of the contract he can blend in with nature and combine the effects of hiding under rock as well as disappear from sight using active camouflage. Naturally he can still be sensed by the use of chakra sensory or movement sensory.

Note: Can only be summoned once
Note: Lasts 4 turns
Note: Must be a signer of the Thorny Dragons contract
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Taught[1]
1. (Hairihhi Bōgun) - Holy Bow
Spoiler
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
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Created[2]
1. (Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

2. (Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm
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Taught[1]
1. (Arutemisukonjitto) The Artemis Conduit
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Artemis Conduit, otherwise known as TAC, is a pair of twin miniature gauntlets that were crafted to be used in times of duress. TAC's main distinguishing feature is the internal functions of it's 'launching mechanism', which contains many rune-like scripts etched in ink. The arrows fired through these barrels are quite unique, as they are not composed of any run of the mill material, but rather shadows taken solid form. This results in the user not needing to carry extra ammunition and whatnot, as the arrows are formed directly in the chamber. However, this shadow arrow component allows the user to shoot chakra arrows from the gauntlets, and fire them with a shadow coating. This is due to the fact that the shadow arrows/coating would form in the barrel based on what's needed, as it is a shadow, meaning that it can also be used as a source for shadow based techniques, however the user can only use these shadows as a source for shadow techniques up to B rank. These arrows also carry the traits of the Shadow Imitation Shuriken technique, enabling them to prevent movement should they make contact with a target's shadow.

The second ability, denoted The Dark Walker, enables the arrows, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance) activation/utilisation of A Rank and above healing/HP recovery techniques. The limitation, if the bullet simply clashes with the target and does not pierce them, would last for a single turn. However, if the bullet manages to pierce the defenses/skin of the target, the effects would be more severe, as the bullet would be closer to the chakra network, enabling the sealing effects to last for two turns after contact is made. The Dark Walker can only be used thrice for an additional chakra cost of fourty, and must be separated by a two turn interval, with the chakra naturally not factoring into the strength of the arrows.

The shadow coatings have a low damage output being merely equivalent to fourty damage. Shooting these gauntlets, naturally require a move in a turn, at a cost of 20 chakra. The bullets can be fired off in semi, burst, or fully automatic modes, depending on the needs of the user, with the bullets moving as fast as lightning techniques. The user can chose to fire stronger bullets at a 1::2 rate, up to 45 chakra, usable five times per battle for outputs higher than 30.
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Created[5]
(Sonikkutorakutābīmu) - Sonic tractor beam
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A(80, if used aggressively and slam a shinobi into the ground for instance)
Description: The tractor cannon is a device placed inside the hand of the wielder and is about the size of a cent. The tractor cannon uses sound frequenciez to attract an object in question by surrounding it in a concentrated high-pitch and constantly controlled loud sound which in turn creates a force field around the object. This gives the properties of manipulating foreign objects without actually touching them, however the technology of this device is very underwhelming and is in a very early state of scientific research but the limits of the sonic tractor beam is that it can only move objects that are the same weight or less than the wielder of the tool. If the user wants to remain gripping an object for more than one turn, additional chakra needs to be put into the device and they may not close their one hand where the device is on since that would disrupt the tractor beams sound-waves. Therefore, techniques that requires handseals cannot be used at the same time as the tractor beam is used for an object(pulling, lifting etc). A way to neutralise being lifted up in the air and smashed into the ground is to simply disrupt the soundwaves by using wind. The user must also always focus the device on the object they are lifting. If an object is caught in the force-field of the tractor beam that is of much greater weight than the user, it will only partially slow it down. The tractor beam can push and drag objects in pretty decent speeds(up to the users own speed base). The minimal weight the tractor beam can influence is the weight of a feather.

Note: Objects that are to be manipulated cannot exceed the weight of the user or a regular human to have lift-off from the ground. They may only be partially slowed down.
Note: The maximum reach for the tractor beam, or as far as it can push objects is long-range.
Note: The tractor beams hold only lasts for a maximum of 3 turns and can only be used twice per battle for holding objects that long.

(Toritonmasuku) - Triton Mask
Type: Tool
Rank: B
Range: N/A
Chakra: 20(-5/turn)
Damage: N/A
Description: The triton mask is an advanced yet tiny mouthpiece that lets the user breathe under water and in other hazardous environments where gases that chokes humans could be a threat. The mask simply converts water into breathable air when used under water, while in other situations store enough oxygen for the user to survive in hazardous instances for one hour before getting too low. Warnings are always given to the user whenever the mask starts to run low on oxygen and will start run the same type of program as when submerged underwater, which is to convert the surrounding gases or liquids into breathable oxygen. Obviously this doesn't work for the most potent poisons but up to B rank it could still be very dependable. The mask will always work underwater though until the device is either broken or faced with enough water pressure that it breaks. The users needs to spend chakra constantly to convert gases into breathable oxygen but not for water.

Note: Can counter poisonous gases or other hazards that affects the users breathing up to B rank at the cost of chakra per turn.
Note: Lets the user breathe under water indefinitely.

Mercy of Ahamkara
Type: Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Mercy of Ahamkara is an external miniature plate and classed as an advanced ninja tool that is placed behind the ear right on the skin on the wie
lder. The device is linked with the brain and uses ultra-sound to detect fluctuations and abnormal activity in the wielders mind. This means that it can detect mind altering techniques and classify them as abnormalties. While it cannot be used to break free from such techniques it can help the user realize their under one. This is done by sending very specific electrical stimulations that are coded to reveal the state of their brain. Even though they are still trapped in an illusion they can now determine the rank of a manipulative technique and the fact that they are manipulated. It occurs in the same timeframe as the illusion has been casted.

Note: Can only be used 2 times per battle with a 3 turn cooldown period after each use.
Note: Can detect up to S rank techniques.

4. Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has two different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The second type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory).
Note: Can only be taught by Skorm. Each Bullet can only be utilized 3 times each.

5. Eye of Riven
Type: Tool
Rank: A
Range: N/A
Chakra: 30(-10/turn)
Damage: N/A
Description: The Eye of Riven is an advanced tech that is in the form of a very modernly designed monocle that is on the user either at all times or whenever they feel like using it. As the tool is small and easy to put on, it doesn't cost the user a moveslot to activate it. It draws from the users chakra immediately as it activates. The Eye of Riven is actually a spectrum of advanced technology that lets the user see different patterns through the monocle if they are behind a wall, behind a raging storm, mist or even underground.
The system works not unlike aircraft radar. But instead of bouncing off planes and returning to the ground, the signal here travels through the wall, bounces off a human (as we’re full of water), and comes back through the wall and into a detector, which is in this case the monocle. By using chakra, the user can interpret the signals coming through the monocle and browse through layers of material they are looking at through the monocle.
Note: Can only be made by Skorm.
 
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Skorm

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Created[5]

1. (Jinton: Chūmon suru chikai | Dust Release: Oath to Order)
Type: Supplementary
Rank: A/S
Range: N/A
Chakra: 30/40(-10/15 turn)
Damage: 60/80
Description: Oath to orde is a simple technique which combines dust release and advances chakra manipulation. The user touches any object they want to affect or weaves three seals to affect an object up to mid-range away from them this coating will originate from the users body and spread its way towards/around the object the user wants to use this technique on. The technique infuses a chosen object(as long as it has a physical structure, such as a solid or liquid, summonings, clones and the user themselves cannot) and coat it with a 3D barrier, only a mm thick. This barrier will disintigrate anything it touches and deal massive amount of damage following the S/W of dust release. This barrier can only coat one object at a time or if S-rank version is used, two objects can be coated at the same time but each coating will be of A-rank. The user can send additional chakra passively to fuel the technique, making it last longer at the cost of their chakra reserves.

Note: A-rank variation can only be used four times per battle while S-rank version can only be used twice.
Note: Requires a cooldown of two turns after usage for S-rank version but only one turn for A-rank version.
Note: Can only be taught by Skorm.

2. (Jinton: Rasutaraizu | Dust Release: Rasterize)
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user will expand a 3D field using their own body as a base for the expansion of the technique. This means the 3D shape expands around the user in all directions. Depending on the rank of the technique it will reach short(B rank, up to 5 meters around the user), mid(A rank, up to 8 meters around the user) and long(S rank, up to 15 meters around the user). Everything that is captured in the field(that has a cubic formation at the edge) will be disintegrated which will essentially rasterized the user away from their surroundings and leave them intact while everything around them is disintegrated. B rank can be used at all times, requiring a single seal. A rank can be used three times, once every second turn and requires two seals. S rank can be used twice, requiring a cooldown of three turns and requires three handseals.

Note: Can only be taught by Skorm.

3. (Jinton: Ibento no Chiheisen | Dust Release: Event Horizon)
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Event Horizon is a supplementary technique that lets the user convert their physical structure either fully or partially to consist out of dust release. This has many different applications as it can be used to either disintegrate an incoming sword by turning the targeted area into dust chakra or enhancing a punch by converting ones fist into dust chakra to add disintegrating properties to the punch. The user choses how big a scale they want to convert their body and focuses different amounts of chakra depending on the scale of the technique. For easier description this technique is divided into levels. Each level has its own restrictions and the higher the level, the bigger restriction. It also goes without saying that failing to overcome/neutralise each levels impact of dust release chakra will disintegrate anything that flows through the converted area. This technique also counts as a chakra surge and can therefore be used to release the user from genjutsu up to the same chakra levels that are spent into the technique.

Antumbra - (C-rank)
This level can cover to to a full fist in size of a an affected area and applies the least amount of chakra. It is enough to disintegrate any technique/sword/taijutsu technique up to B-rank due to dust release’s strength to earth and its general properties, but it can be countered by elements of the same rank if they are neutral. If it is used to deal more damage in a taijutsu combination where the user uses their fists, that technique gains a damage boost equivalent of C ranked dust release in terms of S/W of the release. This levels adds restrictions towards the user in the sense that they can only use elements that consist of fire/wind/earth in the same turn this form has been taken. This form also lasts a maximum of one full turn. This can be used a maximum of four times per battle.

Penumbra - (B-rank)
This level covers up to arms and legs sized areas on the user which means the user can convert both arms/both legs/one arm one leg or anywhere else on the body. This scale is enough to disintegrate techniques of A rank in the same aspect as the lesser level. It deals B rank damage following s/w of dust release if combined with taijutsu. This scale needs a handseal upon activation - (Dragon). It also limits the users elemental capabilities as long as it is active and for a full turn after it is inactive to that of only being able to use either fire/wind/earth(or elements consisting of those) even if this application ends either naturally(after maximum of two turns) or intentionally. Since it can be used a bit longer it saps extra chakra from the user during the second turn(-5). This can be used a maximum of three times per battle.

Umbra - (A-rank)
This level lets the user convert half of their area, upper/lower/horizontal half etc. It also means the chakra output is greater and this lets the user disintegrate techniques up to S rank that are weak to dust release. The damage ouput if combined with physical techniques are increased by A-ranked dust release output.
This level can only be used two times per battle and requires a cooldown of one turn while also limiting the user from using dust release above A rank the same turn this level is used. This level can be kept going for three turns maximum. This level is quite advanced and requires two handseals - (Dragon & Snake). It limits the user from using elemental techniques above S rank during it is active and one full turn after it had been deactivated(either intentionally or naturally). Same elemental restrictions before as the lower levels of this technique is applied.

Celestial - (S-rank)
The user enables a full body surge and converts their entire body to dust release. This enables the user to disintegrate anything that touches them up to forbidden ranked interactions that are weak to dust release. It lets the user combine martial arts with an additional damage respecting S-rank levels of dust release. This level can be used once per battle while hinders the user to use any other dust release techniques in the same and next turn this technique is activated. It can last up to four turns. This is the highest level of the technique and requires three handseals - (Dragon & Snake & Boar). This technique limits the user from using elemental techniques above A rank while also limits the user from using any other techniques/skills above S rank for one full turn after the technique ends either intentionally or naturally. After one turn of it being deactive, the user gains the ability to use S rank elemental and below as well as using ither ninja skills to full extent. Same elemental restrictions are applied as the lower levels but for two turns after the cancelation/during this technique.

None of the levels are passive and counts as a move towards the users move count. A and S rank version drains -10 or -15 chakra per turn they are active. The surface passively disintegrates particles that touches it.

Note: Can only be taught by Skorm

4. (Jinton: Maethūum no Buki | Dust Release: Armaments of Maethūum)
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 40-80
Description: Armaments of Maethiūm lets the user configure their dust release chakra to create any shape of the release they wantehich would be ranging from spikes, hand-held weapons, armor, arrows etc. Since dust release is a very advanced elements as well as an element without physical properties the user will constantly need to fuel chakra into the creations they make in order to maintain their structure from collapsing. Depending on chakra levels, the density of the creations increase/decrease and will deal more/less damage. D and C rank levels requires no handseals while B rank requires a single seal and can be used three times per battle. A rank variation can be used up to two times per battle and requires a two-turn cooldown and requires two handseals.. S rank variation can be used once while requiring three seals and a three turn cooldown. All creations siphon chakra from the user and will be able to kept in form until destroyed or if the user uses any other element that dust release doesnt consists from(earth/wind/fire) or CEs/AEs that doesnt consist of any of those either. The user is drained -10 chakra per turn when using this technique in order to maintain it.

Note: Can only be taught by Skorm

5 (ME edit [x]. (Jinton/Inton: Shamen | Dust/Yin Release: Absolution)
Type:
Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 60 (-20/turn)
Damage: 120
Description: Absolution is an advanced form of Dust release in which the user incorporates the unique trait of Yin release to solidify the the naturally energetic form of the Dust chakra. Instead, the form of the Jinton will take that of a stream of easily manipulative shards with the same disintegrating properties as its pure energetic form. After forming 3 handseals, the user will create and cause these shards will travel through any target and disintegrate anything they touch. These shards are able to move and take the shape of anything due to Yin and Shape manipulation abilities. The shards will always originate from the users body and can have an extended duration on the field if the user wishes, which requires more chakra and extends the restrictions the user gets originally by the length the user keeps the technique active. In accordance to the properties of the Hungry Ghost technique, Absolution carries a debuff similar to that of the Hungry Ghost except it will only interract with techniques it clashes with and will not carry any parasitic properties once the technique defeats another(if it does) of course. The shards are a beautiful sight to behold, which is another property of the Yin aspect and gained passively. The shards are completely jet black and has a cyan flare to their exterior like a cold meteorite. This is purely an aesthetic property and carries no weight in battle.

Note: When the user has performed this technique, they are hindered from using S-rank and above techniques for two turns afterwards, as well as Yin/Dust release techniques for two turns.
Note: Can only be used thrice per battle with a cooldown of 4 turns.
Note: Can be sustained up to 2 turns for each use, but sustaining the technique prolongs the restrictive effects during that time it is sustained.
Note: User cannot use any Jinton/Earth/Fire/Wind/Yin techniques while this technique is active.
Note: Due to the Yin influence, this technique has neutral Strengths and Weaknesses.
 
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