±± The Elder Chests ±±

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
You must be registered for see images


"If you feel yourself hitting up against your limit remember for what cause you clench your fists... remember why you started down this path, and let that memory carry you beyond your limit."

Contents




1.(Genjutsu:Explosive Cat):Bakuyaku Neko



2.(Katon: Kaki Kyuutai Kurushimi) Fire Release: Fire Orbs of Pain

A.(Katon: Kokoro no Hi)-Fire Release: Heart of Fire (6/6)

B.Fire Release: Blooming Chivalry(1/6)​

3.Katon: Tesuro Teshita) - Fire Release: Tesla's Creations

4.Katon: Fuuton Enerugī no Bunsan sa seru) Fire Style: Wind Energy Disperse

5.(Katon: Suisei Dengeki)- Fire Release: Comet Blitz



6.(Dim Mak - Hishou Ude Itami) - Deaths Touch - Soaring Arm Pain

7.(Taijutsu: Puraudomearī) Body Art: Proud Mary

8.(Han Sochi no jutsu)- Half Step technique


C. Suiton: No sakebigoe Oros | Water Release: Cry of Oros (3/6)

D. Water Release: Disparity in Nature | Suiton: Shizen-kai no kakusa (4/6)

9. (Suiton: Kiri Kawarimi) - Mist replacement



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

11.(Doton: Hebi Higyou) - Earth Release: Crushing Uppercut
E.Earth Release: Expedited Excavation (6/6)​



12.(Kage Bunshin Kōtsū no Jutsu) - Shadow Clone of Transportation Technique

13.(Sodaina Gyorai Shin) - Grand Torpedo Needles



14.(Meiton : Shugo tenshi) - Dark Release : Guardian Angel

15.Meiton: Mōtaru no naitomea - Dark Release: Nightmare of the Mortal

16.(Meiton: Kuro Kagami) - Dark Release: The Black Mirror

17.(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void

18.(Meiton: Chikara Nigiri) Dark release: Force Grip

19.(Meiton: Kasai Butoukai) - Dark Release: Fire Ball

20.Futon/Meiton: Eien no yoake| Wind Release/Dark Release: An Everlasting Nightfall

21.Meiton: Kyodaina kyōen| Dark Release: Monsterous Feast

22.(Meiton: Mune Kurikaeshi Jajjimento) Dark Release: Pillar of Judgement
F.Dark Release: Miniature Conversion | Meiton: Minichua henkan (3/6)​

23.(Meiton : Ismuth no Ankā) - Dark Release : Ismuth's Anchor



24.(Raiton: Urufu no Jūjika) - Lightning Release: Wolf's Cross



25.(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly





 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
I L L U S I O N A R Y | A R T S


(Genjutsu:Explosive Cat): Bakuyaku Neko
Type:Attack
Rank:B
Range:Short-Mid
Chakra Cost:25
Damage Points:40
Description: The user makes the enemy see a scared cat coming towards them and it hides behind the enemy the cat is actualy a few explosive tags tied together that the user will throw and they can explode at the users will.

Learnt:

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
F I R E | R E L E A S E

(Katon: Kaki Kyuutai Kurushimi) Fire Release: Fire Orbs of Pain
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will first pull out a single shuriken, whereas the user will channel their katon chakra into the center of the shuriken creating an orb of fire in it. Then the user will throw the shuriken towards the opponent, and at the same time, the user will use “(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu”, making it multiply in midair into 100 shuriken with the fire orbs as it will collide and spread out around the field surrounding the opponent. Then as the shuriken are scattered across the field, the user will perform the Snake – Ox – Tiger hand seals, where all the 100 orbs will immediately be shot from all directions at high speed towards the opponent. Then as the small projectile like fire orbs come in contact with the opponent or the surroundings they will explode into small flames which all of them will cause heavy burns on the enemy’s body.
Note: Can only be taught by JiraiyaEroSennin
Note: Can only be used 3 times per battle
Note: Can not use A-rank or above fire jutsu the next turn

Learnt:


(Katon: Kokoro no Hi)-Fire Release: Heart of Fire
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: (Same as targeted jutsu)
Damage Points: N/A
Description: Heart of Fire is a unique jutsu supplementary in nature which exclusively augments other fire jutsu, meaning it naturally bears the ability to be activated in the same timeframe slot as them. Essentially, Heart of Fire pushes the principles of fire that acts like a solid to the limit in any jutsu it is applied to, though in a unique way. Rather than turning all the flames in the technique solid, only select flames in the center of the fire will be selected. Moreover, the only solid aspect within the fire will be a knight composed of condensed, solid flames, his size scaling no larger than the realms of the chosen technique. The knight and the surrounding fire will initially appear and behave as outlined in the other jutsu (ex. being shot from the user’s mouth as a linear fireball), but the knight can exit that action and act as he please at any time, as he is sentient in nature. The knight is capable of flight, and moves at a speed matching the technique. The knight does not, however, empower the jutsu in any way, as his power is derived directly from it, nor can he reshape it. Rather, he just takes control of the jutsu and turns it into a hybrid state as the flame which surrounds him, the shape of the original technique, is still quite dangerous. Naturally, the knight attacks anything which entire the confines of that fire. This technique does however come with some heavy restrictions.
Only one knight may ever be created from this, so a jutsu that splits its power into three fireballs would result in one knight stunted in power in one of those fireballs, the other two unaffected. The jutsu ends after three turns, and carries a two turn cooldown before reuse. While it is active, the user will be limited to fire release and advanced elements which use it.
Note: Only usable thrice per battle

Approved:

Taught:







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.

Learnt:


Katon: Fuuton Enerugī no Bunsan sa seru) Fire Style: Wind Energy Disperse
Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the Ram handseal and instantly discharge fire chakra from their body to make a wall of fire chakra in front of them this will be an almost instant process, as wind jutsu of B rank or below hits the wall of fire chakra the fire chakra will absorb the wind this will happen because of fires elemental advantage over wind energy from the jutsu and cancel it out, the wall will then disperse.

Learnt:

Fire Release: Blooming Chivalry

Type: Offensive, Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Derived from and reliant upon the Heart of Fire technique, Blooming Chivalry is a simple, passive technique which serves to overload the knight created by Heart of Fire with fire chakra. By simply focusing more fire into the already incredibly condensed knight, the user causes it to become volatile, triggering an explosion at the user's discretion. In essence, this explosion emanates from the knight and uses the jutsu hosting the knight as a fuel source as it releases a tremendous amount of explosive fire in a frontal direction of a size and damage based upon that of the original jutsu hosting Heart of Fire itself. The usage of this jutsu will immediately end Heart of Fire.

Approved:

Taught:


(Katon: Suisei Dengeki)- Fire Release: Comet Blitz
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user forms 3 handseals and exhales a meteor-sized fireball at the opponent trailed by several smaller fireballs that can be used to attack multiple targets. They can all be manipulated freely.
-Usable 2 times per battle
-No A-rank or higher fire jutsu next turn
-Can only be taught by Katonpwnz

Learnt:

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
B O D Y | T E C H N I Q U E S
(Dim Mak - Hishou Ude Itami) - Deaths Touch - Soaring Arm Pain
Rank: B
Range: Short
Type: Offensive
Chakra Cost: N/A
Damage Points: 40
Description: The user pulls back his arm and sticks two fingers out into a striking position, he then strikes fast at the enemy's muscle in the arm his Biceps and Triceps. He hits in such a way,focusing on internal damage,that he tears the muscle in the enemy's arm causing soaring arm pain. If the attack is successful the enemy is unable to use that arm for a turn. Continues use on the arm will cause major pain.
Note
~Lasts for 1 turn
~Must be taught Dim Mak to use

Learnt:

(Taijutsu: Puraudomearī) Body Art: Proud Mary
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (- Long (Mobility)
Chakra: 20
Damage: 40
Description: A technique that utilizes physical enhancement through Chakra, for a simple yet effective purpose , Proud Mary requires the user to possess a basic understanding of Taijutsu, and be flexible enough to achieve it's unique, and honestly odd stance. The user starts by gathering Chakra throughout their legs, using it to enhance their natural capabilities, and preparing to stabilize this Jutsu's next step. The user leaps forward with their dominant foot and proceeds to perform a downward arcing kick, spinning their entire upper body, whilst keeping their leg as straight as possible. From this point the user then proceeds to continue the same spinning motion and transition into another downwards arcing kick with the opposite leg, requiring the user to perform a full-split and maintain it for as long as they wish to continue using this technique. The user then proceeds to continuously perform the same series of spinning kicks, keeping their legs rigid and straight, using the constant spinning to both appear and effectively function like a wheel, quickly traversing the terrain, whilst performing a powerful and relentless series of kicks, almost akin to a buzz-saw. This technique can be used to easily close a gap between the user and their target, or to evade certain techniques, and when combined with the "Tree Climbing Exercise" allows the user to effectively traverse almost any kind of terrain at high speeds, even topographical features that are highly elevated, or are inconsistent in nature. Additionally, through the constant spinning/ rotating motion this technique employs, the user can easily reach great speeds, equivalent to their individual top speed, determined by factors such as their Rank, overall Speed Level, etc. This is what makes the technique easily fatal, the overall high speed the user charges at their opponent with, combined with the seemingly endless series of kicks can easily cause severe damage, whether through trauma from physical impact, or even lacerations, simply due to how fast the user is spinning.

You must be registered for see images

Restrictions
☆ Can only be used twice per battle
☆ Can not use Taijutsu above B rank in the same turn
☆ Can not be used in consecutive turns

Learnt:

(Han Sochi no jutsu)- Half Step technique
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Zenryoku
Note: Can only be used twice per battle

Learnt:

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
W A T E R | R E L E A S E


Suiton: No sakebigoe Oros | Water Release: Cry of Oros

Type: Offensive | Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user makes three handseals and, utilizing a sword, the user channels suiton chakra onto his arms and releases up-to 4 spheres of water that float around the tip of the sword. When the sword is swung, the water spheres move as the motion of the sword. The spheres burst into a mass of water ,when it comes to contact with substantial mass or reacts to another element causing damage ranging from B-Rank to D-Rank in respect to the number of orbs created.
Note: Can't mold chakra of another element while the sphere is still being maintained.


Approved :

Taught:





Water Release: Disparity in Nature | Suiton: Shizen-kai no kakusa
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
Performing three handseals, the user extends his one or both hands and apprehends an enemy Suiton technique to manipulate the cohesive bonds of water molecules; altering it to a large extent and effectively removing its ability to exist as "drops". This causes the water technique to "shatter", losing its force and structure. The water regains its physical form nigh instantaneously becoming a regular source of water that can be used for other water techniques. However, using this on larger water techniques can prove to be a double-edged sword since the water could just as easily wash the user away after it’s reconstruction due to the water’s ever moving nature.
Note: Only works on water Jutsus composed of less than 20 chakra points
Requires a cooldown of one turn after using it twice

Approved:

Taught:





(Suiton: Kiri Kawarimi) - Mist replacement
Rank: S rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage Points: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.

Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
E A R T H | R E L E A S E
(Doton: Tsuchi Kabe-Tama) Earth Release: Earth Wall-Bullets:
Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:A large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by Serpent

Learnt:


(Doton: Hebi Higyou) - Earth Release: Crushing Uppercut
Rank: B
Type: Offensive
Range: Short
Chakra: 20
Damage: 40
Description: While close ranged with an opponent and facing hand to hand combat. the User will quickly drop to one one arm and spin around in a break-dancing manner in order so kick the opponents legs and send them off balance. As this happens, the user will be focusing chakra with the hand connected to the ground as an earthen fist will form over there hand. Once the opponent is knocked off balance, the user will spring up bringing the earth infused fist along the opponents body in an uppercut manner dealing a damaging blow to the opponent as the fist crumbles, this hit will send the opponent into the air.
Notes:
-Can only be used once per battle
-Can only be taught by Serpent.

Learnt:

Earth Release: Expedited Excavation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Expedited Excavation is a unique jutsu which is used in conjunction with earth techniques which are typically used in conjunction with an earth source such as the ground. Through means similar to the Sticky Earth Drop and Dropping Lid jutsus, the user will open a portal which will release the earth jutsu from a source of earth inside it. As the size of the portals scales with the size of the jutsu, they can be quite large, though the jutsu will only ever summon one at a time. This useful ability is however majorly limited. Not only will the user will be unable to open portals from a short range radius around an enemy, but they will also be unable to use this jutsu in conjunction with any of the earth jutsu which are released outside of an earth source (earth jutsu fired from the mouth, those which appear from the sky, etc). Furthermore, these portals can only be used in conjunction with earth jutsu, and must be formed at least five meters away from the opponent. After it is released from the portal, the earth jutsu will function as it normally does, with no added benefits. If a jutsu requires hands on the ground to perform, it won't be able to be released from a portal.
Note: Usable four times per battle, with a two turn cooldown.
Note: Cannot be used in conjunction with Mountain Smash or any Forbidden ranked jutsu.

Approved:

Taught:






 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
N I N J A | A R T S

(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.

Learnt:

(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.
-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 only be triggered in the same turn

Learnt:

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
D A R K | R E L E A S E

(Meiton : Shugo tenshi) - Dark Release : Guardian Angel

Type: Supplementary/Offensive/Defensive
Rank: B-rank
Range: Short
Chakra Cost: 20 (-10)
Damage Points: N/A
Description: The usage of this technique lies with the user activating one of their Dark Marks, on either of his hands. Upon the activation, it will stay active for four turns. The functional Dark Mark will take the manifestation of dark purple chakra surrounding the user's arm, and will serve as an active Inhaling Maw which automatically absorbs elements and ranks according to the S&W scheme (A-rank for strengths and so on) without the user needing to. Simply put, the user won't bother directing his arm outwards to absorb, but the vivid dark chakra around his arm will do the job for him. This means that the user can carry on with other actions as Guardian Angel does its job. Should any absorbable technique come within the short range of the user, it will immediately get absorbed by the dark chakra. This ability can also extract the physical and spiritual energy from chakra infused weapons. The user, however, won't be able to use his releasing ability on the chosen Dark Mark, but the other Dark Mark can still be used.

With the sacrifice of chakra each turn, the user will only be able to absorb up to A rank techniques per turn. The technique will not stop once it has absorbed an A rank technique, but it will simply not be able to absorb anymore during that turn. Can be deactivated at will.

Restrictions
-Lasts for four turns
-Can only be taught by Klad

Learnt:

Meiton: Mōtaru no naitomea - Dark Release: Nightmare of the Mortal
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A technique which is controlled by the user and considered to be very fast in performance, the user activates either dark mark on his palm and sends a near invisible dark layer to reside on the ground. It is 2cm thick and the size of this layer is usually up to the user, but it cannot be larger than the short range radius from any target. The mechanism of this technique lies within any sudden movement done by a target with his feet. Be it a jerking movement in order to run, or simply a foot stomp, the dark layer will trigger and a total of two black, adult-sized and with elongated forearm arms will emerge from the layer and capture the target in mid-movement, restricting their movements. The way the hands emerge is dependant on how the user describes them in his move. These hands have the ability to absorb chakra, and as they start sapping, they gain a slight blue hue, and this will further increase their grip on whatever body part of the target. With the performance of one handseal, the user is able to set these hands aflame; creating a sea of full of blue flames which can cause 2nd degree burns to the target.

- The dark layer can stay only for three turns in the battlefield.
- Usable only thrice per event/conflict
- Can only be taught by Klad

Learnt:

(Meiton: Kuro Kagami) - Dark Release: The Black Mirror
Type: Supplementary
Rank: B
Range: Short - Long (Same as the chosen technique)
Chakra: 20
Damage: N/A (Same as the chosen technique)
Description: After performing an absorption, the user will employ this passive ability to emit a Dark Release version of a fire or lightning technique they know from one of their dark marks. However this will only be compatible with certain types of techniques, namely the flame-variant of Katon (does not work with ash or gas techniques) and the energy-form of lightning. Furthermore it will only work with techniques that are released from the body rather than the ground, the sky or portals. Fire and Lightning techniques which meet the above criteria will be released as Meiton jutsu from one of the user's dark marks in the form of purple flames or violet lightning to signify their change into Dark Release. This technique is most effective with projectiles but will even work with streams that are spewed, whereby the chosen dark mark takes on the role of "spewing" forth the jutsu in question. The user will still have to focus on such techniques in order to sustain them. However, not all techniques released from the body can be replicated through this method. Things like armours and wings will obviously fail as they have nothing to coat or attach to. Logic will need to be applied to determine what jutsu can or can't be used with this ability. Excluding the change in their colour and elemental S/W, converted techniques will retain all of their properties and still have to abide by all of their restrictions.

Note: Can only be used four times per battle
Note: This ability is passively applied but the technique it's used alongside will still cost a move

Learnt:

(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 chakra per Dark technique used)
Damage: N/A
Description: The user will activate a passive ability designed to conserve the chakra of Dark Release users. While this ability is active, the user will become capable of voiding the chakra cost of Dark techniques by solely using absorbed chakra and not their own supply/pool. However this comes with a certain and glaring disadvantage, namely an increased difficulty in using higher ranked techniques. Normally a single absorption regardless of the rank or chakra of the given technique will enable the user to use high ranked Dark jutsu (e.g. absorbing a B-Rank allows the use of S-Ranks). However with this technique active, to perform a single S-Rank, they user will need to have absorbed 40 or more chakra prior to it's usage. Once that chakra is used, they user will need to absorb another 40 chakra points before they can use another S-Rank. Thus this technique can be seen as an equivalent exchange: gaining the ability of conserving chakra but losing the ease of use Dark users are normally afforded. Another example scenario is if the user has absorbed a greater amount of chakra than the technique they wish to perform. If the user has absorbed 50 chakra and opts to use an A-Rank (30 chakra), that amount will be deducted from the reserve of dark chakra and the remainder will not be wasted or consumed. This technique lasts until deactivated and can only be used through the original seals on the users body. The user will need to spend a small chakra cost each time they utilize a dark technique through this method in order to gain access to the previously absorbed chakra. This doesn't effect the marks that are not on the users body. Techniques which absorb chakra into the user's marks such as Inhaling Maw do not make use of this pool of chakra since they're the mechanism by which chakra is sent into the user's marks. Since this technique makes Dark jutsu dependent on accumulated chakra, jutsu which require multiple absorptions or any other special conditions to perform (requiring a specific absorption technique to be used such as Inhaling Maw) will no longer require such.

Learnt:

Dark Release: Miniature Conversion | Meiton: Minichua henkan
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra Cost: (Same as targeted jutsu)
Damage Points: N/A
Description: While dark release jutsu's doesn't possess the same level of tangibity as compared to other elements, Unruly's Apprentice allows the user to shape other dark jutsus uniquely. As it augments other dark jutsus, it's activated in the same timeframe slot as the jutsu it's applied to. To explain what it does, Unruly Apprentice acts on "Release" type dark jutsus to manipulate the otherwise uncontrollable blasts into condensed sentient spiders. The size of the spiders can be changed (up to 15 meters in size) and they have simple motor capabilities. Simply put, they crawl around with each spider exploding into blasts of dark chakra upon user's will. The rank of the jutsu used directly influences the strength of the dark blasts. One spider will result in a single explosion of said rank and the number of spiders produced reduce the strength of the blasts per rank.
Note: Cannot be used with jutsus above S-Rank.
Only usable six times per match.

Approved:
Taught:




(Meiton: Chikara Nigiri) Dark release: Force Grip
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will convert the absorbed chakra absorbed from Inhaling Maw send it throughout the battlefield silently. The user will then condense the chakra causing a hand consist of dark chakra to form anywhere there is said chakra. (Example, the user will "Disperse" the chakra around the area in a mistly like form. The mist is very thin and gives off a light blusish appeal. The hand itself is the size of a fully grown human male. Capable of completely wrapping around the neck of a fully grown human male. The hand takes no more than a a second or two to form. But the chakra must first spread throughout the battlefield, which takes one turn) The hand will then travel at the opponents neck at the speed of a wind infused kunai and begin to wrap around the it. Choking the target leaving him unable to breathe. This will also cause the targets vision to become blurry due to the force of the grip. If not stopped the hand can deal serious damage to the neck itself. Though the user can mimic the movement with his left hand as if he was actually choking the opponent, this will allow the user to crush the opponents throat if and only if the user mimics the movement of the hand. This restricts the users ability to use other justu if he chooses to do so.
-Only usable twice per battle.
-Must be taught by Ciberr.

Learnt:

(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.

Learnt:

Futon/Meiton: Eien no yoake| Wind Release/Dark Release: An Everlasting Nightfall

Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+10)
Damage: -
Description: The user begins by channelling chakra across the palm branded by a Dark Release symbol. Upon doing so they continue to manipulate their chakra & thrust the selected arm forward, releasing an increasingly large blast of wind at high velocity. The wind, beginning from the palm, spreads out & covers a 120 degree angle in front of the user with the wind soon forming a wave as it travels forward. The wind is only strong enough to simply stop an opposing object in it's tracks, objects such as small projectiles, ninja tools & even humans. The wave is only able to travel up to a short range distance (this could range from 5-7 meters) until becoming ineffectual, though is only needed to travel up to short range regardless. Upon releasing the wave, soon after, the user continues to hold their arm up as they activate their Dark symbol, requiring an extra 10 chakra, this immediately begins to absorb the chakra & rapidly pull the blast of wind back toward the user's palm. though unlike a regular absorption, the user is also able to attract an object caught within the wave, forcibly pulling it back toward the user due to the amount of pressure produced by the wind. The pulling effect acts similar to Pein's technique but far less effective, as it does not suspend the opponent, it simply creates a difficult circumstance for them to promptly manoeuvre in enough time as they are dragged in by the wind & forced so in a short distance. The chakra absorbed allows the user to perform a Dark release technique at a later stage.
- Can be used 4 times
- Requires a space of 2 turns between each use
- Taught by Method
- Due to the release of wind and absorption it would take up two of the users three moves per turn.

Learnt:

Meiton: Kyodaina kyōen| Dark Release: Monsterous Feast

Type: Supplementary | Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+5 each turn)
Damage Points: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. The user manipulates his chakra & releases thousands of minuscule Dark spores that spread across the field reaching Mid range in mere seconds. The spores are imperceptible by regular means, relying on a chakra sensory or doujutsu user to be able to detect the chakra itself. The spores are almost sentient creatures, able to be controlled not only by the user, but by their hunger of chakra. Being drawn toward foreign chakra the spores begin to feed on it, eating away until nothing is left dispelling the opposing technique itself. Due to the large number of spores, they are able to feed through the technique swiftly. The spores are only effective on energy based techniques A Rank or the equivalent of it, Strengths & Weaknesses apply. Unable to feed through such element as Earth, Water or a majority of solid objects & after having absorbed chakra & dispelled the opposing technique, the spores rush back toward the user's marking, able to use the chakra to perform Dark Release techniques. The spores are able to remain on the field for up to two turns without feeding on a chakra source.
- Can be used twice.
- Can absorb only one set of spores each turn
- Taught by Method

Learnt:

(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.
You must be registered for see images
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.

Learnt:

(Meiton : Ismuth no Ankā) - Dark Release : Ismuth's Anchor
Type: Defense/Offense
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description:
The User channels a large amount of Dark Chakra into a Kunai that they hold, the Kunai itself has an aura of purple that surrounds it when thrown. The Kunai is throw into that of an elemental technique, it goes by the elemental strengths and weaknesses of Dark Release, the Kunai will pass into the jutsu and essentially absorb some of it - but it will also pull it, because Kunai throws are quite fast the Technique will need to catch up to the kunai in order to be absorbed. But, the Kunai would drag the jutsu back towards the opponent, essentially throwing it back into their face. This can be used on Shadow Shuriken Clone jutsu, the shadow cloned kunai will be attracted to the Dark Kunai because of the chakra it contains and so this essentially works for any chakra contained tool.

- Must be taught by LonelyAssassin
- Must wait a turn to be used again.
- Can be used 4 times.

Learnt:

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
L I G H T N I N G | R E L E A S E

(Raiton: Urufu no Jūjika) - Lightning Release: Wolf's Cross
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will begin this technique by first creating four small lightning orbs on every side of the opponent in front, behind, to the right and to the left. The orbs upon their formation are very small and possess a weak charge but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over lightning. The orbs of electricity all will upon reaching short range of the opponent begin to attract one another due to their opposite charge, infused within them by the user of this technique, they also increase in size. The lightning used to create this technique is destructive, upon reaching short range around the target, the orbs will erupt into destructive lightning much like chidori remei. This will happen all around the target at the same time crushing the target with destructive lightning on all sides and destroy anything they come into contact with (following lightning s/w). These explode inwards so as to not hurt the user, all shooting inwards from 5m on each side of the target.

Note: Can only be taught by Jᴀʏ
Note: Can only be used twice per battle.
Note: No A rank or above lightning techniques in the same turn or following.
Note: The orbs must be launched at a distance beyond five meters.

Learnt:

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
W I N D | R E L E A S E
(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will channel Futon chakra into his sword, and spin it. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user must spin the sword in the direction the user wishes to go, and the blast of wind will pull the user in this direction, kind of like a helicopter. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The user is able to move at their running speed while utilizing the wind propulsion. The wind however can be used for much more than just flying, the wind can be released by spinning the sword to release a spherical blast of wind. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth (B rank), blasting away water (B rank), overpowering other wind techniques (same rank and below, within reason), and it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart people should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Other techniques can't be used whilst this is active.
Note: Can only be used 4 times.

Learnt:

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
Kumi Log

Available Kumi: 1000

Transaction Log:

+1,000 - 27/06/2018 - Initial Kumi

- 750 - 06/07/2018 - Given to Shady [ ]

+ 250 - 07/18/2018 - Won [ ]

- 500 - 07/30/2018 - Purchased Sensory [ ]

+ 1000 - 08/16/2018 - Mission Completed [ ]
Ryo Log

Available Ryo: 2000

Deposited Ryo:

Transaction Log:

+ 1000 - 08/16/2018 - Mission Completed [ ]

 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
Custom Weapons and Technology

Iron Soles | Tetsu Soko
Type: Tool
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A (+ 15 for kick based Taijutsu)
Description: Created by Mei Hatsume, the Iron Armor Soles attached to Izuku's signature red shoes. Upon kicking something, the soles absorb the impact and redistribute the kinetic energy back out to increase the impact strength of Izuku's kicks. This means that the user generates the power equivalent to two kicks at the price of one. The tool also has another purpose, allowing the user to release A-Rank wind blasts while applied to a Kicking move. However, this requires additional +30 chakra and can only be used every alternate turn.
Note: This A rank blast can only be done 4 times in total.


Approved:

Ingenium's Quirk | Ingenium no fūgawarina
Type: Tool
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Rather peculiarly designed, Ingenium's Quirk is a tool attached to the legs of the user. It consists of an armor like plate that covers the calves with three exhausts on each leg. Inside the plate, there exists an engine that constantly inputs and releases air from the exhaust pipes using a rotatory motion.
The first ability gained by the user is called Rocket. When applied 5 chakra (per turn, regularly), the utilized chakra acts as passive magnifiers for the air output, giving user enhanced kicking speed and mobility(as his legs rotate/move/react faster). This adds +15 passive to his kick based techniques.
This tool also allows the user to perform another technique called Recipro Burst. By forcing the torque and RPM of his rotation into overdrive,through expenditure of 20 chakra, he gains explosive power(+20 to kick based techniques) and incredibly fast speed (+3 levels of speed) for three turns. After the turn limit is reached, he will not be able to utilize this ability for the next 3 turns even though Rocket remains unaffected.
The final ability of this tool is called Recipro Extend. After using Recipro Burst, the user (at any of the 3 turns the said technique is active), can apply an additional burst of 20 chakra to his tool to effective gain a superior mobility boost (+15 levels of speed, similar to a Swift technique) purely for movement and not combat (since the speed is too difficult to control without getting injured). With heavy pressurized blasts of wind releasing from both calves, the user overheats the tool to it's limit and sacrifices any further use of Recipro Burst for the rest of the match for a single turn of unchallenged speed. After using this the user must wait a turn before regaining his Rocket.


Approved: Here

Kouyou Gurabu | Utility Glove
Type:
Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Utility glove can be best summarized as the device which applies ninjutsu through technological medium. They're a pair of lightweight yet extremely durable gauntlets with a sleek-design and utility. Extending up to the length of the user's arms, these gauntlets made of chakra-sensitive materials on the inside that very quickly absorb and store chakra from the user. They also do not hinder from performing handseals or utilizing ninjutsu that require handseals. The gauntlets are extremely strong but not unbreakable. After taking S-Rank worth of damage, the gaunetlets break apart and are rendered incapable of their functions. Alongside several other special abilities, the gauntlets can be primarily used to defend from freeform taijutsu and weapon attacks. Yhe gauntlets have an outlet at the palm area that has several functions. The other aforementioned special abilities/functions are:
The first ability the weapon grants is called called Judgement. It is a passive ability that boosts hand-based taijutsu. The gauntlets absorb the impact of user's attacks (hand-based taijutsu) and redistributes the kinetic energy back out to increase the impact strength of said techniques. This effectively means that a single punch effectively acts as two, giving the user +20 damage boost to hand-based taijutsu.
The second ability of the weapon is called Retribution. Utilizing the absorption technology of the gauntlets, they store chakra directly from the user's reserves (20 chakra passively at start and 15 from next turn onwards) and allows the user to store upto 50 chakra. This stored chakra can be then used to maximize the output of kinetic energy from the gloves through the outlet on the palm area. After gathering the limit amount of chakra, the user can either choose to use it all to create a S-Rank blast of pressurized wind that extends upto mid-range or create two B-Rank blasts of wind that can be used to provide defense or a mobility boost (even at mid-air/underwater). The user also needs to spend the 50 chakra completely before beginning to restart the storing process again.
The final ability of the weapon is called Ascension. Through overclocking the gauntlet to it's maximum potential, the user incorporates the two previous abilities into one. By using the outlet on the palm, the user creates a layer of chakra encasing the hands of the user that allows for a +40 boost to hand-based Taijutsu techniques for a single turn as each of the fists release enough energy to create pressurized wind-blasts up-to mid-range. This technique can only be used thrice throughout the match and causes the gauntlet to rest a full turn before beginning to absorb chakra again. The user is also incapable of accessing either of the two previous techniques during this turn.

You must be registered for see images
 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
Custom Summoning Contract


Giant Hawks

(Kuchiyose no Jutsu - Horus)
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user with gather their chakra performing the summoning jutsu to summon Horus. Horus has always been the loyal student and guard of Quezacotl is the King of The Hawks and Ancient ruler of old times. Horus has saphire feathers that shine in the sun. He is a large hawk with a wingspan of 3 meters. Horus is one of the most educated hawks as he has mastered many techniques such as fusing with a human ninja or even the arts of the great Hawk mode. To fuse with a ninja who posses the hawk contract, Horus will fly behind the ninja placing his feet on his back, fusing into the ninja, combing to make one being. The ninja will have the wings of the hawk giving him the ability to fly as agile as a hawk itself. Also the user will gain hawk senses, their eyes will see with more precision and detail and be able to see things at distances in great detail. Also the user will gain a kind of 6th sense, like when you run at a bird from behind they can sense you coming, this is simalar. Due to his training from the Hawk lord himself, Horus has the abilitie to control the natural energy used for the hawk mode. This is similar way that ma and pa help maintain sage mode, Horus has the ability to do the same for hawk mode while fused.
Note: Summon only lasts for turns and merging effect only lasts whatever remaining time the summon has left
Note: No other summons at the same time
Note: No other summons for 4 turns
Note: Must know the hawk contract
Note: Can only be summoned once per battle

Learnt:

(Taka Kamikaze) - Kamikaze Hawk
Type: Summoning
Rank: A
Range: Short
Chakra cost: 50
Damage points: 60
Description: The user will peform a summoning jutsu summoning a giant hawk. This hawk has a special ability of chakra control, and once per battle, he can release the majority of his chakra in one burst creating a medium sized explosion around him leaving him unconcious and unable to battle but doing great damage to anyone around him. The explosion of chakra is equal to an S rank jutsu and will harm anyone or anythin it touches.

Note: Usable once per battle.
Note: Must know the hawk contract.
Note: After using his kamikaze jutsu, this hawk disperses.
Note: Lasts 4 turns on the feild

Learnt:

Snakes

(Kuchiyose no Jutsu: Kyodalja) - Summoning Technique: Giant Snakes
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will summon a generic Giant Snake whose size can vary from a 10 meter long snake to ones the size of a boss summon, rivaling 100 meters long. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and, when big enough (about 50 meters long) they can take up to B-Rank damage.

Note: requires snake contract.
Note: can only be summoned once

(Kuchiyose no Jutsu: Sōtōja) - Summoning Technique: Dual Headed Snakes
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user summons a double-headed, snake to attack his enemies. The snake is not big but is very fast and dangerous. Its bite carries a B-Rank physical damage and its body is small and slippery. Its mass is somewhat larger than the user but not by much.

Note: Requires signing of the Snake Contract
Note: Can only be summoned once

(Kuchiyose no Jutsu: San Kashira Ebi) - Summoning Technique: Three Headed Snakes
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will summon a generic, 70 meter long Three Headed Giant Snake. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and they can take up to B-Rank damage.

Note: requires snake contract.
Note: can only be summoned once

(Kuchiyose no Jutsu: Aoda) - Summoning Technique: Aoda
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Aoda (アオダ, Aoda), like all other snakes, is an inhabitant of the Ryūchi Cave and the personal summon of Sasuke Uchiha. In stark contrast to Manda, a snake of similar size to it, Aoda seems to be very mild mannered and respectful to its summoner, as shown when it addresses Sasuke with the "-sama" suffix and dutifully follows all his orders. Aoda is a large blue snake with green eyes who easily towering over even the tallest of humans and is easily comparable in size to the largest of summons. Like many snakes, Aoda possesses large infrared-sensitive receptors on its snout which, coupled with its perfected sense of smell/taste (using its tongue it can "taste" the air, which allows for an amazing sensitive sense which mixes both smell and taste) and her above average eyesight, allows it to be an extremely precise and acute fighter, capable of easily search and find its prey, even if camouflaged or hidden. As a snake, Aoda is extremely fast and nimble, successfully moving through an entire army of the Ten-Tails' clones, while evading all of their attacks. The movement speed (it can run and move at three times the running speed of a normal Kage rank ninja) and its resilience to damage (immune to A-Ranks) as well as the physical power it possesses (its physical blows and attacks are A-Rank) are its main weapons since it lacks the ability to use elemental ninjutsu.

Note: Can only be summoned once and by Sasuke Uchiha bios

(Kuchiyose no Jutsu: Manda) - Summoning Technique: Manda
Type: Offensive/Defensive
Rank: F
Range: Short
Chakra: 50
Damage: N/A (-10 to user upon summoning)
Description: Manda is a gigantic, 100 meter long snake who serves as the "leader" of all snakes. Fierce and aggressive, Manda is a shrewd warrior. To summon Manda, the user takes a big gamble, as he can easily turn on its summoner if he so deems it. Not only that, but the sacrifice and the amount of chakra needed damages the user, making summoning Manda a forbidden act. Manda has some unique abilities. Extremely fast and strong, his tail acts as a sharp mace that he can fling at the enemies with ease, speed and tremendous power (capable of overcoming even A-Rank defenses). Manda is also capable of using his chakra for 2 unique techniques: he can borrow underground (even if its affected by up to A-Rank techniques), tunneling through the earth at enormous speed or shed his skin, using a sort of substitution technique, where he trades places with his shed skin. While underground, Manda can sense the vibrations through the earth and pinpoint the location of his enemy. While completely immune to techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his skins afterwards, although this can only be done once.

Note: requires snake contract
Note: can only be summoned once

(Kuchiyose no Jutsu: Nidaime Manda) - Summoning Technique: Manda II
Type: Offensive/Defensive
Rank: F
Range: Short
Chakra: 50
Damage: N/A (-10 to user upon summoning)
Description: Manda II is even larger than the original, almost the same length as the Island Turtle, making it one of the largest summons so far in the series. It also has four appendages similar to arms with four clawed fingers along with a cobra-like hood and a rattlesnake's tail. Manda II's teeth also take on the form of a poisonous snake's fangs, resembling those of a cobra while Manda's teeth took on the form of constrictor snake's teeth. Like the previous Manda, he is purple, has green eyes and has the same dark markings over his eyes.
In contrast to the original Manda, Manda II lacks the four horn-like appendages on his head, and black rings running down his body. Also, unlike Manda, who was based more on an anaconda-like constrictor, Manda II has a mixture of features from many types of snakes and even oriental dragons, a trait related to the mixed DNA and manipulation Kabuto engineered while creating Manda II. Manda II is bigger, stronger, and has far more acute senses than the original. Its massive strength was shown that, even in the water, it slowed down the Giant Island Turtle with ease, yanking it back. The amount of chakra needed damages the user, making summoning Manda II a forbidden act. Manda II has some unique abilities. Extremely fast and strong, his tail acts as a sharp mace that he can fling at the enemies with ease, speed and tremendous power (capable of overcoming even A-Rank defenses). Manda II is also capable of using his chakra for 2 unique techniques: he can borrow underground (even if its affected by up to A-Rank techniques), tunneling through the earth at enormous speed or shed his skin, using a sort of substitution technique, where he trades places with his shed skin. While underground or underwater, Manda II can sense the vibrations through the earth and pinpoint the location of his enemy. While completely immune to techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his skins afterwards, although this can only be done once.

Note: requires snake contract
Note: Can only be summoned by an Advanced Kabuto Yakushi Biography
Note: can only be summoned once

~Ninjutsu Techniques tied to the contract~

(Jasenshi) Spinning Snake Thorn
Type: Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: A technique exclusive to (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes in which they will release drill-like projectiles from their mouths at the target.

Note: Requires signing of the Snake contract
Note: Can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes

(Senei Jashu) - Hidden Shadow Snake Hands
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra:15
Damage: 30
Description: Senei Jashu is a Ninjutsu technique that manifests a snake, which extends from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.

Note: Must be able to summon snakes

(Senei Ta Jashu) - Multiple Hidden Shadow Snake Hands
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Senei Jashu is a Ninjutsu technique that manifests a torrent of snakes, which extend from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.

Note: Must be able to summon snakes

(Hebi o Kyūshū) Chakra Absorbing Snakes
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20 (-50 chakra per turn)
Damage: N/A
Description: The user restrains the target with snakes that he summons from his sleeves which will wrap around the target and steadily absorbs their chakra. The more the captured target increases their chakra, the tighter the grip from the snakes. The snakes however cannot absorb endless amounts of chakra and will eventually saturate. They are also susceptible to damage from techniques and their binding power is of B-Rank physical strength. While bound, the target will face a stead drain of chakra which will make it increasingly difficult to mold chakra for techniques (1st turn, no S-Ranks or above, 2nd turn, no A-Ranks or above, 3rd turn and onwards, no B-Rank or above). Senjutsu chakra or Bijuu chakra cannot be absorbed and will immediately end the technique, making the snakes either crumble into rocks or disintegrate. The chakra drained is lost.

Note: Binding can last up to 4 turns
Note: Can only be used by Snake Summoners and requires Fuuinjutsu knowledge.

(Kyodaija Kawarimi) Snake Body Replacement
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Snake summons have the ability to shed their skin in a manner of body replacement technique which is used for the replacement technique while the snake hides underground. During the battle with gamabunta and katsuyu, Manda used this technique to evade from toad oil flame bomb; the skin was deceiving however it had a transparent opacity, which in between attack wasn't noticeable.

Note: can only be used by Snake summons

(Hebi Kage Bushin) Snake Clone Technique
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: A jutsu develop for spying and gathering information which involves the user summoning a small snake from his sleeve. The user will then have the snake transform into a pure reflection of themselves. The user is able to know exactly what the clone is doing. The clone is only able to use basic snake ninjutsu and taijutsu up to B rank. The clone is linked to the user and is controlled at a distance through mental commands, unlike normal clones which can act independent from the user.

Note: Counts towards the users clone limit.
Note: Only one can be made at a time.

( Akai Shima Moyō no Hebi ) - Red Banded Snake
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will release several snakes from his sleeve that attack the opponent and then lifts them into the air, where the snakes then detach from the user and then spins around the opponent whilst attacking them multiple times before dispersing.

Note: Must have signed the snake summoning contract.

(Hebi Risu no Jutsu) – Snake Explosion Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user turns their hands into a number of huge snakes that hit the opponent upwards. Next, one snake grabs the opponent in its jaws and drags the opponent into the pile of snakes left below. The user then sends a pulse of chakra into the pile, detonating the snakes into a massive explosion.

Note: May only be used once per battle

( Sen'ei Ranjashu ) - Hidden Shadow Wild Snake Hands
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user summons a large amounts of snakes that emerge from underground to attack a target. These snakes, each a meter wide, can attack up to mid range in the sky and erupt across a mid range radius.

(Jagei Jubaku) – Snake Authority Spell
Type: Offensive/ Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user extends Large snakes from their sleeves, which then coil around the target/s and then binds them. With the further addition of the users murderous intent they then can weaken their targets resolve and temporarily paralyze them in place.

Note: Must be able to summon Snakes

(Mandara no jin) – Myriad Snake Net
Type: Offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description: The user will release a torrent of serpents out their mouth. This wave will rise and rush towards the target and covering them while biting them and crushing them.

Note: Must be able to summon snakes

(Dakōmō) Snake Steel Net
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Once the user has used (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes, snakes emerge from the summoned snakes mouths in order of two's and from those ones others are summoned through the mouths in a continuous order in an attempt to capture their target. As the snakes continue to multiply, they become smaller and smaller the farther they are from the epicentre of this technique.

Note: Requires signing of the Snake contract
Note: can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes

(Hebiātsu: Yōso no sukēru) - Snake Arts: Scales of the Elements
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30 ( -5 per turn to the user)
Damage: N/A ( +15 damage to snake ninjutsu)
Description: The user will make the Tiger then Snake hand sign and gather an elemental chakra nature. When the user uses any snake ninjutsu, they infuse the elemental chakra into the snakes scales, giving them different properties and extra damage and strength against elemental ninjutsu. The snakes will then go by elemental rank difference in strength and weaknesses. This works on every snake used in snake ninjutsu like using these with multiple hidden snake hands all the snakes scales would change.
Fire - The scales on the snakes will be fiery red when infused with fire chakra. The scales give off fire, making it where if they bind an opponent, they burn the opponent causing 3rd degree burns. The snakes fangs can also give off fire giving them burning properties when they bite down into opponents burning them in the inside of the area where they bite down.
Water - The scales on the snake will be light blue and white when infused with water chakra. When they bind someone, they can have water form from their scales and have the water injected into the opponent, causing irregular breathing to an opponent. The snakes can also have the water form behind them extending their length by 5 feet.
Lightning - The scales on the snake will be black and yellow when infused with lightning chakra. The snakes scale will be constantly giving off electric sparks. When they wrap around opponents, they can all give off an electrical discharge at the same time, shocking the opponent to the point that they can become paralyzed. The snakes can also bite down and give off the discharge inside the opponent's bodies, causing more internal damage like organ failure.
Earth - The scales on the snake will be gray and hard as rocks when infused with earth chakra. The scales are as hard as rocks and allows the snakes to be able to do more blunt damage and cause broken bones and deflect ninja tools. When the snakes wrap around the opponent they can cause broken bones and internal damage.
Wind - The scales on the snake will be light green and have a constant windy breeze come out from their scales. The snakes can give off a sharp blast of wind that can cause deeps cuts on the opponent.

Note: Usable three times a match.
Note: Must know Snakes Summoning
Note: Can only use 1 element at a time and requires a 2 turn cool down between usage.
Note: Each use lasts for three turns.
Note: Once a scale has been changed to one element it can't be changed again.
Note: Courtesy of Korra

( Sen'ei Ranjashu ) - Hidden Shadow Wild Snake Hands
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user summons up to 3 large snakes that emerge from underground to attack a target. These snakes are smaller than Manda, growing up to 5 meters in width each.

(Hebiātsu: Manda Sukēru) - Snake Arts: Manda Scales
Type: Defensive/Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 (-5 per turn to the user)
Damage: N/A
Description: The user will channel their chakra throughout their entire body. By being able to summon Manda, the user will summon a layer of Manda's scales that covers their entire body, giving their body the strength of Manda's scales. The scales will be able to take up to A-rank jutsus and are able to take one S-rank jutsu, but the user will have to shed the scales off their skin to survive it. The user will be able to get rid of scales anytime they choose, but then won't be able to use this jutsu again for two turns.

Note: Last for 2 turns
Note: Only usable by Snake users
Note: Can't have Manda on the field at the same time
Note: Usable twice per a match with a two turn cool down
Note: Courtesy of Korra
 
Last edited:

Vroqrak

Active member
Legendary
Joined
Sep 13, 2011
Messages
14,062
Kin
216💸
Kumi
511💴
Trait Points
0⚔️
Awards
Clan Techs

( Tenshi: Beru o Koete) - Tenshi: Beyond the Veil
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: Beyond the veil is an ability granted thanks to the spirit the user has contained within the seed in their body. beyond the veil refers to a special, glowing, malleable energy reminiscent of Chakra Creation Tools that the user can manipulate from their body. Uniquely this energy can only be accessed by expending tenshi energy in place of the users normal chakra pool, because of this energy usage the technique behaves following the unique interaction mentioned in the clan submission. Due to the nature of this ability, it is neutral to other forms of chakra with the exception of spiritual techniques and entities, gaining the equivalent of an elemental superiority ( +1 rank increase/+20 damage) over techniques that are spiritual such as Yin techniques or Nara techniques along with being unable to place spiritual tethers on. Depending on the users allegiance within the clan, this technique will change in it's aesthetic nature with disciples of the solari producing a myriad of colours and hues, generally angled towards bright and vibrant colours like reds, oranges and golden hues. Opposite to them those in the lunari will produce more subdued colours such as blues, purples and silver hues.
Note: Aspirant rank and below members have a more simplistic use of the energy, being restricted to A rank and below and only being able to use colorations of white and black, for Solari and Lunari respectively.
Note: Tenshi energy exists in a highly energized state, most comparable to lightning release and as such it travels at the speed of said element, when infused into other techniques through the Avatar state it augments their speed to match this.
Note: S ranked usages incur a two turn cooldown after usage, while A rank has a one turn cooldown. S ranks can only be used 5 times.
Note: As outlined in the clan submission, the damage inflicted by Tenshi energy is purely spiritual in nature.

( Tenshi: Seishin-tekina tōitsu) - Tenshi: Spiritual Unity
Type: Mode
Rank: S - Forbidden
Range: Short
Chakra: 60 (-10/30 per turn)
Damage: N/A
Description: Spiritual Unity is an ability granted to the wraith clan, by combining their own chakra with Tenshi energy contained within the seed they can manifest their spiritual companion in a much more substantial way. Due to the nature of bringing a spirit to bear in such a way, the transformation takes time to stabilize regardless of ones experience in the clan. During this stabilization period, the benefits of the mode are lessened. Depending on ones allegiance in the clan, the mode will take on a different appearance visually, with those of the Solari taking on a brighter appearance and those of the Lunari taking on a darker one generally, small alterations are also acceptable similar to the cursed mark transformation, things like a glowing aura, or eyes. Alterations in height or muscle mass within reason are also acceptable, provided it doesn't exceed human parameters. This ability triggers what is considered the avatar state within the clan submission and constitutes a full body surge.
Stage 1: Turn one is the lowest level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +20. The user gains a doubled speed boost as well as tracking. Additionally they receive durability capable of reducing 5 damage from physical techniques and 10 shaving from spiritual based techniques. Stage One burns 10 Tenshi chakra per turn it is active and lasts up to 6 turns.
Stage 2: Stage 2 is a full 100% spiritual pairing and is the final level of the avatar state, this version causes the user to glow as the spirit begins to manifest, and increases all of their Clan Techniques and Taijutsu by +30. The user gains a 3 times speed boost and tracking as well as a durability capable of reducing 10 from physical damage and 15 from spiritual. The Stage 2 transformation lasts only 4 turns at which the user burns through an accelerated rate of Clan Chakra. While in this Mode, the user can manipulate spiritual chakra in both the Physical World as well as in the Spiritual World that the user is able to move between. As such the user can create Clan techniques within the spiritual world, and similar to themselves moving in and out between Worlds, can also phase the Clan Techniques. This still follows spawning rules, in that the user cannot create any clan techniques within 5m of an opponent unless the user is also within 5m.
Note: Due to the presence of the spirit being manifested the user rejects any foreign chakra that enters their system during this transformation equal to the chakra cost each turn, this effect is even more potent in the case of external spiritual energy, rejecting an additional ten as though it had rank advantage.
Note: While active in Stage 2, the user can only use 2 other moves per turn, in order to keep the move active.
Note: After the first usage of Stage 2 ends, the user will be exhausted being unable to perform jutsu above A rank for two turns while taking 10 spiritual damage per turn for the same time that cannot be mitigated. After the second usage ends these drawbacks will be considerably worse, preventing the user from performing jutsu above A rank for four turns and they will take 10 damage a turn for three turns, this damage is spiritual and can not be mitigated by any means.
 
Top