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Skorm

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« Elemental Ninjutsu »

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« Ninja Skills »

Ninjutsu
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« Advanced Elements, Kekkei Genkais, Kekkei Totas »

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« Summons »

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« Tools & Weapons »
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« Custom Fightning Styles »
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Elemental Interactions
 
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Skorm

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Taught[1]
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

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[1]
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

Created[...]
 
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Skorm

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Taught[2]

(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.
4.
5.

Created[...]
 
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Skorm

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Taught[...]

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[1]
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

Created[...]
 
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Skorm

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Taught[1]
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

Created[2]
(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.
 
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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[3]
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.

4. (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.
 
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Porisuchiton

Created[3]
1. (Porisuchiton: Shiroi Sabaku | Polystyrene Release: White Desert)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40(-10 per turn)
Damage: 20-80
Description: The jack of all trades release for the porisuchiton release. The user can form any structures from the polystyrene pellets 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 5 times per battle and S rank can be used 4 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 porisuchiton chakra through the earths crust and create miniature sinkholes or other structures. The user can also form polystyrene directly from their body. Unless the user fuels chakra into the polystyrene, it will fall flat on the earths surface as it is too light to sustain any forms by itself unlike other solid materials.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 5 times per battle, with a cooldown of one turn, S rank 4 with a cooldown of two turns.
Note: No other Polystyrene techniques in the same turn S-rank version is used

2. (Porisuchiton: Tesserakuto | Polystyrene Release: Tesseract)
Type:
Offensive/Defensive/Supplementary
Rank: S-rank
Range: N/A
Chakra: 40(-20/turn)
Damage: N/A
Description: Tesseract is an advanced application of the porisuchiton 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 polystyrene pellets while still maintaining their original size they become extremely light, sturdy and fast but also sharp. This is an extremely good technique when the user needs to move fast and having to tank jutsus that porisuchiton is strong to. The user will become stretchable as they are now in a "white sand" form and while their charactersics such as facial appearance etc has dissolved in the new form they still pertain the same volume. However, due to the extremely light material the user now consists of they can move at exremely fast speeds, up to twice their normal speed while gaining extreme flexibility of evading techniques. The pellets can also grind techniques that passes through the user to dust(within reason and S/W of porisuchiton). The downside of the technique is that the user cannot perform any elemental techniques except from porisuchiton/fire/earth/wind techniques. The user can reform at any time and if they continue to be in this form they need to spend additional chakra.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Porisuchiton and no S rank and above Fire/Earth/Wind techniques after usage.
Note: Can only be taught by Skorm.
Note: Can only be used to dodge techniques(within reason) once per turn.

3. (Porisuchiton: Jūryoku o Ushinau | Polystyrene Release: Gravity Forfeit)
Type:
Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40(-20/turn)
Damage: 80(+20/in combinations)
Description: The user performs three handseals and then slams their hands on the ground. They will then channel massive amounts of porisuchiton chakra through it to gather up a miniature sea of the material underneath a certain area. This amount of polystyrene will then replace the earth underneath the target and due to the lightness of pomystyrene, most targets will fall through the material down to a depth of several meters. As they fall, the surrounding pellets will smack into them with high speeds and crush them into a pulp, similar to some sand techniques. This technique can be sustained at the cost of additional chakra. The technique gains extra damage if the user adds weight into the crater to push the polystyrene down on the target harder and thus gains a +20 dmg boost if combined with earth/water or other heavy elements that can be concentrated into the pit.

Note: Can be sustained for up to three turns per use.
Note: The user is only able to use earth/fire/wind- based elements up to A-rank while sustaining this technique.
Note: Requires a cooldown of two turns and can only be used twice per battle.
Note: Can only be taught by Skorm.
Note: No Polystyrene Above A-rank after this technique ends.
 
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Created[2]

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.
 
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Taught[...]
1.
2.
3.
4.
5.

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
4.
5.
 
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Taught[...]
1.
2.
3.
4.
5.

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
2.
3.
4.
5.
 
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Created[3]
(Sangurasuiyaringu: Furakkusu & Shinjitsu) - Sanguine Earrings: Flux & Truth
Type:
Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[溶] Flux - An earring made for the users of an unusually strong connection to the spiritual realm. This earring works like the mind-body-switch technique but it's designed to counter foreign chakra that is influencing the wielder negatively(i.e genjutsu, Yamanaka, spiritual techniques). Half of the users consciousness will lie dormant and sealed inside the Flux-earring and respond to the user's will when foreign chakra is influencing the user. In other words, it's purpose is giving the user the opportunity to swap their affected consciousness with the one lying dormant in the earring. Doing this spends one move and makes the wielder to bypass any genjutsu and mind-altering technique. After swapping, the user becomes unable to break genjutsu above B-rank for 3 turns. The swap can only be used once per battle.

[真] Truth - The earring that is meant for aggressive Yamanaka users. Unlike Flux, Truth works to increase the potential of a Yamanaka in battle. The earring enhances spiritual, genjutsu, and Yamanaka by either one rank(up to S rank) or +20 damage passively. If the user is to have these passive traits of Truth, they need to specialise in genjutsu to have the damage boost included to them. The Yamanaka will always have the boost active for their hidden abilities.

Note: The powers of Truth are passive and doesn't need a move to activate. However, Flux counts as a move to activate.
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Because of the user splitting their consciousness in 2 for Flux, their individual power is weaker and thus, the user is incapable of multi-casting genjutsu within the same time frame.


2. (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.
3. (Igudorashiru) - Yggdrasil
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Yggdrasil is a savagely looking jagged longsword with a bunch of spots filled with bioluminescent light that shines in the same color as the wielders eyes. The swords grip is formed like a root and the entire sword is made by an unknown crystal that is extremely dense. On the grip of the sword there is also a seal;

調和 - Harmony. This seal is responding to a unique bond called harmony element. When the user is within short range from the seal, a passive stream of chakra is being fueled into the seal and out towards the user of the sword. The sword will transform its crystalline structure to that of the special element the user possesses and take on its traits. A harmony element is essentially any element the user possesses and wants the sword to transform into. This needs to be stated in the bio that has the Yggdrasil sword. The sword will not just resemble the element, but also adapt it's strengths/weaknesses and can be destroyed by such and dealing damage accordingly. As the user powers the sword, the sword also powers the user. In connection with the harmony seal, the sword will shift out chakra towards the user and enhance their harmony element that the sword mimics and give it a passive boost of +10 chakra and +20 damage.

The user can utilize the sword like any other sword and use it in kenjutsu techniques while applying elemental properties to them in response to what harmony element the wielder have chosen. If the sword is tossed it will instantly transform back into the crystalized form it originally has if it travels beyond short-range from the user. It will also remove the passive strengths towards the users harmony element. The sword also incorporates a special move which requires the user to pummel it into the ground in front of them with the edge down. This will cause a tremor and erect a huge dome barrier that is invisible to the naked eye. This barrier incorporates fuinjutsu attributes in the sense of crippling chakra supplies of everyone inside the dome bar the user although their summons are still affected. The sword acts like the vessel and the move is the trigger. The barrier saps chakra from opponents and drains their jutsus of power to the point that all forbidden techniques are unusable, while also making opposing techniques drop one rank. The wielder of the sword loses the ability to use any other element other than the harmony element and its composite elements. For example, if the user has a CE/AE or KG made out from earth and fire, the user's elements are limited to the CE/AE/KG, and its component elements. Modes, dojutsu or other active techniques that are of forbidden rank are not affected by this if they are activated before the move has been made but techniques that are used are still dropped in rank by one. The barrier can reach mid-range in a 360* degree fashion. The barrier is A-rank in strength, meaning that techniques of sufficient power can destroy the barrier, although the weapon itself will retain the infused harmony element.While the barrier is active the user cannot use fuinjutsu B-rank or higher.

Note: Can only be used by Skorm
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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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