Where all Paths Cross, Where all Desires Flow

Imperfect

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Iᴍᴘᴇяғᴇᴄᴛ's Custom Thread



Personal Custom Jutsu

#1: (Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger (6/ 6)
#2: (Uchiha Ichizoku Shin Katon: Sōdaikakyū no Jutsu) Uchiha Clan True Fire Release: Grand Fireball Jutsu (4/ 6)
#3: (Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique (2/ 6)
#4: (Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist (6/ 6)
#5: (Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation (4/ 6)
#6: (Nanatsu Shukenja Kaen) Seven Sovereign Flames (6/ 6)
#7: (Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal (5/ 6)
#8: (Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty (3/ 6)
#9: (Sentō Shōkan: Genjū no Tenken) Combat Summoner: Heavenly Fist of the Eidolon (1/ 6)
#10: (Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches (2/ 6)
#11: (Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike (2/ 6)
#12: (Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path (3/ 6)
#13: (Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form (6/ 6)
#14: (Migatte no Gokui ☯ Chō Hon'nō) Mastery of Self-Movement ☯ Ultra Instinct (4/ 6)
#15: (Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals (4/ 6)
#16: (Katon: Infānarukingu no Domein) Fire Release: Domain of the Infernal King (2/ 6)
#17: (Riko Shugi no Kī ☯ Chō Zenchō) Key of Egoism ☯ Ultra Omen (2/ 6)
#18: (Gurīdo ∞ Kuishinbō no Sokonashi) Greed ∞ The Bottomless Glutton N/A
#19: (Shukenja Kaen ❅ Keishō Kanashimi) Sovereign Flame ❅ Inherited Sorrow N/A
#20: (Kingusugureivu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal (2/ 6)
#21: (Hon Cheon Meol Gyuk) Chaotic Heavens Destruction Strike (3/ 6)
#22: (Doton: Bergentrückung) Earth Release: King Under the Mountain (2/ 6)
#23: (Genjutsu: Hyun Hwan Shim Yun Gon) Illusary Art: Outer Body Training Method (1/ 6)
#24: (Hokyō) Reinforcement (0/ 6)
#25: (Fūinjutsu: Mu Gen no Kensei) Sealing Art: Baseless Blade Works (1/ 6)
#26: (Yōton Fūinjutsu Ψ Ninchi Fukyōwa) Yang Release Sealing Art Ψ Cognitive Dissonance N/A
#27: (Rho Aias) The Seven Rings that Cover the Fiery Heavens (0/ 6)
#28: (Marutin no Seigaifu) Shroud of Martin (0/ 6)
#29: (Muramasa Ittōryū: Homura) Demon Blacksmith One Sword Style: Blaze (1/ 6)
#30: (Shizukesa Omei) Brand of Tranquility (1/ 6)
#31: (Muramasa Ittōryū: Kyasutōfu) Demon Blacksmith One Sword Style: Cast Off (1/ 6)
#32: (Bukijutsu: Ritomasu Heiki) Weapon Art: Litmus Arms (1/ 6)
#33: (Henkō) Alteration (0/ 6)
#34: (Inton: Entaku no Hankyō) Yin Release: Echoes of the Round
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Sage Bonus Slots

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Sensei Universal Slots

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Xmas 2021 Bonus Universal Slots

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Medical Ninjutsu Slots

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Custom Kinjutsu accounting - 12 Custom Kinjutsu total

#1: 2 slots. Used on Sacrifice CFS & Kinjutsu based PCCJ.
#2: 2 slots. Used on Sacrifice CFSJ.
#3: 2 slots. Used on Sacrifice CFSJ.
#4: 4 slots. Used on Sacrifice CFSJ.
#5: 2 slots. Used on Sacrifice CFSJ.


Custom Summoning Contract: Maned Wolves

#1: (Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian
#2: (Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle
#3: (Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne
#4: (Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack
#5: (Tategami Ōkami Kuchiyose no Jutsu: Bāsākā) Maned Wolf Summoning Technique: Berserkers
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Custom Summoning Contract Jutsu: Maned Wolves

#1: (Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing
#2: (Tategami Ōkami Gijutsu: Yaseikari) Maned Wolf Art: Wild Hunt
#3: (Tategami Ōkami Kuchiyose Gijutsu: Ragunaroku no Kiba) M. Wolf Summoning Art: Apocalyptic Fangs
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#10: ***Reserved for Sage Mode***


Custom Summoning Contract: Griffin's

#1: (Kuchiyose: Hono Gurifin Kōtei) Summoning: Hono, The Griffin Emperor
#2: (Kuchiyose No Jutsu: Berufegōru) Summoning Technique: Belphegor
#3: (Kuchiyose No Jutsu: Amaimon) Summoning Technique: Amaymon
#4: (Kuchiyose No Jutsu: Ririsu) Summoning Technique: Lilith
#5: (Kuchiyose No Jutsu: Akame) Summoning Technique: Akame
#6: (Gurifin Kuchiyose no Jutsu: Hanuke) Griffin Summoning Technique: Toothless
#7: (Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten
#8: (Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda
#9: (Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
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#1: (Gurifon Gijutsu: Alfheim no Hane Ame) Griffin Art: Feathered Rain of Alfheim
#2: (Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen
#3: (Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry


Custom Fighting Style: Wrought Iron Archery

#1: (Rentetsu Kyūjutsu: Mu no Kensei) Wrought Iron Archery: Void Creation of Blades
#2: (Rentetsu Kyūjutsu: Mumei Gensō) Wrought Iron Archery: Nameless Phantasm
#3: (Rentetsu Kyūjutsu: Caladbolg II) Wrought Iron Archery: False Spiral Sword
#4: (Rentetsu Kyūjutsu: Meslamtaea) Wrought Iron Archery: Blazing Soul
#5: (Rentetsu Kyūjutsu: Inpei Gensō) Wrought Iron Archery: Concealed Phantasm
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Custom Fighting Style: Sacrifice

#1: (Kinjutsu: Θυσία) Forbidden Technique: Sacrifice
#2: (Gisei: Ἡρακλέους ἆθλοι) Sacrifice: Twelve Labours
#3: (Gisei: Εννέα Ζωές) Sacrifice: Nine Lives
#4: (Gisei: Εννέα Ζωές αλλάζω) Sacrifice: Nine Lives Alter
#5: Slot Avaliable
#6: Slot Avaliable
#7: Slot Avaliable
#8: Slot Avaliable
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#10: Slot Avaliable


Custom Fighting Style: Renewal Taekwondo

#1: (Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package
#2: (Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
#3: (Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
#4: (Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King
#5: (Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon
#6: (Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook
#7: (Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
#8: (Rinyūaru Tekondō: Mubandong Chagi) | Renewal Taekwondo: Recoilless Kick
#9: (Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens
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Custom Element: Rhythm Release

#1: (Ritsuton: Pureryūdo ♫ Sensō no Oto) Rhtyhm Release: Prelude ♫ Sounds of War
#2: (Ritsuton: Fuitchi ♬ Konton no Kyōmei) Rhythm Release: Discordance ♬ Resonance of Chaos
#3: (Ritsuton: Ansanbaru ♬) Rhythm Release: Ensemble ♬
#4: (Ritsuton: Regato ♬) Rhythm Release: Legato ♬
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Custom Element: Entropy Release

#1: ( Entropoton: Akuyaku no Shizuka ) Entropy ∞ Silent Undoer
#2: ( Entropoton: Sora no Kyū ) Entropy ∞ Voidsphere
#3: ( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum
#4: ( Entropoton: Shizen no Hōsoku ) Entropy ∞ Laws of Nature
#5: ( Entropoton: Mugen no Sokumen ) Entropy ∞ Aspect of Infinity
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Custom Weapons

#1: (Tsumi) S.I.N.S
#2: (Gān Jiàng & Mò Yé (Daitai) Kanshō & Bakuya (Alter)
#3: (Marumiadowāzu) Marmyadose


Custom Technology

#1: (Gān Jiàng & Mò Yé (Daitai) Kanshō & Bakuya (Alter)
#2: (Hōnetto no Kamen) Mask of the Hornet
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Mangekyō Sharingan Techniques.

#1: Reserved for S/T Technique.
#2: Reserved for Ethereal Guardian.



Learned Custom Jutsu

#1: (Tekkai) Iron Mass
#2: (Katon: Karyū no Hōkō) Fire Style: Fire Dragon's Roar
#3: (Katon: Karyū no Kōen) Fire Style: Fire Dragon's Brilliant Flame
#4: (Katon: Karyū no Yokugeki) Fire Style: Fire Dragon's Wing Attack
#5: (Katon: Karyū no Kagitsume) Fire Style: Fire Dragon's Claw
#6: (Katon/Futon: Hachiman) Fire Style/Wind Style: God of Eight Banners
#7: (Ototon: Kakki ni Michita Ken) Sound Release: Vibrant Fist
#8: (Ototon: Sensō no Chōritsu) Sound Release: Rhythm of War
#9: (Ototon Genjutsu: Me o kii) - Sound Release Illusionary Art: Listening Eyes
#10: (Ototon: Damu Hooru) - Sound Release: Dumb Hole
#11: (Ototon Genjutsu: Ototataku) - Sound Illusionary Art: The Sound of Drums
#12: (Katon/ Raiton: Ikkyou) - Fire/ Lighting Style: Suprise
#13: (Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
#14: (Katon: Kasai Kakujuu) - Fire Style: Fire Expansion
#15: (Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
#16: (Kenjutsu Kuchiyose: Okotta Kami) - Sword Summoning Art: An Angry God | Deus Iratus
#17: (Katon: Doragonburesu) - Fire Release: Dragon Breath
#18: (Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation
#19: (Katon: Arutemisu Keshin) - Fire Technique: The Artemis Incarnation
#20: (Taijutsu: Puraudomearī) Body Art: Proud Mary
#21: (Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant
#22: (Katon: Karite Souhou) - Fire Release: Grasp From Beyond
#23: (Ame-no-Uzume-no-Mikoto) - Whirling Heavenly Woman
#24: (Farao no Hōrei #7. Ramusseumu no Sōko) ? Pharaoh’s Decree #7. Vault of the Ramesseum
#25: (Katon: Gladsheimr) – Fire Release: The Fifth Universe
#26: (Ototon: Shinsei no Asgard) - Sound Release: Asgardian Divinity
#27: (Junrei no Michi) - Pilgrims Road
#28: (Hijutsu: Ningen no Rikigaku Ichi-ji keishiki) - Secret Technique: The Art of Human Mechanics Primary Form
#29: (Raiton: Hareruya Sanmyaku) | Lightning Release: Hallelujah Mountains
#30: (Katon: Zonnenkind) – Fire Release: Sun Child
#31: (Yumita Geijutsu: Magarimichi Dageki) Bow and Arrow arts: Curving Strike
#32: (Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave
#33: Ninpou: Omori No Kei Go | Ninjutsu: The Weight of Strong Words
#34: Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin
#35: (Kuchiyose: Gē No Gehenna) - Summoning Technique: Gate of Gehenna
#36: (Yumita Geijutsu: Tadai Kujo) Bow and Arrow arts: Heavy Destruction
#37: (Kōfun Jōtai) The Adrenaline Rush
#38: (Taijutsu: Rendo) Body Technnique: Rend
#39: (Hiken: Tsubame Gaeshi) – Secret Sword: Swallow Return
#40: (Kamunagara) – Manifestation of Law
#41: (Shōkeimoji-Katon : Neko no Ketsui) - Heiroglyphic-Fire Release : Cat's Determination
#42: (Taijutsu: Tengoku piasu tsume) - Taijutsu: Heaven Piercing Claw
#43: (Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords
#44: (Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal
#45: (Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
#46: Katon: Brahmastra Kundala / Fire Release: O' Brahma, Curse Me
#47: (Fuinjutsu: Sora no Sonetto) Sealing Technique: Skyward Sonnet
#48: (Ototon: Maesutoroteiruzuobu) Sound Release: Tales of the Maestro
#49: (Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
#50: Genjutsu: Puredetaazu Wairu) Illusionary Arts: Predator's Wail
#51: (Uranau Ha Sakuhin ) Divine Blade Works
#52: (Dokkōdō: Shinjuku no Kagayaki) The Alone Way: Shinjuku's Brilliance
#53: (Dokkōdō: Shin Shiraha Nagashi) - The Alone Way: True White Blade Flow
#54: (Dokkōdō: Rokotsuna Uso) - The Alone Way: Blatant Lies
#55: (Fuuton: Hai ni uchi)- Wind Release: Between Two Lungs
#56: (Fūton: Kuikku Ken no Jutsu)- Wind Release: Quick Sword Technique
#57: (Genjutsu: Midare)- Illusionary Technique: Disturbia
#58: (Kōan Genjutsu: Jōmyō Inin)- Koan Illusion: Mortal Dictata
#59: (Dokkōdō: Senbonzakura) - The Alone Way: One Thousand Cherry Blossoms
#60: (Mizutori no Odori) - Waterfowl Dance
#61: (Kaen Kakkusei Iden: Moeru Kaidan no Michi) – Atavistic Flame: Path of Burning Steps
#62: (Go Rin no Sho: Chikyū no Sho) The Book of Five Rings: The Book of Earth
#63: (Go Rin no Sho: Hi no Sho) The Book of Five Rings: The Book of Fire
#64: (Kenjutsu: Ichimonji) - Sword Technique: Straight-line
#65: (Kenjutsu: Kage no Ōi Isogu) - Sword Technique: Shadowrush
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Last edited:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
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Currency System - Kumi

Available Kumi: 500 + Additional Kumi from Posts.

Transaction Log:

+1000 Kumi - 09/ 04/ 2018 - Initial Kumi.
-1000 Kumi - 09/ 08/ 2018 - Trade for "Asguardian Divinity": .
+1300 Kumi - 13/ 10/ 2018 - 650 x 2, Passed 2 B-Rank Missions in the Ninja World: .
+ 2500 Kumi - 03/ 11/ 2018 - Prize from 1st Animebase Role Play Lottery. Here. Prize #91: Here.
+3000 Kumi - November - Moderator Paycheck.
+600 Kumi - 27/ 12/ 2018 - CJ Sold to Vegeta via CJ Shop.
+3000 Kumi - January - Moderator Paycheck.
-5500 Kumi - 03/ 01/ 2019 - Fūinjutsu (Kumi Shop).
+3000 Kumi - February - Moderator Paycheck.
-1000 Kumi - 04/ 03/ 2019 - CJ Purchase with Rust.
-5500 Kumi - 04/ 03/ 2019 - Medical Ninjutsu (Kumi Shop).
-1400 Kumi - 19/ 03/ 2019 - CJ Purchase with Zat.
+3000 Kumi - 10/ 05/ 2019 - Moderator Paycheck.
-2500 Kumi - 21/ 04/ 2020 - Advanced Kaito's Taijutsu (Kumi Shop).
+5000 Kumi - 20/ 05/ 2020 - Discord @ LoK reward.
-5000 Kumi - 22/ 05/ 2020 - CJ Purchase from Goetia.
+1000 - 03/ 06/ 2020 - A-Rank Mission in the WSE.
-1500 - 10/ 06/ 2020 - CJ trade with Erzo.
+25,000 - 10/ 06/ 2020 - CJ Trade with Lord of Kaos.
-25,000 - 10/ 06/ 2020 - Purchased Yang from Kumi Shop.
+1500 - 16/ 06/ 2020 - CJ Purchased by Mirai.
+650 - 18/ 06/ 2020 - NW Mission.
+6000 - 18/ 06/ 2020 - Mod Work Backpay (April + May).
+1000 - 20/ 06/ 2020 - Pay from Sasori for Biography.
-1900 - 21/ 06/ 2020 - Purchased CT from Serpent.
+5000 - 22/ 06/ 2020 - Sold CJ to ReXii.
-5000 - 22/ 06/ 2020 - Bio Template Purchase.
-1500 - 22/ 06/ 2020 - CJ Trade with Erzo.
-5000 - 23/ 06/ 2020 - CJ Trade with ZK.
-1000 - 23/ 06/ 2020 - Purchased Bio Template.
+1500 - 12/ 07/ 2020 - S-Rank Mission in the NW.
+450 - 12/ 07/ 2020 - C-Rank Mission in the NW.
+3000 - 13/ 07/ 2020 - Mod Paycheck (June).
-1500 - 20/ 07/ 2020 - CJ Trade with Goetia.
-1500 - 23/ 07/ 2020 - CJ Trade with Goetia.
+1500 - 08/ 08/ 2020 - S-Rank Mission in the NW.
+700 - 08/ 08/ 2020 - D-Rank & C-Rank Missions in the NW.
+5000 - 08/ 08/ 2020 - Mod Paycheck (July).
+5000 - 01/ 09/ 2020 - Mod Paycheck (August).
-10,000 - 01/ 09/ 2020 - Purchased Advanced Fuinjutsu from Kumi Shop.
-1500 - 05/ 09/ 2020 - CJ Trade with Never.
+5000 - 25/ 10/ 2020 - Mod Paycheck (September).
+5000 - 16/ 11/ 2020 - Mod Paycheck (October).
+5000 - 05/ 12/ 2020 - Mod Paycheck (November).
-1500 - 23/ 12/ 2020 - CJ Trade with Teno.
-1,500 - 03/ 01/ 2021 - CJ Trade with Goetia.
+1,500 - 05/ 01/ 2021 - S-Rank Mission in the NW.
+1,500 - 05/ 01/ 2021 - S-Rank Mission in the NW.
+1,500 - 05/ 01/ 2021 - S-Rank Mission in the NW.
+5000 - 12/ 01/ 2021 - Mod Paycheck (December).
+1500 - 13/ 01/ 2021 - S-Rank Mission in the NW.
+1500 - 14/ 01/ 2021 - S-Rank Mission in the NW.
-5000 - 15/ 01/ 2021 - CE Purchase with Goetia.
+5000 - 15/ 02/ 2021 - Mod Paycheck (January).
+450 - 11/ 03/ 2021 - C-Rank Mission in the NW.
+5000 - 07/ 04/ 2021 - Mod Paycheck (March).
-25,000 - 27/ 04/ 2021 - Purchased Yin from Kumi Shop.
+5000 - 08/ 05/ 2021 - Mod Paycheck (April).
+5000 - 03/ 06/ 2021 - Mod Paycheck (May).
+5000 - 01/ 07/ 2021 - Mod Paycheck (June).
+5000 - 03/ 08/ 2021 - Mod Paycheck (July).
+5000 - 09/ 09/ 2021 - Mod Paycheck (August).
-6000 - 27/ 09/ 2021 - Ability Purchase (Dokkodo).
+10,000 - 27/ 09/ 2021 - Ninja World Event.
+5000 - 05/ 10/ 2021 - Mod Paycheck (September).
-3000 - 29/ 10/ 2021 - CJ Trade with Mirai.
+10,000 - 05/ 12/ 2021 - Mod Paycheck (October & November).
-28,500 - 28/ 12/ 2021 - Kinjutsu, Custom Kinjutsu & Legendary Contract purchase.
+10,000 - 01/ 02/ 2022 - Mod Paycheck (January & February).
-30,000 - 06/ 02/ 2022 - Ability Purchase (Atavistic Flame (Initiate & Master).




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Currency System - Ryō

Available Ryō: 1,950.

Transaction Log:

+1300 Ryō - 13/ 10/ 2018 - 650 x 2, Passed 2 B-Rank Missions in the Ninja World: .
-1300 Ryō - 14/ 04/ 2019 - Swapped Biographies, resetting Ryō.
+1000 Ryō - 03/ 06/ 2020 - A-Rank Mission in the WSE.
+650 Ryō - 18/ 06/ 2020 - B-Rank Mission in the WSE.
+1500 Ryō - 12/ 07/ 2020 - S-Rank Mission in the NW.
+450 Ryō - 12/ 07/ 2020 - C-Rank Mission in the WSE.
-3600 Ryō - July 2020 - Payment for services rendered by Ikiru Uchiha.
+1500 - S-Rank Mission in the WSE.
+700 - D-Rank and C-Rank missions in the WSE.
+1,500 - 05/ 01/ 2021 - S-Rank Mission in the NW.
+1,500 - 08/ 01/ 2021 - S-Rank Mission in the NW.
+1,500 - 05/ 01/ 2021 - S-Rank Mission in the NW.
+1500 - 13/ 01/ 2021 - S-Rank Mission in the NW.
+1500 - 14/ 01/ 2021 - S-Rank Mission in the NW.
-4000 - 20/ 01/ 2021 - Enhanced Nightvision Augment.
-5700 - 20/ 01/ 2021 - Gift to Mirai.
+450 - 11/ 03/ 2021 - Ninja World Mission.
+10,000 - 27/ 09/ 2021 - Ninja World Event.
-8500 30/ 11/ 2021 - Marketplace Puchase & Approval.




Official Titles

Champion of Humanity
Earned by participating in and completing the raid on Irkalla featured in Arcs 19 and 20.
Gain a 10% reduction to all Kumi costs in the Ninja World Marketplace and reduce all travel in the Ninja World by 10 minutes.​

Saviour
Classified as a PVE title. Active against enemy NPCs that are classified as "Beasts" (of Tiamat, of Chakra).
Increases critical damage done by 15%.
Increases healing received by 15%.
Increases damage done by 30.​
 
Last edited:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
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Kin
2,726💸
Kumi
36,426💴
Trait Points
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Awards
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Ninjutsu


My Customs

#1: (Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger

(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger
Type: Offensive/ Supplementary
Rank: E-Rank
Range: Short
Chakra: 5
Damage: 10
Description: This Jutsu was developed using the special paper Sensei possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small gesture that best represents the Element they wish to replicate, they produce a small, raw form of the desired Element. While this technique lacks any significant "punch", the technique itself can be used to attack the opponent in a variety of ways, making this Jutsu's true strength lie in it's users imagination. The following is a list of basic examples from the 5 Elemental Natures. Note that these are simply basic examples, and not the sole usages of the technique.

Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash.

Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts or blades.

Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning.

Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust.

Water: The user can, using free-flowing movements with their finger, mimic the flow of Water Chakra and create a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil.​

Note: Can only be taught by x iiiMPerFeCT.




Approved Here. [ ]

Updated Here. [ ] & [ ]​

People I have Taught this Custom To.

#1
#2
#3
#4
#5
#6 Drackos

#16: (Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form

(Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form
Type: Supplementary
Rank: N/A
Range: Self - Short
Chakra: N/A
Damage: N/A
Description: A simple technique, with varying applications, Litmus Form takes principles from both of it's related techniques, namely the simplicity of Litmus Finger, and the full body applications of Litmus Fist, and combines them both, to create a full-body application, which is achieved through a very simple method. This technique utilizes the Chakra that naturally leaks from the body [SUP][ ][/SUP], and is what allows Chakra Sensor-types to detect other lifeforms, such as enemy Shinobi, to create an unranked, full body cosmetic. It has been shown that this naturally exuded can be directly manipulated, such as with the "Chakra Suppression Technique", allowing the user to prevent this Chakra from escaping the body, making them virtually invisible to Chakra Sensors. This technique follows a similar principle, allowing the user to passively manipulate this ambient Chakra, moulding it much like they would for a Jutsu, applying both changes to the Shape and Element, giving it a basic "form" as it leaves the body. This however, unlike the aforementioned technique, doesn't make the user invisible to Chakra Sensors, as the Chakra is still "leaving" the users body, simply in another "state". This allows the user to re-purpose this Chakra, for example, allowing them to wreathe themselves in flames, or cloak themselves in an aura of electrical energy, vortex of wind, etc, and other purely cosmetic applications, without any actual Chakra cost, or effort on part of the user, leaving them open to perform other actions without interference. These cosmetics carry no damage, or tangible properties, not from a lack of control or influence from the user, but simply due to them being composed of the "dregs" of one's Chakra Flow, Chakra that would otherwise go unused, making any impact on both the user, other beings, and the world around them, almost entirely negligible.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger" and "(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist".

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#10: (Kingusugureivu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal

(Kingusugureivu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, the user creates small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time is limited to a max of 8, with the user able to freely manipulate the number of portals active at no additional cost. Because of it's massive scope, the user can draw from a virtually infinite arsenal, summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a long-sword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with this example applying to all forms of weapon types). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once the portals are directly interacted with, the corresponding weapon is automatically pulled through whether that's into the user's hand, or to deflect incoming projectiles, etc. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, reverts the weapon to it's previous state, and returns to orbiting the user with the rest of their arsenal. The only exceptions to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, which are naturally unaffected by this limited range. Finally the user can change the weapons they have with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with.

Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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#23: (Kingusugureivu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal

(Kingusugureivu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (Portal Creation) Mid (Portal Orbit) Long (Projectile)
Chakra: 20 (Activation) 5 (Per turn active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould these portals into flat ripple-like distortions in the air. Being composed entirely of the user's Chakra, the portals are weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them complete control over their arsenal. Unlike with the aforementioned technique however, the portals created for this technique are far less complex and intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain up to a max of 20 portals, and is able to freely manipulate the number of portals active at will, at no additional cost. Just like with Armiger Arsenal, the user can draw from the virtually infinite arsenal that the Land provides. The portals that the user creates are linked directly to the Land, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, partially pulling that weapon through the portal, before suspending it in place, then, at the user's command, usually with some kind of gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Due to the forced contraction of Space-Time firing the weapons like projectiles, the portals emit both a bright flash, and a loud explosive sound, clearly telegraphing which portals are firing. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Finally, once the weapons have made contact with something tangible, they automatically start to disappear, however this is a slow process than the almost instant reaction the "Armiger Arsenal" possesses, taking 2 turns to slowly "fade away".

Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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27: (Hokyō) Reinforcement

(Hokyō) Reinforcement
Type: Supplementary/ Offensive
Rank: C-Rank - A-Rank
Range: Short - Long (Depending on weapon)
Chakra: 20 - 30 (or 15, -5 per additional turn)
Damage: 40 - 60 (or +1 Rank or +20)
Description: Reinforcement is a simple Ninjutsu technique that utilizes the boundless potential of Raw Chakra to "Reinforce" the conceptual design of a weapon or tool. Similar to techniques that utilize Raw Chakra to increase the durability of a weapon to facilitate higher damage upon a target than a regular freeform strike would, the user Channels Chakra into their chosen weapon. The user is not exclusively increasing the durability of their chosen weapon however, rather they are "reinforcing" it by enhancing an aspect of it that helps it better achieve it's function. For example, the user could increase a weapon's sharpness to achieve a better cut, or it's air resistance to perform a quicker, cleaner cut, or increase the hardness of a blunt weapon to facilitate a harder impact. In other words there are many avenues one can take to Reinforce a weapon or tool, and it is down to the user to decide how to achieve it.

Because of it's open nature, this technique has two applications. The first utilizes the "Reinforced" aspect to perform a single attack with the chosen weapon, is equivalent to B-Rank in strength and cost, and is naturally confined by the inherent nature of the weapon itself, such as its reach, and thus range. The user can push their reinforcement a step further for this application, achieving an A-Rank usage, with the associated costs, damage, etc, but can be performed a max of 4 times per battle, and cannot be used again for at least 1 turn. The second is for a supplementary boost to existing techniques that utilize weapons. This allows the user's weapon to instead gain a +1 Rank or +20 damage boost for up to 4 turns due to the reinforcement, provided they pay an additional 5 Chakra per every following turn. This application is C-Rank in regards to cost, and again is naturally confined by the technique performed through the user's weapon. Finally, once this application ends, the user can't perform it again for at least 2 turns.

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#33: (Henkō) Alteration

(Henkō) Alteration
Type: Supplementary/ Offensive
Rank: B-Rank
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Using the foundation provided by (Hokyō) Reinforcement, the user goes beyond simply "reinforcing" what a given weapon or target is good at and alters it, creating something new, something better. This is achieved through the same method of applying the boundless creativity found within Raw Chakra, enhancing the target beyond it's base capabilities like with Reinforcement. Though this technique is not solely limited to the alteration of weapons, it is it's intended application, allowing the user to extend the natural reach (Note: Not range.) of a blade, or increase the surface area of a blunt weapon, etc. In all cases, while the effects can be substantial, the underlying weapon remains unchanged, and will revert to it's previous, unaltered state after 4 turns, or a direct clash with a technique of equivalent Rank. While active, the Alteration is maintained at a cost of 5 Chakra per turn. In a more broad sense, it allows the user to enhance and extend the basic capabilities of their techniques, such as altering the heat within a Fire Release technique to cause them to burn brighter, or apply a rigged, spiked surface to a typically flat Earth Release technique. This equates to a universal increase in Rank, +20 damage and/ or +10 effective Chakra where applicable, with the logical changes those increases entail for the user's technique(s).

Note: Can be performed once per turn, and in the case of Altered weapons, requires a 1 turn cooldown after the effect ends, may be used four times per battle.

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Customs Taught to Me

Ninpou: Omori No Kei Go | Ninjutsu: The Weight of Strong Words

Ninpou: Omori No Kei Go | Ninjutsu: The Weight of Strong Words
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A special ninjutsu of the highest caliber that can only be done by those who have excelled in ninjutsu. The user takes out a scroll which he previously prepared by writing a text in Jõko Nihongo (Ancient Japanese) with Hiragana and Katakana scripts instead of Kanji. As he takes the scroll out and unfolds it in air in front of him in a semi crescent gesture, he claps his hands focusing chakra, performing 3 hand seals (Horse+Hare+Boar) and touching the scroll. The Hiragana and Katakana caracters, glow in a light blue color and rapidly converge from the scroll, like snakes, raging towards the target. As they reach the target, they wrap around it like chains and bind its movement completely. This jutsu has a more powerful yet more limited performing method: the user will take a smaller scroll (only slightly larger than his hand) with the same caracters and slam it with his palm on the enemy. The moment there is contact, the rows of Katakana and Hiragana caracters spread across the enemy's body as chains, resctriting his movement. Although faster and having no need for hand seals, this alternative method has the same binding strength as the normal method. This jutsu can be done to restrict anything solid, with equal strength regardless of size or mass.

Note1: Can only use jutsu up to S-rank in the same turn
Note2: Usable only twice
Note3: Because of the advanced shape manipulation required, this jutsu can only be broken by equal rank elemental or regular ninjutsu or taijutsu
Note4: User can't use other regular ninjutsu in the same turn
Note5: The binding doesn't require user to maintain contact and lasts until broken or released
Note7: Can only be taught by Scorps

Taught: Here.​

Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin

Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin
Type: Offensive/Defensive
Rank: Forbidden Rank
Range: Short-Long
Chakra: 50
Damage: N/A (-20 to the user)
Description:
Said to be one of the strongest long range techniques known in the ninja world, the Arrow of the Original Sin is a very complicated technique that combines several ninja skills, from elemental ninjutsu to genjutsu and even fuuinjutsu. The user will join his hands together and pull back one of his hands as if pulling on an imaginary bow string. As he does this, a bow of pure chakra materializes with the hilt held by the other hand. The bow can be done of any raw chakra the user is able to manipulate, appearing translucent as if made of pure energy. In the bow, as the hand is pulled back, an arrow materializes of the aforementioned chakra nature, completely engraved in kanji symbols. As this is done, the users chakra spills to the battlefield in such a forceful way that everyone nearby is affected by a low rank genjutsu (D-Rank) that makes them experience either terrifying visions or soothing ones, depending if they are the targets of the technique or not. The genjutsu is not a very focused or detailed one and its only purpose is to pressure or assure those around the user. It will only change minor things like turning the sky red and darkening the ambient while making it seem as if all living things are decaying and dyeing (plants, insects, animals) or making it seem as if a golden, almost angelic light shines from the user, a long with a soothing warmth and even ethereal sounds that will add to the ambient created. Even if it adds to the "drama" of using the technique, the Genjutsu is nothing more than a proof of the amount of chakra focused and manipulated to use this technique and its ultimate abilities and is nothing by the secondary effect of the proximity to that amount of chakra. As the string of the bow if fully pulled back, the user will let go the arrow created at amazing speeds through tremendously immense distances. While the customary use is with only one arrow, the user will be able to unleash up to 2 or 4 similar arrows in quick succession if he so pleases. The arrows, engraved, as well as the ethereal bow, in tons of kanji are nothing more than vessels for a powerful sealing technique that will trigger on impact. Upon impact, besides the elemental damage done by the arrow (according to its own elemental weaknesses and strengths and taking the basic Forbidden-Rank rank damage with it), the sealing technique acts as a "purifier", a "cleanser". When activated, the sealing technique quickly expands a spherical barrier that suddenly collapses upon itself, sealing what was caught within it and siphoning any nearby chakra onto itself, cleansing the area thrice its size of any foreign chakra (enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range). The sealing technique expands on contact with foreign chakra or on the users own will (he can "hit" a target with the elemental part of the technique and trigger the sealing at a different time if he so pleases) and will seal anything within a 5m diameter sphere inside itself in a mere moment. The sealing technique ensures certain defeat if it hits the opponent and can be used to seal/counter any Ninjutsu thrown at the user (within reason and logic according to the applications of the technique itself) as well but in this case will act slightly different. The seal will expand and siphon the technique onto itself completely, instead of only sealing what would be within its area. If the user decides to make use of 2 to 4 arrows instead of one, the elemental damage will be spread through them equally and the sealing technique will be smaller in proportion (2 arrows = S-Rank arrows with 2,5 m diameter seals, 4 arrows = A-Rank arrows with 1,25 m diameter seals) albeit still having the same sealing strength.

Note: Usable twice and counts as 2 techniques of the 3 per turn.
Note: User will suffer severe damage to the hand that holds the bow and will be unable to do handseals on the same turn while suffering a speed loss in terms of handseals during the next 2 turns if not healed.
Note: User will be unable to use techniques above S-Rank in the same and next turn.
Note: The speed of the arrows is enough that in short range it simply cannot be countered (even if in this scenario its extremely hard to find the window of opportunity to use it) and in mid range only users with advanced reactions (dojuutsu, sensing, enhanced senses, EIG, etc) will be able to even notice it, while making a viable counter is a completely different story.
Note: The distance the user is able to reach with the arrow is only limited by the chakra he puts in it and by his own aiming skills.
Note: Can only be taught by Scorps

Taught: Here.

(Kuchiyose: Gē No Gehenna) - Summoning Technique: Gate of Gehenna

(Kuchiyose: Gē No Gehenna) - Summoning Technique: Gate of Gehenna
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons a single one of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate being summoned at least ten meters above the field in up to long range. Once reaching the floor the gates true ability will be revealed as the large doors open revealing a puff of smoke as the gate acts as a medium for the summoning technique allowing the user to summon any of his contracts summoning animals to the field using the gate as a medium.
Note: Can only be used thrice per battle.
Note: The animal the user summons must be posted for reference with this technique but the total summoning process only costs one move with this behaving as a medium.
Note: Can only be taught by Jhin.
Note: It cannot summon animals that were already dispersed, or require highly specific circumstances to summon (i.e if a summon requires a water source to be present before being summoned, it will be unable to be called with this jutsu).

Taught: Here.​

(Kamunagara) – Manifestation of Law

(Kamunagara) – Manifestation of Law
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kamunagara is not itself an ability that is consciously activated or utilised like one would a jutsu. Rather, it is a product of one’s intent, or emotions, influencing their chakra in such a way that it visibly manifests as a pattern or object that hovers behind or around the user. One such example of this is extreme bloodlust or rage, which has been seen before by Naruto and Zabuza, under the influence of the Kyūbi and sheer force of will respectively. The object, pattern or symbol produced is unique to every ninja, and thus it can be considered as a physical manifestation of their will and being. The color produced is dependent on the type of emotion, e.g. anger will produce red, sadness will produce blue, happiness will produce yellow, etc. While the behaviour of chakra in this technique is able to give off specific auras and incite particular sensations in other people, it cannot paralyse or frighten others on the level of something such as Killing Intent. It also cannot physically interact with or cause any kind of injury to an opponent. This ability, functionally, is passive in nature, as it doesn’t require activation or any form of active input from the user, and is entirely cosmetic.

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Taught: Here.​
 
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#8: (Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation

(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation
Type: Supplementary/ Defensive
Rank: S-Rank/ Forbidden
Range: Short
Chakra: N/A
Damage: N/A (-20 to user after they perform the Forbidden Rank variation)
Description: This technique's very namesake is derived from it's original purpose, which was to deprive the Forbidden Technique of the Uchiha Clan, Amaterasu, of oxygen, thus causing the "inextinguishable flames" to die out at a much more rapid rate than the "Seven days and seven nights" that it's legends state. To achieve this, user performs a swift series of powerful sweeping/ arching Taijutsu actions, all performed at the air surrounding themselves, or their intended target. The intent is not to actually land a direct hit on the intended target or for the attacks to even be remotely within the vicinity of the target, only to have the target be within range of this technique's effect. By successfully performing this series of sweeping and arcing Taijutsu actions, the user disrupts and shifts the flow of air around their target, forcing the air within the area to be "pushed" out of the area. This is somewhat visible in the form of a semi-translucent "dome" around the target, with the area inside this "dome" possessing lower quantities of all elements found in the air, especially oxygen, thanks to the air being forced back. For example, if the users right arm has caught fire, the user can perform the actions and motions with their left, using their strength and speed to remove the elements in the air that allow the fire to continuously burn, causing it to die out almost instantly. The user can also use this technique to neutralize flames that have hit and are burning a partner of the user. The user simply performs the same kind of actions and motions, with the target area being within the range of those actions. Of course, this Jutsu doesn't heal any damage done to anyone hit by a Fire Release Jutsu, it's merely a defensive measure to prevent further damage from remaining flames. Another way this Jutsu can be used is defensively, as a preventative measure, rendering Fire Jutsu inert before they either hit the user, their intended target, or if the user has a decent sense of timing, as they are released. If the user can recognize that a Fire Release Jutsu is about to be performed, through whatever Sensory ability they may possess, and/ or through logical reasoning, this Jutsu can be performed to counter an enemy Fire Release Jutsu either before it's fully performed, or before it reaches the user. The effects of this Jutsu only persist for a few seconds before the air quickly rushes back to the spot the user performs this technique on, meaning if this Jutsu is used defensively, the users timing must be impeccable, otherwise their Jutsu would fail to achieve it's goal, leaving the user open, thus more than likely be hit by the incoming Fire Release Jutsu. This only works on the area where the movement is made, meaning if the user swings their arm infront of them, it doesn't effect fire from behind them.

Note: The S-Rank variant can only be performed a max of 2 times per battle/ event. The Forbidden Ranked variant can only be performed once per battle/ event. Additionally, if the user performs the S-Rank variant more than once, they cannot use the Forbidden Ranked variant, and if they use the Forbidden Ranked variant, they cannot use the S-Ranked variant.
Note: After the first usage of the S-Rank variant, the user cannot perform this Jutsu for 2 turns. After the second, the user cannot perform this Jutsu and Taijutsu of S-Rank or above for 3 turns.
Note: After the user performs the Forbidden ranked variant, the limb(s) utilized in the usage of this technique will succumb to extreme cramping due to the high level of force and muscle control required to displace enough air to affect Jutsu of Forbidden Rank, like the Amaterasu. This results in high levels of pain for the user, as well as an inability to perform any Taijutsu above B-Rank with the affected limb(s) for 4 turns. Additionally, the power of the user's Taijutsu also suffers as a result, weakening the users Taijutsu by 10 Damage for 4 turns. Not only this, but the user is unable to use his arm for handseals for a full turn following the user of the forbidden ranked variation due to the strain it takes to cause such a vacuum.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ. And can't be used against The Pervy Sage.




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#11: (Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty

(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
Type: Defensive
Rank: B-Rank - S-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: Created by a "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a defensive Taijutsu technique which utilizes the concept of "Shock Absorption" to negate physical damage. Typically when a "shock absorber" is mentioned, some form of plush material comes to mind, like polystyrene, but the human body also has it's own natural Shock Absorber. The muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they absorb shock by contracting. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control their body's muscles in such a way that they can contract the muscles in any given area that is being attacked, as well as the surrounding muscles in such a way that they can "divert" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their palm, contract the muscles in their arm, then their torso, and finally their leg, before releasing it into the ground beneath their feet, neutralizing it. [SUP][ ][/SUP]

Note: A-Rank can be performed a max of 4 times per battle, S-Rank can be performed 2 times per battle. Additionally, the user must wait at least 1 turn between usages of A-Rank or higher.
Note: This only works on physical force. Residual damage, like electricity/shocking from a lightning ball, sharpness from a wind blade, or heat/burning from a fireball would still inflict damage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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#17: (Migatte no Gokui ☯ Chō Hon'nō) Mastery of Self-Movement ☯ Ultra Instinct

(Migatte no GokuiChō hon'nō) Mastery of Self-MovementUltra Instinct
Type: Supplementary/ Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced Taijutsu art, based on the martial art of "(Mushin) Empty Mind", a mental state where the body reflexively reacts without the need of having any specific input from the practitioner, resulting in such refined levels of instinct and intuition to a level where they can respond to any threat without the need for thought. This is achieved via an intense level of training, wherein one is endlessly bombarded with incredibly fast, yet weak strikes, until they eventually grasp the concept of "self-movement", where each part of the body seemingly acts independently of the user's own will. It teaches one to abandon the practice of "thinking before moving", and simply initiate "moving without thinking". This is incredibly useful, as messages from the brain can only move through the nervous system to one's body parts so fast, subsequently losing precious time in combat that add up with every consecutive movement and action. This technique does not increase, or grant any kind of additional boost to the user's movement, tracking or reaction speed in any sense. Instead, it is akin to an automated defensive stance that allows the user to effectively negate any incoming physical attack that they can, visually or otherwise, register, without actually thinking about performing the actions. The body moves, almost as if on it's own accord, to respond to incoming attacks, and attempts to negate, redirect, or counter them in the most logical manner, before proceeding to intercept the next attack. A perfect idiom to describe this stance is "The lights are on, but no one is home", as the user is clearly responding to external threats, yet doesn't always seem entirely "present". One of the many benefits to this technique is that it is purely physical, and, by it's very nature, requires little to no input from the user themselves, especially in regards to their Chakra flow. As their body is reacting instinctively, rather than with directed motions and a proper input from the user themselves, they're free to use their heads to perform other actions, such as analysing attack patterns, potential weak points, and formulate and initiate proper counter attacks, etc. There are significant drawbacks to this technique as well however as, by it's very nature, it can only allow the user's body to react to actions and attacks that they can witness. This means the user cannot use this technique against attacks faster than they can track or logically register due to speed, but also attacks of a deceptive nature, or attack the user in some unregisterable manner, such as attacks that cannot be physically seen, like "Frog Kumite", or attacks that strike outside the user's field of vision. However, in the case of techniques that are directly applied via physical actions, such as in the case of a Shinobi driving a Rasengan into the body of their opponent, the user can divert this incoming threat by redirecting the physical motions of the opponent's strike, "countering" the Rasengan without making physical contact with it, or even ending the technique. [ ] Finally, entering into this stance does not constitute the usage of one of the user's 3 Jutsu per turn, however, if this technique is used to defend against another Jutsu, every instance of a successfully defended technique does consume one of the user's allotted Jutsu from their next turn. When used to defend against freeform actions and movements, no Jutsu slots are consumed. This can, in most cases, force a stalemate in close-quarters combat centric fights, as neither party gains any ground, or inflicts damage upon the other.

Note: Can only be used for a max of 3 turns, and user must wait 3 turns between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and can only be used by Biographies with a Taijutsu specialty.

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#20: (Riko Shugi no Kī ☯ Chō Zenchō) Key of Egoism ☯ Ultra Omen

(Riko Shugi no Kī ☯ Chō Zenchō) Key of Egoism ☯ Ultra Omen
Type: Supplementary/ Defensive
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A (+20 Taijutsu/ Kenjutsu (Hakai)
Description: Ultra Omen is a paired technique, comprised of a supplementary mental state for "(Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct", achieved through the freedom of thought and conscious action the user achieves by relegating the act of evading, countering, etc, perceived incoming physical threats to their autonomous instincts, and reflexive body, allowing them to focus their attention elsewhere. This culminates in a series of supplementary buffs and applications which improve the users overall close-quarters combat capabilities, all tied to the distinct basis "Ultra Instinct" provides. Naturally this technique can only be utilized with, and is automatically activated once Ultra Instinct is activated, being passively applied within the same timeframe slot, without using one of the user's 3 Jutsu per turn. Upon activation the user, who must at least be a Taijutsu specialist, selects one of the following applications to activate during the current usage of "Ultra Instinct", while users with a higher proficiency in Taijutsu, for example, users with access to Kaito's Taijutsu, the Eight Inner Gates, or Seven Heavenly Breaths can select up to two. The chosen application(s) take effect immediately, within the same timeframe of both techniques activating, cannot be changed once selected, and remain active until "Ultra Instinct" deactivates, whether due the expiry of it's duration, the user's will, or upon a forced deactivation, such as a K.O, death, etc. The applications are as follows;

(Mezame) Awakening: As the user's body becomes accustomed to the feeling of responding to external threats at its "normal" speed, eventually the user reaches a point where they are able to make Movements/ Reactions beyond their body's regular capabilities. The user gains a x2 speed modifier for both their Movement and Reaction speed whist "Ultra Instinct" is active, however, upon deactivation, the user suffers -4 to their base movement and reaction speeds for 2 turns as a result of pushing their body beyond it's natural limitations. [ ] [ ]

(Hakai) Destruction: The user extends their autonomous instinct to the general movements and actions of their Offensive Taijutsu techniques, allowing them to consciously exert more physical effort into their techniques, resulting in a passive +20 increase in damage to all of their physical attacks (Taijutsu, Kenjutsu, etc). Upon deactivation, the added exertion from forcing more power into their attacks leaves the user's body aching, causing the user to lose -10 damage to their Taijutsu for 3 turns. [ ]

(Kenbunshoku) Observation: By focusing their attention on incoming projectiles, the user is able to utilize "Ultra Instinct" to evade small to medium scale ranged techniques, such as basic projectiles, streams, etc, regardless of their Rank. Naturally this follows the same restrictions and drawbacks detailed within "Ultra Instinct", meaning each successfully evaded Jutsu consumes one of the user's 3 Jutsu per turn from their next turn, and only works on projectiles they can either physically see, or otherwise logically perceive. [ ] [ ]

(Kōtai) Shift: By tensing the muscles upon the moment of the evasion, the user increases the overall acceleration of the their manoeuvre, but not the actual speed of the movement, creating after-images that linger for several moments. Alternatively, the user can perform the same tensing motion as they start a physical attack, creating a form of "before-image", that projects an image of the attack that continues on, allowing the user to change their attack, potentially creating an opening in their opponent's defence. The creation of a "Before Image" is a passive action, but can only be done once per turn. Finally, after using either, once this technique ends, the user's body is left in a spasmodic state, leaving them incapable of perform intricate or delicate movements, such as complex Taijutsu movements, or weaving handseals for 2 turns. [ ] [ ]​

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct".

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#24: (Hon Cheon Meol Gyuk) Chaotic Heavens Destruction Strike

(Hon Cheon Meol Gyuk) Chaotic Heavens Destruction Strike
Type: Offensive/ Supplementary
Rank: Forbidden
Range: Short - Long (Short - Mid (Steps)
Chakra: 50
Damage: 90 (-10 to user per arm)
Description: Considered the pinnacle of a secretive Martial Arts known as the (Hyun Won-Moon) Black Heaven & Earth School, the Chaotic Heavens Destruction Strike is a highly advanced Taijutsu technique with multiple steps, and extreme effects for both the target and it's user. The user starts by gathering Chakra within their feet, and uses this to quickly retreat, taking three steps back, each one allowing the user to move up to 3m away from their current location, and at a speed equal to double their base movement speed. The user then redirects the flow of this Chakra towards their fists, and brings them towards their stomach, compressing the Chakra as they enter into a stance with their back to the target. After several moments of allowing the Chakra to coalesce in their fists, the user then performs one final step, this time towards their target, allowing them to travel up to 5m, as they right their posture, turn their body to face their target, then throw simultaneous punches, using the centrifugal force from the body's rotation, and put the full force of their weight into the strike. The end result is a heavy shock-wave that releases from the users fists, as the Chakra is expelled in the form of an accurate and highly precise concussive blast, akin in nature to a Wind Release Jutsu. Due to the amount and overall concentration of Chakra present within the blast, it is considered neutral to Elemental Chakra and Jutsu. It is also possible to perform this technique with only one arm, however the damage is halved, while the Chakra cost remains the same. Finally, with such a powerful technique comes equally severe consequences to the user. First, due to overexerting their body with the rapid steps found in the first part of the technique, the user's legs enter a state of shock, reducing the user's movement and reaction speed by -2 for 3 turns. Secondly the highly concentrated amount of Chakra within their arms leaves them in extreme pain, reducing the damage the user's fist-based Taijutsu inflict by -10 for 3 turns. Lastly upon firing the technique at the target the user's fists are overcome with pain, inflicting 10 damage per arm used with the technique.

Note: Can only be used once per battle, unless the user is a Taijutsu specialist, in which case they can perform the technique a second time, at the cost of doubling the technique's drawbacks and recoil damage, and requires a 2 turn cooldown period before it can be used. Additionally, after using this technique, no A-Rank or higher Taijutsu techniques can be performed for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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(Tekkai) Iron Mass

(Tekkai) Iron Mass
Rank: A
Type: Supplementary; Taijutsu
Range: -
Chakra Cost: 30
Damage Points: +10 to Taijutsu
Description: After years of training in Taijutsu, the user has developed a way of nullifying physical damage. He will focus Chakra through the muscles on his body, hardening them to the level of iron so that even a sword only does a superficial cut on the user. This gives him more resistance while suffering attacks and at the same time, more force. Although with this technique the user can endure a lot of damage, a strong enough technique, such as Tsunade’s and Sakura’s enhanced punches can affect him. This technique is said to be as strong as Kakuzu’s Earth Spear. This technique has some weaknesses, has it only hardens the user's muscles, meaning some parts of the user's body will still be vulnerable, like the tendons behind the knee, ears, etc.

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(Taijutsu: Puraudomearī) Body Art: Proud Mary

(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.

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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

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(Hijutsu: Ningen no Rikigaku Ichi-ji keishiki) - Secret Technique: The art of Human Mechanics Primary Form

(Hijutsu: Ningen no Rikigaku Ichi-ji keishiki) - Secret Technique: The art of Human Mechanics Primary Form
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra: 30
Damage: N/A (+15 through power increase)
Description: This technique uses the knowledge of the human body and its hidden mechanics, the joints. By understanding the mechanics of the joints one can use them in various ways to increase performance in battle. The user can increase the power of their physical techniques by using maximum joint movement to deliver great power but at the cost of this the speed isn't particularly great as it takes longer to move a joint fully. The user can increase the speed of motion by short joint movements and thus the increase in speed is increased three times faster than the technique used standardly without the knowledge of such performance this can also be done with the use of multiple joints. For example using the Shoulder joint, the elbow joint and the knee joint one can increase the speed of a swung sword greatly compared to using the single joint fully where they raise their arm completely and bring the arm back down. When the user of this technique fully uses all his joints in his body simultaneously they can increase their speed to the point as fast as rock lee without weights however the reaction of the user depends on the ranking and their mastery of Taijutsu. When using this method the user applies careful Chakra control to the joints so that they are not over stressed and thus can continuously maintain the effects through their battle.

Note: This technique once activated will last for the 4 entire turns.

(Kōfun Jōtai) The Adrenaline Rush

(Kōfun Jōtai) The Adrenaline Rush
Rank: S-Rank
Type: Supplementary
Range: Self
Chakra: 40 (20 every turn)
Damage: N/A
Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jump-start the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are Chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:

Heightened senses: Stronger sense of smell, hearing and thought processing.
Pain reduction: All feelings of pain and numbness are almost nullified.
Faster reaction time: This doesn’t make the user faster generally.
Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%

Notes:
• Lasts for 5 turns.
• The user cannot use any Elemental Ninjutsu while this is active.
• The user cannot use any Genjutsu or clones of any kind when this is active.
• Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.
• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.
• No summoning while this is active.
• Can only be used Once per match.

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(Taijutsu: Rendo) Body Technnique: Rend

Taijutsu: Rendo | Body Technnique: Rend
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: This technique can be used either as a standalone taijutsu strike, or as part of a counter by employing a variety of bodily movement. Regardless of which is chosen, the strike will be delivered with the hands, which will be cupped similar to a clawed formation, meant to mimic the claws of feral beasts. The strike is ideally delivered to areas with soft tissue targets, such as the eyes or throat the armpits etc. Tearing with their fingernails and fingertips the user will literally rip the flesh of the victim with this powerful manouver, should it strike a soft target area it can deliver considerable damage, with strikes to the eyes causing blindness, strikes to the throat causing the target to be unable to speak or use jutsu from the mouth. Strikes to either armpit or thigh will disable the arm or leg preventing movement, while these injuries can be severe they are very rarely fatal unless by some fluke.
Notes:
-The user can avoid small scale attacks before countering with this in the second version, using a variety of movement similar to drunken fist.
-Can only be used 3 times per battle.

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(Taijutsu: Tengoku piasu tsume) - Taijutsu: Heaven Piercing Claw

Taijutsu: Tengoku piasu tsume) - Taijutsu: Heaven Piercing Claw
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: 60
Description: The user of this technique will begin by using an open palm, with no separation between his fingertips, then by thrusting his fingertips in to a sensitive location on the opponents body such as the sternum, or any major nerve cluster the user will cause considerable damage along with debilitating effects that vary on the location struck, for example if the sternum was struck the opponent would have the wind knocked from his body losing 3 total speed levels and being unable to use fast movement abilities such as the body flicker additionally he would lose the ability to mold chakra in his stomach, preventing the usage of abilities that require this, such as fire techniques expelled from the mouth. Should the user strike a nerve cluster in the arms of the opponent, said opponent would be unable to use the arm to perform any actions for three turns, and upon regaining usage of the arm he would be slowed considerably in regards to forming handseals, with a single seal taking as long as two normally, and scaling upwards with two taking the time of four etc. If a leg was struck the opponent would be unable to move under his own volition for three turns and upon regaining the ability to move would still be unable to do so for extended distances, being unable to move six or more meters per turn for the remainder of the fight without collapsing and causing permanent damage to the afflicted leg. This technique can be used in a counter striking method against an oncoming taijutsu attack by avoiding the opponents attack using a variety of stepping motions I.E a sidestep or backstep, but can also be used offensively. The thrusting motion of the attack using the fingertips can be substituted with a bladed weapon if desired such as a sword or kunai. Regardless of being armed or unarmed or what area is struck the attack is capable of causing quite heavy bleeding if successful comparable to the bleeding caused by biting ones own tongue off. Which can have negative long term effects obviously including bleeding out over a number of turns unless the blood loss is somehow stemmed.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used three times
-Only teachable by ReXii

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#4: (Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique

(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20 - 40 (Depending on the Rank of the Summon)
Damage: 40 - 80 (Depending on the Rank of the Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu. There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario; A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (40 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 60 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" portion, and describe the appearance of their Tattoo's within the "Appearance" portion, of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is taken directly from the Rank of the chosen Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of that Summon's Biology, or some passive ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning method employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method, and subsequently used up their summoning time, cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, typically around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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#5: (Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist

(Nintaijutsu: Ritomasu Fisuto) Ninja Body Art: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30 (Plus up to an additional 30 Chakra each turn)
Damage: 60
Description: Developed as a form of Taijutsu supplement, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger, more focused scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focused on collaboration with almost any form or stance of Taijutsu in close quarters combat, especially Free-Form Taijutsu. The user begins by gathering a large amount of Chakra and distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the gathered Chakra in conjunction with them. Just like with the parent technique, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to perform Fire Release, or fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into that Element. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or using their Chakra to manipulate existing sources, like a nearby source of Water, or the ground beneath their feet, however, any and all offensive actions involving an existing source must originate from within Short Range of the user, same with Elements created by the user. Additionally, the user is able to utilize all canon forms/ states for the Elements they perform, for example, if they use Fire Release they could use ash, or flammable mist, however, the state or form of any attack performed via this technique cannot be changed once released, as the Chakra has already left the body, and been given form.

The user can split the Chakra Pool from this Jutsu into as many attacks they wish to perform, within reason, so the user can perform 1 A-Rank, or 2 B-Rank, etc, or even a combination of different ranked attacks, like 1 B-Rank and 2 C-Rank, etc. However with each division of the Chakra used, so too does each individual action logically lose power, although, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the users Chakra is only changed when released in conjunction with Taijutsu actions. This allows the user to swiftly and accurately shift between multiple Elements, performing extremely unique combinations of Elements, easily creating their own "style", simply by performing a series of basic actions and combing the Elements those actions unleash. Additionally, at the start of each turn for the duration of this technique the user can expend Chakra equivalent to the amount of Chakra utilized up until that point, restoring the Chakra they have for this technique back up to it's max. Although this action can easily end up eating through the users Chakra reserves, this ensures they can maintain the Jutsu for it's maximum turn limit, receiving the most from this Jutsu in return for the high cost required to maintain it. Finally, while the Chakra for this technique is gathered and prepared throughout the user's body, as it is yet to be molded, repurposed and released into an actual attack, the user can perform other Jutsu whilst this one is active, without consuming the Chakra pool gathered for this technique, however, this cannot be done simultaneously while the user is releasing an attack from this technique, as they are logically using their Chakra to shape that attack and cannot divert neither their attention, nor Chakra flow between multiple techniques.

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the turn limit, they lose the remaining Chakra. Finally, this Jutsu can be used a max of 3 times per battle.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".

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#12: (Sentō Shōkan: Genjū no Tenken) Combat Summoner: Heavenly Fist of the Eidolon

(Sentō Shōkan: Genjū no Tenken) Combat Summoner: Heavenly Fist of the Eidolon
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user starts by drawing blood across the Combat Summoning Tattoo('s) present on the limb('s) they wish to perform this Jutsu with. Once this is done, the user must simultaneously throw a punch, kick or whatever Taijutsu action they desire, while they channel Chakra into their Combat Summoning Tattoo('s). This will trigger the basic Combat Summoning method, having a corresponding Summon simultaneously attack in an identical fashion, however, this is only the first step of this technique. Immediately after the first Combat Summoning is achieved, and the Summon is attacking in tandem with the summoner, the summoner abruptly stop channelling Chakra into the Tattoo('s), halting the process of technique mid-usage. The user then immediately repeats the last step, and channels Chakra back into the Tattoo('s), causing another Combat Summoning to occur virtually instantly after the previous one began, while occupying a different space around the limb(s) the user is attacking with. While still performing the same physical action, the user repeats this step again, and again, and again, each time stopping and restarting the circulation of their Chakra to the designated limb(s), causing the same effect to occur, Summoning another corresponding limb/ body part of their Summon('s) to add to the ever growing number of attacks assailing the target. The end result is a seemingly endless, "wild" barrage of attacks, all thrown at almost exactly the same time, and all in sequence with one another, forming a "wall" of punches, kicks, or whatever type of Taijutsu the user performs. The user can incorporate multiple Animals from any of the Summoning Contracts they are signed with into this Jutsu, however, this Jutsu cannot be performed in conjunction with specific animals from those Contracts, only generic Summons. Additionally, the focus, or more specifically the area of effect of this Jutsu can be manipulated by the user, allowing them one of two potential usages for this technique. The first is to attack over a wide area, roughly 180 degrees with the central point being directly in front of the direction the attack is thrown, potentially allowing the user to attack multiple targets, objects, counter Jutsu, etc, or even prevent a flanking attempt by covering a wider area than a standard attack. Alternatively, the user can focus all of the attacks in one specific direction, or on one specific point, maximizing damage by targeting an opponents weak point in their defence, or areas where a continuous series of attacks would be far more effective than an offensive that was spread out. The maximum range of this Jutsu is Short Range.

Note: This technique can be used a maximum of 3 times per battle. Additionally, no Combat Summoner Jutsu can be used within the same turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

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Genjutsu


My Customs



#26: (Genjutsu: Hyun Hwan Shim Yun Gon) Illusary Art: Outer Body Training Method

(Genjutsu: Hyun Hwan Shim Yun Gon) Illusary Art: Outer Body Training Method
Type: Defensive/ Supplementary
Rank: B-Rank - S-Rank
Range: Self
Chakra: 20 - 40
Damage: N/A
Description: Created by a secretive group within the World of Murim known as the "Artists Society", the Outer Body Training Method is a Genjutsu that allows one to train and practice martial arts in an almost meditative trance placed upon themselves. The Genjutsu comes in several Ranks, with each one adding more strength to the Genjutsu. The user starts by gathering an amount of Chakra equivalent to the usage they'd like to perform, and releases it as a steam-like cloak around their body. With this "cloak" they disrupt their own Chakra flow, and place themselves under the Genjutsu. Within the Genjutsu the user experiences a black void with minimal features they can determine upon casting, from the perspective of an astral-projection like illusory clone of themselves, and finally an mental image of an opponent, or group of opponents. The users "projection" can perform all the same physical techniques the user themselves can, such as Taijutsu, Kenjutsu, etc, and if the user isn't affected by a Paralyzing Genjutsu, it can even copy the user's own movements. The same is true for their "projected opponent", allowing the user to utilize what information they have on them to visualize a battle between themselves and their opponent(s), like a mental exercise. This has the added benefit of allowing the user to "overwrite" other Genjutsu placed upon them, provided they are weaker than the Genjutsu the user casts upon themselves. In the case of equally ranked conflicting Genjutsu, as is stated within the "Illusionary Arts" thread, both are neutralized, and immediately disperse. This technique also has another usage within combat, besides overwriting Genjutsu. It can be used as a form of "movement prediction", as, if the user and their opponent are about to clash in close-quarters, the user can quickly use what information they have about their target, and mentally test their own moves out, and attempt to "predict" how the opponent will react. There are flaws with this technique however, for example, if the user doesn't know their opponent, and every move they can make, they can easily be caught off guard. Even something as a simple change is style can result in disastrous consequences if the user heavily relies on it within real combat. It also doesn't provide any addition benefit to the user's physical stats, like their tracking or reaction speed. It can only be used purely to mentally test one's style against anothers.

Note: A-Rank and higher applications require two hand seals.
Note: The A-Rank application is limited to 4 times per battle, and the S-Rank is limited to 2 times per battle.
Note: This technique cannot be used to overpower Genjutsu of a higher nature, such as MS or Yin Genjutsu.
Note: When used to counter Genjutsu of B-Rank or higher, the user has to deal with the following side-effects.

B-Rank: Unable to use this Jutsu for 1 turn.
A-Rank: Unable to use this Jutsu for 2 turns.
S-Rank: Unable to use this Jutsu for 3 turns, and perform Genjutsu A-Rank or above for 2 turns.​

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Taught to; Nakiri.​








Customs Taught to Me


(Ame-no-Uzume-no-Mikoto) - Whirling Heavenly Woman

(Ame-no-Uzume-no-Mikoto) - Whirling Heavenly Woman
Type: Supplementary/Offensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The User starts by channelling Chakra to his Gunbai, causing the Tomoe located on the Gunbai to begin to swirl, triggering a powerful Genjutsu to form. As the Tomoe swirls, the opponent sees the Tomoe's spinning rapidly as the user seemingly then forms a handseal, creating a clone of a stunning beautiful woman, wearing traditional Shinto robes and resembling Kaguya Ōtsutsuki (minus the third eye), who is manifested at the enemy's line of sight, their eyes lining up. What is unique about this, however, is that the woman appears to have the 3T Sharingan in her eyes. Due to the woman's height, she is aligned with the enemy's line of sight, causing them to look into her eyes, making them believe they have been trapped within a binding Sharingan Genjutsu, their surroundings becoming inverted similar to Tsukuyomi. As the woman's eyes look onto the target's, she begins to expand in size, similar to how Madara began to expand before stabilizing into Kaguya Ōtsutsuki. As the woman expands to the size the user wants (with a max size of 10 meters), the woman's eyes begin to glow slightly and spiral as she points her hand outwards, releasing what appears to be a large wave of dark flames similar to Amaterasu being unleashed towards the target, splitting before they reach the target, and setting the terrain ablaze, causing the target to feel heat stroke and after two turns, passing out from fatigue and mental stress.

Note: Can only be used twice.
Note: Requires a break of at least 2 turns between usages
Note: Cannot use Genjutsu above S rank the next turn.
Note: Can only be performed via a Gunbai with chain.
Note: Does not require the Sharingan to be performed.

(Genjutsu: Puredetaazu Wairu) Illusionary Arts: Predator's Wail

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

(Genjutsu: Midare)- Illusionary Technique: Disturbia

(Genjutsu: Midare)- Illusionary Technique: Disturbia
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will and cast an illusion on the opponent's mind that sees a single figure appearing on the terrain- this figure can be anyone and anywhere the user chooses but it can't be made within 5 meters of the opponent. This figure will have a distant look at everything, as if looking through you and won't appear to be concerned with the world around them. They can't move, can't talk, not even think- they are essentially living statues. If left ignored by the opponent after one turn this figure multiplies into two figures with the second one being set anywhere the user pleases, even beside the opponent which is unlike the first figure. After the second turn these two multiply into 8 figures, and after the third turn 16 and so on until the entire field is completely filled and the opponent has nowhere to move. In reality, these multiplying statues are actually explosive kunai that the user throws at strategic locations- of course the opponent wouldn't actually see when the user throws these kunai. The more turns that pass the user throws more around the field until it is riddled with explosives. Then, with a single hand seal the user will detonate all the tags he had set. The aim is to get as many as close to the opponent as possible to ensure death before the illusion is broken.
Note(s):
- Can only be done 3x
- Requires a turn cooldown

Learned: Here.

(Kōan Genjutsu: Jōmyō Inin)- Koan Illusion: Mortal Dictata

(Kōan Genjutsu: Jōmyō Inin)- Koan Illusion: Mortal Dictata
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage: N/A
Description: The Jōmyō Inin or "Mortal Dictata" is a Genjutsu developed by a skilled Uchiha during one of his episodes of meditation. The nature of the illusion was a paradox placed on his mind that tampered with how he perceived opportunity and misfortune. He later recorded these feelings and became able to replicate them in the minds of others through chakra, making it a Genjutsu. The technique begins with a Ram hand seal and placing the chakra on the opponent(s)' mind. The illusion has two parts; fortune or misfortune, and will be highlighted below.

Fortune | Kōun: This side of the illusion tampers with the opponent's visual cortex where it completely changes the appearance of the user and his techniques. The user will appear gravely injured and weak in the opponent's eyes. This can be anything from missing limbs to profuse bleeding. Again, this is a visual illusion is does not actually tamper with the opponent's cognitive perception of the user, it only provides visual stimuli that would lead him/her to believe the opponent is actually injured. The second use to this side of the technique is how it affects the visual information of the user's jutsu as well. In other words, a grand fireball from the user may appear like a measly fireball to the opponent.

Misfortune | Fukō: This the second side of the illusion changes the opponent(s)' visual perception of the user and his techniques so that they appear much more superior to theirs. The user may appear godlike (as in vastly superior in strength and not looking all shiny and golden), in their peak condition and appear very capable of combat. This also applies to the techniques where a simple wave of water may appear even more devastating, like tsunami level. Of course the illusion doesn't actually change the rank and damage of the user's techniques, it only changes the appearance and will go as meticulous enough to alter the terrain to compliment the false powered jutsu. Such as the trees being flung about from the water waves to houses being decimated.

Both sides, Kōun & Fukō, when used individually are S ranked in strength. However, they can be used simultaneously, but only on different minds. Meaning, the user may place Fukō on one opponent and Kōun on another at the same time they activate this technique. This can lead to incoherence between allies and further aid the user. However, it is impossible to cast both sides of the illusion on one person at the same. However, if this double use is used both the techniques Kōun & Fukō become A ranked in strength while the overall technique itself is immediately spent twice and hence can't be used again. But if the user applies one at a time he may wait a while before using it again.

Note(s):
- Can only be used 2x.
- Kōun & Fukō lasts 2 turns each on the opponent(s), with a three turn countdown between each individual use.

Learned: Here.
 
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#29: (Muramasa Ittōryū: Homura) Demon Blacksmith One Sword Style: Blaze

(Muramasa Ittōryū: Homura) Demon Blacksmith One Sword Style: Blaze
Type: Offensive
Rank: S-Rank - Forbidden
Range: Short - Long
Chakra: N/A - 50
Damage: 80 - 90 (-5 to user for 4 turns)
Description: One of few techniques created by a fabled blacksmith to test the parameters of his creations, it embodies the essence of the smith himself; casting and forging with one's whole body and spirit, to the point of burning up oneself. With a single blade in their hand, the user places all of their physical strength behind an otherwise generic, formless swing. The end result is a vacuum-like shockwave similar in appearance to "(Suraisu Shinku no Nami) - Slicing Crimson Wave", albeit stronger, and with a unique effect. As a result of the extreme physical force the technique is performed with, the resulting wave burns a bright scarlet red, and emits a tremendous amount of heat, a result of friction between the air and the shockwave itself. Despite this, Blaze itself is not considered a Fire Release technique, but does carry logical characteristics thereof. This usage of the technique is S ranked.

Blaze Ex (Forbidden Rank): By gathering Fire Release Chakra throughout their body, and channeling it into their swing, the user can perform a much more potent variation of this technique, referred to as Blaze Ex. This converts the slash into a Fire Release Kenjutsu technique, while at the same time increasing the technique's strength into that of a Forbidden Rank, though the technique is otherwise physically identical. This results in self-inflicted recoil damage in the form of extreme internal temperatures, causing the user to take 5 damage per turn for 4 turns. Blaze Ex also carries additional beneficial effects once the original attack has been performed, derived from the extreme temperatures both the user's body and blade carry as a result of the technique. As their body burns up, all of the user's Raw and Chakraless Taijutsu, Kenjutsu, Bukijutsu, etc are automatically converted into Fire Release techniques, and gain a +20 increase in damage to all techniques that benefit from this infusion of the Fire Element. These effects remain for the same duration as the recoil damage, a max of 4 turns, however if at any time during this duration the user either gathers or utilizes Water Release Chakra, or is struck by an opposing Offensive Water Release Jutsu of at least A-Rank, the effects, both negative and positive, are cancelled out, and instead the user suffers recoil depending on whether they trigger the former or latter. In the former, the user immediately takes 20 damage in recoil for the rapid cooling of their body. In the latter, the damage of the incoming technique is increased by +20, not counting as a buff to the opposing Jutsu but rather an increase in overall damage received by the user.

Blaze Exceed (Forbidden Rank): If the user performs their second usage of Blaze Ex before the effects of their first have expired, this overclocks the user's body, resulting in a "stacked usage", referred to as Blaze Exceed. This doubles all effects both positive and negative from the original usage, with the exception of damage which is an additional +10 for a total +30 boost, and the added restriction that neither instances of the recoil damage can be mitigated or negated in any way, such as with the Yang Release Specialty. This refreshes the timer associated with Blaze Ex back to 4 turns, and is otherwise is identical to the regular usage of Blaze Ex, following the same rules and restrictions as mentioned above. If performed, once Blaze Exceed's duration has ended, the user suffers several negative side effects from effectively setting their body ablaze. The user's Taijutsu, Kenjutsu, Bukijutsu, etc deal 20 less damage, while the user themselves take an additional 20 damage from all incoming sources of physical damage, while the user suffers 10 damage from all of their Fire Release techniques, regardless of Rank. These effects persist until healed, requiring healing equivalent to "Yang Release: Touch of the Sun" to be removed.

Note: S-Rank can be used 3 times per battle with a 2 turn cooldown.
Note: Forbidden Rank can be used twice, with a 3 turn cooldown.

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#1 Keotsu

#31: (Muramasa Ittōryū: Kyasutōfu) Demon Blacksmith One Sword Style: Cast Off

(Muramasa Ittōryū: Kyasutōfu) Demon Blacksmith One Sword Style: Cast Off
Type: Offensive/ Supplementary
Rank: B-Rank/ A-Rank/ S-Rank
Range: Short - Long
Chakra: N/A
Damage: 40/ 60/ 80
Description: Although not a traditional skill of the Muramasa school, the smith had the habit of vehemently tossing works he considered imperfect. This in and of itself would be negligible if it were not for the sheer force with which he dismissed them, easily able to carve a path through stone. As such, it was immortalized in the Muramasa school as "Cast Off", a technique where one intentionally, violently jettisons their weapon towards a target, attempting to penetrate through whatever happens to be in the weapon's path. This is done through physical strength alone, requiring no Chakra on the user's part, however there is a secondary effect that this technique produces. Starting at +20, for each +10 damage points the user's Kenjutsu receives, whether through passive or active means, the sword's speed is multiplied, with the user's base speed acting as the base for the weapon. The Rank of this technique is directly tied to the damage increase(s) the user employs alongside this technique, with B-Rank being usable while the user applies +20, A-Rank becoming accessible at +30, and S-Rank requiring +40. Even if the user has a higher boost than required for a stronger application, they can opt to use a weaker application if they wish. The speed boosts associated with each Rank also naturally scale, with the B-Rank granting a x2 boost, A-Rank granting a 2.5x boost, and the S-Rank granting a 3x boost to the projectile's speed. The boosts do not need to be purely Kenjutsu based, and only require that they empower the user's Kenjutsu and follow reasonable logic. For example a boost to the user's Taijutsu that allows them to throw harder via strengthened muscles would apply, as would Elemental infusions, like a Wind Or Lightning Release infusions allowing the blade to more easily cut through the air, or Fire acting as a propellant, etc. Finally, if the user wishes to not inflict damage with this attack, they can opt to throw the weapon with the hilt aimed at the target, with the base damage inflicted being equivalent to a freeform attack, with no usage limit.

Note: Can be performed 4 times per battle, twice for the B-Rank application, and two shared between the A-Rank and S-Rank applications. Additionally, the user must wait 2 turns between uses.
Note: After using the S-Rank application, the user cannot perform S-Rank or above Taijutsu or Kenjutsu for 2 turns.

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#1: Keotsu

#32: (Bukijutsu: Ritomasu Heiki) Weapon Art: Litmus Arms

(Bukijutsu: Ritomasu Heiki) Weapon Art: Litmus Arms
Type: Offensive/ Defensive/ Supplementary
Rank: S-Rank
Range: Short - Long
Chakra: 40 (Plus up to an additional 40 Chakra each turn)
Damage: 80
Description: Developed as a branch of Litmus Fist, Litmus Arms extends the concepts of it's sibling technique to weapons in all their varying shapes and glory. As with the Fist, Arms focuses on utilizing Chakra in conjunction with existing styles and especially freeform motions to create unique Elemental combinations. The user begins by gathering a large amount of Chakra and distributing it equally throughout their body and their weapon, visualizing the latter as an extension of the former. Once this is done, the user then performs various actions, motions, movements, etc, releasing the gathered Chakra in conjunction with them. Just like with other Litmus techniques, these actions and motions are physically representative of the nature of an Element, which cause the Chakra to take on the properties of, and change into that Element. From there, the user applies exerts control over their Chakra to influence the shape and effect of their attacks. The user is able to utilize all forms/ states for the Elements they perform, for example, if they use Fire Release they could use ash, or flammable mist, however, the state or form of any attack performed via this technique cannot be changed once released, as the Chakra has already left the body, and been given form.

The user can split the Chakra Pool from this Jutsu into as many attacks they wish to perform, within reason, so the user can perform 1 S-Rank, or 2 A-Rank, etc, or even a combination of different ranked attacks, like 1 A-Rank and 2 B-Rank, etc. However with each division of the Chakra used, so too does each individual action logically lose power, although, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the users Chakra is only changed when released in conjunction with their actions. This allows the user to swiftly and accurately shift between multiple Elements, performing extremely unique combinations of Elements, easily creating their own "style", simply by performing a series of basic actions and combing the Elements those actions unleash. Additionally, at the start of each turn for the duration of this technique the user can expend Chakra equivalent to the amount of Chakra utilized up until that point, restoring the Chakra they have for this technique back up to it's max. Although this action can easily end up eating through the users Chakra reserves, this ensures they can maintain the Jutsu for it's maximum turn limit, receiving the most from this Jutsu in return for the high cost required to maintain it. Finally, while the Chakra for this technique is gathered and prepared throughout the user's body, as it is yet to be molded, repurposed and released into an actual attack, the user can perform other Jutsu whilst this one is active, without consuming the Chakra pool gathered for this technique, however, this cannot be done simultaneously while the user is releasing an attack from this technique, as they are logically using their Chakra to shape that attack and cannot divert neither their attention, nor Chakra flow between multiple techniques.

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the turn limit, they lose the remaining Chakra. Finally, this Jutsu can be used a max of 2 times per battle.
Note: This technique can't be performed during Litmus Fist's active duration or cooldown, and vice versa.

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#1: Keotsu





Customs Taught to Me


(Kenjutsu Kuchiyose: Okotta Kami)- Sword Summoning Art: An Angry God | Deus Iratus

(Kenjutsu Kuchiyose: Okotta Kami)- Sword Summoning Art: An Angry God | Deus Iratus
Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: By combining the sword arts with Ninjutsu the user is able to create a hybrid technique entailing both parent teachings. The technique is initiated by the user stabbing his sword into the ground, which is actually the summoning rites. Exactly 10 meters above the opponent would have summoned a much larger copy (15 meters in length and heavy enough to crush Doton techniques of the same rank and below) of the same lodged sword to come crashing down on a targeted area. The impact is very loud and devastating leaving quite a blemish on the spot in which it had landed. It would appear like some angry being had trusted the blade from the Heavens, hence the name. After the sword makes impact it disappears in a puff of smoke. It's the tip of the sword that's created ten meters above the opponent, with the rest of the sword above that point.

What it looks like:
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Note(s):
- 3× usage limit

(Junrei no Michi) - Pilgrims Road

(Junrei no Michi) - Pilgrims Road
Rank: A-Rank
Type: Offensive
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user by flowing their Chakra into their sword will control and manipulate it to create multiple blades of Chakra to extend from the initial blade branching out in front of the user up to 1 meter in length. The user can use this as a method of surprise by attacking with their sword to gain close quarters and then extending the various blades from various angles to attack their opponent.

Note: Can only be used three times per battle.

(Yumita Geijutsu: Magarimichi Dageki) Bow and Arrow arts: Curving strike

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

Learned: Here.

(Yumita Geijutsu: Tadai Kujo) Bow and Arrow arts: Heavy Destruction

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


(Hiken: Tsubame Gaeshi) – Secret Sword: Swallow Return

(Hiken: Tsubame Gaeshi) – Secret Sword: Swallow Return
Type: Offensive
Rank: A – S
Range: Short
Chakra: N/A – 40
Damage: 60 – 80
Description: Tsubame Gaeshi is the fabled technique of the legendary swordsman, Sasaki Kojirō, who was said to be able to cut down a swallow in mid-flight. A highly lethal sword technique, wherein one strikes at an enemy with great speed. Use of this skill requires one to be an Iaidō user, as the speed and swiftness characteristic of their signature technique is similarly employed here. With one's sword in hand, the user will move at incredible speeds, striking at the enemy from three different directions. It is a threefold application of the Iaidō technique, as the user rapidly strikes at the left flank and redraws their sword, striking directly at the head then redrawing their sword, and finally attacking the right flank (this order can be reversed if one so chooses). The motion of striking and redrawing is performed at such speed that each strike occurs at almost the exact same time, meaning that choosing to block only one strike will result in the others connecting. While this doesn't require chakra to perform (A-Rank), the user can also infuse their raw chakra into the blade, strengthening the attack (S-Rank). Ninja who are able to perform Iaidō can, alternatively, infuse chakra of an energy-based element they know into the weapon when performing the technique. In the case of raw chakra being infused, this technique will behave as elementally neutral in clashes, whilst the S&W of the chosen elemental chakra will take effect in clashes. This technique can be used once per turn and up to three times per battle. The S-Rank variant requires a single turn cooldown before it can be performed again, and its usage prevents the user from using other Iaidō-based/Samurai techniques above A-Rank for the remainder of the turn in which it was used.

Learned here.​

Command Arts Learned: Here.

(Kamei Gigei: Kougenjin) Command Art: Mirage Blade
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: Unlike other Kenjutsu shockwaves which are generally large, Kougenjin is a relatively small shockwave that’s size is the same as the blade length of the sword used to launch it. Sacrificing power for speed and quantity, Mirage Blade travels at speeds comparable to same ranked Fire jutsu. an incredible pace, relative to the user’s rank; Mirage Blade, when used by a Sannin, would be about twice as fast as a shockwave fired from the Samurai Sabre Technique, though its destructive force is obviously much less. A large amount of chakra is focused inside the user’s blade in the form of a constant flow – though normally the chakra could envelope the sword, here the chakra creates a shell on the inside of the blade, allowing the chakra to rebound infinitely and resonate with itself. When the user slashes their sword, it releases a portion of this chakra in the form of a white, rippling shockwave; thus the name Mirage Blade. Mirage Blade also carries the properties of the blade used to fire it, as well as its size; this means that if the blade used to fire Mirage Blade is sharp enough, Mirage Blade will pass through solid objects by slicing them in half and continuing on, much like a Wind element jutsu would.
*Three shockwaves can be fired per use.
*This jutsu may be only be used 3 times per match.
*Useable and taught by Keotsu only.

(Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: A technique based upon the premises of two of Keotsu's other Command Arts - his signature shockwave Kougenjin, and a Prayer technique known as Zekkyōdan, Rekkyōdan aims to push the principles of these attacks to their absolute limits. The user will gather chakra around their blade, coating in it a glass like layer; swinging the blade breaks the high tension layer of chakra and projects it forward, like the fragments of a broken mirror. The user can control the spread over the shattered attack, allowing it to cover either wide area to affect multiple opponents, or focus it into a tight cone to strike an individual adversary. No matter the scope of the area covered by the attack, though, the technique always launches 80 individual shockwaves.
*Note: Can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: Launches 80 shockwaves with a single use. These shockwaves are not enhanced individually with boosts or augmentations; instead, the boost is applied to the entirety of the technique.

(Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar
Rank: A
Type: Offense/Supplementary/Defense
Range: Self
Chakra: 30 ( - 10 per turn )
Damage: N/A
Description: The first of the “Prayer” series of the Command Arts, Hikaru Aki Hashira, often called “Aki-gamae (autumn stance)” by its users, is a Kenjutsu stance instead of an actual attack. It is a variation of the Waki-gamae in that the user holds their blade at waist level, parallel to the ground, whether in its scabbard or not, a position best suited for quick-draw strikes. The user focuses their chakra throughout their entire body in a steady stream while in this stance, increasing their physical strength by 20 damage as well as their speed by double. This increase in ability comes about from the chakra augmenting the muscles naturally, instead of forcefully, essentially putting the body in a natural “peak” condition. This chakra also coats the user’s blade and allows the counter-offensive nature of Aki come through. Whether sheathed or not, the user can swing their blade and dispel an incoming attack by disrupting it. This allows the user to negate techniques of equal chakra and lower. The method of blocking attacks is based upon the concept of an immovable pillar.
*The First Prayer can only shield the user from attacks of equal or lower chakra cost.
*This Jutsu lasts 3 turns each use and can only be used 3 times each, requiring a break of equal time.
*Blocking an attack counts against one of the three allotted moves in a turn.

(Kamei Gigei: Fukutsu no Inori: Gokumonken) Command Art: Prayer of Fortitude: Prison Gate Sword
Rank: A
Type: Supplementary/Defense
Range: Self
Chakra: 30
Damage: N/A
Description: A refinement of the First Prayer: Hikaru Aki Hasira, this technique expands the ability of the First Prayer. Where as Shinning Autumn Pillar is locked only to the user’s weapon, and forces them to stand in a specific stance, this technique covers the entirety of the user’s body and transfers the defensive ability of it. This allows the user to fight unhindered by having to remain in one stance, while also allowing the effects of the First Prayer to extend to their entire body. Besides this saturation, Gokumonken provides one extra effect: techniques that would be destroyed by the First Prayer’s effect can instead be reflected back at the opponent, taking the place of the First Prayer’s defensive ability, but still counting as an additional move per turn.
*Cannot be used unless the First Prayer is active.
*This technique does not last as long as the First Prayer; However, this technique when triggered can be used once per turn on techniques of equal chakra and lower.
*Can only be used twice in a battle.
*Reflecting attacks back counts as a move per turn, and is bound by the limitations of the First Prayer's abilities of defense.

(Kamei Gigei: Dai ni no Inori: Zekkyōdan) Command Art: Second Prayer: Broken Mirror Severing
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The second in the “Prayer” series of Command Arts, Zekkyōdan differs in its working depending on if the user’s blade is being resheathed or drawn, though in both cases the move is a strange type of Battōjutsu, meaning that it involves multiple cuts. In the event that the sword is being sheathed, there is a quick flash as the blade’s guard meets the top of the scabbard, during which a chakra burst creates a countless number of cuts in a 360 degree short-range dome around the user; this being the defensive variant of the move. When unsheathing the blade, however, the affect is “launched”; that is, when the blade is unsheathed, a cyclone of chakra is shot forward, with the chakra inside the cone-like structure acting as tiny knives, shredding that which they come into contact with; this is the offensive variant of the move.
*Cannot be used unless the first “Prayer” has been activated.
*Can only be used once per turn.
*Due to needing to reset their stance, this move cannot be used back-to-back, even between turns, meaning another technique must be used in between uses.
*Due to how this technique operates, this is not purely a Kenjutsu technique, being a Ninkenjutsu.

(Kamei Gigei: Dai san no Inori: Sōgenmu) Command Art: Third Prayer: Twin Phantasms
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage: N/A
Description: The Third in the “Prayer” series of Command Arts, Sōgenmu is a type of Shadow Bunshin developed specifically for sword users. The user will coat their body in a layer of chakra, creating a rainbow colored doppelganger. This doppelganger mimics every attack the user makes, down to even the launching of shockwaves and the amount of force behind an attack. At first, the doppelganger fluctuates only slightly around the user, making it appear as if the user is surrounded by some sort of haze. As time progresses, and the phantasm becomes more unstable, the user can “slide” and “rotate” the doppelganger away from them; though it will still mimic the user’s moves exactly, it will remain a set distance from the user. This changing in orientation allows the user to use the doppelganger to maximum effect.
*Cannot be used unless the first “Prayer” has been activated.
*Follows all rules for Shadow Clones and variations.
*Every jutsu that the clone uses counts as an additional move per-turn. This technique also counts as a Ninjutsu.
*The distance the clone can move is as follows: T1: Short; T2: Between Mid-Short; T3: Mid; T4: Between Mid-Long; T5: Long.

(Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra: 50
Damage: 90 ( -15 to user )
Description: The final “Prayer” of the Command Arts, Tenshōha is also the only offensive Prayer to not directly attack with the user’s sword. though it still falls into the Kenjutsu category due to needing the user’s sword to activate. Breaking the semi-crouching stance attained by the first Prayer, the user will stand and focus their chakra into their blade. By sheathing their blade, the user activates the technique. Their chakra will be unleashed in a powerful burst, calling forth a massive pillar of energy from the Heavens that descends upon the battlefield. Falling with incredible strength, the pillar has enough force to level the terrain completely and leave nothing but dust in its wake, though the after-effects of the jutsu seem to encourage the growth of life in the area. The user, at the epicenter of the blast, takes 15 damage.
*Can only be used if the first “Prayer” was used and ends the effects of the first “Prayer” end.
*Can only be used once.
*No other Prayer can be used in the same and next turn.
*This is a Non-elemental blast.

(Mizutori no Odori) - Waterfowl Dance
Type: Offensive
Rank: S-Rank
Range: Short (Short-Mid)
Chakra Cost: N/A
Damage: 80
Description: An offensive Kenjutsu technique executable only by those with immaculate footwork and unparalleled bladework, the user will perform a series of one footed leaps during which they release a rapid flurry of fluid strikes, able to strike enemies in any direction from the user and overwhelm inferior combatants with the deluge of rapid, well placed strikes. The leap from the technique is enough to carry the user forward one range tier while performing the attack.

Note: Usable three times per battle with a turn cool down in between usages.

Learned: Here.​

(Kenjutsu: Ichimonji) - Sword Technique: Straight-line
Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.

Note: S Rank version is usable three times; A rank version is usable 6 times.

Learned: Here.​

(Kenjutsu: Kage no Ōi Isogu) - Sword Technique: Shadowrush
Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A powerful Kenjutsu technique where the blade is held in a stance parallel to the ground, either above the wielder's head or at eye level, with their off hand reaching towards the tip of their blade. Leaping forward the user will deliver a thrust, driven by their own power and movement, effectively turning their sword into a piercing spear capable of shattering stone. At the end of the thrust the user can vault off of their landing point, allowing them to quickly reposition to a more favorable position either via retreating in the direction they came from, or to better position for a follow up, within short-range of their vaulting point.

Note: S Rank version is usable three times; A rank version is usable 4 times.

Learned: Here.​




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Senkenjutsu



( Dokkōdō: Shinjuku no Kagayaki ) The Alone Way: Shinjuku's Brilliance

(Dokkōdō: Shinjuku no Kagayaki) The Alone Way: Shinjuku's Brilliance
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A ( +10)
Damage: N/A
Description: Shinjuku's Brilliance is passive technique that is applied to any of the user's Dokkodo Techniques. Taking inspiration from the Samurai Saber Technique by Samurai, the user is capable of applying more shape manipulation into their senjutsu. This allowing them the ability to reshape the chakra into other form of weaponry in battle, such as when utilizing "Hidden Truths", instead of just releasing crescents or flowing the senjutsu into the blade, it can be reshaped into various other held bladed weapons such as battle axes, naginatas etc. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized with various cosmetic changes.

Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The ultimate form of the Dokkodo technique Hidden truths, this technique is comparable to the Samurai Saber Technique in both its concept and execution. By channeling Senjutsu into the blade, the user becomes capable of creating crescents of natural energy sharpened to slice through metal and bone effortlessly. These crescents are capable of combating equal ranked Elemental Ninjutsu. Unlike Samurai Saber Technique, however, these cannot create chakra weapons to attack with, instead just creating slashes and strikes following the user's strike motion. They crescents can carry the effects of either form of Senkenjutsu.
Note: Can be used three times and the user cannot use any other Dokkodo techniques S rank and higher that turn and the next turn.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.

Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: After entering Dokkodo, the user will focus Senjutsu enhanced chakra into their blade and charge it, such that the effects of White Blade Flow can be extended to non-Dokkodo Kenjutsu by adding 10 chakra to its cost. Doing so causes the user's sword to leave a glittering trail of glass like shards in the air simply by moving it, and allows the techniques to carry a corroding Senkenjutsu effect: the released chakra quickly corrodes through the obstacle, weakening by exposing the obstacle's "shatter point". This is a point on the technique that the Senjutsu compromises, causing it to shatter in a glow of white glass-like shards, lending to the technique's name. It is capable of destroying solids and liquids of equal chakra or lower while dispersing energy as well.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to non-Dokkodo Kenjutsu techniques.
Note: Can only be used with Dokkodo active.

(Dokkōdō: Senbonzakura) - The Alone Way: One Thousand Cherry Blossoms
Type: Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage: 60-80
Description: A Dokkodo technique comparable to the Samurai technique Secret Sword: Snowstorm Beheading. The user will channel Senjutsu into their blade, cloaking it in natural energy in much the same manner as one would for (Dokkōdō: Kakusu Shinjitsu ) - The Alone Way: Hidden Truths. Once done, the user will swing their blade, releasing outwards a massive swirling cyclone-like shockwave of natural energy that can carry either form of Senkenjutsu, that takes the appearance of a storm of cherry blossom petals. The cyclone is powerful enough to slash apart bone and steel effortlessly, and is capable of combating equally ranked Elemental Ninjutsu.

Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: S rank version is usable 2 times per battle with a two turn cool down in between usages; A rank version is usable 3 times per battle.

Learned: Here.​
 
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Fire Release


My Customs



#2: (Uchiha Ichizoku Shin Katon: Sōdaikakyū no Jutsu) Uchiha Clan True Fire Release: Grand Fireball Jutsu

(Uchiha Ichizoku Shin Katon: Sōdaikakyū no Jutsu) Uchiha Clan True Fire Release: Grand Fireball Jutsu
Type: Offensive
Rank: Forbidden
Range: Mid - Long (Mid Range AoE)
Chakra: 50
Damage: 90 (50 from the Fireball, 40 from the Embers) (20 to the user)
Description: The user starts by performing the Horse → Tiger → Rat → Dog → Horse seals, and kneads a tremendous amount of Fire Style Chakra within their stomach, as they take a deep breath. The user then combines the air in their lungs with the kneaded Chakra and leaps high into the air, then sharply exhales all the Chakra-infused air at their designated target. As they do, they apply Shape Manipulation to the Chakra-infused breath, creating a massive variant on the all-to-common Fireball Jutsu, with the end product resembling the Sun more than a Fireball Jutsu. This Fireball, having a considerably larger size than a regular Fireball, travels considerably slower in comparison, but requires a considerably larger amount of Water to destroy. Once the Fireball hits it's target, or any dense solid surface, it explodes as any other Fireball would, causing a massive explosion with a terrifying amount of force, however, that is only the first stage of this Jutsu. As the Fireball explodes, it also releases innumerable tiny embers into the air. These gently fall to the ground where, upon contact with any physical surface, violently erupt, releasing great amounts of Fire which are channelled straight up in a large rotating pillar of flame. Even if the initial stage is disrupted, countered or destroyed, the Fireball still explodes and releases these embers, which completely blanket up to Mid Range of the Fireball's location with a fiery storm, enveloping all within this range in a violent inferno. The massive amount of required Chakra, combined with the high level of Chakra Control required to achieve the Change in the Chakra's Shape for the second stage of this Jutsu take it's toll on the user, resulting in self-harm from overexertion, in addition to taking it's toll on the user's usage of Elemental Chakra, specifically Fire Release Jutsu.

Ninja World Terraformation: The Kiln - In addition to the standard usage, this technique may be performed in the Ninja World itself, instead of a fight, to either devastate entire landscapes, or engage a large number or group of enemies in combat at once. If used in such a way, the user causes a violent form of Terraformation to occur, completely burning, scorching and otherwise destroying the Landmark they perform the technique in, leaving nothing but ash and cinders in their wake. Everyone present within the Landmark, including the user, collectively share in the total damage of the Jutsu (90 Damage split amongst all present Shinobi (Disregarding Clones, Summons, Etc.). In addition to the damage of the Jutsu being split collectively, the high level of damage done to the entire Landmark creates a hell on Earth, quite literally, as flames flicker off of every surface, and the remains of whatever once stood in the Landmark burn out to a crisp, leaving naught but a sea of ash as a reminder. This causes a persistent damage over time effect to anyone and everyone within the Landmark at ground level, due to the entire Landscape perpetually burning around them, causing 10 damage per turn, while also acting as a constant source of flames and ash, for Jutsu that can take advantage of pre-existing sources of both of these forms of Fire Release. These effects, both the damage over time and the natural source of flames and ash, last for a maximum of 6 of the user's turns (Posts in a non-battle/ Landmark Thread), at which time the DoT effect triggers and inflicts the 10 damage to everything that was able to withstand the Fireball's impact. However, all of these after-effects of this Jutsu can be removed if a large enough Water Release Jutsu is performed to combat the flames, requiring a Water Jutsu of considerable scale to be successful, simply due to the sheer scale of the destruction, and the overall volume of flames and ash present within the Landmark.​

Note: Can only be used once per battle/ event, and the "Terraformation" usage counts as it's one usage.
Note: After this Jutsu's usage, no Fire Release Jutsu of S-Rank or higher can be performed by the user for 2 turns. Additionally, the next Fire Release Jutsu that the user performs loses 1 Rank.
Note: Can only be used by an Uchiha Biography.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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#9: (Nanatsu Shukenja Kaen) Seven Sovereign Flames

(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

The Sovereign Flames themselves are as follows;

Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.

Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.

Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.​

Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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#0 (Imogen's Sorrow)
#1 (Rhiannon's Clarity)
#2 (Alisa's Bliss)
#3 (Phobos' Recreancy)
#4 (Diarmuid's Covetoussness)
#5 (Asmodeus' Ire)
#6 Xylon (Schifone's Acrimony)​

#19: (Katon: Infānarukingu no Domein) Fire Release: Domain of the Infernal King

(Katon: Infānarukingu no Domein) Fire Release: Domain of the Infernal King
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 (-5 per turn to safely traverse)
Damage: 80
Description: The user starts by performing a sequence of seals, Tiger, Horse, Dog, Dragon, Dog, Horse, Tiger, and begin's channelling a large quantity of Fire Release Chakra into their surroundings. As they do, they apply a change in the shape of this Chakra, causing it to take on the form of superheated Ash, which erupts forth from the ground, and expands outwards from the users position. As the Ash spreads, it engulfs the battlefield, filling available space while potentially destroying nearby existing structures and topographical features, before twisting itself into a horrid structure of ash, the exact shape, or more specifically, architecture of which depends on the user's tastes, before rapidly cooling. As the Ash cools, it creates a thin hardened layer on the outside, but still leaves the interior a writhing mass of burning ash. If left alone, no change occurs, but if the hardened external shell of the structure is disturbed, even slightly, it cracks and crumbles away, causing a violent reaction. The weakened portion immediately bursts open, unleashing the burning ash along with a mass discharge of thermal energy, which blasts anything within a 5m radius of the cracked portion, forcing them back up to 10m away. As it does, the first step of this cycle begins anew, restarting the cycle of this Jutsu, causing the newly expelled ash to expand outwards, like the branches on a tree, before hardening once more. If one is surrounded by this technique, and the external shell is broken, either by themselves, or another, both intentionally or accidentally, they can find themselves effortlessly tossed around by multiple consecutive explosive bursts of thermal energy, thanks to being thrown from one section of the Jutsu's structure to another, to another, each time cracking open the exterior of the Jutsu, causing it to further expand, and engulf them in an ever-growing malicious mass of destruction. Anyone wishing to safely travel across the created structure, user included, one must create and consciously maintain a constant flow of Fire Release Chakra from their feet, which heats and softens the brittle outer shell as they walk over it, before cooling once more, essentially mimicking the initial step of the technique. If this flow of Chakra stops, similarly to one ending their performance of either the "(Ki Nobori no Shugyō) - Tree Climbing Practice" or "(Suimen Hokō no Gyō) - Water Surface Walking Practice" techniques on their respective surfaces, it will immediately cause them to disturb the structure, triggering the explosive combustion portion of the technique. However, in the case of Primary Fire Release specialists, as their own Chakra flow has a natural disposition towards Fire Release, they can safely travel across/ within, and interact with the structure, so long as they don't intentionally disturb it. Thanks to these qualities, the created "Domain" can easily act as a neutral ground of sorts, forcing those present to adhere to the strict requirement of the maintained flow, making the usage of other techniques impossible, lest they trigger a cataclysmic reaction that could easily overwhelm, and consume them.

Note: Can only be used once per battle/ event. If used in the Ninja World (Or Warring States Era equivalent), this technique forces a semi-permanent change upon the Landmark it is performed in, causing the basic topography/ structural layout to change to suit the user's design, as explained within in their performance of this Jutsu.
Note: While the "Domain" itself can persist through NW/ WSE Events, there can be no more than one Domain per user at any given time. If a Domain is created while another exists, the previous domain collapses into ash, and scatters to the winds.

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#5
#6​

#22: (Shukenja Kaen ❅ Keishō Kanashimi) Sovereign Flame ❅ Inherited Sorrow

(Shukenja Kaen ❅ Keishō Kanashimi) Sovereign Flame ❅ Inherited Sorrow
Type:
Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: +1 Rank or +20 (User's Jutsu)
Description: A passive benefit of the Sovereign Flame "Imogen's Sorrow", Inherited Sorrow utilizes the unique property of the emotionally infused flames to empower themselves. This is achieved via the basic property of the Sovereign Flame itself, which has an endothermic exterior which naturally draws in thermal energy from external sources, causing the interior to burn at a hotter temperature as a result. This allows the user's flames to passively draw in heat from it's surroundings at all times, granting the user's flames either +1 Rank or +20 damage. Additionally, when the user's Endothermic Flames directly clash with another Jutsu that produces thermal energy, for example, an opposing Fire Release Jutsu, due to the inherent thermodynamics of both Jutsu, the user's being Endothermic, aka absorbing heat, and the opposing being Exothermic, aka radiating heat, the same reaction occurs. As the user's Endothermic Flames draw in heat, and the opposing Jutsu exudes it, the user's Jutsu take advantage of this give-take reaction. The user's Jutsu receives an additional +1 Rank or +20 damage, with the result depending on the Ranks of the users Jutsu, former for A-Rank and below, and the latter for S-Rank and above, for either technique.

Note: Can only be taught by Imperfect, and used by the current wielder of "Imogen's Sorrow".

Approved Here [ ]

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People I have Taught this Custom To.

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Customs Taught to Me

Yüme's Fire Dragon Slayer Custom Jutsu

(Katon: Karyū no Hōkō 火竜の咆哮) Fire Style: Fire Dragon's Roar
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of Fire chakra throughout the body entirely. Once this is done the user will bring the chakra up through the throat, and breathe a long line of super heated fire that moves at a rapid rate and becomes a large fireball that burns his opponent.
►Must be Kage Rank.
►Can only be used 3 times per battle.
►No A rank or above fire techniques the following turn




(Katon: Karyū no Kōen 火竜の煌炎) Fire Style: Fire Dragon's Brilliant Flame
Rank: S
Type: Offense-Defense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80 (-10 damage to user)
Description: The user will channel massive amounts of Fire chakra throughout the arm's, the hand's will then ignite around the skin. The user will then clap those hand's together which causes an explosive reaction destroying everything around him.
►Can only be used once per battle.
►No A rank or above fire techniques the following turn




(Katon: Karyū no Yokugeki 火竜の翼撃) Fire Style: Fire Dragon's Wing Attack
Rank: S
Type: Offense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80
Description: The user jumps into the air, focusing massive amounts of Fire chakra in the arm's, and then he ignites two streams of fire from the hands, then swings the streams of flames at his opponent, blowing them away.
►Can only be used Twice Per battle.
►No A rank or above fire techniques the following turn




(Katon: Karyū no Kagitsume 火竜の鉤爪) Fire Style: Fire Dragon's Claw
Rank: S
Type: Offense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80
Description: The user channel's his/her Katon chakra into the lower leg, and ignites the feet with a very large flame to increase the power of his kicks. He can also use the strong ensuing flames to jet-propel him in any direction he wishes.
►Can be used 3 times in a battle.
►No A rank or above fire techniques the following turn

Taught Here [ ]​

(Katon/Futon: Hachiman) - Fire Style/Wind Style: God of Eight Banners

(Katon/Futon: Hachiman) - Fire Style/Wind Style: God of Eight Banners
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels Katon Chakra into his Gunbai before swinging it at his target. As the user swings it, he releases a wave of fire from the Gunbai in the shape of the Uchiha Clan's signature emblem, enlarged to around 10 meters tall and 10 meters wide. As the emblem shaped flame is released, the user launches the Gunbai itself towards the enemy, channelling Futon Chakra as he does this. As the Gunbai travels ahead of the flame, the user pulls the chain of the Gunbai, pulling it back towards him before swiftly following up with an upwards swing of the chain, causing the Gunbai to flap upwards into the air in a wave, the top of the Gunbai popping so to speak and releasing a burst of wind Chakra as it flaps, directly timed to happen as the emblem shaped flame approach the target. As the wind is released directly as the flames pass the Gunbai's position, the wind enlarges the flames and causes it to grow in size and mass. As the emblem rises in size, the emblem begins to rotate on it's point, becoming reminiscent of a spinning top. As it begins to spin, the user (Now with Gunbai back in hand) is able to control the emblem's direction and movements. However, while the user is moving and controlling the emblem, he is unable to form hand seals for other Jutsu.

Note: Can only be used two times.
Note: Require a Gunbai with a chain attached.
Note: Requires a break of two turns between usages.
Note: Counts as two moves per turn if the wind Chakra is channelled and utilized.
Note: After using, the user cannot use Fire Jutsu of A rank and higher the next turn as well as wind Jutsu above A rank.
Note: If the initial emblem strikes an enemy prior to the Futon Chakra being added with it, they are dealing with an A ranked Katon Jutsu.

Taught Here [ ]​

(Katon/ Raiton: Ikkyou) - Fire/ Lighting Style: Suprise

(Katon/Raiton: Ikkyou) - Fire/lighting style: Surprise
Type: Supplementary
Range: Short - long
Rank: A
Chakra: 30 (+10 to jutsu)
Damage: +20
Description: This will be used in the same time frame as a lightning release technique. The user will apply more chakra in the process. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things:

1. By infusing additional chakra into the lightning technique, they will control the heat, causing flames to wrap around the lightning jutsu, making it a fire lightning combo. This will add 1 rank (20 damage) to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.

2. By infusing additional chakra into the lightning technique, they will convert the lightning technique to a fire technique, retaining the same shape etc. If they user used a chidori spear, it would be converted to fire, making a fire spear.​

The user can only used this on one jutsu, and once they have used it they can't change it back.

Note: Usable 3 times
Note: Can't use water jutsu in the same turn as this.

Taught Here [ ]

Updated: Here.​

(Katon: Kasai Kakujuu) - Fire Style: Fire Expansion

(Katon: kasai kakujuu) - Fire style: Fire expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30 (+10 to target jutsu)
Damage Points: +20
Description: At the end of one of their fire jutsu the user will perform 2 handseals in the same time frame as they create the jutsu, and pump more of their fire chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 20 damage points. By the increase in chakra the fire gains more power as it increases the power of the fire blast as the fire gains more power as it absorbs more oxygen increasing its power. . The user can also choose to perform this technique after their fire jutsu has already been created, so that this jutsu occurs in a separate time frame.

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

Taught Here [χ]​

(Katon: Doragonburesu) | Fire Release: Dragon Breath

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).

Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

Taught Here [ ]​

(Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation

(Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+5 chakra cost to applied techniques)
Damage: N/A
Description: A specialized type of activation technique applied to the user’s Fire Style techniques. The Flame Solidification Formation allows for the user to apply and utilize a substantial reserve of Chakra and apply it to their own Fire techniques to allow for a much more advanced degree of shape manipulation upon their creation. This technique is based upon the concept of the solid and physical nature of certain Fire techniques which have the ability to punch through solid obstacles unlike regular intangible fire techniques. The technique takes that principle and applies it to all fire techniques causing fire techniques of the user to be manipulated by this additional shape manipulation and infusion of additional Chakra. In terms of fire projectiles this technique will make them effectively solid allowing as well as causing them to explode on impact. Because the explosions are infused with the user’s Chakra the user will also be able to angle the explosion away from their body should they wish allowing them to keep safe despite the size and potential devastation of the explosion. In terms of stream-like fire techniques this technique will cause their nature to be akin to waves of water or mud allowing them similar physical characteristics. However, stream techniques do not gain the same explosive benefits as projectiles under the effects of this technique. To fire techniques already solid in nature the Flame Solidification Formation offers no benefit and cannot be applied to them.

Note: Can only be used two times per battle.
Note: Once activated this technique will last for four turns.

Taught Here [ ]​

(Katon: Arutemisu Keshin) - Fire Technique: The Artemis Incarnation

(Katon: Arutemisu Keshin) - Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Exerting their Chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelerate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cool down between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is usable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.

Taught Here [ ]​

(Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant

(Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant
Rank: S-ranked
Type: Offensive, Defensive, Supplementary
Range: Short - Mid
Chakra: 40 (-10 each turn for sustainability) (+10 to other Katon Jutsu released through this Jutsu)
Damage: 80
Description: Uchiha, who are gifted in the Fire Release nature transformation, weaves a few hand seals for the Great Fireball Technique and combining it with Chakra-infused ash to create a (boss summon-size) monstrous creature. Manipulated through Handseals and constantly feed with Chakra, this enlarged, grey-black monster has the ability to cause an reactionary effect that will emit heat flares from all over it's body that will blind the target; use its arm as a flame thrower to completely incinerate them; and/or launch from it's solid, ash body Shuriken-like weapons to burn them from afar. Additionally, the excess Chakra would increase the intensity of the Jutsu that is manipulated through the creature, dealing more damage power. Layered with Katon Chakra and ash, this creature resilience and physical power is so dense, which makes it outstandingly powerful. After a while, the core of the Jutsu cools returning the flame giant into hot ash as it crumbles to the ground.

Note: Short-range Heat-wave = C-rank; Mid-range Hot Ash-Shurikens = C-rank; Short-range Flame Thrower Arms = C-rank.
Note: Target Temporary blinded for 1 turn and the user will have control over the Jutsu at all times.
Note: The heat from the Great Fireball Technique allows it to levitate over the ground, making it capable of flight.
Note: Only used by an Uchiha Biography.
~ Usable only twice per battle.
~ Last 4 Turns and a Jutsu used through this Jutsu (Rank limit: S-rank), counts toward a move slot. While on the field counts as a move per turn to control it. Can only use fire release while active
~ No other S-rank or higher Katon Jutsu in the same turn.

Jutsu Depiction:

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Taught Here [ ]​

(Katon: Karite Souhou) - Fire Release: Grasp From Beyond

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

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

Notes:
- Must have a Fire Speciality; either primary or secondary.
- Can only be used once per-match.
- No Fire techniques in the same turn as this, or for two turns after of any rank.
- Can only be taught by Nathan.
- The users arm is beyond repair for Medjutsu and/ or Kinjutsu.
- No Jutsu S-Rank or above in the following turn.

Taught Here [ ]​

Katon: Gladsheimr – Fire Release: The Fifth Universe

Katon: Gladsheimr – Fire Release: The Fifth Universe
Type: Offensive / Defensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and disseminate it throughout the ground. The surface of the ground will be converted to ash, generating a large demonic courtyard. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, half a meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will cause burn damage should one make contact with their bare skin (15 damage in moment of contact). However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the current strength of the courtyard e.g. the S-Rank courtyard can generate four B-Rank skeletons per turn. Each skeleton will last for four turns after the turn in which they are created. Once the jutsu expires, whether naturally or being neutralised by another technique, the courtyard and spawned skeletons will lose their form and crumble harmlessly, creating a large deposit of inert ash, and the user must wait a single turn before using this technique again. This technique lasts for four turns and can be used twice per battle. No Fire above A-rank for one turn after this ends.

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Taught Here [ ]​

Katon: Zonnenkind – Fire Release: Sun Child
Katon: Zonnenkind – Fire Release: Sun Child
Type: Offensive / Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+20 to Fire techniques)
Damage: N/A (same as host technique)
Description: This technique is considered as a special application of Fire Release: Gladsheimr. The use of this technique is reliant on the presence or use of any ash-based surface or structure created by the user, as without one, it cannot be used. Once this condition is met, the user is able to perform this technique in two different ways; in the same timeframe as the creation of another Fire Release technique which is made primarily of ash, or as a technique which is applied to an ash-based structure or surface after it has been created. Both usages consume a moveslot, but the latter usage requires 2 handseals. The user will infuse more chakra into the ash, which imparts a special function upon it. In the same vein as Gladsheimr, the ash will passively spawn a number of skeletons each turn, with a maximum of 4 per turn being created. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the technique it is used on. Each and every skeleton possesses the same features and abilities as mentioned in Gladsheimr, with the exception of the largest skeleton, which cannot be created through this technique, unless the ash surface in question is at least similar in size and scale to the ash structures created in Gladsheimr. The duration of this technique is equivalent to the technique it is applied to, e.g. a technique that lasts for 4 turns will spawn skeletons for 4 turns. Once the host technique expires, skeletons will no longer be produced, but the skeletons themselves will remain on the field until they explode or are otherwise neutralised. Whilst this jutsu is applied to a host Fire technique, it cannot be used on another until the host technique expires. This technique cannot be used on Gladsheimr, as it is simply a supplementary ability that extends the special function of Gladsheimr to other techniques.

⇒ The targeted technique cannot have been targeted by any other supplementary jutsu prior to this technique’s usage, nor can they be the target of other supplementary techniques after this ability is activated on a given jutsu
⇒ This jutsu cannot be used on supplementary techniques which create ash
⇒ This jutsu cannot be used whilst Gladsheimr is active, nor can Gladsheimr be used whilst this technique is active
⇒ Usable 3x per battle

(Shōkeimoji-Katon : Neko no Ketsui) - Heiroglyphic-Fire Release : Cat's Determination

(Shōkeimoji-Katon : Neko no Ketsui) - Heiroglyphic-Fire Release : Cat's Determination
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Mid
Chakra: 20 - 40
Damage: 40 - 80
Description: The user creates a Circular Red Glyph using their Fire Chakra on the battlefield; the pattern of the glyph is custom as long as it is circular and has the Kanji for "Kokoro 心" inside it. When created it flashes into view almost like an explosion except this is cosmetic. The Glyph can be created horizontally and vertically on the field and then manipulated to move in a certain direction, it can also be created parallel to the user's palm and thrown like a shuriken acting like a very compressed fire techniques, thin and hot which will cut through matter like a hot knife through butter.

Glyphs can be created in front of a Wind Technique and combined with it, creating the infamous fire and wind combos; For example if combined with the Wind Glyph Cat's Dance it can be thrown through the Fire glyph creating a flaming wind glyph. Though this can be combined with other elements; a glyph can be placed on an earth technique and it can create a flaming golem with almost a molten like skin for example (Can be placed on tools to make them extremely hot and burn/cut through things more easily, the glyph is burned into the metal).

Glyphs can be burned onto a surface leaving an ash residue, on the command of the user it will explode and can be used to propel things along or send something flying; the explosion is controlled; For example if planted on the side of some earth or an earth technique it can suddenly speed it up and be shot in a different direction - can be planted on the soles of ones shoes (Fire wouldn't burn through) the ash residue would explode and send the user flying. Basically creating a redirection for solid creations. Trip mines can be created, when the ash is come into close contact it will ignite and explode in a fiery malestrom depending on the size of the glyph + 2 meters.

- S-Rank can only be used Twice with a three turn cooldown and no Fire Techniques of A-rank or higher in the same turn.
- A-Rank version can only be used four times with a two turn cooldown
- Only One Glyph can be created with one use of this
- Glyphs created last four turns on the field
- Must be Taught by LonelyAssassin
-The glyph can only be created/materialized within short-range of the user unless it's made from the ground

Katon: Brahmastra Kundala / Fire Release: O' Brahma, Curse Me
Katon: Brahmastra Kundala / Fire Release: O' Brahma, Curse Me
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique has two methods of being performed. The first involves the user simply coating a held weapon, such as a shuriken, kunai or sword, in ash. The second usage instead requires handseals, and is used in situations where the user doesn’t have a weapon on them to use, or cannot apply the jutsu to their present weaponry for any reason. By performing 3 handseals, the user will create a construct of ash, being a maximum of 3 meters in length and width. When the weapon is thrown or collides with another object, or any other event occurs which will produce friction, will cause the Fire Release chakra within the weapon to activate, setting it alight with the flames of Fire Release. When the coated weapon is thrown, the weapon will erupt in a short-range blast of highly intense flames upon collision with any object, target, or surface. This ignition allows it to play on par with other Ninjutsu, particularly large-scale techniques. Blasts are always angled away from the user so as to prevent them from being injured. When interacting with other techniques, the clash follows the S&W of Fire Release.

⇒ Coatings and constructs last for 3 turns
⇒ Usable 5x per battle

Learned: Here.​




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Wind Release


My Customs



#14: (Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike

(Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80 (-20 to user)
Description: One of the most advanced techniques developed by a secret group of Taijutsu and Martial Arts masters known as the Murim, the Soul-Crushing Strike takes the properties of Wind Release to it's extreme, and applies them to a seemingly simple punch. The user starts by gathering an insane amount of Wind Release Chakra within one of their arms, and uses Shape Manipulation to mould this Chakra into tiny, extremely sharp blades. From there the user throws a seemingly basic and relatively harmless punch at their opponent, however, this bland façade is meant to trick the opponent into dropping their guard. Upon direct contact with the opponent the user releases the entirety of this gathered Chakra directly in one blast, causing severe damage to the limb/ body part that the user is directing this Chakra onto. This is physically seen as an explosion of force, displacing the air directly in front of the punch and creating what can only be likened to a sonic boom, however, there is far more going on here than what the naked eye can see. As the user forcibly fires the gathered Chakra and blades of Wind onto the surface of the opponent's body, these blades invade, become lodged in, and shred the targets Chakra Network, causing irreparable damage to the affected area, effectively making it impossible for the target to mould Chakra with any part that is struck by the Soul-Crushing Strike. Additionally, the generated explosive force is strong enough to break bones, even those of the Kaguya, whom are known for their extreme resilience. But despite the immense power this technique possesses, releasing such a large amount of lethal, moulded Chakra carries it's own set of risks for the user. For starters, such a large expulsion of Chakra damages the arm the user performs the Soul Crushing Strike with, making it impossible to mould Chakra A-Rank and above for 4 turns after using this technique, as well as severely hampering and slowing their ability to weave seals, as the entire arm feels the shockwave produced by the strike. Next, consecutive usage of such a technique, especially if it's utilized within the same window of time (If used within 4 turns of the previous usage, and is still suffering from the previously mentioned after effect) would give the user the same effects as the target/ recipient of this technique, making it permanently impossible to mould or channel Chakra with the arm(s) this technique is performed with. Finally, the biggest flaw in the Soul-Crushing Strike is that if one is able to avoid direct contact with the user, even if the technique is performed successfully, and the blades of Wind are released with the successful explosive force of the technique, it fails entirely, as the Blades of Wind will simply buffer the surface of the target. Additionally, should the previously mentioned flaw/ method of avoidance occur, the user still succumbs to the same restrictions and drawbacks as if the technique had been completely successful, further adding to the risk versus reward factor of this technique.

Note: Can be used a max of twice per battle.
Note: User must wait at least 2 turns between usages.
Note: No B-Rank or higher Taijutsu can be performed after this technique for 1 turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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#15: (Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path

(Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at high speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one specific point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu but not impossible and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can either apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, or infuse a single projectile with the ability to change it's trajectory multiple times, but with each additional projectile or infusion into a single projectile, the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each, or 3 consecutive changes in a single projectiles trajectory. Easily utilized for swift and silent take-downs during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.

Note: Can be used a max of 5 times per battle, and only once per turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity

(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A highly effective and difficult technique involving both one's Fūton & Katon chakra, God Eye Calamity is just as dangerous as its name suggests. However, depending on the user's mastery of the aforementioned elements Shingan no Dai Sanji can actually have adverse effects. The style is divided into two parts. The first component begins with the molding of one's Fūton specialty to channel their chakra into their head and neck area. From there they will have their eyes or any other extra sensory means focus on a target within mid ranged of their vision (or range of whatever sensory the user is capable of) while amassing the chakra into the forehead region right above both eyes. Once the target is set the user will fire a highly condensed tubular shape of wind about an inch thick and a meter long and slightly translucent, with similar translucent appearance to the Wind Blade, at said target. This tube of wind will act like a lance, able to pierce through objects and people like a high caliber round. It's a projectile attack rather than a stream one and is A ranked by individually. The Katon chakra serves as the real killer side to the technique as once the wind tube connects with a solid object the wind is uncontrollably blown from shape in the form of a localized wind explosion reaching up to short ranged from the impact area. Then, in the millisecond as the wind explosion happens the user will flash the Seal of Confrontation and have his Katon chakra ignite the explosion to form a raging fire which changes the nature of the detonation to a deflagration which stretches up to mid ranged of the impact area. I say deflagration instead of explosion because, the resulting detonation has just the right amount of fire and air that it rages with pure might that sends slight shock waves of heat and wind throughout impact area (short ranged) that can affect opponents that weren't even directly hit by the attack, and then it all dies out in less than a second. That translated into the time frame logic means its quick, hot, and powerful, but also very fast (the explosion, not the projectile) and can be over before it was even realized. The Katon chakra inserted into the Futon tube is A ranked in strength which in turn makes the technique and overall S rank. Shingan no Dai Sanji is also able to adopt a slight curve in its trajectory to hit targets that may be hiding but this curve has to be initiated at launch and cannot be sharper than a ninety degree turn.
Note(s):
- Can only be used 2x
- Requires a turn cool down
- No Futon or Katon techniques above A ranked next turn

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(Fuuton: Hai ni uchi)- Wind Release: Between Two Lungs

(Fuuton: Hai ni uchi)- Wind Release: Between Two Lungs
Type: Offensive
Rank: A
Range: Short-Mid (Suction is short-ranged)
Chakra Cost: 30
Damage: 60
Description: The user will channel his Futon chakra throughout his blade and then release a thin, spiraling cocoon of actual wind over his blade, spanning from the hilt to the tip in a full undulating coat. This will give the blade added cutting power naturally but the true purpose is to thrust the blade forward while twisting the arm and wrist counter-clockwise, this will form a drilling motion of wind like a sharp thin spear that extends up to short ranged of the user (5m). However, after the thrust- or mid way of the user so chooses, he'll quickly flick his wrist clockwise which spins the sword in the same motion and cause the spear of wind to quickly expand width wise, like an opening umbrella while extending another 5m to reach mid-range from the user (10m).The spinning motion will quickly take shape of a localized tornado with the tail being the user's sword and the broad head being the technique's area of influence, its powerful clockwise motion sucks anything in its aim into its eye and by extension the user's outstretched sword while slicing and dealing cuts to the victim through its viciously rotating wind walls.
Note(s):
- Can only be done 3x
- Requires a turn cool down

Learned: Here.

(Fūton: Kuikku Ken no Jutsu)- Wind Release: Quick Sword Technique

(Fūton: Kuikku Ken no Jutsu)- Wind Release: Quick Sword Technique[/URL]
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: Based on the timeless principle of Iado, the art of releasing and sheathing ones sword in the blink of an eye, this technique entails a sort of mock Iado where the user will simply grab the handle of his sword while focusing his Fūton chakra. His chakra will then seep into the air around him to take command of the naturally occurring wind up to 5m from his position. By holding on the handle of the blade the user will use his Fūton chakra to replicate the entire blade down to the very length and density as invisible swords of wind, 6 in total. The swords can be heard, if not seen, as sharp whistling sounds as they sling around the user as well as the damage they do to any nearby objects such as the ground which makes the technique very noticeable. If one would look closely however, the blades can be observed as faint arcs of green Fūton chakra. The blades will slice at anything within 5m of the user's vision and can be pushed forward after being spawned to a maximum range of 10m using the air as a medium with a combined rank of A instead of individually. The technique is only applicable as long as he keeps his hand on the handle of the sword, once the user lets go the technique is ended. This prolonged usage can only last the entire turn it was performed.
Note(s):
- Can only be used 3×
- Requires contact with a bladed weapon
- While being performed user cannot perform any other chakra related techniques.

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Lightning Release


My Customs


#18: (Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals

(Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user starts by performing a sequence of two Handseals, Snake → Horse gathering a large quantity of Lightning Release Chakra, and infusing it into a projectile, such as a bolt for a crossbow. As they infuse their Chakra into the projectile, they become completely shrouded in a heavy aura of reddish-purple lightning. The user then takes aim, either into the air, or at a target before them, depending on how they wish to utilize this Jutsu, as there are two different, but conceptually identical usages for this Jutsu.

The first is for enemies that generally have some semblance of distance from the user. By aiming into the air, the user then fires their projectile into the air in an arc, aiming to hit the target on the descent of their projectile's arc. Once the projectile reaches a certain distance from the user, Mid-Range or beyond, the Chakra infused into the projectile "activates", forcefully shattering the fired projectile into numerous pieces, all carrying their own equivalent portion of the projectiles Chakra. Each fragment of the projectile then instinctively moulds the Chakra into the form of the original projectile, effectively creating a barrage of dozens of lightning-based projectiles formed from the scattered remnants of the original projectile. As the barrage of Chakra projectiles descends upon the target, the effect for each individual projectile is equivalent to that of an explosive tag, as when they hit the ground, surface, object, target, etc, they release the Chakra constituting the form of the Chakra projectiles in the form of of a concussive blast (Roughly 2m radius around the point of impact), individually dealing small amounts of impact-based, kinetic damage to the target which combines to create one, singular explosion, engulfing the surrounding area (Roughly 15m radius around the target).

The second application is similar to a certain degree, but is utilized for close quarters engagements, allowing range/ projectile fighters, who are generally susceptible to attacks in close range, due to their weapons being more inclined towards distant targets, to defend themselves. Instead of aiming into the air/ at the sky, the user aims directly at their target, and fires. Upon being loosed, the Lightning Release Chakra contained within the projectile automatically initiates both the fragmentation and shaping aspects of this technique, causing the lightning projectiles to be shot off in a cone towards the target direction. Due to not having travelled as far, or gained as much speed or force due to the descending arc found in the former usage, this usage lacks any of the concussive force found in it, and instead, the projectiles pierce through the target, shredding and embedding themselves within the their body. Once the projectiles have embedded themselves within a target, after 1 turn, the Lightning Release that constitutes the projectiles themselves dissipates, leaving behind open wounds within living targets, or cavities in solid surfaces they plant themselves within, potentially leaving fresh lacerations in their place.

Note: Can be used a max of 3 times per battle, and the user must wait 2 turns between each usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Farao no Hōrei #7. Ramusseumu no Sōko ? Pharaoh’s Decree #7. Vault of the Ramesseum

Farao no Hōrei #7. Ramusseumu no Sōko ? Pharaoh’s Decree #7. Vault of the Ramesseum
Type: Offensive / Defensive
Rank: A-Rank
Range: Short - Long (varies on application)
Chakra: 30 (-5 per turn)
Damage: 60
Description: The user will form a sequence of 3 seals, and gather Chakra from their circulatory system. This Chakra will manifest as a single or numerous shapes of solid lightning Chakra, resembling weaponry such as swords, spears, axes etc, of varying sizes that can be controlled by the user. There are 2 distinct usages of this technique. One of them being, upon mental command, the weapons can shoot, akin to that of arrows fired from bows, towards their target at high speeds at a continuous rate from wherever they spawn. The second usage, is to manifest one or two weapons, wielding them as melee objects in close combat. Due to the lightning itself being tangible in nature, it is able to be held by the user and deal damage similar to that of normal weaponry, in addition to electrocution and mild burns characteristic of Lightning Release effects. While these usages are separated, the user is able to enact the projectile usage after the melee construct(s) has been created, though at the cost of a move in this case. While the weapons of the projectile usage will last until the end of the turn they are created, firing for the entire duration of it, weapons of the melee usage will last up to 3 turns upon creation, unless destroyed or dispelled upon the user ceasing Chakra supply to sustain the weapon(s). Should the weapons be discarded, but still maintained on the field through Chakra fuel, they can be mentally called back to the user. When interacting with other objects or techniques, the weapons will release blasts of electricity to act against their force, effortlessly repelling normal weapons and reducing the momentum of oncoming Jutsu which collide with it.

Usable 3x per battle.
No A-Rank or above Lightning techniques upon deactivation.

Taught Here [ ]​

(Raiton: Hareruya Sanmyaku) | Lightning Release: Hallelujah Mountains


Type: Supplementary
Rank: B-Rank
Range: Short - Mid
Chakra: 20
Damage: N/A (40 if used offensively)
Description: A peculiar technique that utilizes the concept of (Raiton: Shichu Shibari) - Lightning Release: Four-Pillar Bind to use Lightning to forcefully shape the Earth into particular shapes, combined with (Raiton: Inazuma ken Fudou) - Lightning Release: Lightning Blades Levitation that utilizes Lightning to allow objects to float/levitate. Through the use of this technique, the user will form 2 hand seals and focus their Lightning Chakra into the ground/air. This allows them to form a large, flat sigil in the shape of a circle, which beams upwards, and focuses on an area either short range or up to Mid range (can be specified) of harmless Lightning instantly, in a bright flash colored in a light blue hue. This causes any unused/ Chakraless Earth or Earthen techniques up to C rank, to be shaped by Lightning into various shapes, most commonly into the shape of large boulders, but it is limited to the users' imagination or use. This levitating piece of Earth can be used to create a make-shift staircase, dodge incoming projectiles, or perhaps creating an elevated position for the user. The objects infused with this, will remain in a levitating position for up to 2 turns at a time, and can slightly move around within the area of the affected space (where the Lightning initially spanned). This technique can also be used offensively, to create make shift defenses, that come into the users' line of sight to block objects, etc. However, the rocks merely maintain a C rank level strength. Offensively, the technique can be used to drop large rocks on the opponent, as with a single hand seal, the user is able to prematurely cut the Lightning's effect, causing the affected rocks to simple fall down with great force.

Notes:
₪The technique can only be used 4 times, with a single turn cool-down in between.
₪The technique lasts 2 turns, but can be ended prematurely.
₪No S rank and above Lightning techniques in the same turn that it is used.
₪Can only be taught by Rust.

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(Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave

(Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave[/B]
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-20 for every turn)
Damage: 80
Description: This technique is primarily based on the effects of 2 general lightning techniques that being Blade Levitation and 16 Lightning Pillar Bind. By making one handseal the user will be releasing an omnidirectional burst of lightning chakra or called a lightning pulse. The lightning impulse is harmless in itself and will travel to the edges of mid-range in every direction. This lightning impulse could be perceived as a simple flash of light. This lightning impulse will travel through the earth or any stationary medium close-by within the range of the user. Once this special lightning impulse is released, in specific points of the battlefield, debris from the ground or other materials gather forming swords. If said material is too large, it will be passively detected by the lightning chakra, and sliced down into very small pieces, necessary for the formation of swords. The swords themselves can be made out of everything that the impulse encompassed, ranging from metals or weapons already present in the battlefield, earth, water ect. The moment one is created they focus themselves on the ground, standing sturdily into the ground. The number of the swords can vary greatly depending on the user’s desire, but the collective amount of lightning inside the swords adds up to S-rank. The swords will seemingly be of all shapes, while they are made up of materials scattered in the battlefield, like existing weapons or raw materials, as well as different elements. It will all greatly depend on the environment and the materials existent all around. The blades will be medieval in design with a dual cutting edge and different guards and handles for each one. The swords will vary in size greatly dependent on the amount of chakra and number. The fewer blades, the greater the size will be ranging from one size which is the normal size for every blade, to the size of objects which can be equal to that of S-Rank power and chakra amounts. The versatility of the blades will be comparable to normal weapons which have a small trace amount of chakra, comparing them to the harness of a kunai with an elemental affinity cloaked around it, in this case lightning. The most versatile ability of the swords present on the battlefield though, is the fact how all blades which are created can be used by the user and controlled freely. Since there are trace amounts of chakra, the blades can be directed, controlled and even accelerated towards enemies as the user wishes. The swords are controlled by mental commands. After the technique ends, the blades created existent in the battlefield will still remain, but all their abilities, such as lightning charge and the ability to be manipulated are lost, they can simply be used as normal weapons with the force and durability of a normal kunai or sword.

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Note: Can only be used three times
Note: Lasts four turns
Note: Can only be taught by Six Paths
Note: One turn cool down before re-use
Note: No other S-Rank or above Lightning in the user's same turn

Taught: Here.​




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Earth Release


My Customs


#25: (Doton: Bergentrückung) Earth Release: King Under the Mountain

(Doton: Bergentrückung) Earth Release: King Under the Mountain
Type: Supplementary/ Offensive
Rank: D-Rank
Range: N/A (Self)
Chakra: 10
Damage: N/A (+20 to Earth Release techniques)
Description: This technique allows the user to send a pulse of Chakra deep into the earth, tap into, and connect with the (Ryūmyaku) Dragon Veins, a massive source of Chakra that naturally flow deep beneath the surface of the earth, utilized within Jutsu such as " ". This technique requires the user has direct contact with the ground, and takes 1 turn for them to "attune" to the flow of the natural leylines of energy. Once they have, all of their techniques that utilize Earth Release Chakra are made considerably more powerful, due to the influence of the Ryūmyaku on their Chakra flow. This boost remains for as long as the user remains connected to the ground. Minor interruptions, such as both feet leaving the ground, only break off the connection if the user remains off of the ground for 1 full turn, after which, they need to spend another turn attuning to the Ryūmyaku. Remains active for 4 turns max, and requires 2 turns before it can be activated again.

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Water Release

My Customs

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Sound Ninjutsu


My Customs



#13: (Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches

(Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A relatively simple, yet deceptive, technique that is as deadly as it is simplistic, the Consecutive Normal Punches technique has the user utilize low frequency, high amplitude sound waves to perform a unique kind of physical attack. The user starts by simply gathering a large quantity of Sound Release Chakra within one of their fists, manipulating it to achieve the aforementioned low frequency, high amplitude waves within the chosen limb. As this happens, physical vibrations can be seen, even with the naked eye, emanating from the user's chosen hand/ arm, signalling the technique's preparations are met. Finally, upon throwing a punch, even a basic, straightforward jab, the user releases the gathered Chakra, causing their own fist to vibrate at an unbelievable, near uncontrollable, rate. Visually it appears as though the user is punching with numerous fists, or is employing some manner of after-image to confuse the enemy, however, what is truly happening is that the user's fist, due to vibrating so violently, physically alternates between so many positions concurrently that it appears that there's more than one punch being thrown. This is similar to the phenomenon when , appearing as though there's more than one string is physically occupying the same spaces. The movement caused by the vibrations from the string being plucked are simply too fast for the naked eye to perceive them all, leaving movements of the string out, and giving the appearance that more than one string is present. In the case of this Jutsu, although it's the same principle, due to it being executed via Chakra, the danger is very much real. The total number of fists can range from dozens to hundreds of individual attacks, and this, combined with the large overall quantity of Sound Chakra being utilized to have the user's fist act and be perceived in such a way, is where the lethality of this technique comes from. Because despite this Jutsu creating an attack that looks like a simple punch with after-images, each and every punch is, technically, real. The user isn't attacking with illusions, they are attacking with sheer speed, creating multiple attacks from a single release of Sound Release Chakra to cause intense vibrations. This allows the user to target a large angle of front of themselves, or spread the focus of an attack over a wider surface area of their target, with the vibrations inflicting the same type of damage most other Sound-based Taijutsu techniques impose on the affected party. The vibrations can damage both soft tissues and harder materials, such as bones, while the physical punch(es) the user performs can spread this damage across the majority of the body, with varying effects and damage, depending on the area the user strikes.

Note: Can be used a max of twice per battle/ event.
Note: User must wait 2 turns between usages.
Note: User cannot perform S-Rank or above Sound Release techniques for 2 turns after this technique's usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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(Ototon: Shinsei no Asgard) - Sound Release: Asgardian Divinity

(Ototon: Shinsei no Asgard) - Sound Release: Asgardian Divinity
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: The user will release their Ototon Chakra throughout their body to vibrate their body at the same frequency as an object or technique. They will appear to flicker at an exceedingly fast rate, matching the vibrations of the targeted element or material. This will allow the targeted entity to move through them or for them to move through it without taking damage. As there is totally no interaction between the user and the entity, this will allow them to phase through techniques regardless of it's damage. This will work regardless of it's properties or phase, working equally on solid, liquid, gaseous, energy and other states of matter. It should be noted that the user can still move and interact with things as normal barring the material in question (e.g. steel), allowing them to run, wield weapons and fight while this is active. However they should take care when using this technique, as if the floor is composed of the same material, they will phase through it and fall perpetually.

Note: Lasts one turn
Note: Can only be used four times per battle
Note: No S- Rank or above Sound in the next turn
Note: Only works on S-Ranks of equal or lesser Chakra


Nathan's Sound CJ


Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: This technique begins with the user attacking the enemy with a punch or a slap towards either side of the enemies head. The moment that his his hand connects with the enemies body, inaudible sound waves will be released, from the hand, towards the user’s skull. These sound waves will travel through the canals in the ears heading towards the which controls the balance of the body is very important for Taijutsu techniques and perceiving the location of the individual properly. The sound waves will damage this organ, so that the enemies body movements will not match with what the other senses tell the body to do. They in short can’t make out the correct location so that the hits that the enemy intends to land, won’t connect.

Notes:
- Can only be used three times per-match.
- Lasts for six turns.
- Must wait three turns to reuse.
- Can only be taught by Nathan.





Type: Supplementary
Rank: B-rank
Range: Short (Self)
Chakra: 20
Damage: N/A (+5 to Non-Chakra based Taijutsu)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the sound waves which affect the the user. The only downside to this technique is that is the user choices to channel any other Chakra based techniques, excluding sound, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound Chakra all throughout their body a method also know as " " but just distributed at a much higher frequency.

Notes:
- The technique lasts three turns.
- Can only be used four times per-match.
- Must wait two turns before reusing.
- Can only use free-form, Non-chakra enhanced Taijutsu, as well as Sound techniques that are B-rank & below while this is active.
- Can only be taught by Nathan.





Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per-turn it's activated)
Damage: N/A
Description: This technique utilizes the user’s knowledge of sound and its vibrations. Through years of training to recognize objects and the way they vibrate and release sound waves, the user translates that knowledge into a visual sense by inducing himself into a Genjutsu. Within the Genjutsu, the user is able to physically see the sound-waves released from an object when it is created, moves, or produces any sort of sound. Stationary sound waves (from something such as a tree, boulder, etc) appear as blue waves. Sound-waves from moving objects (such as a person, kunai, technique, etc) can range from yellow to red depending on the object’s speed. By colour differentiating the various sound waves, it allows the user to filter out the waves that are irrelevant to the current situation. Furthermore, this technique can also alert the user to movement of an object before the object actually moves. For example, if the opponent begins to move forward, his muscles, tendons, and other tissues would begin contracting and elongating in order to produce the movement. This produces sound-waves that can alert the user to the movement before it actually occurs.

Notes:
- Once activated, it lasts for three turns.
- Can only be used thrice per-match/four per-event.
- Can only be taught by Nathan.





Type: Supplementary/Offensive
Rank: S-rank
Range: Short (Short - Mid for offensive application)
Chakra: 40 (-20 per each turn the Dumb Hole's supplementary application is active)
Damage: 80 (+10 for offensive application when sound is absorbed)
Description: This technique is based off a interesting concept known as the " " or "Dumb Hole". The user starts by gathering Sound Release Chakra either in a specific part of their body, or throughout their entire body. The user then releases this Chakra in the form of a "bubble" around themselves which can be as large or as small as they wish, but it's size is restricted to Short Range of themselves. The bubble consist of high frequency, low energy sound waves, which vibrate at an extremely high frequency, so any noise that the barrier makes is above regular hearing, but this also creates an interesting effect. As the sound waves are vibrating at a higher frequency than most other sounds, especially those that are not created as a result of Sound Release, they act like a barrier for all but the most powerful Sound Waves, making it impossible for sounds from outside the bubble to be perceived inside the bubble. This applies in reverse too, making sounds from inside the bubble impermeable from the outside.

In addition to acting like "soundproofing", Dumb Hole has another application, which is far more violent and destructive than it's more supplementary application. By compressing the same high frequency, low energy Sound Release Chakra anywhere within of short range from the user, the user is able to create a much more violent, but controllable Dumb Hole, which visually resembles a Rasengan, that acts like a Black Hole for Sound Waves, drawing in any Sound from the immediate vicinity and trapping it inside the Dumb Hole. Once the sound Chakra is trapped within the confines of the dumb hole, the user is able to use their own Chakra to amplify and change the Sound trapped within the Dumb Hole, changing it into a sound wave that has low frequency and high energy, or in other words, destructive qualities. Once the user has changed the sound so that is able to act like a destructive Sound Jutsu, they aim the Dumb Hole at their designated target and weaken it's surface, causing the sound waves trapped within to violently burst out in the direction of the designated target, releasing them in the form of a destructive wave of Sound.​

Note: This technique's offensive application can only be used two (2) times per battle.
Note: If the offensive application is used, the user must wait two (2) turns before they can use this technique again.
Note: The supplementary application can only be used three (3) times per-match.
Note: The supplementary application stays active for three (3) turns, unless countered, or manually halted by the user.
Note: The user can also only use Sound, Wind, Lightning, Ninjutsu, Taijutsu, Kenjutsu & Genjutsu techniques below A-rank while this supplementary application is active.
Note: Can only be taught by Nathan.




(Ototon Genjutsu: Ototataku) - Sound Illusionary Art: The Sound of Drums
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: By activating this Genjutsu though the click of a finger, or any sound the user releases sound waves that travel towards the opponent and induces a Genjutsu that follows the following the victim's mind begins repeating a simple pattern. Four drum beats in a second by second loop, constantly repeating in their mind. The sound of it tears away at the victim's mind, leaving them mentally weak until their mental state deteriorates to a point where their reaction time is halved from the annoyance from the drums playing in their head.. The way this works is it plays havoc on the brain's capabilities of identifying touch, smell, sounds, sights, etc. The brain detects this sound as an anomaly, so it shuts down the auditory senses, rendering them basically deaf. That doesn't work and the sound still plays, so it starts shutting down the senses, one at a time until there's nothing left to shut down. The sound's still playing though, so it does one last thing; One last ditch effort to try and remove the sound. The brain shuts down areas that pertain to logic and reasoning, leaving the victim in a state of disarray, but the sound plays on still. Whilst in reality the opponent is a broken mess, and unable to move.

Notes:
- Can only be used twice per-match. Must wait two turns to use it again
- Cannot be layered.
- No Genjutsu for one turn after the use of this.
- Lasts two turns unless broken.
- Can only be taught by Nathan.




(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: S-Rank
Range: Self - Short (Direct Contact)
Chakra: 40 (-20 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound Chakra that can either be released, or used in two options. The user then either starts to vibrate the Chakra, either within their own body, or the body of their intended target Using their Chakra, the user is able to manipulate and alternate between specific frequencies the Chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for Medical Ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the Jutsu used to corrupt the mind is the same or lower ranked, than this Jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the Solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This Solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to Genjutsu, how this works is that the sound reverberates the users Chakra flow in such a way that it constantly fluctuates the Chakra which makes it easier for the easy to break out of Genjutsu up to the same rank as this Jutsu, this technique lasts for two turns. And this only works on basic Genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cool down of two turns before re-use.
- Not a Medical Ninjutsu technique, this is rather a technique that enhances the use of medical Ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

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Mirai's Sound Customs

(Ototon: Maesutoroteiruzuobu) Sound Release: Tales of the Maestro
Type: Offensive
Rank: B-Rank
Range: Short -Long
Chakra: 20
Damage: 40
Description: Through the kneading of chakra into the user’s weapon or hand, they will vibrate it with their chakra. By waving their hand around, the user gives form to up to five compressed destructive sound waves in the form of musical notes. They will then thrust their forward, causing the notes to be released at the enemy, which upon contact causes a short range explosion of one meter, destroying anything near the point of impact. Can only be used four times per battle.

(Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( - 5 per turn)
Damage: N/A
Description: Heartbeat of Music is a unique sound sensing technique, which works relatively close to it's parent technique Sound Release: Inner Sonar Skill revolving releasing sound waves into the surrounding area(aka using inaudible sound that is passively emitted from the user and bouncing off of objects.) but also on a psychological state of synesthesia; though Chromesthesia to be more precise. Chromesthesia or or sound-to-color synesthesia is a type of synesthesia in which heard sounds automatically and involuntarily evoke an experience of color. What this technique does is through the use of Sound Release, the user will knead a certain amount of chakra into their body in order to produce a frequency that replicates the effects mentioned above. The frequency will travel from the ears and into the brain - allowing certain sounds when heard to “illuminate” as certain color, allowing the user a unique form of sensory such as when rushing water is heard it will appear as a bright blue coloration towards the user, or the crackling sound of flames will appear as fiery red color or the voices of certain people etc though this isn’t always true. There are times when certain people with this condition will see the color differently from others, though this is merely cosmetic in terms of the actual technique though it will help the user identify the elemental nature of techniques based on their coloration - allowing for some cosmetic usage between each user. Though certain objects might remain silent in nature, the rebounding sound waves will still "locate" the object of interaction and will be seen as dull grey coloration instead. It should also be noted that despite the visual and auditory phenomenon, it does not hinder the user's perception of their surroundings etc whatsoever. This technique lasts the same duration of Inner Sonar Skill (6 turns max) though it can be deactivated at any given time.
 
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Fuinjutsu

My Customs

#25: (Fūinjutsu: Mu Gen no Kensei) Sealing Art: Baseless Blade Works
(Fūinjutsu: Mu Gen no Kensei) Sealing Art: Baseless Blade Works
Type: Supplementary
Rank: B-Rank
Range: Self
Chakra: 20 (-5 per turn active)
Damage: N/A
Description: Created by a fabled Blacksmith in an attempt to preserve his own creations through chanelling them into lesser works so as to not ruin his own blade's with wear, tear and rust, Baseless Blade Works is a seal applied to one's body that possesses a two-directional seal. Aesthetically it takes the form of a sword tattoo, the seal's primary application is similar to that of a generic Sealing technique, allowing the the user to seal and unseal physical targets, in this Jutsu's case specifically weapons, and store them within the seal for convenience and protection. What seperates this seal from the countless seals that provide the same function is the second application tied to the seal. When activated at the cost of 20 Chakra, the user selects one of their stored weapons and, should they be utilizing a weapon(s) of a similar nature, the seal identifies and targets unique aspects of the weapon and imparts that weapons properties on to the weapon held in their hands, effectively creating an "imitation" of the chosen target. This includes access to Jutsu that can only be performed through that specific weapon, abilities or techniques inherent to that weapon itself, or factors of the weapons design that make it unique, such as a specialized version of an existing weapon whose design is altered to achieve a greater/ different effect than its standard counterpart, all of these become avaliable to the weapon(s) in the user's hands.

Naturally there are limitations and drawbacks to the properties this seal. Firstly, due to the transformational nature of this technique, to "overwrite" existing weapons with the nature of another, this technique cannot be used on weapons that already have their own abilities. The weapon in the user's hands needs to be a "blank slate" that a unique weapon can be imprinted upon, or the technique fails to produce an effect. Next, weapons recieving the unsealed properties are still bound by their own inherent/ original properties and limitations. For example, regardless of a stored weapon's durability, the weapon in the user's hands does not recieve any additional defensive capabilities, such as indestructibility. Rather, when the "imitation" weapon's durability is too low (less than B-Rank in strength or durability (freeform weapons are classified as unranked), they can only maintain the imprint for a short period of time (4 turns max) before being destroyed as the enhancement turns into something more akin to a hostile invasion, causing the weapon to self-destruct. Additionally, utilizing techniques or abilities unique to a specific weapon while falling under the aforementioned durability range instantly causes this same destructive reaction. Finally this technique still requires the user abide by the rules regarding Custom Weapons and similarly restricted weapons, as well as any and all limitations the weapons themselves have.

Baseless Blade Works can last for as long as the user is willing to maintain it, provided the application doesn't expire due to the aforementioned durability factor, at a cost of 5 Chakra per turn. If an application of this technique lasts longer than 4 turns, it cannot be used for at least 2 turns once that usage ends. Finally, storage and withdrawal of weapons within this seal costs 5 Chakra per each activation, with the former costing a move when performed in combat, while the latter is always passive. Techniques used used through the imitation technique decrease in strength by a rank.

Note: Requires Advanced Fūinjutsu.

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#26: (Yōton Fūinjutsu Ψ Ninchi Fukyōwa) Yang Release Sealing Art Ψ Cognitive Dissonance
(Yōton Fūinjutsu Ψ Ninchi Fukyōwa) Yang Release Sealing Art Ψ Cognitive Dissonance
Type: Supplementary
Rank: A-Rank
Range: N/A (Self)
Chakra: 50
Damage: N/A
Description: Derived from the concept of an existing Fūinjutsu whose purpose was to bring order to an already chaotic mind, Cognitive Dissonance is a body-altering seal that takes advantage of existing flaws within the user's psyche to intentionally split the user's mind to save it from itself. This is done through the techniques namesake; Cognitive Dissonance, which is a psychological phenomena that occurs when a person person holds two or more contradictory beliefs, ideals or values, or performs an action in contradiction to one of these, which results in psychological stress. For example, if one promised that they would never harm another living being, but also swore to never let harm befall one they loved no matter what, and had to choose between killing someone to abide by the latter belief, or allowing the latter to die in service to the former belief, regardless of which one they chose, they would experience Cognitive Dissonance. When applied Cognitive Dissonance identifies conflicting beliefs, ideas, values, etc, targeting these aspects as one would memories and other metaphysical aspects, then forcefully separates and seals them independently from one another as "Alter Ego's" or "Alters" for short. Visually the seal takes the form of a , etc unique to the user, with branching paths that break off from the original design forming a script that can grow to encompass a wider area on the user's body. The seal can be controlled at the user's discretion via an infusion of Yang Release Chakra, allowing them to passively swap between their Alter's. As this process involves Yang Release it not only alters the users personality, but their body itself, allowing cosmetic changes that may wildly differ from the user's original appearance, but is still limited by the general appearance of their original selves. For example, while features such as hair, eye and skin color are mutable elements, factors such as gender or body structure (number of limbs, organs, etc) are not. When in combat this can only be done once every 3 turns, and at the cost of 50 Chakra. Outside of combat the swap can be performed without cooldown, but requires the same 50 Chakra per swap.

As each separate "target" of the seal's effects have their own heavily ingrained beliefs, they develop into an Alter Ego of the user's original persona, which can deviate heavily in all aspects, including appearance, and affinity for their techniques. While one Alter might prefer ranged attacks, another might have an affinity for close quarters combat. This in tandem with the Seals usage of Yang Release to physically alter the users body according to the development of the individual Alter results in each Alter Ego becoming classified as "Specialists" for a given field, which must be specified within the user's biography per each Alter Ego. While an Alter Ego is the active persona, any specialties the biography possesses that are applicable with that Alter Ego's chosen field are automatically converted into a specialty for that field. For example if the original persona is a Single Handseal Fire Release specialist, and one of their Alter Ego's identify as a Lightning Release specialist, while that Alter Ego is the active persona, they can perform Lightning Release with a single handseal instead of Fire, and are otherwise treated as a specialist of that Element, field, etc. Regardless of the chosen field(s) the specialties themselves remain unchanged, as the change ultimately stems from the Alter Ego's personal preference, and not the feats the user is actively capable of. In instances where an Alter Ego's chosen field are incompatible with a biography's specialty, it is rendered useless and provides no benefit to the user.

Note: Requires Advanced Fūinjutsu, Yang Release, and can only be used by Imperfect.
Note: The user can have up to 4 Alter Ego's, not including their "original" persona.

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#27: (Rho Aias) The Seven Rings that Cover the Fiery Heavens
(Rho Aias) The Seven Rings that Cover the Fiery Heavens
Type: Defensive/ Supplementary
Rank: S-Rank
Range: Short
Chakra: 70 (-10 per turn if maintained)
Damage: N/A
Description: The strongest defense within the infinite arsenal of a renowned bowman, Rho Aias is also one of the strongest defensive barriers within the Ninja World itself. The user starts by performing three handseals, before holding their dominant hand out in front of themselves, bracing it with their other if they so choose. As they gather and release a massive amount of Chakra, a Defensive Barrier with a seven petaled flower aesthetic blooms in the area before their arm. Each layer of the flower, or Aias is itself it's own independent "barrier", with the capacity to absorb and neutralize 10 Chakra each, for a total potential absorption of 70 Chakra per usage. When an external Jutsu makes contact with one of the layers of the Aias, the layer expends itself, and seals 10 Chakra from the incoming technique back into a seal that forms on the user's hand. The user can maintain the Aias as long as there are petals remaining, up to a max of 4 turns, however this costs 10 Chakra per turn, during which time they can only maintain the Aias, physically move, and perform actions that do not require Chakra. Alternatively the user can choose to cancel the technique at any time, to prevent potentially wasting Chakra once it's presumed intention of intercepting a technique has been achieved.

As mentioned, Chakra from opposing techniques neutralized by the petals of the Aias are stored within a Flower-themed Seal on the user's hand, the design of which varies from user to user, but will always have seven "empty" petals which glow when "charged". The petals have a simple, yet important function, allowing the user to draw out the stored Chakra, and channel it into any of their own Chakra-based techniques for the purpose of empowerment. Each charged petal allows the user to imbue 10 additional Chakra and 10 additional damage points into their own techniques, for a max of 20 damage at 2 petals. Naturally the Chakra of any given technique can only be increased by a max of 10, so utilizing the max allowance of 2 results in an overall loss of Chakra. The charge in the petals last for a max of 4 turns, after which the sealed Chakra dissipates.

Note: Requires Advanced Fūinjutsu, due to the higher capacity for sealing, and creation of a seal on the user's body.
Note: Can be used a max of 3 times per battle, with a 3 turn cooldown between uses. Additionally, after using Rho Aias' barrier, the user cannot perform any other Fūinjutsu above A-Rank for 1 turn.

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#28: (Marutin no Seigaifu) Shroud of Martin

(Marutin no Seigaifu) Shroud of Martin
Type: Supplementary/ Defensive/ Offensive
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: The Shroud of Martin is a form of (聖骸布) Holy Shroud, sacred cloth that is consecrated by Priests of the Church, and utilized in the burial of Saints remains to preserve and protect them from decay and desecration. The Shroud itself is a frayed crimson bandage which is wrapped around a specific target on the user's person. Countless Kanji are woven into the fabric, and while they vary somewhat, they all hold the same intent and purpose, (停滞 ) Stasis. When activated the Shroud halts and maintains the status of the target at the moment of activation by sealing whatever is wrapped within it's fabric, akin to a Barrier technique affecting any given target within it's area of effect, and that effect being the quiescence found in any typical sealing technique where a target object is stored. This technique is therefor applied to the user's biography, counting as one of their allotted "Body Seals". By wrapping a given target, such as a weapon on the user's person, within the Shroud, the user can start a fight with a small number of techniques "active" on that target, but kept within a sealed state, freezing any associated timers, cool downs, and other associated effects. Upon releasing the seal, the user pays the activation cost of this technique, 30 Chakra, as well as a Jutsu from their 3 allotted per turn, at which time the sealed techniques resume their natural functions, whether they are more offensive techniques, boosts, etc. The user can have, at most, 3 techniques pre-activated on a given target through this technique. Additionally, the user is still bound by the restrictions of the techniques they perform, and are still subject to systems like boosting limitations, and so on.

Note: Requires Advanced Fūinjutsu.
Note: Can be used 3 times per battle, however besides the initial usage which is prepared on the user's biography beforehand, the user is required to perform the techniques they are sealing, as well as pay the associated costs, expend Jutsu slots, etc.

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#30: (Shizukesa Omei) Brand of Tranquility

(Shizukesa Omei) Brand of Tranquility
Type: Supplementary
Rank: B-Rank
Range: Self - Direct Contact
Chakra: 20 (-5 per turn)
Damage: N/A
Description: A unique body seal which utilizes the deep understanding of biology that comes with Medical Ninjutsu, Brand of Tranquility allows the user to target, seal and unseal specific aspects of the biology of their target. Visually the seal takes the form of a sunburst tattoo/ glyph that can be applied anywhere on the body. Utilizing the principle found within the "Bloodline Sealing Technique", the Brand of Tranquility allows the user to target aspects of the targets biology that go beyond that of a "regular" Shinobi, such as Kekkei Genkai, Advanced Elements, or Custom Clans, and seal them away within the brand itself where they cannot activate, be utilized, etc. This includes both physical aspects of their biology, such as a Kaguya's bone manipulation and inherent healing factor related to it, as well as more metaphysical, or conceptual aspects within their biography, such as unique energies found within Custom Clans. As an example, the ambient Keigoku within a Nekura, or Prana within a Surgebinder can be targeted, removing their shared trait of resisting, or outright nullifying external attempts at healing, but conversely it would also make it impossible for the respective character to utilize techniques associated with those energies, as well as remove any beneficial traits associated with them until the seal is released. The Brand can be used outside of, or during a fight, requiring the user expend one of their Jutsu slots per turn if performed in the latter. The effects can last for up to 10 turns (half if applied to another target), after which the seal automatically deactivates, and the ability/ abilities return. Once the seals effects end, whether through the time limit, willing (not applicable if the Brand is applied to another target) or forced deactivation/ destruction, the Brand cannot be used again for 5 turns. Finally, once the effects of the seal end and the user's targets return, due to the forced repression of their body's natural functions, the targeted skill, ability, element, etc receives a -20 reduction in their damage for 4 turns. Also they may not use the targeted skill, ability, element, etc above A rank for two turns after it's unsealed.

Note: Requires Advanced Fūinjutsu & Medical Ninjutsu.
Note: Can be used a max of 2 times per battle/ NW Arc.

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Customs Taught to Me

Lost Blades

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.

Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

Howling Phantom Swords Series

(Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords
Type: Offensive/Defensive/Supplemental
Rank: A Rank
Range: Short
Chakra: 30 (-10 per weapon)
Damage: 60
Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques. These weapons are formed from raw chakra focused in a similar fashion to the rasengan making them capable of competing with elemental jutsu equally when released they are raw chakra which the user focuses causing the slight delay.

Notes:
-Once activated remains active until the battle ends-
-Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs-
-Must be mentioned in the users biography-
-Each individual blade is capable of taking D rank damage before breaking.
-Can only be taught by ReXii-

(Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal)
Type: Offensive/Defensive/Supplemental
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: An improvement on the original Howling Phantom Swords technique, the user will sacrifice the ability to summon the six swords and instead replace them with a singular weapon of increased power, there are several of these weapons and each one has unique properties. But only one may be summoned at any given time. Summoning a replacement will cause the one present to vanish and it's effects will no longer be usable. This technique can be activated once the parent technique is active, and can only be sustained for four turns before reverting to the parent technique for four turns to recharge. At which point the user can reactivate it at the cost of a move slot. The abilities of the various weapons will be listed below. The technique works by supplying increased chakra to the parent technique. While the seal itself remains A ranked the chakra provided to the weapons is heightened.

Aqesiro
Sword that slices through space and time, allowing its wielder to warp at will.
The first of the swords and also one that may only be used by a Minato biography or a biography with access to the flying thunder god technique. The sword is marked with the seal of the FTG on creation, the blade takes the form of a scimitar with a single edged cutting blade. Reminiscent of a pirates sword. With a large square crossguard. As with all of the Howling Phantom swords it's composed of pure chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The blade allows the user to teleport to it once every two turns and this costs a move slot.

Secace
Storied sword that strikes with waves of resonance. Calls forth the formidable power of the Knightswords.
The second of the swords of the Armiger Arsenal. Secace takes the form of a longsword with a double edged cutting style. Reminiscent of a captains sword. With a circular crossguard. This sword is part of the elemental variants and allows the user to use the water element to resonate through the blade upon striking, it will cause water to blast through the opponent or object struck finding any orifice such as pores or porous material to penetrate the target causing heavy internal damage. As with all of the Howling Phantom swords it's composed of pure suiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Galatine
Gallant greatsword that cuts through thin air to find its mark. Calls forth the protective power of the Knightshield.
The third of the swords of the Armiger Arsenal. Galatine takes the form of a greatsword with a double edged cutting style. Reminiscent of a giant knights sword. With a rectangular crossguard. This sword is part of the elemental variants and allows the user to use the wind element to create a large shield in front of the blade composed of pure wind chakra that is capable of blocking against attacks. As with all of the Howling Phantom swords it's composed of pure fuuton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Rhongomyniad
Lance that nimbly negates damage using displacement. Calls forth the preventive power of the Knightguard
The fourth of the swords of the Armiger Arsenal. Rhongomyniad takes the form of a large dragoon lance instead of a sword. The spear is three meters in length. Reminiscent of a spartans primary weapon. With a hooked end aimed to cause huge damage to an opponent. This sword is part of the elemental variants and allows the user to use the fire element to create a wave of fire aimed to consume attacks heading towards the user while pushing him 5 meters in an chosen direction. As with all of the Howling Phantom swords it's composed of pure katon chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Carnwennan
Daggers that light the darkness. Calls forth the paralyzing power of the Knightguard
The fifth of the swords of the Armiger Arsenal. Carnwennan takes the form of two large straight daggers instead of a sword. The daggers are large and double edged. Reminiscent of Roman Gladius though slightly smaller. This sword is part of the elemental variants and allows the user to use the lightning element to create a shroud of chakra to enhance the length of the daggers to roughly the size of normal swords. When this chakra clashes with an opposing technique one of two things happen, if it overpowers the technique the electricity will run through the length of the technique and travel on paralyzing the opponent, or if the techniques cancel each other the lightning shroud will explode in to a flash of blinding light capable of blinding an opponent. As with all of the Howling Phantom swords it's composed of pure raiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Notes:
-Once activated remains active until the battle ends with the exception of it's cool down period-
-Summoning additional swords costs a move slot, but the user can summon any of the weapons listed-
-Must be mentioned in the users biography-
-Must have activated the parent technique to use this-
-Each individual blade is capable of taking S rank damage before breaking-
-Each blades ability can only be used twice per battle in addition to the rules in the moves-
-Can only be taught by ReXii-

(Fuinjutsu: Sora no Sonetto) Sealing Technique: Skyward Sonnet

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

Note: Requires Advanced Fūinjutsu.
 
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Yin & Yang Release

My Customs

#34: (Inton: Entaku no Hankyō) Yin Release: Echoes of the Round

(Inton: Entaku no Hankyō) Yin Release: Echoes of the Round
Type:
Supplementary/ Offensive
Rank: S-Rank
Range: Short
Chakra: 80 (-20 per turn)
Damage: N/A
Description: Echoes of the Round is a technique rooted in Yin Release's ability to give form to what's in their mind. The user starts by performing 3 handseals and gathering a large amount of Chakra in their immediate surroundings, shaping it into humanoid facsimiles that resemble the idea of the Knights of the Round Table creating a minimum of 2 and maximum of 4 "Knights". The Knights are composed of a bright light blue energy with tangible forms that can interact and be interacted with physically. Regardless of what forms they take, they all have the same purpose; To wield weapons held by or belonging to the user. Whether they are carried on the user's person or other misc means such as Summoning, construct creation, etc, each Knight is equipped with their own weapon. The Knights can perform any Kenjutsu or Bukijutsu techniques the user has that are related to that given weapon, including any abilities or techniques inherent to that weapon should it have any. Additionally they can perform Taijutsu the user knows, excluding techniques which rely on Elemental fields and Modes. Techniques and actions performed through the Knights of the Round follow the same limits, restrictions and logic as though they were performed by the user, including active techniques requiring Jutsu from the user's max per turn, cooldowns and other associated restrictions affecting the Knight performing them, etc. The Chakra cost for techniques performed by the Knights is taken from the user's own reserves using the connection the user utilizes to passively sustain the Knights each turn. In regards to their individual capabilities each Knight has limited autonomy, able to determine threats and respond to them, and they are capable of following more advanced instructions from the user via mental commands. They have an inherent durability of S-Rank, and using the user themselves as a basis have a speed equivalent to the user's own base movement speed.

Note: Lasts for a max of 4 turns.
Note: While active the user cannot perform Yang or Yin-Yang Release techniques above A-Rank, with the same cooldown imposed upon their Yin Release techniques for 2 turns once this technique ends.
Note: No variant of the Shadow Clone Jutsu and its derivatives can be performed while Echoes are in use.
Note: Can be used 2 times per battle with a max 4 turn cooldown, which is equivalent to the number of Knights created.

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Maned Wolf CSC



Summoning Animal: Maned Wolf
Scroll Owner: Iᴍᴘᴇяғᴇᴄᴛ
Other Users who have signed contract:

1st Generation: , , , , , .

2nd Generation: Hokusai, 2 Open Slots​

Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
General Description of the Animal in Real Life:

Despite it's name the Maned Wolf is not directly related to any other Canid, proof of this is that it has it's own Genus, Chrysocyon Brachyurus which means "Golden Dog". It is the largest known species of canine in South America which can reach up to 4ft tall on all fours and generally weighs between 50-75 pounds.

Physically the Maned Wolf looks like a large, long legged fox with it's fur's main colors being red or orange, while it has black and white features. It has a long, pointed muzzle and large, erect ears as well as a full set of sharp fangs and claws. The Maned Wolf gets it's name from its distinctive long, shaggy mane on it's back, which it has a tendency to raise when it feels threatened or if it is trying to raise it's profile to appear more intimidating. The Maned Wolf is also known for it's signature odor which has granted it the unfavorable nickname "Skunk Wolf". Another nickname for the species, due to it's slim, long legs and fox-like appearance, is "A Fox on Stilts". The Maned Wolf also has a unique vocalization known as a "Roar-Bark", but it's rarely heard due to Maned Wolves being very shy by nature.

The Maned Wolf's main habitats are flat grasslands or light forests in South America where they have evolved with their long legs to look over tall grass for their prey. Unlike other Canids they never hunt in a pack, preferring to hunt solo. They share vast and expansive territories with their partners, whom they rarely hunt or live with. They are omnivorous, and their favorite food is the Wolf Apple, which is ironically named for the animals love of it.​

Background and General Information in the RP:

Deep in the South West of the Land of Fire, bordering with the Land of Wind, is a massive Forest Region, locally known as "Darkroot". This name comes from the Forests seemingly endless murky and humid swamps, and foul smell from the endlessly rotting plant matter, making it completely uninhabitable by humans. But those brave, or stupid, enough to brave into the further reaches of Darkroot will find a vibrant paradise, and the Ancestral Home of the Maned Wolf Summoning Animals. Deep within the swamp-like forest lies the vibrant fields of the Darkroot Basin, and even deeper within lies the secrets of the Maned Wolves in the Darkroot Garden, protected by the strongest warriors amongst the Summoning Contract.

The general habits of these Summoning Animals are as best described as "Lone Wolves" who hunt on their own. While not a lot is known about these animals as individuals, they have their own society with it's own rules and rituals, just like any other society, and one of the most common rituals performed by the Summoning Contracts Animals involves them leaving the safety of Darkroot. They are not allowed to return until they either proove themselves worthy in battle, or to bring back knowledge the pack would benefit from and other such feats. This ritual is only performed by animals that wish to be associated with the actual Contract though, so it is rarely seen by those not associated with the Summoning Contract. Most animals are content to live in peace within the safety provided by the Forest, but those who undertake this Ritual, and return, are held in high regard by the others in the pack, and are allowed to be called upon by their human friends in battle, or general times of need. This ritual not only provides a way for the animals of the Contract to test themselves, it easily allows diversity amongst the ranks of the Maned Wolf Summoning Contract, as every Wolf will go to different lands from another, or experience different things in those lands.
The Maned Wolves of Darkroot are classified by their general power or skill in combat and size or appearance. While they tend to have their own unique abilities and capabilities, as Canids they naturally have a great sense of smell and hearing for detecting prey or enemies, while in battle Maned Wolves can rely on their sharp fangs and claws. They also possess great agility due to their extended leg length, but this also makes their legs a weak point. Their most useful, and definitely noticable, ability is the smell they naturally produce. The odor Maned Wolves produce is very powerful, rendering Olfactory Sensory Types (Sensors who rely on their sense of smell) like the Inuzuka, Ninja Hounds and other Canine Summons, useless. This is because the Maned Wolves scent overpowers all other smells in the general area, making any kind detection by smell impossible. The Maned Wolves naturally are used to their own smells, and the Signers will be accustomed to the smell during their training with the Summons through the natural process of Sensory Adaption. The overwhelming scent is only present as long as the Summons are, and fade when the Summoning Jutsu ends.​

Those who sign the Maned Wolf Summoning Contract must receive either a tattoo or a scroll, through which they Summon the animals from the contract, like almost all other Summoning Contracts. Either one of these will be provided during training, and an image of each are provided in the spoiler below.

Maned Wolf Tattoo
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Summoning Scroll
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#1: (Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian
(Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Durian. His nickname among the Maned Wolves is the Nioijū, which means "Smelly Beast". He is a 4ft Maned Wolf who relies on deception, debilitation and distraction tactics, rather than a straight forward fight. His brownish-orange, black and white fur is covered in scars, all from his failures in battle. He's shy by nature, but does try and converse with people he is familiar with, even though the mask he wears gets in the way and he can't be understood anyway. While he doesn't have any skill or affinity for Jutsu, Durian always carries several canisters of weaponized Maned Wolf scent combined with various natural agents that have a wide array of effects, while also providing cover for him to hide. To ensure he doesn't feel the effects of his own gasses, or those of his opponent for that matter, Durain wears a mask with a built in filtration system, similar to those found in Samurai helmets. He also carries a spare for his Summoner. The different canisters of gas Durian carries on the holster on his back are colour coded, and are as follows.


Yellow Mixture: The Yellow Mix is a heavily concentrated canister of the basic Maned Wolf odour. Once opened it provides a large, thick screen of yellowish smoke that affects a 10m radius from where it is activated, and renders sight and smell almost null as the smoke is too thick too see through, and the concentrated scent overpowers any other smells. Doujutsu and Sensory types who detect through other means are otherwise unaffected by the smoke. Because the smoke is so dense and covers such a wide area, it requires an A-Rank or higher Wind technique to be blown away completely, otherwise it dissipates naturally over the course of 3 turns.

Red Mixture: The Red Mix is a combination of the usual Maned Wolf odour and flammable agents that violently ignite when lit. When the canister is opened it releases a steady stream of reddish-brown gas, that can be used in a variety of ways. While it is still a gas, it can be blown away by a C-Rank or higher Wind Jutsu, otherwise it dissipates over the course of the turn it's used. Once ignited, it follows basic Elemental guidelines and interactions, being considered a B-Rank Fire Jutsu.

Green Mixture: The Green Mix is one of the more close-combat orientated canisters in Durian's arsenal, as it uses the regular Maned Wolf odour combined with a mild Aesthetic. The gas affects any target('s) in Short Range of the canister when it's activated, who don't have the proper protection against it (gas mask or any other misc method of protection). Once inhaled, it relaxes the muscles, making any who inhale it move erratically, as though they were drunk. The target('s) will be perfectly lucid, but they will be unable to move their limbs properly for a short duration, making their Taijutsu and general physical movements dulled, delayed, and generally ineffective. The gas released from the Green Canister dissipates over the course of the turn it's used in, while the effects of the Green Mixture, once inhaled, take 2 turns to be flushed from the target's system.

Note: Remains on the field for up to 4 turns.
Note: Using a mixture counts as a move towards the users 3 per turn.
Note: Only one mixture, or effects thereof, may be in use at any given time.
Note: Requires Maned Wolf Summoning Contract.


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#2: (Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle

(Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20 (5 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon the Pack. Unlike most Summoning Animals from any Contract, the Pack is not a single animal or a group of pre-designated animals that are Summoned in a traditional sense. Instead, the M. Wolves of the Pack are the embodiment of the sheer strength in numbers of the M. Wolf Summoning Contract itself. The Summoning Jutsu for the Pack itself encompasses an almost unfathomable number of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc, making describing them in any in-depth manner practically impossible, as there are simply too many Summons to describe, however, they generally share similar characteristics of other animals from the Contract. The Packs theme of "ambiguity" is continued when a M. Wolf from this Summon activates their ability, as their bodies undergo a visible change in appearance, for example, the colour of the M. Wolf's fur may change, or mould into a different shape, or even physically embody the element, such as the M. Wolf being wreathed in Fire, or they may release a steady arc of Lightning around their body, etc. The M. Wolves from the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.


Elemental Darwinism: As briefly stated above, the M. Wolves of the Pack have replicated the ability of Litmus Paper, allowing themselves to naturally "adapt" to Chakra Natures. This makes the Summons from the Pack "Jacks of all Trades" in a sense, as they can adapt to just about every Chakra Nature, including the Basic 5 and certain KG Elements (Those that don't include basic Elements in their "creation", meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when one of these Summons comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 5 Chakra to perform per M. Wolf, but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu B-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone. With both of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 4 M. Wolves via this Jutsu.
Note: Due to their Rank, these M. Wolves can only use Jutsu B-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu up to A-Rank, or Kenjutsu up to B-Rank should they possess an appropriate weapon.
Note: Each M. Wolf summoned by this technique can only change their Chakra Nature once per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: If a M. Wolf summoned by this technique adapts to an Elemental KG, they lose 1 turn from their max turns left on the field, due to the strain caused by controlling multiple Elements simultaneously.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.


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#3: (Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne

(Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne
Type: Summoning
Rank: A-Rank
Range: Short (Short - Mid for Vivienne's Genjutsu)
Chakra: 30
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Vivienne, whose nickname amongst the Maned Wolves is Kaheijū, the Floral Beast, for her unique type of illusionary combat and love of visual flair. Her fur is both delicate and beautiful, the colours of which dance in different shades of red, creating dazzling patterns throughout, almost telling a story as the pattern shifts from one tale to the next. Her eyes are a deep, vibrant green, much like the forests she and her fellow Maned Wolves tend to inhabit. Vivienne has a naturally high level of skill in Genjutsu, which allows her to use her own unique brand of Genjutsu in her own way. Through combining her skill in Genjutsu with her own scent, Vivienne can use the opponents sense of smell as a means of inducing Genjutsu, similar to how Sound Genjutsu uses the target's hearing, or the Sharingan uses mutual eye contact to establish Genjutsu. There are several steps to such a unique Summoning Animal, which are as follows.


Fleur Pourrie (Rotten Bloom): The first, and most crucial step in Vivi's summoning, upon summoning her, in addition to the usual cloud of smoke that is usually accompanied by the Summoning Jutsu, Vivienne releases a large amount of her own scent into the air, affecting Short - Mid Range (roughly a 15m diameter around herself) with her scent, which is somewhat visible to Doujutsu users and easily detected by Sensor-Types, but is otherwise invisible and unnoticed, apart from the blatantly obvious stench. Anyone or anything within this area of effect that has a working olfactory system (such exceptions would include the Aburame Clan's insects) would be susceptible to Vivienne's Genjutsu. Vivienne's "Fluer Pourrie" can be removed by the displacement of the air, but only by Jutsu, tools, etc that create large gusts or blasts. For example, if one were to use a Wind Jutsu with a large area of effect and range, it would blow away all particles of Vivienne's scent, but if a Wind Release Jutsu with a smaller area of effect is used, it would only "move" the particles of scent around, as Wind Release Jutsu work in a similar manner to a vacuum, pulling in just many particles as it pushes out. If Vivienne's "Fluer Pourrie" is negated or dispelled through any means, Vivienne can release another burst of her scent, covering the same area of effect, at the cost of one of the user's 3 moves per turn.

Using "Fluer Pourrie" as the method of induction, Vivienne can establish unique Smell-Based Genjutsu, all of which involve a unique brand of Illusory Combat which uses the olfactory system to her advantage. It is known in neuroscience that all smells have no personal significance until they are connected to something that has meaning. With the initial counter, one begins forming nerve connections that intertwine the smell with emotions. The capacities for both smell and emotion are rooted in the same network of brain structures, the Limbic System. The olfactory centre also interacts directly with the hippocampus, an area of the brain involved in the formation of new memories, giving smells the power to invoke powerful emotions and memories. No other sense is known to have this level of access to personal connections within the brain. Vivienne is able to use her scent, and the various reactions that occur within the brain upon smelling it, to create vivid and powerful Illusions through her control over Genjutsu. There are 2 unique Illusions Vivi can create, both of which must be activated within the range of "Fluer Pourrie", and are as follows.

Amour Toxiques (Toxic Love): By solely concentrating on a single target within the area of her "Fluer Pourrie", Vivienne uses her skill for Genjutsu to increase the target's perception of Vivi's scent, making it even more overbearing than it usually is. At the same time, Vivienne creates a visual illusion of a demonic entity that completely surrounds the target that carefully and affectionately caresses and engulfs them. The entity is composed purely out of all manners of filth, dirt, pollution, etc, with it's very presence causing extreme discomfort to the target, overwhelming them with a vile cocktail of toxic smells and sensations. As the illusionary entity surrounds the target inside the illusion, in reality they are left completely immobile, unable to move, as the entity completely engulfs them. The target, if not able to break free of the illusion, will begin to feel nauseous, and may perhaps even vomit. This is due to the effects of the Illusion being interpreted by the body in reality, thus triggering the natural response to one's encounter with foul, overbearing smells and sensations.
Note: Can only be used once per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Amour Toxiques is a A-Rank technique.

Note: While concentrating on "Amour Toxiques", Vivienne cannot perform any other actions, failing to remain concentrated would automatically break the Illusion, rendering it's effects void practically instantly. This is because it's effects are very taxing to maintain through the medium Vivi employs, as the targets body will always fight to override the effects of the Genjutsu, attempting to replace it with reality, which is significantly less foul.

Muse de Mémoire (Memory's Muse): Using the Olfactory systems direct access to the hippocampus, Vivienne uses her scent as a gateway into the target's memories. Through this Genjutsu Vivi is able to create a Visual Illusion that displays any memory or event the opponent has experienced, however, there are 2 important factors to this Genjutsu. First of all, the target must remain within the confines of Vivi's "Fluer Pourrie" and vice versa (Fluer Pourrie must be active for this Genjutsu to remain active), as the scent from Fluer Pourrie is the "fuel" that powers the technique's persistent visual illusion. The second factor that must be considered while using Muse de Mémoire is the context of the illusion which the target experiences.

For example, if the illusion displays a memory from the target's infancy, it should be immediately recognizable as an illusion. However, this is also, arguably, the Genjutsu's strongest point, forcing the target to relive painful or traumatic memories they know aren't real, but will have no real control over, creating moments of weakness in their defence. Another point worthy of note is that Vivienne is not in full control over the Genjutsu once it's activated, she or her summoner can only select generic or ambiguous situations, as she is neither a mind-reader nor a time traveller. As everyone's past is as unknown as their actions, Vivi can only specify either a time, a location or another ambiguous term in the hopes they have a memory relating to the specified term. On the other hand, not everyone Vivienne encounters will be an enigma that requires lucid guessing, for example, if Vivi or her summoner have background knowledge or personal experience with the target, they may share this information with each other through conversation upon her Summoning (In a properly worded, and perfectly legitimate discussion in the context of the RP scenario the user and Vivi are in, of course), thus increasing the Genjutsu's overall rate of succession.

Note: Can only be used once every 2 turns.
Note: Can only be used twice per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Muse de Mémoire is a C-Rank technique.
Note: Muse de Mémoire cannot be broken through traditional means, such as Kai, pain or full body surges, because so long as the target remains within the range of Fluer Pourrie, even if they "break" the Genjutsu, they are still inhaling the source of the technique, instantly causing the technique to reactivate. This makes Muse de Mémoire almost identical to the 2nd Mizukage's Clam Summon's persistent Genjutsu, the main difference being Muse de Mémoire has more freedom in terms of what is displayed to the target.


Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.


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#4: (Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack

(Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (10 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon one of the Lords of the Pack. Just like with the Maned Wolf Summoning Technique, "Law of the Jungle", the Summons known as the Lords of the Pack are not composed of pre-designated animals like traditional Summoning Jutsu. Instead the Summoning Jutsu for the Lords of the Pack encompasses a large quantity of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc. This makes describing the Summons that fall under this Jutsu practically impossible, as there are simply too many Summons to describe, however, they generally share similar physical characteristics of other animals from the Contract. Unlike the Law of the Jungle technique however, the Lords of the Pack do not allow, or require, the Summoning of multiple animals under the same technique. To put it in perspective, if the Law of the Jungle Summoning Technique is representative of the "Strength of the Pack", then the Lords of the Pack would be considered the embodiment of the "Strength of the Wolf" that each individual Maned Wolf of the Pack may one day possess. Another factor that deviates this technique from it's sibling technique is that the Lords of the Pack are considerably larger than the generic Summons of the Contract, ranging from several meters higher than a human being, to sizes that rival a colossal summon, like Gamabunta.


Just like with the Pack, the Lords of the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.

Survival of the Fittest: As briefly stated above, the Lords of the Pack have a similar ability to the Summons in the "Law of the Jungle" Summoning Technique, allowing themselves to naturally "adapt" to Chakra Natures. This makes them "Jacks of all Trades" in a sense, as they can adapt to just about every Elemental Chakra Nature, including the Basic 5 and KG Elements (Obviously this excludes KG that don't include the 5 Basic Elements in their creation, meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when the Summon comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 10 Chakra to perform, due to their larger size than the Summons from "Law of the Jungle", but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu A-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone.

With all of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.

Note: Remains on the field for up to 4 turns.
Note: The user can only Summon one M. Wolf via this Jutsu.
Note: Due to their Rank, these M. Wolves can use Jutsu S-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu or Kenjutsu of any Rank, should they possess an appropriate weapon.
Note: Any M. Wolf summoned by this technique can change their Chakra Nature a max of twice per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: User cannot perform any other Summoning for the duration of this Summoning Jutsu, an an additional 2 turns after this Summoning's timer runs out.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.


Approved Here [ ]



#5: (Tategami Ōkami Kuchiyose no Jutsu: Bāsākā) Maned Wolf Summoning Technique: Berserkers

(Tategami Ōkami Kuchiyose no Jutsu: Bāsākā) Maned Wolf Summoning Technique: Berserkers
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (+5 Chakra per each Wolf)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon the Berserkers. Unlike most Summoning Animals from any Contract, the Berserkers are not a single animal or a group of pre-designated animals that are Summoned in a traditional sense. Instead, the M. Wolves of the Berserkers are the Summons primary defenders of their Home Land. The Summoning Jutsu for the Berserkers itself encompasses an almost unfathomable number of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc, making describing them in any in-depth manner practically impossible, as there are simply too many Summons to describe, however, they generally share similar characteristics of other animals from the Contract. While each individual Berserker is unique, they can either be quadrupedal or bipedal, and can perform techniques from one of the hand-to-hand combat styles, such as Taijutsu, Kenjutsu, Bukijutsu etc, but are limited to the forms of physical techniques that their summoner can perform. This explicitly excludes techniques that require Kekkei Genkai, Modes, HA, AE, AN, etc. The Berserkers can however perform canon techniques for their chosen area of hand-to-hand combat, in addition to the user's personal Custom Jutsu, as well as Customs they have learned from others, provided they do not require any of the aforementioned examples to achieve. They can perform all Raw Chakra techniques, and in the case of techniques that require any of the Basic 5 Elements, and other "universal" fields, the Berserkers took inspiration from their more Ninjutsu-centric counterparts, adopting the same ability of absorbing Chakra and utilizing it themselves, allowing them to select one Element or basic field by siphoning a small portion of that Chakra directly from the user upon Summoning. With Chakra from the user, this allows the Berserkers a potentially wide pool of techniques that they can perform, depending on the Summoner's own personal arsenal of techniques. Finally, each individual Wolf's usage of a technique naturally counts towards the user's 3 Jutsu per turn, and each are equivalent to a base Jōnin ranked Ninja in regards to their stats and capabilities.

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 2 M. Wolves via this Jutsu.
Note: Requires Maned Wolf Summoning Contract.
Note: The Summons can only use Tai, NinTai, Kenjutsu, Bukijutsu, and elemental versions thereof.

Approved: Here.​




#1: (Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing

(Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing
Type: Supplementary/ Offensive (Summoning)
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll, and slams their hand into the ground in order to summon a pair of "regular" Maned Wolf Summoning Animals, with no special qualities of their own. These wolves have pitch black fur and specialize in stealth and close quarters, and they have maximized their potential in this field by mimicking the properties of the . By "hiding" in the users shadow, they completely blend into it, only being exposed when a form of bright light affects the area around the user, such as the kind created by a flash bomb, or a Fire Release Jutsu within close enough proximity to affect the user's shadow. These wolves remain concealed within the user's shadow until the user enters striking distance of the opponent, which is when the wolves take action. With every offensive Taijutsu action, the wolves remain hidden within the shadow of the users attack, and perform their own attacks, either chomping the target with their jaws, or swiping at the opponent with their paws. With their Summoner leading the charge, the wolves attack from the shadows, attempting to ensure their summoner's victory through unforeseen, simultaneous physical attacks. The wolves remain in combat until they are either disbanded by the user, or dispatched by an enemies counter-attack.


Note: Can only be used once per battle/ event.
Note: Lasts up to 6 turns.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC can apply this Jutsu to their Biography, allowing it to be active from the start of a battle/ event. Having this Jutsu active from the start of a battle/ event counts as it's one usage.


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#2: (Tategami Ōkami Gijutsu: Yaseikari) M. Wolf Art: Wild Hunt

(Tategami Ōkami Gijutsu: Yaseikari) M. Wolf Art: Wild Hunt
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-15 to the user)
Description: The user gathers a massive amount of Chakra, divides it into small equal portions and, through advanced Shape Manipulation, creates an almost innumerable army of Maned Wolves from that Chakra. However these are more than simply Chakra in the shape of animals, they are very deadly walking, or in most cases, running, bombs. They take the generic shape of a Maned Wolf, but have no proper, physical features, besides their glowing eyes. Since they are created in the dozens, their numbers easily being split into triple digits, their individual strength is laughable at best (Each individual Wolf being able to recreate the approximate force, range and damage of an explosive tag), but their power lies in their sheer numbers, easily overwhelming the target through quantity over quality. Another drawback is their detonation radius, only being a couple of feet, this means they need to bite or rush into their target to guarantee a successful hit. The former is preferred as it provides the other bombs a higher rate of success for a hit, due to the opponent being physically restrained in some manner by one of the Wolves. The Wolves are directed by the user through either gestures or vocal commands, "Fetch" being the most common and ironic, which requires the user to remain focussed on this Jutsu for as long as they wish to maintain it. As the Wolves are composed from Chakra, they can effortlessly fly towards their designated target, like most projectile technique's, the largest difference being that these Maned Wolf-Bombs appear to be living, or at least mimicking the habits and actions of their realistic counterparts. Thanks to the Advanced form of Shape Manipulation required to perform this Jutsu, these Wolves can compete on-par with Elemental Jutsu, should they be directed against an incoming Jutsu, however it requires a sizeable number of Wolves to take on higher Ranking Jutsu, due to the overall Chakra, and subsequent power, of the technique being divided amongst so many Wolves. In addition to this, the large amount of Chakra and level of Chakra Control required to achieve this Jutsu takes it's toll on the user, causing a fair amount of fatigue after performing this Jutsu that manifests in the form of physical damage to the users body and a temporary inability to perform Jutsu that require large amounts of Chakra.


Note: Can only be used once per battle/ event.
Note: No S-Rank or above Techniques for 2 turns.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC have their Wolf-Bombs effectiveness increased, resulting in increased force, range and damage from all Wolf-Bombs that successfully detonate.


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#3: (Tategami Ōkami Kuchiyose Gijutsu: Ragunaroku no Kiba) M. Wolf Summoning Art: Apocalyptic Fangs

(Tategami Ōkami Kuchiyose Gijutsu: Ragunaroku no Kiba) M. Wolf Summoning Art: Apocalyptic Fangs
Type: Offensive/ Defensive (Summoning)
Rank: B-Rank
Range: Short - Mid (5m Diameter for the technique itself)
Chakra: 20
Damage: 40
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon a from the ground directly beneath, or up to Mid Range of, themselves by slamming their fist into the ground. Whenever the user wishes they can perform the Seal of Confrontation to end this Jutsu, which releases a small amount of Chakra, signalling the jaws to sink back into the ground. This technique utilizes a physical mouth of a M. Wolf, and not a Wolf's mouth created via Chakra. This mouth consists of a great number of long sharp fangs which are each roughly around 1m long, with the diameter of the jaws being around 5m, and everything inside that 5m diameter is considered the "mouth". Anyone or anything within this vicinity is susceptible to any action the jaws can mouth perform which include generic and rudimentary motions, such as biting, chewing, clamping, etc. The most common purpose of this mouth is offensive, ensnaring the designated target, then tearing them to shreds by having the fangs "chew" them. The jaws are also quite durable, and if need be, make a very suitable shield to defend from most kinds of attack (Classified as a B-Rank Elemental Ninjutsu Jutsu in terms of durability).


Note: Can only be performed twice per battle/ event.
Note: As a defence, lasts for a max of 2 turns, unless overpowered, or the user undoes the Summoning.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC have this Jutsu's durability increased to that of an A-Rank Elemental Ninjutsu.


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Griffin CSC


Summoning Animal: Griffin's.
Scroll Owner: Nathan.
Other Users who have signed contract: Yume, , , , ,
Summoning Boss if existing: Hono.
Other Summoning Animals tied to contract: Belphegor, Amaymon, Lilith, Akame, Toothless

Approval: . (Was approved in one of the older CJ threads it seems)




#1: (Kuchiyose: Hono Gurifin Kōtei) Summoning: Hono, The Griffin Emperor


Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A (60 w/ A-Ranked fire stream's)
Description: Hono is the emporer of all Griffin's. He is also known to be the most powerful of all Griffon's. Hono earned this title by defeating Tsume in an all out battle for the title. He has a very calm, nice, and forgiving personality. Hono mean's blaze, and Hono certainly live's up to his name. He is a very powerful creature, who does not have to rely on special ability's or ninjutsu in a battle. Hono is very capable physically, having a very muscular body and razor sharp claw's that can tear through flesh like butter. He can move and run with immense speed, and he can soar through the air even faster. Due to his speed he move's faster then a shinobi sage. But Hono earned his name through special ability. He can easily breathe stream's of fire that are capable of scorching anything in his path.

♦ Can only be summoned once per battle.
♦ Must have signed Griffin Contract.
♦ Fire Stream count's as a move.
♦ Fire Stream's are A ranked, and reach up to mid range.
♦ Lasts 4 turn's before dispersing.

#2: (Kuchiyose No Jutsu: Berufegōru) Summoning Technique: Belphegor


Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Belphegor, the thunder emperor, Bell is a extremly large Gryphon and is able to carry a total of three people on his back, he is the exact same size as gamaken, but what makes him special is his fur/feathers it has gray-brown-blueish colors, with the tips of his feathers colored deep royalblue, and his eyes are completely blue with the round border being gray. Bell has the manipulation of the lightning affinity, from his birth he trained to master the lightning element and thus he become more accustomed to it, therefore he can use the lightning element upto S-rank, not to mention that his both wings are always covered with S-Ranked lightning when summoned he can use it in close combat, Belphegor does not need any handseals to perform lightning techniques, due to his mastery over the lightning element he even rivals the fire emperor. Belphergor is often refered to as the Lightning Emperor.

♦ Note: Bell can only be summoned once per battle.
♦ Note: Belphegor can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.

#3: (Kuchiyose No Jutsu: Amaimon) Summoning Technique: Amaymon


Type: Summoning
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Amaymon, the earth emperor, Amaymon is a very large Gryphon and is able to carry a total of five people on his back, he is the exact same size as gamahiro, Amaymon usualy wears silver armor, which protects him from kunai's and basic weapons, as seen in the picture, but what makes him special is his looks his fur/feathers are goldish/silver of color, with the tip of his feathers colored light brown, and his eyes are the color of the desert repersenting his elemental affinity, he has a very interesting body strucutre which is very well build even amongs the Gryphon's it's muscular and just as hard as stones. Amaymon has the manipulation of the Earth affinity, from his birth he trained to master the earth element in Iwagakure and thus he became more accustomed to it, therefore she can use the earth element upto S-rank, without any use of hand seals (counting towards the users moves), and he can only perform his jutsu's while he is on the ground. Amaymon is often refered to as the Earth King, Amaymon.

♦ Note: Amaymon can only be summoned once per battle.
♦ Note: Amaymon can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.

#4: (Kuchiyose No Jutsu: Ririsu) Summoning Technique: Lilith


Type: Summoning
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Lilith, the sky empress, Lilith is a fairly large gryphon and is able to carry a total of three people on her back, she is the exact same size as sasuke's hawk, but the thing that makes her special is her looks, her fur is completely sky blue, with the tip of her feathers colored light orange-blue, and her eyes are the color of the skies resembeling her elemental affinity, Lilith's both wings are always covered with a sort of s-ranked wind barrier which cuts everything that comes near it, this comes handy in close combat, Lilith has a very interesting bone strucutre which is hollow from the inside and very thin, thus it makes her lighter allowing her to be the most fastest gryphon of her kind to ever exist, a normal ninja could easly loose track of her in the skies, and she is also very hard to spot due to her effective camouflage. Lilith has the manipulation of the wind affinity, from her birth she trained to master the wind element and thus she became more accustomed to it, therefore she can use the wind element upto S-rank (counting towards the users moves), without the use of any handseals. Lilith is often refered to as the Sky Empress, or simply Sora.

♦ Note: Lilith can only be summoned once per battle.
♦ Note: Lilith can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.]

#5: (Kuchiyose No Jutsu: Akame) Summoning Technique: Akame


Type: Summoning
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user must bite his thumb and wipe the bloood on his tattoo and snaps his fingers to summon Akame, Prince Of The Griffins. Akame meaning Red eyes was given that name by his Dad, The Griffin King. He is a Griffin chick, he is about the same size as a bear cub. Due to the fact that he has no fur yet he is placed in jet black looking armor which is given to all baby Griffins.The armor protects him from projectiles.The armor is made of strong yet very light material still allowing Griffins to fly at fast speeds. He has extremely sharp talons that can be used to cut and tear into the opponent. Being the son of the Griffin King he has a natural affinity to fire and can shoot out small C-rank fireballs that move extremely fast due to their size. He has an extremely heightened sense of smell which allows him to pinpoint the enemy locations. He has been training with Mugen ever since Akame was born, due to the special bond they have developed a fighting style with each other making them the ultimate tag-team.
*Can only be taught by Mugen Ryukyu
* Fireball counts as 1/3 moves a turn
* Fireball is short-mid range

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#6: (Gurifin Kuchiyose no Jutsu: Hanuke) Griffin Summoning Technique: Toothless


Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked internal technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is produced by the very small amount of fire that resides within his mouth and due to that, the fire and his saliva merge together when Toothless needs it. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless creates this supplementary saliva by dividing the bad types of bacteria from the good ones, so he doesn't harm the user. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless will have great difficulty in seeing him, if one is to pay attention though, they will be able to see the ripples that Toothless will cause though the use of movement.
Notes:
- Can only be summoned once.
- Will remain on the field for a maximum of four turns.
- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice.
- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities.
- The fire within Toothless' mouth cannot be used for attacks on its own, it can only be used in conjunction with the saliva.
- Each one of Toothless abilities count as a move.
- Must have signed the Griffin contract

#7: (Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten


Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Benzaiten and Idaten, the Harmonic Twins. As twins, they share similar appearances, voices, abilities, etc, however they have radically differing personalities, which is how one can usually tell them apart. As a result of their "unique" birth, being hatched from the same egg, the twin Griffins developed a special equilibrium of Chakra natures, a delicate balance of Element's and applications for those Elements that should have been inherited by a single Summon, but were split amongst the Twins in this case. Not only has this bonded the twins out of a sense of necessity, it's also made them one of the best duos in the Summoning Animal community.

Idaten: The eldest of the twins, Idaten is also the more dangerous of the two as his brash, hotheaded nature and headstrong personality always seems to get himself into danger, simply for the fun he finds in it. A majestic beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail, which he displays with great pride and zeal whenever the opportunity arises. Idaten is known for his affinity to perform offensive forms of Sound Release, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank. In addition to this, Idaten also possesses an affinity for Lightning Release Jutsu up to B-Rank and of course, usage of any Jutsu by Idaten counts towards the users 3 moves per turn.

Benzaiten: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and generally slimmer frame would make one believe he is weaker than Idaten, however this is not the case. Just like Idaten, Benzaiten is known for his special equilibrium of Nature Affinities. Benzaiten is well known for his usage of "covert" and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to like Sound Related skills up to A-Rank. In addition to this, Benzaiten is also able to perform Wind Release Jutsu up to B-Rank and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", each count as a usage towards the users 3 moves per turn.

Note: Can only be summoned once.
Note: Each Griffin can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

#8: (Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda

(Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Garuda is the most talented of all Griffins who is known for his immense knowledge in the field of Taijutsu and Genjutsu that he acquired over the ages. His age is unknown even to the Emperor Griffin, as he was still alive and as young as he is today, even when the Emperor was born. When on his four limbs, Garuda stands thrice as tall as any human, while his wing spans around 12 meters long. He has a red muscular body with golden wings, and a golden hood that gives him an appearance of that of a phoenix. Even though his size is comparatively smaller as compared to the Emperors, Garuda possesses the talent to defeat each and every one of them, due to him being the master of the ancient Griffin Claw Arts. With constant training, Garuda has developed claws that can crack even the hardest substances on earth. These claws can not only take any amount of damage, without feeling any repercussion, but they can rip open the target's flesh using the raw muscle strength. Even his body, protected by the golden feathers, are immune to C-Rank and below physical attacks. He can take one B-Rank attack once and still continue though. This is again, due to the numerous times that he has hurt himself during training, that he no longer feels the pain in those areas. His reaction and movement speed is twice as much as any other Griffin, giving him an unfair advantage over others. However, this does not affect his flying or running speed. Although Garuda is so much proficient than others in Taijutsu, he rarely gets in a Taijutsu brawl. That is because, he would have already defeated the target even before the fight has begun, thanks to his Genjutsu skills. Since he is unable to use elemental Chakra, Garuda flaps his wings to release a pulse of Chakra(mid-range). Anyone caught within the radius, gets caught in the Genjutsu (A-Rank against one person; B-Rank against multiple) where they will see purple smoke appearing all around the terrain, to blind their vision. Garuda can constantly channel his Chakra into their brains, since he is not capable of performing any other elemental attacks, by spending 10 Chakra every turn. The smoke will limit the vision of the target(s) to short-range of themselves, and they can only see silhouette of everything around. And to add to the confusion, the target(s) will see the silhouettes of multiple entities hovering around them, till one of them attack the target(s) from behind, break their spine, and render them motionless which causes mental damage (40). In reality, the target(s) are free to move.

Notes:
- Can only be summoned once.
- Garuda can carry two people on its back.
- Garuda can only use the Genjutsu mentioned above.
- The Genjutsu above can only be used once per-match, and while Garuda is on the field. Genjutsu lasts two turns unless broken.
- The Genjutsu cannot be layered with.
- Garuda lasts on the battle for 4 turns.
- Must have signed the Griffin contract.

#9: (Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void

(Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

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#1: (Gurifon Gijutsu: Alfheim no Hane Ame) Griffin Art: Feathered Rain of Alfheim


Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long (Short AoE)
Chakra: 20
Damage: 40
Description: Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank.

Note: Can only be used a total of six times per-match/event..
Note: Must have signed the Griffin CSC.

#2: (Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen


Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: One of the greatest abilities of Griffins is, their immunity to fire. They can blaze through storms of fire, without even a scratch on their body. Their skin is so tough, that it can withstand even the hottest temperatures of fire. Users of the Griffin Contact can take advantage of this ability, by forming the seal of confrontation, to summon the Griffin's skin from their homeland (similar to summoning Toad stomach). As soon as the seal is formed, the user's body undergoes changes. From the pores of his skin, the skin of griffin emerges all over their body, like fungus taking over a piece of bread. The skin, red-black in color, creates a tight mesh over the user's body, to a form a coating over their existing skin, that provides certain qualities to the user's body. The Griffin skin serves two purposes: The first being the obvious, that it renders the user immune to all flame type fire attacks S-rank and below. However, the user will take damage if the fire attacks contain rocks or other debris (only impact damage). The second purpose is that, the skin helps the body to maintain homeostasis. Any changes in temperature outside, will not affect the body of the user. However, both these properties only work as long as the user is covered in the Griffin Skin. The skin being so tough, also allows the user to take lesser damage from taijutsu based attacks (-20 damage).
Note: The skin reverts to homeland after 4 turns.
Note: Can only be used once per battle/twice per event.
Note: Must have signed the Griffin contract.

#3 (Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry

(Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry
Type: Supplementary, Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, continuous and harmonized cry, that creates an A-Rank Illusion which affects a very wide omni-directional area, mid-range from each of them. Any target(s) of this Genjutsu-infused cry within a rough 15m radius that hears it is immediately rendered immobile, and trapped within a paralysing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralysed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten. The sound waves by themselves do not cause any physical damage, except mental damage that the target(s) receive while being subjected to the illusion. Also, since the user/summoner, has so much training with the two, he/she would've been used to the cry, and as such wouldn't get trapped in the illusion.

This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again (unless a Chakra surge is created to break the effects. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves. Also, to use this Genjutsu, either Idaten or Benzaiten (whoever produces the base note), will have to build up Chakra in their throat first (which lasts one turn), that creates a loud high-pitched noise, and then the other sibling, would join in, to harmonize the voice note, and thereby creating an illusion.

Note: Must be a signer of the Griffin contract.
Note: Can only be used twice per-match.
Note: Cool down of one turn before re-use.
Note: Benzaiten & Idaten must both be present to use this technique.
Note: Lasts for two turns.
Note: Cannot be layered with another Genjutsu.
 
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Custom Weapons


Tsumukari

(Tsumukari) – Heaven Reaching Blade
Type: Artifact
Rank: S-Rank
Range: Short – Long
Chakra: N/A
Damage: 100
Description: Tsumukari, or the Heaven Reaching Blade, is the first katana reforged in the Armory of Marzan after the raid on Irkalla, the Underworld. The sword was reforged using the remnants of the God-Slaying Tool Blessings from the End of the World. Tsumukari is the first of a new generation of God-Slaying Tools, weapons noted to be the great “equalizers” in a cosmic conflict between the gods and man. Forging the blade was a cooperative effort between Marzan, the original engineer of the God-Slaying Tools, and his apprentice Emiya in the aftermath of the demise of the Domain of Death. Because its former iteration was rife with Void energy, Tsumukari has been endowed with unique abilities that go beyond what a standard God-Slaying Tool is capable of. On a basic level Tsumukari and the techniques it produces, be it through the sword or the sword as a proxy, contain proper Divinity to damage and slay a god. Passively, Tsumukari increases the user’s Kenjutsu techniques that utilize the sword by 30 additional damage. All the user’s Kenjutsu techniques, with the exception of those of Tsumukari’s active abilities that explicitly exclude them, gain a single range unit. Visually this appears as crescents and strikes of energy lashing out from the edge of Tsumukari, extending the range when necessary. Tsumukari is unbreakable; though its unbreakable nature cannot be used defensively alone. Use of any of the active abilities of Tsumukari puts the other two on cooldown for two turns.

Yōtō (lit. 妖刀, "Wicked Katana"): The first and most basic attack afforded to the wielder by Tsumukari. The user adorns the edge of the blade with Chakra, infusing it with trace Divinity, and performing simple slashes or piercing attacks with the sword. The user can either maintain the energy along the edge of the blade, empowering its basic attacks to inflict considerable damage for up to three attacks or five turns, whichever comes first. Alternatively, the user can consume the adorned edge and focus it into an arc of Chakra as a projectile with long-range reach. In either case, the blade strikes for 100 physical damage. This damage is treated as strong to all natures and abilities, with the only exception of Anutu and its components. Can be used four times per battle.

Will of the God-Slayer: A state activated through Tsumukari. The Will of the God-Slayer is the legacy of Marzan himself; through raw determination and human ingenuity the blacksmith forged the first God-Slaying Tool. It is an evocation of tenacity and hope, the desire for a better tomorrow by equalizing the war of today. When activated the user’s Kenjutsu prowess is further augmented, increased by an additional 20 damage while gaining an increase of three times their base speed. Additionally, any critical strikes they land with Tsumukari are increased by 30%. Lasts for four turns, can be used twice per battle.

Tsumukari Muramasa: A unique technique that emerges from Tsumukari’s unique composition between Void and Divinity. In short, this ability affords Tsumukari the power to cut causality. The technique is initiated through the user’s Chakra, costing 120, though its true cost lies in the Health Points it drains. Because the user possesses no Divinity the combination of Void and Divinity siphon the user’s health, costing the user 70 Health Points to perform. This health cannot be regenerated while in a battle unless the user possesses full Anutu or Atavistic Flame, in which case it can only be regenerated four turns after Tsumukari’s use. In the case of Atavistic Flame it heals at a rate of 50%, meaning if the user heals for 70 Health Points with Atavistic Flame it will count as 35 toward their total. In essence, when this technique is activated it becomes able to ‘cut’ causality and concepts that the user is capable of perceiving. It cannot cut the concept of ‘life,’ meaning to instantly kill another target. When Tsumukari is used like this it does not physically cut the target, rather it performs a metaphysical cut. There is no visible slash, gash, or piercing wound left on their victim, though contact with the blade is still required. Tsumukari Muramasa can cut Chakra, bonds, summoning contracts, and even Edo Tensei links. This ability can be used thrice per battle.

Medic: this God-Slaying specialization is designed to provide medical support to their team. They are not particularly well suited to combat, much like a Support specialist. But they are able to cure debuffs, diseases, and provide significant benefits to their teammate in the way of bulk healing, healing over time, and area healing.

Grace of Ishtar (Passive): Medics gain an increased 30% healing to all their abilities. Their healing techniques have a 20% chance to critically heal, causing them to heal for 100% increased healing.

Composite Healing (Passive): A Medic's healing techniques gain Composite Healing. This causes all healing to simultaneously heal Spiritual and Physical damage.

Embrace of Nannar (Active): At the cost of a move and a slot in the timeframe the user is able to heal all allies within mid-range of their position for 30 Health Points and cure them of all negative debuffs, as long as they can be cured. Usable once every four turns.​




(Marumiadowāzu) Marmyadose


(Marumiadowāzu) Marmyadose
Type: Weapon
Rank: S-Rank
Range: Short - Long
Chakra: N/A
Damage: 90 (120)
Description: Marmyadose is a legendary weapon said to be forged during the Era of the Gods by an infamously deformed Blacksmith. It appears to be forged from a metal that emits light not matter the conditions of it's surroundings, golden and ivory hues with intricate accents adorning it's form. In truth however it is a solid Atavistic Flame construct completely forged from Humanity's collective unconsciousness, a representation of sheer willpower and perseverance even in the darkest depths. As a creation of Atavistic Flames it is bound to the user's soul so it cannot be stolen or sealed by external or opposing means. While it's most common shape is a two-handed greatsword Marmyadose is a weapon that responds to the user's will so if another shape is better suited to their situation, such as a glaive/ sword-spear or a staff or a bow, Marmyadose reforges itself as it's called forth. As a construct of Atavistic Flame itself, Marmyadose has abilities intrinsically related to the field, which are as follows:

Creation of the Human Principle: The user's Atavistic Flame techniques gain a passive damage increase of +20.

Titanomachia: Damage inflicted by Marmyadose itself, or Atavistic Flame techniques enhanced by it cannot be healed via Divine techniques or means for 3 turns. Additionally for opponents and beings with Divinity or Divine abilities such as Anutu they cannot heal damage inflicted by Marmyadose through Non-Divine techniques or means for at least 3 turns.

Marmyadose - Human Incineration Armament: An extremely powerful technique only available to Marmyadose itself, it is a ranged projectile attack that takes a massive amount of Atavistic Flame generated by the user, and willing Human participants, and condenses it into a single beam of golden light that is released by swinging the blade, or equivalent action if shaped into another weapon. The beam is Forbidden Ranked, affects a 15m radial area directly in front of the user which travels up to Long Range, at speeds equivalent to a Forbidden Rank Fire technique, and inflicts 90 (120 if Grandmaster) damage upon contact. Upon activation the user expends 60 Spiritual Health points, which they regenerate at a rate of 30 points on the third and sixth turn after activation.​

Note: Requires at least Master level Atavistic Flame.
Note: Human Incineration Armament can be performed once per battle, twice if the user is a Grandmaster Atavistic Flame user. Additionally, no versions of "Will to Survive" can be performed for at least 3 turns, and if the user is a Grandmaster, cannot perform Human Incineration Armament for the same duration.
Note: After performing Human Incineration Armament, the user cannot perform S-Rank or above Atavistic Flame techniques for 2 turns.

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S.I.N.S


(Tsumi) S.I.N.S
Type: Weapon
Rank: Forbidden
Range: Short - Long (Dependent on shape)
Chakra: N/A - 50 (Devour) 10 - 30 (Shapeshifting) 20 (Regeneration)
Damage: 40 (Assimilated) +20 Taijutsu/ Kenjutsu (Assimilated)
Description: S.I.N.S, a.k.a Systemically Integrated Nebulous Sentience, or simply "Sin" is a weaponized Symbiote, a sentient type of organism that bonds with a host to survive. Unlike most symbiotic entities it is "Mutualistic", a type of symbiote that survives through a host organism, while providing the host some manner of benefit with it's presence, unlike others which are typically "Parasitic", and only bring detrimental effects with their presence. Sin has an insatiable appetite, and the unfortunate habit of eating just about anything that comes within range, undiscriminating between friend or foe, trash or treasure, with only the desire to be free from it.

Sin's ravenous hunger goes hand in hand with it's ability to analyze, retain and replicate the appearance, texture, properties, etc of any solid material it devours, regardless of whether it is natural, man-made, created via Chakra, etc, similar to the Ninjutsu . This "Assimilation" only applies to materials with solid properties, meaning liquids, gasses, energies, etc cannot be devoured and replicated using this ability, as they lack physical substance for Sin to assimilate while maintaining it's form. Examples include a wide and varied range from basic earthen materials like dirt and rock, to denser materials, like wood, metals and crystals. In the case of materials devoid of Chakra, devouring them costs no Chakra and is a passive action. In the case of materials created via Chakra, the user must expend Chakra equivalent to the Rank of the material to devour it, and will cost a move. Sin's replication of properties of materials it has devoured is a passive action due to it being an inherent ability, requires no Chakra to achieve, and can be used to replicate multiple materials at any given time in addition to it's base state, but can only be performed once per turn. Finally, there are differences in both strength and durability for Sin between it's base and Assimilated states;

In it's base state Sin possesses an immunity to B-Ranks and below, and requires at least an A-Rank to damage, and another to destroy, or one S-Rank, etc. While Sin is damaged in it's base state, it can quickly regenerate injured/ destroyed parts within that same turn, at the cost of being being unable to Assimilate. In other words, while Sin is regenerating, it cannot devour materials to analyze their properties, nor enter it's assimilated state, as it is solely focused on regenerating from the damage it has sustained.

In it's Assimilated state, Sin's durability is increased to Forbidden Rank, and requires at least one S-Rank to damage, and another to destroy, or one Forbidden Rank, etc. While Sin is damaged in it's Assimilated state, it can slowly regenerate injured/ destroyed parts over the course of the next turn, during which time it is still susceptible to a fatal attack. Finally, thanks to the increase in it's durability, physical attacks that utilize Sin whilst Assimilated also receive a substantial increase, with a base damage of 40, and Taijutsu and Kenjutsu techniques performed utilizing Sin dealing +20 more damage.​

In addition to it's "Assimilation", Sin also has complete and total control over the shape and general functions of it's form, allowing it to change both to suit it's needs, most commonly used to create as many mouths as it can to allow for rapid consumption. This "Shapeshifting" relies on a mass-conversion system, allowing Sin to mould itself into shapes and forms equivalent to, or less than the total amount of mass it has consumed. This allows Sin to shape it's form for many functions, such as moulding itself into the shape of various weapons, like a blade to facilitate the usage of Kenjutsu, or a whip-like appendages to engage in ranged strikes, making it's strikes both versatile, and deadly. The size of Sin's Shapeshifting is restricted by how much Chakra is used with the ability, allowing for shapes up to Close Range with 10 Chakra, Mid Range with 20 Chakra, and Long Range with 30 Chakra. Additionally, each usage of Shapeshifting counts towards one of the user's 3 Jutsu per turn.

Through both of these abilities Sin is implanted onto users arm via Medical Ninjutsu within the Hospital to ensure that functions like the flow of blood, Chakra, etc, are flawless. This allows both the user and Sin to share their senses, experiences, allows direct mental communication between the two, etc, while also allowing the user to weave seals using Sin as a proxy, and supply it with Chakra for it's abilities, or for Sin to forcefully drain Chakra from it's host to perform techniques itself. Sin can also devour small portions of the user's body, causing pain, which can vary depending how much of the user is devoured and replaced. This results in self-harm upon the user as flesh and muscles are torn, and bones are crushed and devoured, damaging their health by an amount equivalent to the amount of the user's body is devoured, with the damage ranging from E-Rank to A-Rank. Finally, while the user has some control of Sin, such as utilizing it to perform hand seals for their Jutsu, Sin is still it's own organism, and thus is capable of both independent movement, thought, actions, etc, regardless of input from it's host. This means that, should the host may be incapacitated, or unable to act in some manner, it doesn't necessarily apply to Sin. For example, in the case of a Genjutsu directed at the host, although they and Sin share the same Chakra flow, because Sin has it's own mind, senses, etc, it would be unaffected unless the Genjutsu affects multiple targets.

Note: The acquisition of unique or specific materials must be performed in an Official Fight where Sin consumes the specified material, and the user emerges victorious, or escapes the battle. Additionally, the user must compile a list of all devoured materials, with the links to the appropriate battles within their Custom Jutsu thread.
Note: Can only be used by Imperfect.



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Custom Weapon Jutsu



#21: (Gurīdo ∞ Kuishinbō no Sokonashi) Greed ∞ The Bottomless Glutton

(Gurīdo ∞ Kuishinbō no Sokonashi) Greed ∞ The Bottomless Glutton
Type: Supplementary (Weapon)
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: Derived from his "mass conversion" ability, whereby all devoured matter is converted into biomass for him to utilize in conjunction with his shapeshifting and assimilation abilities, Greed developed this skill, which he aptly named his "Gluttony". Gluttony effectively allows Greed's biomass system to act as a nigh bottomless storage system for either himself, or his host to utilize, which is visualized as an endless expanse within Greed himself, composed of millions of writhing bodies, skeletons, etc, and submerged in a sea of blood and viscera. Gluttony is initiated upon the act of Greed devouring a desired item, object, etc, following the rules of Greed's "Devour" ability, as detailed within "(Gurīdo ∞ Eien no Kiga) Greed ∞ The Eternal Hunger", minus Chakra costs. This is due to the fact that, unlike with the regular method of devourment, breaking the devoured mass down via mastication, Gluttony requires that Greed devour the target whole, removing the Chakra cost required to break down Ranked matter, while only partially converting the target into biomass, storing it alongside the rest of his accumulated biomass, while leaving it wholly intact. When the user wishes to "withdraw" a "Gluttonized" item, object, etc, they simply have Greed "spit" it back up, reconverting it from his biomass, and back to it's original form. This can be used to allow the user to travel unencumbered by weapons, tools or accessories they may require to perform specific techniques, or to hide valuables that may be the target of theft. In the case of regular tools, such as Kunai, Shuriken, etc, and other common objects, they can be withdrawn passively, and in the case of projectiles, at a faster speed than it would take one to draw a throwing weapon from a pouch. In regards to more unique, or complicated objects, such as one-of-a-kind weapons and the like, this is limited to one per turn for both withdrawing and storing. Finally, Gluttony cannot be used to store any kind of sentient, living target, as they cannot survive the biomass conversion process.

Note: Can only be used by the current host of "(Gurīdo ∞ Eien no Kiga) Greed ∞ The Eternal Hunger".

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Acquired/ Assimilated Materials

#1: Black Chakra Receivers. [SUP][ ][/SUP]
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Taught Custom Weapons

(Muramasa no Tachi) Long Sword of the Demon Blacksmith

(Muramasa no Tachi) Long Sword of the Demon Blacksmith
Type: Weapon
Weapon rank: S-Rank
Range: Short
Chakra cost(s):
-30/turn the sword is unsheathed.
-30/Quickdraw used​

Damage Chart:
Quickdraw(Short range) - A rank, 60
Quickdraw with a movement enhancing technique - S rank. 80​

Description: Muramasa no Tachi (Muramasa for short), is a modern sword named after the famous blacksmith, Muramasa. Although not crafted by Muramasa himself, the sword is his living legacy heavily emphasizing on attack strength. Opposite of most weapons, the blade is not ancient neither imbued with any magical forces. Instead it combines the Muramasa’s own sword crafting skills with a hint of modern Ninjutsu & Kenjutsu techniques to generate effective strikes with overwhelming damage output.

The sword is a “Tachi” not a Katana, with Chakra receptors all around the hilt that manage inflow and outflow of energy across the sword and the user (general electrical energy from Lightning Release, but may involve other elements if used with a Custom Jutsu). The hilt includes a switch the activates the receptors allowing the user to freely channel energy across the sword and his body. The sword is a vibroweapon, a high frequency blade similar to the ones used by Kirabi and Sasuke, meaning that it uses electrical energy to generate molecular vibration which, on physical contact, breaks the molecular bonds of other matter allowing the blade to effortlessly cut through objects. Murasama’s ancient sword development techniques were used to design the blade which makes it highly conductive, the different layers of alloy makes use of the peltier effect to keep the heat energy at the swords core without radiating any outside, the reduced loss of energy combined with the continuous supply of Lightning Chakra from the user soon charges the blade, changing its color to red. The sword leaks out electrical electrical energy of red wavelength, the red color is an indicator of the abnormal amount of energy flowing through the blade which allows Muramasa to cut objects better more easily than any other weapon known. The cutting potential of the sword could be defined with examples, Flying Swallow technique and both Sasuke and B’s vibroblades are able to pierce through steel with their weapons, Muramasa only takes this ability further effortless piercing through diamond, further more making it extremely lethal for person if hit directly by blade.

However this attack strength, abnormal as it may be, isn’t Muramasa’s primary ability. Muramasa’s main feature is its sheath: where the sword helps maximize the cutting ability, the sheath helps the user muster enough strength, this means while Muramasa has the potential to cut through diamond, it is unable to without the proper input of force. Unique to the sheath is its ability to store energy for burst damage when unsheathed, its features a trigger which when released would launch the blade outside for a single “Quickdraw” technique, which provides the necessary strength to perform such a powerful slash. The Quickdraw technique is Muramasa’s signature skill, when released the blade is launched out of the sheath like a ballistic shot which allows a swift Iaido strike extremely difficult to track within close proximity. The technique would however possess a downside in precision, because of the speed of this technique the single strike wouldn’t land if used either a second early or a second late. Quickdraw skill generates great force, combined with the piercing ability of the blade it allows great feats for both offense and defense. I.e. If the Quickdraw ability is used to slice through an earthen projectile aimed at the user, Muramasa would slice cleanly through the projectile, but the force granted by the sheath will be enough to alter the trajectory of the projectile and divide it to move past the user without harm. For intangible objects, such as Wind or Water, the strike force will distort the shape. The Quickdraw skill ensures that the blade destroys anything with the potential to be harmed (With the exception of Indestructible objects and anything else within reason, the ability is not absolute), the damage is further enhanced if combined with techniques that allow extreme movement such as the Lightning release armour or Swift release Shadowless Flight technique due velocity multiplying force. The sheath is capable of holding other forms of Chakra and electric isn’t the only type of energy that can be channeled through the sword allowing it to be used for the user's other elemental CJ.

Note: The sword is indestructible. Quickdraw skill may only be used in alternating turns allowing a cooldown time for sheath to recharge.

-Appearance: .

Taught Here: https://animebase.me/threads/inheretance-of-the-demon-blacksmith.776780/
 
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(Rentetsu Kyūjutsu) Wrought Iron Archery
Type:
Kyūjutsu + Kenjutsu + Fūinjutsu

Background

There once existed an Archer whose skills were forged in the fiery crucible of combat, fighting alongside swordsmen and martial artists, uncaring that the bow was designed to be a ranged weapon. Due to his combat prowess he quickly reached a status of high renown, though for very different reasons for different people. To some he was a Hero of Justice, a pillar that upheld peace and happiness in the world, a manifestation of the World's will and desire to continue, and thrive. To others he was a faker, an imitator, one who took lives without hesitation, and carried the stench death wherever he went. Whether they believed he was a hero or a villain, none would dare question his skill with a bow, for it was a universal truth. He was a presence, and one that only appeared when the world was drenched in warfare, and on the brink of annihilation. Scattered accounts and sightings of this "Wrought Iron Archer" can be traced as far back as the Era of the Gods, when the lands of Tobusekai were recognized by other names, names now lost to time and the shimmering golden sands. And yet he can also be found in events as recently as a few years ago, appearing in Chungsu at the time of it's Razing. Rampant speculation has arisen whether this man might be some form of immortal, while others are certain in the idea that the Wrought Iron Archer is not a single person, but an ideal, a title passed from one generation to the next, along with the secret of this "Style" of Archery. Regardless of which is true, the Wrought Iron Archer's has appeared once more, though none are sure whether this latest appearance signals the arrival of a savior, or a destroyer.

Description on the Abilities and Inner Workings of the Style

This style revolves around the use of a modified, and particularly heavy bow known as a "Warbow". Both bow and string are composed of metal, not only increasing it's durability, but weight as well, while also making it harder to draw, which requires training akin to Leg Weights. This is because the force required to hold the string stationary at full draw is often used to express the power of a bow, also known as its draw weight, and a higher draw weight means a more powerful bow, which is able to project heavier arrows at the same velocity, or an arrow from a lesser bow, at a greater velocity. In the case of Warbows, they carry an extremely high draw weight, to the point an untrained wielder would fail to pull the string back far enough to fire at any effective length, making the Warbow useless in the hands of those unaccustomed to it. To offset the potentially slower firing rate of a Warbow, due to the increased draw weight, War Archers utilize a highly specialized firing method, nocking the arrow on the same side of the bow that they draw the string with, allowing them to more effectively engage targets in close-quarters, as there are less unnecessary movements involved. To aid this faster knocking method, Warbow Archers also utilize a quiver on the hip, rather than the back, as the latter is not only more cumbersome when in motion, but is also harder to draw arrows from. Between the more accessible quiver, the change in stance and physical motions, and most importantly the higher draw weight resulting in faster shots, this results in an incredibly fast Archery style. As such War Archers are able to fire off arrows equivalent to the speed of Samurai Iaidō, allowing the interruption of Jutsu that require Handseals depending on the distance between the user and their target. At Long Range they can interrupt sequences of 3 or more seals, Mid Range Jutsu requiring 2 or more seals, and Jutsu requiring 1 or more seals can be interrupted when the user is within Short Range of their opponent. This speed, while impressive, is achieved through physical means alone, allowing specified techniques for this Style to be performed without Chakra. Likewise, the addition of Chakra to these techniques, typically Elemental or Fūinjutsu (excluding the concept of firing projectiles that unseal additional objects, or pre-sealed techniques, as those exist within Trick Archery), makes these techniques that much more deadly.

Next, in addition to "standard" arrows, War Archers also utilize a unique style of arrow, which are aerodynamic swords of varying designs created specifically for this Fighting Style. Each of these hybrid Sword-Arrows have techniques based around their unique design, and have dual usages, being a Close Ranged Kenjutsu and Long Range Kyūjutsu usage respectively. As a result, the nature of these Sword-Arrows vary wildly, resulting in extremely unique techniques for each. In specific techniques these paired usages can even transition from one to the other, for example, the user may perform the Kenjutsu application of one of their Sword-Arrows, then utilize its Kyūjutsu application. These will be detailed within the techniques themselves, and will either expend 2 of the user's Jutsu per turn, or the overall damage of the technique will be split between both actions. This gives Warbow Archers versatility in close quarters, and adds to their overall adaptability, allowing them to engage both close and distant opponents with ease.

Finally, due to their unique nature and much heavier weight than traditional arrows, Sword-Arrows are stored within a unique seal, the "Void Creation of Blades", which is similar in nature to the "(Kuchiyose: Raikō Kenka) Summoning: Lightning Blade Creation" technique. The seal can be applied to either the users Warbow, their body itself, or both, allowing for the user to only have to wield these heavy instruments when they are required. Additionally, if applied to the body, the user can store their Warbow within the seal when not employing the Fighting Style, during travel, etc.

Example Techniques

(Rentetsu Kyūjutsu: Mu no Kensei) Wrought Iron Archery: Void Creation of Blades
Type:
Supplementary
Rank: D-Rank
Range: Self
Chakra: 10
Damage: N/A (+20 to Kenjutsu techniques)
Description: A small seal emblazoned with the Kanji for "虚" or Void, which can be applied to the user's Warbow, their body, or both. Sealed within are a number of Sword-Arrows designed for Wrought Iron Archery techniques, and in the case of the body seal specifically, the user can also store their Warbow. The user activates their seal with a small burst of Chakra and summons forth one of the many Sword-Arrows, which appears in an unoccupied space within 1m, typically within reach of, or summoned into their hand itself. When the user is finished utilizing their Warbow, or alternatively don't wish to fire their selected Sword-Arrow, they can reactivate the seal, returning the selected target back to the seal at half of the cost of activation. Finally, when a Sword-Arrow is utilized for Kenjutsu, including those that fall outside the realm of the Wrought Iron Archery Fighting Style, the damage is increased +20 due to the weight of the Sword-Arrow increasing the force behind the technique.

(Rentetsu Kyūjutsu: Mumei Gensō) Wrought Iron Archery: Nameless Phantasm
Type:
Offensive
Rank: B-Rank - A-Rank
Range: Short - Long
Chakra: N/A - 30
Damage: 40 - 60
Description: The most fundamental technique for Wrought Iron Archery, the user knocks a basic arrow into their Warbow, and fires it, with the action being as fast as a Samurai Iaidō strike. The user can add Raw Chakra to their arrow, boosting the techniques strength to the equivalent of an A-Rank Jutsu, which causes the projectile to give off a blue hue and leave a trail as it travels. Once the arrow makes contact with anything, be it the target, the ground around them, or an aspect of the environment not directly related to the target, it causes the arrow to explode, damaging everything within 5m of the impact radius.

(Rentetsu Kyūjutsu: Caliburn) Wrought Iron Archery: Golden Sword of Assured Victory
Type:
Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: N/A 60
Description: With one of their unique "Sword Arrows", Caliburn, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has a simplistic design and a more ornate appearance than it's counterparts, indicative of it's more ceremonial nature.

Sword Application: By cloaking Caliburn in a shroud of Wind Chakra, and raising the blade above their head, the user generates a localized shockwave of air pressure within Short Range that has simple defensive and supplementary uses, allowing the user to blow away incoming attacks of an appropriate Rank and nature, as well as creating distance between themselves and their opponents, pushing everything within 5m's of the user's position outside of short range, then an additional 5m into Mid-Range, resulting in a total of 10m between the user, and any and all targets of this technique. This usage can be directly transitioned into the Arrow Application. Additionally, due to this application being non-offensive, it can be performed alongside the Arrow Application as a single Jutsu, with the latter acting as the source of the damage from this technique (A-Rank Wind Release).

Arrow Application: With Caliburn wreathed in Wind Chakra, the user knocks the enhanced projectile into their Warbow, and fires it at a target that is at least further than 5m from themselves. They fire Caliburn as they would any other arrow, however, upon entering 1m of the target, the Wind Chakra surrounding the blade erupts in the form of a inverse shockwave that draws in air surrounding the target, resulting in a vacuum-like sphere that envelops an area of a 3m radius around the target. Targets within this radius are both crushed and shredded by the intense wind force, dealing damage equivalent to an A-Rank Wind Release technique.

Note: Can be performed a max of 4 times per battle.

(Rentetsu Kyūjutsu: Caladbolg II) Wrought Iron Archery: False Spiral Sword
Type:
Offensive
Rank: A-Rank - S-Rank
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: With one of their unique "Sword Arrows", Caladbolg II, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has a uniquely shaped blade which spirals down toward a jagged point, almost like a lance.

Sword Application: With Caladbolg in hand, the user drives the weapon into their target, as they channel Chakra into it, creating a barrier similar in nature to "(Fusen no Kekkai) Tag Barrier", which possesses physical qualities. They then activate the barrier, which spirals in a similar nature to the sword's design, rotating outwards from the point of impact, potentially shredding the target asunder. The end result is an A-Rank Kenjutsu attack whose effects are similar to that of the Rasengan, rotating the targeted surface, and tearing it apart, albeit with more of a drill-like application.

Arrow Application: Instead of attacking a target with the Sword-Arrow directly, and effectively drilling them, the user instead knocks the unique instrument into their Warbow, and begins to draw the Warbow's string back. As they do, they channel the same Chakra into the weapon, giving it a barrier, though in this instance, it's wildly different. Though with the same properties as "(Fusen no Kekkai) Tag Barrier", providing the projectile with a physical barrier, they take it one step further, and add the quality of the "( Kekkai Kireme no Jutsu ) - Barrier Shatter Technique" to it. As they do, Caladbolg's physical form changes, extending while retaining that similar "spiral" shape. Once fired, Caladbolg rotates rapidly, as the barrier and it's imbued "shattering" property allow the projectile to pierce through defensive barriers and structures by twisting and distorting them, allowing Caladbolg to penetrate all but the strongest defenses. The additional Chakra, as well as the increased force from being fired from the user's Warbow make this application stronger than the Sword Application, resulting in an S-Rank technique.

Note: A-Rank application can be used a max of 3 times per battle, and the S-Rank 2 times per battle.

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Additional Effects and Restrictions

All Practitioners of this Fighting Style can have the seal for the "Void Creation of Blades" applied to their Warbow, their Biography, or both. The Seal does not count towards the limit a Biography has for "Body Seals", but requires the user know Advanced Fūinjutsu to apply to their body. In the event a biography cannot use Fūinjutsu, for example Samurai and Ronin, they can still utilize this Fighting Style, minus any Techniques or applications which utilize the advanced field.

While not indestructible, the War Bow does possess a heavy, durable design intended to maintain efficiency within combat. As such, it is able to withstand up to B-Rank damage once and still perform it's function, with a second instance of equivalent or greater damage destroying the weapon.

Specialization in this Fighting Style allows Practitioners to choose one of the following passive benefits for their biography;

  • A +4 increase in the user's base movement speed when not wielding the Warbow, due to it's similarity to Leg Weights.
  • A x2 increase in tracking speed, due to the Style's emphasis on tracking targets both distant and close targets.



Wrought Iron Archery techniques.

(Rentetsu Kyūjutsu: Mu no Kensei) Wrought Iron Archery: Void Creation of Blades
Type: Supplementary
Rank: D-Rank
Range: Self
Chakra: 10
Damage: N/A (+20 to Kenjutsu techniques)
Description: A small seal emblazoned with the Kanji for "虚" or Void, which can be applied to the user's Warbow, their body, or both. Sealed within are a number of Sword-Arrows designed for Wrought Iron Archery techniques, and in the case of the body seal specifically, the user can also store their Warbow. The user activates their seal with a small burst of Chakra and summons forth one of the many Sword-Arrows, which appears in an unoccupied space within 1m, typically within reach of, or summoned into their hand itself. When the user is finished utilizing their Warbow, or alternatively don't wish to fire their selected Sword-Arrow, they can reactivate the seal, returning the selected target back to the seal at half of the cost of activation. Neither drawing nor returning the Warbow or a Sword Arrow from/ to the seal expend one of the user's 3 Jutsu per turn, but can only be performed once per turn, and the user cannot have more than one Sword Arrow at a time. Finally, when a Sword-Arrow is utilized for Kenjutsu, including those that fall outside the realm of the Wrought Iron Archery Fighting Style, the damage is increased +20 due to the weight of the Sword-Arrow increasing the force behind the technique.

(Rentetsu Kyūjutsu: Mumei Gensō) Wrought Iron Archery: Nameless Phantasm
Type: Offensive
Rank: B-Rank - A-Rank
Range: Short - Long
Chakra: N/A - 30
Damage: 40 - 60
Description: The most fundamental technique for Wrought Iron Archery, the user knocks a basic arrow into their Warbow, and fires it, with the action being as fast as a Samurai Iaidō strike. The user can add Chakra (including Raw, and Elemental Chakra they have access to) to their arrow, boosting the techniques strength to the equivalent of an A-Rank Jutsu, which causes the projectile to give off a blue hue and leave a trail as it travels. Once the infused arrow makes contact with anything, be it the target, the ground around them, or an aspect of or within the environment not directly related to the target, it causes the arrow to explode, damaging everything within 5m of the impact radius.

Note: The A-Rank application can be performed a max of 5 times per battle, with a 1 turn cooldown between uses.

(Rentetsu Kyūjutsu: Caladbolg II) Wrought Iron Archery: False Spiral Sword
Type: Offensive
Rank: A-Rank - S-Rank
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: With one of their unique "Sword Arrows", Caladbolg II, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has a uniquely shaped blade which spirals down toward a jagged point, almost like a lance.

Caladbolg - Path of the Sword: With Caladbolg in hand, the user drives the weapon into their target, as they channel Chakra into it, creating a barrier similar in nature to "(Fusen no Kekkai) Tag Barrier", which possesses physical qualities. They then activate the barrier, which spirals in a similar nature to the sword's design, rotating outwards from the point of impact, potentially shredding the target asunder. The end result is an A-Rank Kenjutsu attack whose effects are similar to that of the Rasengan, rotating the targeted surface, and tearing it apart, albeit with more of a drill-like application.

Caladbolg - Path of the Arrow: Instead of attacking a target with the Sword-Arrow directly, and effectively drilling them, the user instead knocks the unique instrument into their Warbow, and begins to draw it's string back. As they do, they channel the same Chakra into the weapon, giving it a barrier, though in this instance, it's wildly different. Though with the same properties as "(Fusen no Kekkai) Tag Barrier", providing the projectile with a physical barrier, they take it one step further, and add the quality of the "( Kekkai Kireme no Jutsu ) - Barrier Shatter Technique" to it. As they do, Caladbolg's physical form changes, extending while retaining that similar "spiral" shape. Once fired, Caladbolg rotates rapidly, as the barrier and it's imbued "shattering" property allow the projectile to pierce through defensive barriers and structures by twisting and distorting them, allowing Caladbolg to penetrate all but the strongest defenses. The additional Chakra, as well as the increased force from being fired from the user's Warbow make this application stronger than the Sword Application, resulting in an S-Rank technique.​

Note: A-Rank application can be used a max of 3 times per battle, and the S-Rank 2 times per battle, with two turns between uses.

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(Rentetsu Kyūjutsu: Meslamtaea) Wrought Iron Archery: Blazing Soul
Type: Offensive/ Supplementary
Rank: B-Rank/ S-Rank
Range: Short - Long
Chakra: 20/ 40
Damage: N/A - 80
Description: With one of their unique "Sword Arrows", Meslamtaea, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has an incredibly ornate, if not entirely ceremonial design, constructed from a unique abyssal black metal that changes to a pristine white when charged with Chakra.

Meslamtaea - Kur Kigal Irkalla: An imitation of the crushing pressure exerted within the depths of the Underworld, Kur Kigal Irkalla is a unique Sword Application in the sense that it has no offensive capabilities of it's own. Instead, by channeling Chakra into Meslamtaea, then driving the unique Sword-Arrow into the ground, the user creates a large spherical barrier with a 15m radius from the weapon itself. Everyone encompassed by the barrier are gripped by a death-like cold that eats away at their Chakra, siphoning it from them at a rate of 10 Chakra per person per turn, storing it within Meslamtaea itself, up to a max of 40 Chakra. The barrier is B-Rank in terms of cost and Rank, and requires one of the user's 3 Jutsu per turn to perform, but is physically intangible, requiring techniques akin to "Barrier Shatter Technique", or the destruction of Meslamtaea itself to be neutralized, the latter of which requires an A-Rank or higher technique directed at the weapon itself.

Alternatively, Meslamtaea's Chakra draining barrier can be passively applied to the blade itself, allowing it to steal more Chakra from a target through direct physical contact. Whether against opposing techniques or a target with it's own Chakra pool, Meslamtaea can absorb up to a max of 20 Chakra per strike, storing it within it's blade, and as mentioned before, the limit of this storage is 40 Chakra. Finally the user can choose to actively expel Chakra from within Meslamtaea in the form of a Raw Chakra attacks. The damage inflicted is equivalent to a Jutsu of that cost's Rank (10 Chakra = D-Rank, 20 Chakra = B-Rank, etc), has a range of Short - Mid, counts as one of their Jutsu per turn if expending 30 Chakra or more in a single attack, but cannot be boosted in any capacity. Finally, regardless of application, the barrier remains active for up to a max of 4 turns.

Meslamtaea - An Gal Tā Kigal Shē: Literally meaning "From the Great Heavens towards the Great Earth", this Fūin-Kyūjutsu is based on the legend of an atrocious act carried out by a certain Goddess when she set her sights upon a mountain range whose beauty rivaled her own. Likewise this technique is radiant in both it's beauty and destruction. The user starts by channeling Chakra into Meslamtaea, charging the weapon with a vast quantity of Raw Chakra. Then, rather than aiming for the target directly, the user fires Meslamtaea into the Heavens, giving the unique projectile a high arc, so much so that it can take several turns (max of 4) to return to the Earth. As it descends the weapon picks up speed which translates into force, resulting in a large explosion. The end result is an S-Rank Neutral Chakra explosion, more akin to an orbital bombardment than a mere arrow loosed from a bow, which covers a 5m radius around the target.

If Meslamtaea has Chakra stored within the blade itself when it is fired into the sky to perform An Gal Tā Kigal Shē, the Chakra present within the blade can be, at the cost of an additional Jutsu slot, converted into a barrier surrounding the projectile akin to an "overshield", protecting it from harm. The barrier's durability is equivalent to the Chakra Meslamtaea was fired with, and can neutralize Chakra-based techniques up to that amount. If the barrier is still active as the projectile strikes the earth, the remaining Chakra from it is added to the explosion, increasing its base damage damage by the amount of Chakra remaining within the barrier in a direct conversion from Chakra to Damage with a ratio of 1:1, resulting in a max increase of 20 damage. Like with Kur Kigal Irkalla, the Chakra utilized in this application can't be boosted by any means.​

Note: Kur Kigal Irkalla can be used 3 times per battle, with three turns between uses.
Note: An Gal Tā Kigal Shē can be used 2 times per battle, with three turns between uses. Additionally, if An Gal Tā Kigal Shē is empowered by Kur Kigal Irkalla, the user cannot perform any Wrought Iron Archery techniques above B-Rank for 3 turns.

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(Rentetsu Kyūjutsu: Inpei Gensō) Wrought Iron Archery: Concealed Phantasm
Type:
Offensive
Rank: A-Rank - S-Rank
Range: Short - Long
Chakra: N/A
Damage: 60 - 80
Description: Just as Nameless Phantasms embody Wrought Iron Archery's use of specialized heavy arrows for powerful Chakra-infused shots, Concealed Phantasms are the embodiment of the Style's alternate, faster style. Also known as "Iaikyūjutsu", the Art of Quick Draw Archery, Concealed Phantasms utilize lighter arrows than those found within the other techniques of the Fighting Style, but as a result have unparalleled ease of use and celerity. This allows not only the act of drawing and firing the arrows at speeds equivalent to Iaidō, but also allows the interruption of Jutsu following the capabilities listed within the fighting style itself. As a result this allows Concealed Phantasms to interrupt at least 3 Seals at Long Range, 2 Seals at Mid Range, and 1 Seal within Short Range.

Note: A-Rank application can be performed a max of 5 times per battle, with a 1 turn cooldown between uses.
Note: S-Rank application can be performed a max of 3 times per battle, with a 2 turn cooldown between uses.

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...
 
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✣ (Rinyūaru Tekondō) Renewal Taekwondo ✣

Type: Nin-Taijutsu

Background: Taekwondo, an ancient Martial Art, created in a far off Land during a great war between rival countries. Tales of it’s power and unrivaled skill spread far and wide, and it’s practice soon spread to every corner of the world. But as the world grew smaller, and more advanced Taijutsu Styles were developed, with specialized capabilities in more diverse fields, soon Taekwondo’s practice was dying out, all of it’s practitioners moving on to newer horizons, leaving only a few loyal members to carry the Style into the future. No matter how many times the devoted practitioners of Taekwondo tried to improve upon it’s formula, their efforts never uncovered any success, until only a single person was courageous enough to call themselves a practitioner of Taekwondo. That man was Jin Tae-Jin, and this is his story. His… Renewal.

From the moment he began practicing in the art of Taekwondo, he knew it was a Style destined for greatness, despite his fellow practitioners eventual abandonment of the Style, claiming it was a dead art. From a very young age, he fought many battles, even outright challenging his master, suffering many swift and brutal losses in rapid succession. Being the strongest Taekwondo practitioner, Jin’s Master saw him as nothing more than a child with his head into the clouds, but eventually Jin Tae-Jin defeated his master in a brutal display of Taekwondo’s true strength. However not even that stopped his fellow Taekwondo Practitioners from abandoning the art.

Jin Tae-Jin’s devotion didn’t stop at Taekwondo though, he was also a very skilled Shinobi, well trained in the Art of Nature Manipulation, specifically Earth Release. He was a master of the art of weight manipulation through Earth Release, and one day it struck him that by training while weighed down by the effects of Earth Release, he could increase his physical strength in relation to the amount of times he multiplied his weight. Jin immediately went into the mountains to train, multiplying his body’s weight ten fold. This proved to be a mistake, as the mountains immediately crumbled under his now overwhelming weight, and Jin fell to what he presumed to be his death. But Jin survived this fall, and what’s more, realized that by falling with his weight multiplied by the tremendous force of Earth Release, the earth produced a shockwave just as powerful. Witnessing this reaction to his fall firsthand, Jin Tae-Jin realized that he had discovered the answer to his dilemma. The key to Taekwondo’s revival. Jin Tae-Jin created a new branch of Taekwondo, even stronger and more powerful than it’s predecessor. Renewal Taekwondo. Immediately rumors spread far and wide of this new Fighting Style, honed by the one true master of Taekwondo. People begged him to teach them it, even his former Taekwondo practitioners, but all of them were turned down. Jin Tae-Jin only ever passed the Fighting Style on to his grandson, Jin Mo-Ri, who set about revealing the true strength of Renewal Taekwondo to the world.

Description on the Abilities and Inner Workings of the Style:

Renewal Taekwondo, at its roots, is based on a fundamental scientific reaction that can be observed both in real life and the Narutoverse. Any force which is extruded on a solid surface/ object will be returned in equal amount, but in the opposite direction. In other words, every action has an equal and opposite reaction. This can be seen in almost any theoretical scenario conceivable that involves one solid directly making impact and exuding force onto another object or surface. For example, if a person were to punch a wall, the amount of force generated by that punch would also be generated by the wall, in the opposite direction. One final core concept that this Fighting Style utilizes is how energy moves through matter in the form of a wave, pushing particles from one end of the matter to the other until it reaches the opposite end, where the force from the energy is released. An example of this is the sound a whip makes when cracked. As the wielder of the whip applies force to the whip in a certain direction, energy travels down the length of the whip to the end, before the wielder violently snaps it, and the energy is released in the form of a loud and savage sound. In summary, by combining the aforementioned scientific reaction with the concept of how energy moves through matter, the user is able to perform a new Fighting Style.

This Fighting Style incorporates the usage of (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique and the advanced variation of the aforementioned technique to increase the user’s weight for a brief instant. In this moment, the user will generate a massive amount of force against the surface they are standing on. This increase to the users weight will only remain for a brief instant, as any longer, and it will have detrimental effects on the user’s body. This is because gravity is affecting the user more than normal due to the increase in weight, resulting in effects such as extreme strain on the user’s muscles and bones, to complete and total shattering of the bones if the user’s weight is multiplied enough. Due to the aforementioned mechanics, the Earth will respond accordingly, producing an equal amount of force in the opposite direction. The user then returns their weight to normal and absorbs the force generated by the surface, using their Chakra to redirect it through, or store it temporarily inside, their own body. This process is performed at the start of every Renewal Taekwondo Technique, and the force generated by this process is used up in the proceeding technique. The technique’s of Renewal Taekwondo are all categorized by the level of weight manipulation required in, and approximate subsequent force generated by, this process. The rankings are as follows:

☷ D-Rank: 2x Body’s Natural Weight.
☷ C-Rank: 5x Body’s Natural Weight.
☷ B-Rank: 10x Body’s Natural Weight.
☷ A-Rank: 15x Body’s Natural Weight.
☷ S-Rank: 25x Body’s Natural Weight.
☷ Forbidden Rank: 50x Body’s Natural Weight.​

We have seen in the series that Chakra has the power to direct and control both matter and energy. A perfect example of this would be any Ninjutsu Technique (Elemental or not) that is controlled via the user’s Chakra, but does not directly interact with the user through physical contact or general interaction. Apt examples related to this Fighting Style would be any Earth technique which can move rock without direct contact to designated medium, such as in the case of (Doton: Yama Eikyō) - Earth Release: Mountain Smash, where the user, through basic Elemental manipulation, raises two mountainous rock formations, only using their Chakra, which is channeled through the ground. This level of control displayed by such a technique proves it would be relatively simple for the user to control and direct the energy/ force created through the process of this Fighting Style.

The user directs this energy into one of their legs, therefore increasing the force that leg will be able to generate in any single motion, through which, all the energy generated is used up. The user can expend this energy in any means they see fit, allowing a wide variety of usages to the fighting style, including but not limited to increasing the force of a basic attack, extremely fast but linear evasive motions and even defensive actions made possible by using the force of an incoming solid attack against itself. Though, as a side effect, the user will not be able to keep this energy stored for long, 1 Turn Max, as the energy will start to become unstable, and may cause similar effects to those generated in the first step of the Fighting Style (the increase to the user’s weight).

The user combines the force generated by the sudden increase in mass with a very distinctive Fighting Style known as Taekwondo, a Fighting Style that focuses on strong, fast kicks. Taekwondo also incorporated a great many number of high-kicks, spinning kicks and even jumping kicks, most of which focused on attacking the targets head in an attempt to knock them out, in fact, in martial arts tournaments, it is encouraged to perform such attacks, netting the participant more points in the process. To facilitate these high-targeting centric kicks, the user takes a more narrower stance than in other traditional Fighting Styles, such as Karate, where the user’s feet are usually shoulder length apart. While this stance made practitioners of Taekwondo much more agile, it also made them far more likely to lose their stability or balance during combat, thus making Taekwondo less effective against Fighting Styles that put powerful defensive stances above offensive stances, however practitioners of Taekwondo agreed that this was a fair price to pay.

After he created RE Taekwondo, Jin Tae-Jin discovered that by adding the effects of his revelation to Taekwondo, they would not just increase the Offensive Capabilities of this Fighting Style, but also the agility of the practitioners as well as supporting the weakest part of Taekwondo, the lack of balance created by the narrower stance. The weight added during the moment the user prepares to strike using Renewal Taekwondo grants them a wider center of gravity, thus requiring more force to throw off balance. In addition to this, using more power in their offensive movements, the body naturally moulds itself into a more balanced state, while the defensive purposes provide the user with the means to throw their opponent off balance, harnessing the force exuded by the opponent’s attacks and returning it back to them.

Example Techniques:

(Rinyūaru Tekondō: Jeonmyeon Geod-Eocha) | Renewal Taekwondo: Renewal Front Kick
Type: Offensive/ Defensive
Rank: D-Rank - B-Rank
Range: Short
Chakra: 10 - 20
Damage: 20 - 40
Description: The user starts by manipulating their weight to generate the desired amount of force, between x2 & x10. Alternatively, the user may gather the force generated by an incoming physical attack, effectively using it’s own force against itself, making it an equal counter. The user stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. This include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc. This allows any Renewal Taekwondo user to user their art in a freeform manner.

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary/ Defensive
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Long
Chakra: 10 - 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount, in relation to the amount of energy they wish to generate. They then use the energy produced by the ground, to “kick” off the ground with a tremendous amount of force, propelling the user at extremely fast speeds in a linear direction. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 15m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 30m.

Note: If the A-Rank variant is used, this technique cannot be used for 2 turns.

(Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user starts by multiplying their body’s natural weight by 10x. The user then stores the energy provided by the opposite force generated by the earth and uses a particularly effective stance in Taekwondo known as Hoe Hook (or Guard Breaker). This stance is used to either grab the opponent using the muscle strength of the user’s legs, thereby holding the target in a grappled formation, allowing the user to push or pull them in a variety of ways, or to use this grab in more Offensive situations, such as breaking a targets guard. The user, once they have “hooked” the opponent in the desired manner, will release the stored energy from prior which they use to create large openings in the opponent’s defenses, or to throw them in a desired direction, such as slamming them against the ground, with great speed and force.

Note: This technique can only be performed once every 2 turns.

(Rinyūaru Tekondō: Sutēkusu o Agemasu) | Renewal Taekwondo: Raising the Stakes
Type: Offensive/ Defensive/ Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers the force generated by the previous step in one of their legs, before channeling it, and redirecting it into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user raises a massive chunk of the earth in one swift and elegant motion. This seemingly simple maneuver has a variety of uses, from defending oneself from large scale attacks, to throwing the target off-balance, to attacking massive or flying Summoning Animals.

Note: Can only be used 3 times per match.
Note: Must wait 2 turns between each usage
Note: No RE Taekwondo techniques above B-Rank in the same turn.

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(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 100 (-20 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques even invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 100x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity.The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise).The blast from Jin Hoechook was able to completely decimate an entire mountain in an instant, but left it’s user extremely weakened, due to the increased effect gravity has on the user’s body.

Note: This technique can only be performed once, due to the strain it places on the user’s body.
Note: Masters of Renewal Taekwondo may use this technique a 2nd time, after which, they collapse, due to the force exuded on their body’s.
Note: Upon it’s use, the user cannot perform Taijutsu above C-Rank for 3 turns.

Additional effects and Restrictions:

☷ Must be taught by Six Pāths.

☷ Must have completed Earth Release and Basic Taijutsu.

☷ Due to Renewal Taekwondo's emphasis on quick, powerful kicks, users who specialize in this Fighting Style gain a permanent +20 to their leg-based Taijutsu.​

P a t e n t C e r t i f i c a t e

Six Pāths, our loyal member, gave on the 2nd of January 2016, a request for a Patent on the Custom Fighting Style (Rinyūaru Tekondō) Renewal Taekwondo . I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Rinyūaru Tekondō | Renewal Taekwondo
Powered by Lord of Kaos
Copyright 2016, Six Pāths, NarutoBase.net

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Reapproval: Here.




#1: (Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package

(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package
Type: Offensive/ Defensive
Rank: C-Rank - A-Rank
Range: Short
Chakra: 15 - 30
Damage: 30 - 60
Description: The user starts by manipulating their weight to generate the desired amount of force, between x5 & x15, or alternatively, the user may gather the force generated by an incoming physical attack, effectively using their opponent's own force against them, resulting in a counter of up to A rank strength. The user then directs and stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. These include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc, essentially allowing any practitioner of Renewal Taekwondo to user their art in a freeform manner.

Note: The A-Rank usage of this Jutsu can be used a max of 4 times per battle. Additionally, if the A-Rank usage of this Jutsu is performed, no A-Rank or higher Renewal Taekwondo Jutsu can be used in the same turn.

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#2: (Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Mid
Chakra: 10/ 20/ 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount for a brief instant, in relation to the amount of energy they wish to generate, using the basic principles of the Fighting Style. The user then directs this energy, using one of their legs, into the other leg, and expends it in order to “kick” or "push" off the ground with a tremendous amount of force, propelling the user at high speeds in a single, linear direction. It would require the Tracking Capabilities of a 2 Tomoe Sharingan or Higher to track this movement. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 10m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 15m.​

Note: This technique cannot be performed consecutively within the same turn.
Note: The A-Rank usage of this technique can be used a max of 4 times per battle. Additionally after the A-Rank version of this Jutsu is used, this technique cannot be used for 2 turns.

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#3: (Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker

(Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user starts by multiplying their body’s natural weight by 10x. The user then stores the energy provided by the opposite force generated by the earth and uses a particularly effective stance in Taekwondo known as Hoe Hook (or Guard Breaker). This stance is used to grab the opponent using the muscle strength of the user’s legs, thereby holding the target in a grappled formation, allowing the user to push or pull them in a variety of ways, or to use this grab in more Offensive situations, such as breaking a targets guard. The user, once they have “hooked” the opponent in the desired manner, will release the stored energy from prior which they use to create large openings in the opponent’s defenses, or to throw them in a desired direction, such as slamming them against the ground, with great speed and force.

Note: This technique can only be performed once every 2 turns.

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#4: (Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King

(Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers this force, channels it into one of their legs, then redirects this force into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user becomes able to alter the very shape of the terrain in a single swift, elegant manoeuvre. This seemingly simple technique has a variety of uses, for example, the user could raise a large section of the ground directly in front of themselves in order to defend themselves from all manner of attacks, both big and small. Another potential application is altering the ground over a wider area in general, although not on the same scale as the previous example, allowing the user to potentially throw their target off-balance due to the wider area of effect, or to otherwise affect the terrain in a manner that is beneficial to the user. The user can even perform more specific actions, such as raising more specific fragments of the earth in order to attack colossal or flying Summoning Animals, albeit within a reasonable range and/ or area of effect.

Note: Can be used a max of 3 times per match.
Note: User must wait at least 3 turns between each usage, and no Renewal Taekwondo Jutsu above B-Rank can be used in the same turn.

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#5: (Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon

(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon
Type: Offensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user starts by multiplying their own weight by a tremendous amount, roughly 25x. By doing this they generate a massive amount of force, due to the effects standard in any Renewal Taekwondo technique. From there, the user channels this force from the bottom of one of their feet and up their leg. As they do so, they add a change in the shape of the force generated by the initial step of the Jutsu, altering the nature of this massive force, and adding an extremely powerful rotation to it. And as the force of this technique reaches their pelvis, the user then redirects this force down to opposite leg. Finally, as this rotating mass of force reaches the foot of the receiving leg, they perform a standard high kick, common in Taekwondo, releasing the force from the sole of their foot. This force is then released in the form of a violently rotating mass of energy that shapes itself into the form of a traditional Eastern Dragon, with a blue long, slender body, and a large horned head. As the Dragon travels in the direction the user kicks, the user must maintain their stance, as lowering the leg that is performing the Jutsu or changing it in any large or significant way can cause the Dragon’s trajectory to change drastically, usually resulting in the Dragon crashing into the ground, and the technique ending in failure. The Dragon is composed of highly compressed air, caused by the rotating force coming into contact with the air, and upon hitting either the user’s target, or anything else, including the ground, other surfaces or objects, the Dragon’ body will continuously buffer against these things, wearing them down and causing damage through intense friction. The Dragon continues to buffer anything and everything that comes into contact with it until either the user changes their stances, and ends the technique, or the Dragon is overcome by a technique of equal or greater strength. Upon ending their usage of the technique, the leg the user performed the Kick of the Blue Dragon with will be detrimentally affected by its usage, due to the change in the force’s shape (Aka, the rotation added to the technique). This results in the user being unable to perform any Renewal Taekwondo Jutsu that requires the user to channel the force from the initial step through one leg to another for 2 turns, until their leg recovers from the backlash from the technique, as it is almost impossible to perform most Renewal Taekwondo Jutsu with only one properly functioning leg nor any Taijutsu of A rank and higher with that leg.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 4 turns. (2 Turns for the leg using the Jutsu to recover, then a 2 turn cool down on top of that.)
Note: No B-Rank or higher Taijutsu within the same turn this Jutsu is used.

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#6: (Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook

(Rinyūaru Tekondō: Dai Shisei Hwechook) | Renewal Taekwondo: 3rd Stance Hwechook
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user starts by following the basic requirement for all Renewal Taekwondo techniques, multiplying their weight, this time by x15 for an instant, generating opposing force in the ground as a result. From there, they gather, and channel this force from one foot to the other, adding a rotational change in shape as they do so. What sets this technique apart from similar techniques where a rotation is added to the generated force, like with the "(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon" is that this technique doesn't utilize the change in the force's shape as a projectile, rather, it is utilized in a physical sense, to assist and influence the user's physical motions. The force gathered in the user's leg is split into three portions, each released on a separate strike on the target's head in a specific sequence created to inflict as much damage as possible upon the target. The first strike is typically performed on either of the target's temples with the corresponding leg, eg: left temple with left leg. As soon as the strike connects, the user expends the first portion of the gathered force, releasing it upon the side of the target's head in the form of a shockwave. As a result, the shockwave propels the user's leg in the opposing direction. Instead of fighting against this, the user follows through, pivoting in place with their other leg as they deliver a second strike to the opposing temple. They then repeat the previous step, releasing the second portion of the energy into the side of the target's head, and once more pivots, this time spinning around the back of the target, performing a full 360° turn and delivers a final strike to the back of the target's head, where the spine meets the skull. [SUP][ ][/SUP] While the individual strikes themselves aren't particularly strong, the placement of the strikes on the target's body carry powerful negative side-effects for the target. As the user transitions from the first strike to the second, in the brief interval between the two, the targets brain is knocked to the opposite side of their head, and with the second strike, they cause it to come to an abrupt halt. Even if the final strike to the back of the head is defended against, avoided, countered, etc, the combined force these two strikes alone exert upon the opponent causes them to experience extreme disorientation in the form of loss of balance, hampered movements, etc. For two turns the target's movement, tracking and reaction speed are halved, while any seals they attempt to weave fail, as factors such as their hand-eye coordination are also affected. Finally, if the any two strikes fail to hit a solid target, so long as they are consecutive, thanks to the rotation of the user's body, combined with the power of their kicks, they instead affect the air surrounding the target. Through the powerful rotational energy released in their kicks, the user is able to manipulate the flow of air surrounding the target, creating a brief, but powerful turbulent force which keep the target trapped as they buffer them, similar to the effects of the aforementioned "Kick of the Blue Dragon". While this miniature vortex carries no damage in itself, as it is the unintentional after-effect of a failed physical assault, it does have the aforementioned effect of locking the target in place, preventing them from moving for several seconds, before returning to normal, releasing the target with a miniature implosion as the air rushes to fill the space where it had been pushed and manipulated by the user's kicks. This is classified as an A-Rank elementally neutral 1m radius vortex, with the target at it's center, similar to "(Konoha Ryūjin) Leaf Dragon God".

Note: Can only be used 3 times per battle/event.
Note: This technique can only be used once every 2 turns
Note: No Taijutsu above A-Rank, including Renewal Taekwondo, can be used in the same turn after this technique is used.

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#7: (Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado

(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long ( Mid range in width )
Chakra: 50
Damage: 90 (-25 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques ever invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 50x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity. The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise).

Note: This technique can only be performed once, due to the strain it places on the user’s body. That is unless they are a master of Renewal Taekwondo, then they may use this technique a 2nd time, after which, they completely collapse, due to the force exuded on their body and the general strain of such a powerful technique.
Note: No Renewal Taekwondo techniques can be performed within the same turn the user performs this Jutsu.
Note: After it’s use, the user cannot perform Taijutsu of any Rank for 3 turns, and cannot gather Chakra, for that turn.

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#8: (Rinyūaru Tekondō: Mubandong Chagi) | Renewal Taekwondo: Recoilless Kick

(Rinyūaru Tekondō: Mubandong Chagi) | Renewal Taekwondo: Recoilless Kick
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Considered to be one of the most powerful techniques known to practitioners of Renewal Taekwondo, the "Recoilless Kick" has similar attributes to the "(Jin Hoechook) Truth Tornado" technique, but with a wildly divergent release and effect. The user starts by multiplying their own weight with Earth Release Chakra, which for the purposes of this technique nears the pinnacle of the Fighting Style's limitations, multiplying the user's own weight 25x over. The user then absorbs the resulting force generated by the ground in opposition, directing it from one leg to the other. As they do, they initiate the most basic of motions required to perform a roundhouse kick, opening Renewal Taekwondo's typically narrow, side-facing stance by positioning the leg that absorbed the force from the ground in the same direction they are about to pivot to while standing on the balls of their feet, before raising the leg with the generated force channelling it, as they start to twist their body. Upon reaching the optimal angle, the user releases the kick itself, along with the force held within, which is fired off at an incredibly accelerated pace, benefitting from the centrifugal force generated by the arc of the user's kick. Unlike the aforementioned technique, which utilized extreme rotational power for tremendous levels of force, this technique has no such accoutrements, resulting the user in releasing, in simple terms, an incredibly narrow, arced stream of condensed force, akin to a pressurized jet of air, slicing through almost anything within the path of the stream. The resulting attack from the kick, while incredibly thin, and relatively contained, is strong enough to affect both an area as low as several meters beneath ground level, as well as targets as high as cloud-level, making it's effective area very fine and attenuated, yet tall enough to affect a large number of target types, including as aerial and subterranean, as well as those behind cover.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 3 turns.
Note: No A-Rank or higher Taijutsu or Renewal Taekwondo within the same turn this Jutsu is used.

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#9: (Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens

(Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens
Type: Supplementary/ Defensive/ Offensive
Rank: A-Rank
Range: Self - Short
Chakra: N/A or 20
Damage: +20 or Equivalent Damage (-10 to user (Modern Application)
Description: An extremely unique technique known to practitioners of Renewal Taekwondo, the King of the Heavens, or as it is known in some circles "Jeahbongchim", is a technique that uses Renewal Taekwondo's most basic mechanic, the direction, or redirection of force, but in a more universal way. The user either starts with the staple action of multiplying their own weight, in this case 15x their normal weight, or they utilize a less common method, one found within the "(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package", which utilizes the concept of taking the force of an incoming attack, redirecting it, and utilizing that for the initial step of Renewal Taekwondo instead. In the latter case, as this process is purely physical, it takes no Chakra from the user to perform, unlike the former case which requires Chakra to utilize Earth Release Chakra in order to increase their own body's weight. In the former, or "traditional", application of multiplying one's own weight, the user takes the force gathered from this application, and evenly channels it throughout their body, giving them a very refined, controlled distribution of energy. This results in a damage boost of +20 boost to any one of the user's Taijutsu or Kenjutsu techniques, due to the presence of additional force in every part of their body, and thus every kind of strike. In the latter, or "modern" application of redirecting force from an existing attack or technique, while this method does not cost Chakra to perform, due to the erratic nature of it being a foreign force, this results in a self-harming, single burst equivalent to the strength of the source which can be directly applied to the user's own physical attacks, within the same timeframe. Finally, thanks to the differing results of each application, how they can affect the user also differ. In the traditional application, due to the force being directly generated, manipulated, and distributed by the user themselves, the user attains a modest boost to their physical attacks, without the danger of self-inflicted recoil as it's controlled in the same manner as other Renewal Taekwondo techniques. In the modern application, due to it being reliant on an external source, one the user was not in charge of creating, this results in a potentially more powerful, single use application, but at the cost of self-inflicted recoil from redirecting a source of power the user themselves did not create.

Note: Can only be used 3 times per battle/ event, and after it's used, neither application this technique cannot be used for 2 turns.

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Kyotōryū taijutsu (Kyotōryū Martial Arts)
Type: NinTaijutsu
Background: An extremely powerful swordsman named Shikizaki Kiki one happened upon a man who has absolutely no talent for kenjutsu at all. After developing a style which used only his body to defend from every style of kenjutsu known at that time. The man trained for fifty years working on Shikizaki Kiki's style, and passed it down through his family line. As it is now, it has been perfected.

Description on the Abilities and Inner Workings of the Style: Kyotōryū is a style of Martial Arts in which the practitioner trains for many years in order to harden their body to be like that of a sword. Sometimes referred to as "Swordless Kenjutsu" the practitioner relies on extremely fast, and strong strikes, which can literally, cut the opponent. The practitioner, through his training, learned how to use basic energy, Chakra and wind resistance (Not wind chakra), to do the maximum amount of damage to the opponent. The practitioner tries to gain a large amount of momentum extremely quickly, even in extremely closed situations. The practitioner also uses chakra, in order to gain more momentum, and add force to his strikes. It could be considered in the middle of the spectrum between the gentle fist, and the strong fist. The gentle fist utilizes 100% technique, while the strong fist utilizes 100% raw strength. This combines principles from both, using chakra to attack the opponent, while also putting extreme amounts of force, effectively utilizing 50% technique, and 50% raw power. One could call it the "Medium fist" as well.

Additional effects and Restrictions: While some jutsus in this style require chakra, others don't. The ones that do will have chakra use explicitly in the description.

The user of this style has a tougher body through extreme training, and can run much faster due to being able to "Cut through the air" reducing friction.

In order to use this style, one must train for many years, sharpening themselves to be a human sword. The training time for each generation got lower to the point where the current generation only had to train for twenty years. Any bios which are capable of using this style (The next generation) must be at least 10 years old.

Note: This style was approved by Roku before, through VMs.





____________________
P a t e n t C e r t i f i c a t e

The Doctor, our loyal member, gave on the 25th of February, 2012 a request for a Patent on custom fighting style (Kyotōryū Martial Arts). I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Kyotōryū Taijutsu
Powered by Scorps
Copyright 2012, The Doctor , NarutoBase.net




Taught: Here.​




Doctor's CFSJ

Kyotōryū taijutsu: Fuugetsu

Kyotōryū taijutsu: Fuugetsu
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30 (If your speed is enhanced with chakra)
Damage Points: 60
Description: The user begins running at his opponent at extremely high speeds, (If closing a small distance, to gain the required speed, the user must use chakra in order to gain the speed and momentum.) with his arms behind him extended, collecting wind. He gains more and more momentum, and, upon reaching the opponent, he extends his palm, dragging the wind with his palm, and slams his palm into the opponent. The extreme momentum plus the wind gathered with his hand does massive amounts of damage to the opponent. The wind pushes the opponent across the battlefield, while releasing into the air behind him, blowing anything behind him back. (Note: This does not apply to humans. However, grass, swords and other ninja tools will be blown back.)

~Can only be used 5 times per battle.

Kyotōryū Taijutsu: Aerodynamic Movement

Kyotōryū Taijutsu: Aerodynamic Movement
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user will utilize Kyotoryu's ability to allow one to control how their body is affected by wind-resistance to augment the agility of their movements. For example, the user could utilize their ability to move with reduced wind-resistance while leaping into the air, allowing them to reach greater heights/lengths at a fast speed, and then, on their descent, utilize their ability to have increased wind-resistance to soften their fall and allow them to position their body in mid-air to allow safe and pleasant landing.

Note: After initiating this technique, the user can freely utilize this form of movement for the rest of the battle.
Note: While using this form of movement, the effectiveness of the users blunt-force taijutsu (Strong Fist) is significantly reduced, causing the user to be more likely to utilize forms of combat like Kyotoryu and other forms of combat like it, which are not diminished by this movement.
Note: It doesn't drastically increase the speed of the user, only somewhat dampens and nullifies some of the effects Air has on the body movements.

Delta's CFSJ

(Tabi no Katana nashi) Journey of the Swordless

(Tabi no Katana nashi)Journey of the Swordless
Type:Supplementary
Rank:A
Range:Short
Chakra:30(-15 per turn)
Damage: +20 to All Kenjutsu/Taijutsu based Techniques.
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.

However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.

Restrictions:
Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.
Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.
Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.
Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.
This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction.

(Kyotoryu Himitsu No Ato: Kosaten Hoho, Katana Bureka)Kyotoryu Secret Art: Intersection Method, Sword Breaker.

(Kyotoryu Himitsu No Ato: Kosaten Hoho, Katana Bureka)Kyotoryu Secret Art: Intersection Method, Sword Breaker.
Type: Defensive
Rank: A-F
Range: Short
Chakra:30 -50
Damage: N/A(-10 to user if using forbidden)
Description: Kyotoryu Secret Art: Intersection Method, Sword Breaker, is a technique designed by the masters of Kyotoryu to leave their opponents at a complete disadvantage against them. The art of Kyotoryu is Swordless kenjutsu, and this intersection Method allows the users to imploy a similar method which occurs when two swords clash, that is, the weaker blade will break. Intersection method is actually broken up into three different methods of intersection, however, all three methods have the same overall outcome, which is to stop an opponents blade without harming themselves, and then apply the correct force to the right area of the opponents blade to shatter it into piece in one swift movement. All methods are broken down into different stances of Kyotoryu which are explained below.

Form 1: The first form is used primarily against stabbing style techniques, allowing the user of Kyotoryu to not only evade a stab, but also shatter the opponents blade in one swift movement. This works quite simply. When the opponent goes in for a thrust or a stabbing technique, the user will position both his hands, palms up, at his sides, creating a triangular opening behind the users back. At the same time, the user will position their body, so that the opponents blade will thrust into the two openings created by the users arms, to trap the blade in the openings. As the blade passes through both openings the user creates, the user will thrust both hands forward, slamming the side of the blade into the users back with enough force to shatter the blade as the users arms reach full extension.

Form 2: Form two is designed to intersect techniques and slashes that are coming from directly above the user, techniques aimed cut the user from the top down, or even from the left or right shoulder down, this technique will work on those to. As the opponent begins to bring their sword down, the user will adopt a lower stance, while also bringing both their arms up in a cross fashion, with their palms face forwards. As the opponents blade comes down, the user will thrust their arms upwards, catching the blade between their crossed hands. As the blade is caught, in the same motion, the user will force their hands apart, creating equal pressure on both flat sides of the opponents blade, cutting the blade in half and smashing it in the process. The trick to this technique, is the user focuses large amounts of chakra into their hands and wrists, using said chakra to act as a cushion to stop the opponents blade from cutting them.

Form 3: The final form is for slashes coming at the user from the side of from below, making the other two forms useless. This form is, unlike the other two, slightly more straight forward and faster to execute. As the opponents blade is coming towards the user, they will adjust their position, to get their left or right hand as close to the in coming blade as possible. As the blade comes close, the user will extend their hand, channeling large amounts of chakra into it, and catch the blade, stopping it with their own power. As the blade comes to a stop, with their other hand, the user will drive their fingers into the blade, targeting the weakest points, and shattering the blade on the impact point of the hand not holding the opponents blade.


Restrictions:
A ranks 3 times, S rank 2 times, and Forbidden only once.
This technique is capable of shattering all types of swords as long as they are not indestructible.
This jutsu is capable of shattering blades of the same rank as the intersection used, due to the user focusing all their chakra into a singular point in the opponents weapon, instead of spreading it out, allowing the users pin point chakra to pierce through swords and sword techniques of the same rank.
This technique can be used by Samurai.

(Kyotoryu Himitsu No Ato: Naibu Nensho)Kyotoryu Secret Art: Internal Combustion

(Kyotoryu Himitsu No Ato: Naibu Nensho)Kyotoryu Secret Art: Internal Combustion
Type: Offensive
Rank: D-S
Range: Short
Chakra: 10-40
Damage: 20-80
Description: Kyotoru Secret Art: Internal Combustion, is a technique used to not only attack jutsu from the inside out, but also attack the opponent from the inside out. For this jutsu to be used, however, Journey of the Swordless must be active previously, as that technique is required for this jutsu to be executed. Once activated, this technique has 2 components to it, while both acting primarily in the same fashion, each one has a different outcome when used on a jutsu and when used on an opponent directly.

Firstly, when used on jutsu: When this technique is used on an enemy jutsu, the user will strike forwards, as he does this, he will release a portion of the chakra shrouding his body with Journey of the Swordless, and launch it forward into the enemy jutsu. As the chakra enters the technique, having been released from the user, it will explode, causing a chain reaction of razor sharp chakra, which will expand inside the enemy jutsu, slashing it to pieces and dispelling it as the uncontrolled chakra from Journey of the Swordless runs rampant, destroying the jutsu from the inside out. This portion can disperse jutsu of the same rank, as the chakra is not clashing with the jutsu, instead, it is invading the jutsu, and destroying it from the inside out, removing strength and weakness. However, this is rank based, so jutsu with a higher chakra limit than Internal combustion will be unaffected. This only works on techniques up to 40 chakra.

Secondly, When used directly on an opponent: When this jutsu is used directly on someone, it behaves slightly differently, than when it does collides with a jutsu. Instead of the chakra interacting with the chakra in a jutsu, it instead, acts more like a hail of razor blades inside the opponents body. As the user strikes forwards, he will release the chakra around their body part, sending it forward at the opponent. As the chakra makes contact, it will create a small incision in the opponent, a tiny cut, as the chakra enters the opponents body. The moment said chakra enters the opponents body, no longer under control of the user, it will explode outwards, like a Hail storm of razor blades, slashing the opponents internal organs and bones to ribbons, before exploding out the back of the opponent, like a concussive blast. How this differs is, instead of attacking the chakra, it attacks the opponents flesh directly, acting like a barrage of sword slashes, targeting the internal organs, and ripping them to shreds as if being chopped by a sharp knife. This version is just as fast as a regular sword would be piercing someones body, the internal damage and external damage to the person back happening almost instantly after the chakra is injected into them.

Restrictions:
D-C can be used any amount of time, B rank 4 times, A rank 3 Times with a one turn cool down between usages, S rank 2 times, with a two turn cool down in between usages.
Requires Journey of the Swordless to be active.
After S rank usage, No S-rank or above Kyotoryu Techniques can be used in the following turn.
 
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Custom Element Japanese name: Ritsuton
Custom Element English name: Rhythm Release
The Element is based on: Wind + Lightning + Fire Release
Facts that prove the Element to be possible (in the manga context):

In simple terms Sound and Sound Waves are vibrations that travel through a medium, most commonly the air and in the case of Humans and most other mammals pass through the ear and cause the bones found in the ear to vibrate in the same way that the vibrations were caused, which are then interpreted by the brain as "Sound". We know Sound exists in the Narutoverse as the characters are able to hear and communicate with one another, hear sounds and noises from their surroundings, etc. Many Shinobi are also well-known for their highly tuned and trained sense of hearing and ability to pick up on the slightest sounds, like the Inuzuka and their Ninken. A more solid example of Sounds existence and more importantly its usage in the Narutoverse are the members of Team Dosu, all of whom are Shinobi of Otogakure, and use Sound as a weapon. Kin Tsuchi was able to create illusions using the Sound from her bells to induce Genjutsu through her target's sense of hearing, Dosu Kinuta utilized Sound through a special gauntlet-type weapon, using sounds created by the weapon to physically harm, debilitate and render his targets incapacitated, and finally, Zaku Abumi used Sound in an offensive manner, using hollow tubes implanted within his arms to propel air pressure and destructive Sound Waves, using his Chakra to alter and maintain specific frequencies. All of these Shinobi and their manipulation of Sound via their Chakra prove that Sound, both as a fundamental concept in Physics, and as a form of Ninjutsu that can be controlled via Chakra, exist within the Narutoverse. The existence of Sound in the Narutoverse also means that the concept of "Second Sound" is equally possible within the Narutoverse, and can also be created and controlled via the user's Chakra, as it is, simply put, heat that is transferred via wave-like motions and not diffusion, similar to the propagation of sound in the air.​

How it works:

Rhythm Release is an Element that is directly based on the concept of "Second Sound", which is a scientific phenomenon composed of sound wave-like fluctuations in the density of particle-like thermal excitations, or in simplistic terms, waves that give off heat in place of pressure, like the pressure exerted by the vibrations that constitute Sound. Because of this, Second Sound is classified as a type of "Thermoacoustic Wave", which are temperature/ compression waves which conduct heat at the speed of sound. To create these Thermoacoustic Waves the user starts by gathering Wind Release Chakra, before adding both Lightning and Fire Release Chakra to the mix. Wind Release acts as the basis and allows the user to create a blank medium they can then manipulate via Lightning and Fire Release Chakra, using the former to adjust the frequency of vibrations and the latter to alter the temperature, creating Thermoacoustic Waves, or Second Sound Waves.

Although Rhythm Release is similar in nature to Sound Release, thanks to the addition of thermal energy, Rhythm Release is visible to the naked eye in the form of a red-yellow translucent light, which becomes brighter with higher ranked Jutsu for the Element, thanks to the amount of thermal energy present within Rhythm Release. To put it another way, Rhythm Release is physically similar to the appearance of a flame, with the main difference being it's lack of solid basis, or "fuel", and it's ripple-like appearance, thanks to the sound wave basis. Unlike Sound Release, Rhythm Release obviously has the ability to generate tremendous amounts of heat, which is what constitutes the main bulk of it's lethality, but this comes at a price. Due to the user altering the given temperature of the Element, this affects both the pressure and speed of the Element, lowering both considerably. Whereas Sound Release is capable of many great feats through the application of pressure to the body, damaging soft tissues and bones, Rhythm Release loses most of this pressure, converting the potential energy from the pressure into heat. And with this loss in pressure comes a loss in potential speed for the Element, making the majority of it's applications slower than Sound itself, but still fast enough to compete with the average speed of other Elemental Natures, such as Wind and Fire Release. Rhythm Release doesn't convert all of it's potential energy into heat, and still retains some of Sound Release's signature pressure, but not as much as Sound Release itself.

As mentioned before, Rhythm Release and it's Thermoacoustic Waves are able to conduct pressure and heat at the speed of Sound. Rhythm Release is also a "Superconductor of Heat", meaning no temperature is lost while conducting, or in other words, transferring heat through mass, or an object. These two factors, the power to conduct heat at the speed of sound, and the fact that no thermal energy is lost while doing so, make Rhythm Release an incredibly efficient and deadly Element, able to melt, burn, scorch, charbroil, etc, objects, surfaces, people, etc almost instantly. And although Rhythm Release doesn't physically "travel" at the speed of sound, it can still conduct heat at the speed of sound, thanks to the aforementioned status as a "Superconductor of Heat". By simply initiating contact with an object, surface, person, etc, then infusing their Rhythm Release Chakra into it, the user can conduct heat through the chosen medium, using it to transport Thermoacoustic Waves to a chosen target, wreak havoc within that medium, or even cause a form or resonance to occur. By having their Rhythm Release Chakra vibrate at a specific frequency, it synchronizes with the resonant frequency of the target, engaging in sympathetic vibrations, which gain more intense with duration of exposure. This is similar to how an Opera Singer is able to break a wine glass, by achieving a specific note, causing the glass to vibrate intensely until it shatters. The same principle applies to Rhythm, engaging in sympathetic vibrations, causing their target to simultaneously break apart and burn, boil, melt, etc due to the intensity of the vibrations, and thermal energy resonating within the target. Of course, this only works on solids, as they have a corporeal form that can be broken/ generally affected by the infusion of Rhythm Release Chakra, or transport Rhythm Release's Thermoacoustic Waves, meaning liquids, gasses and non-solids are virtually immune to these effects, as they lack a corporeal form for the resonance to occur within.​

Usage Examples:

(Ritsuton: Gedan no Jutsu) Rhythm Release: Lesser Technique
Type: Offensive/ Defensive/ Supplementary
Rank: D-Rank - B-Rank
Range: Short - Mid
Chakra: 10 - 20
Damage: 20 - 40
Description: By gathering Rhythm Release Chakra throughout their body, then manipulating it's shape and general purpose in whatever manner the user desires, they can perform a generic range of attacks, such as firing shock waves at their target for ranged combat, or cloaking their limbs/ body with Rhythm Chakra to engage in close quarters combat.

(Ritsuton: Yaketsuku Yōna Tatchi) Rhythm Release: Searing Touch
Type: Offensive
Rank: A-rank
Range: Short (- Long when channelled through a medium)
Chakra: 30
Damage: 60
Description: By initiating direct contact with an object or medium, then by infusing their Rhythm Chakra into it, the user can channel a burning pulse of Rhythm Chakra through the desired target, scorching the target from the inside out, while the vibrations resonate with the target. The target is simultaneously broken down and cooked and scorched from within. This can be used to ignite flammable materials, or severely injure another person, simply through engaging in prolonged physical contact, and the injection of the user's Chakra.

Note: Can only be used 3 times per battle.

Conditions to be able to use it:

User must be Jonin Rank or higher.​

Is weak to:

Water: Due to it's lack of corporeal form, in addition to Rhythm Release's inclusion of temperature and lessened pressure, this makes Rhythm weak to Water, as it can negate the heat aspect of Rhythm, and overcome the remaining pressure with the sheer force a volume Water exerts. This makes Rhythm Release weak to Water Release, and similar Water-based Elements.

Wind: Because of Rhythm Release's similarities to Sound Release, such as its requirement to travel through a medium and its wave-like form, Rhythm retains its weakness to Wind Release, and similar Wind-based Elements. This allows Wind Release to disperse the wave-like Thermoacoustic Waves, overpowering Rhythm Release Jutsu, and rendering the high levels of heat Rhythm is able to produce inert.

Dark: Due to it's lack of physical substance, Rhythm Release can be completely absorbed/ overwhelmed by the absorption and release aspects of Dark Release, as well as similar Elements and abilities that are effective against energy-based Elements.​

Is strong against:

Earth: Due to Rhythm possessing a similar, albeit weaker, level of pressure exerted by Sound, it can utilize these vibrations to shatter solid Elements via resonance. This includes other Elements like Wood, Ice and Crystal. Even techniques like the Kaguya's Shikotsumyaku are susceptible to this application of Rhythm Release.

Steel: By utilizing the extreme heat that Rhythm is able to produce, along with it's ability to conduct heat at the speed of Sound, Rhythm can easily melt Steel Release, and similar Metal Elements, in moments, generally rending the rigid structure of Metal Elements inert.

Fire: Thanks to the level of thermal energy that the Thermoacoustic Waves are able to generate, in addition to their ability to conduct heat at the speed of sound, Rhythm Release is easily able to overpower and even absorb the thermal energy of weaker Fire Release, and similar Fire-based Elements, such as Scorch, and to some extent, Blast, should it produce heat/ thermal energy in some manner.

Lightning: Due to the high levels of thermal energy that Rhythm Release is capable of, this gives the Thermoacoustic Waves a high level of "thermal resistivity", which allows Rhythm Release to ignore the electrical energy that Lightning Release, and similar Lightning-Based Elements, are able to produce. With these high levels of electrical energy ineffective against Rhythm, the pressure that Rhythm is capable of achieving is able to disperse the intangible form of these Elements, negating them entirely.​

Co-creator:
Students I passed this custom element on too: Arthorius & ?

Credits to Six Pāths for the CE Icon.


P a t e n t C e r t i f i c a t e

I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Imperfect, our loyal member, gave on the date January 19th 2017 a request for a Patent on his custom element (Rhythm Release); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Ritsuton
Powered by Lord of Kaos
Copyright © 2017, Imperfect, NarutoBase.net​





#1: (Ritsuton: Pureryūdo ♫ Sensō no Oto) Rhtyhm Release: Prelude ♫ Sounds of War

(Ritsuton: Pureryūdo ♫ Sensō no Oto) Rhtyhm Release: Prelude ♫ Sounds of War
Type: Offensive/ Defensive/ Supplementary
Rank: E-Rank - S-Rank
Range: Short - Long
Chakra: 5 - 40 (-5/ -10 per turn to maintain applicable applications)
Damage: 10 - 80
Description: The most basic Rhythm Release technique, the user starts by gathering Rhythm Release Chakra, performing a hand seal if necessary, then utilizes Shape Manipulation to mould their Chakra into various applications, before utilizing them to attack their target in whatever manner is logically applicable to the chosen application. There are 3 potential applications, which are as follows; The first is the creation of basic projectiles such as shock waves, streams, blasts, arcs, etc, all of which can be small or large in scale (Larger projectiles becoming available at B-Rank and above), and can carry the same pinpoint accuracy found in select Sound Release Jutsu. The second is the infusion of Rhythm Release Chakra into a medium, such as tools and other forms of weaponry, objects, and even surfaces, either as a form of enhancement for the former cases, or as a means of channelling Rhythm Release Chakra through a medium, like the ground, for covert ranged attacks in the latter. The "enhancement" method is safe for the user to wield in direct contact so long as they don't manipulate their Rhythm Release Chakra at the same frequency and amplitude of the chosen medium, thus avoiding Rhythm Release's "resonance" application, preventing the chosen medium to violently break down and melt. Finally the user can apply Rhythm Release to their own body, enhancing their physical attacks, such as Taijutsu, simultaneously dealing damage from the vibrations and physical attack, and burns from the intense heat upon contact. Despite this seemingly large amount of versatility, the user is unable to achieve complete sustainable changes in their Chakra's shape, meaning they cannot create lasting, tangible/ physical constructs from their Rhythm Release Chakra, such as tools, weapons, etc, due to the inherent erratic nature of Element itself. However, they can mould the general shape of their applications to suit their needs, allowing them to shape their projectiles before or as they fire them, or extend the range of other applications slightly beyond the norm. For example, if the user wishes to utilize the "Taijutsu" application of this technique, they could "coat" parts of their limbs, or their entire body should the application be of a high enough rank (Again, B-Rank and above), in Rhythm Release Chakra instead of simply channelling the Chakra through their limbs/ body on contact with their target. This is useful in creating defensive applications of Rhythm Release, extending their Rhythm Release Chakra in front of them and constantly streaming Chakra to maintain the semblance of a shape, like a shield, which would burn, scorch, melt, etc, as well as bombard incoming projectiles with Rhythm Releases vibrations as they passed through it, destroying them, and defending the user in the process, despite not possessing any "tangible" or "physical" aspects. In this respect, the applications of this technique are only bound by the user's imagination, and the general logic applied to the chosen application.

Note: D-Rank and below projectiles can only attack targets within Short Range, C-Rank projectiles can reach up to Mid Range, and B-Rank and above projectiles can reach up to Long Range.
Note: At the cost of additional Chakra per turn, the user can maintain "applicable" usages for up to 4 turns. These include most basic applications, such as the infusion of Rhythm into a medium, or one's own body, and the creation of defensive shapes, however, this naturally excludes applications of a projectile nature, because once fired, they will no longer be close enough for the user to provide them with additional Chakra to maintain them. For B-Rank and below applications, this costs 5 Chakra per turn, and for A-Rank and above applications, this costs 10 Chakra per turn.
Note: A-Rank applications require at least one hand seal, and can be used a max of 4 times per opponent. S-Rank applications require at least three hand seals, can be used a max of 3 times per opponent, with two turns between uses.

#2: (Ritsuton: Fuitchi ♬ Konton no Kyōmei) Rhythm Release: Discordance ♬ Resonance of Chaos

(Ritsuton: Fuitchi ♬ Konton no Kyōmei) Rhythm Release: Discordance ♬ Resonance of Chaos
Type: Offensive/ Supplementary
Rank: B-Rank/ A-Rank/ S-Rank
Range: Short - Long
Chakra: 20/ 30/ 40 (-5/ -10/ -15 Chakra per turn to maintain)
Damage: 40/ 60/ 80 (-10/ -15/ -20 Damage per turn, if maintained (Direct Contact)
Description: Another basic application of Rhythm Release, Resonance of Chaos has the user perform three hand seals, Snake → Horse → Tiger, before gathering moderate to large amounts of Rhythm Release Chakra and channelling it into a chosen medium through direct contact, the maximum size of which depends on the amount of Chakra gathered, or to be more specific, the Rank the user performs this technique as. For the B-Rank usage, this Jutsu can affect an area of up to 10m. For the A-Rank usage, this Jutsu can affect an area of up to 20m. For the S-Rank usage, this Jutsu can affect up to and beyond a 30m radius, easily capable of altering, affecting and destroying an entire landscape (Can affect a large portion of a Landmark within the Ninja World). Once the user has selected the rank, chosen their targeted medium, and begun to channel their Chakra into it, they then go about altering and manipulating the frequency and amplitude of their Rhythm Release Chakra, tuning it to the "resonant frequency" of their selected medium. This causes the chosen medium to quickly break down, shattering from the inside out thanks to the vibrations resonating and rebounding within it, as well as burn, melt, boil, scorch, etc, thanks to those same vibrations generating massive amounts of thermal energy. The exact results depend on what the user targets with this technique, and naturally this Jutsu can only be used on solid physical objects, surfaces, constructs, etc. For example, the user could make the ground beneath their feet a hazard for others to walk on by maintaining a constant flow of Rhythm Release Chakra into it, or they could cause a structure to collapse in on itself, trapping, even potentially killing anyone within it at the time, including themselves if they are not careful. If the user maintains this Jutsu, they cannot perform other techniques, even Rhythm Release Jutsu, because they must sustain the constant flow from themselves into the chosen medium, leaving no chance to perform other techniques, without breaking off their usage of this technique. However, even if the user doesn't "maintain" this Jutsu, it's effects and the way it affects the land persist for up to 2 turns, unless properly countered, such as with a large body of water. Finally, since this technique can affect a wide range of objects, surfaces, constructs, etc, the user must, using proper logic, fully explain how this Jutsu affects the chosen medium, the potential ways it affects the environment, opponent, themselves, etc, wherever applicable.

Note: A-Rank usage is limited to a max of 3 times per battle/event. The S-Rank usage is limited to a max of 1 time per battle/event. Additionally, if the user performs the A-Rank usage, they cannot perform this Jutsu for 2 turns. If they perform the S-Rank usage, they cannot perform Rhythm Release in their next turn.
Note: Can be maintained for a max of 3 turns.

(Ritsuton: Ansanbaru ♬) Rhythm Release: Ensemble ♬
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their chakra and insert rhythm into techniques of other natures, enhancing them with the superheated sound and increasing their damage and explosive ability. Functioning primarily on gasses and energies, due to the poor conductivity of most liquids. This technique will grant the empowered technique an increase of thirty damage points and will cause it to take on the strengths of rhythm release. Additionally by superheating techniques, they will gain an explosive nature, increasing the range of the enhanced technique by 5 meters in all directions as it will explode violently at the user's discretion. This technique works best when combined with simplistic gasses and energies, namely fire release and lightning release. While it can be applied to more complex gas and energy such as other CE, it will only enhance them by ten damage points and can’t combine effectively with cold based abilities. Due to the nature of rhythm release the technique will occur at the same speed as hindering sound and can be applied in the same timeframe as another technique, or the application can be staggered, in either case it will require a single handseal.

Note: May only be used thrice per battle with a two turn cooldown between usages.
Note: Forbidden rank techniques of elemental natures may not be used in the same turn as this and no Rhythm release above A rank in the following turn

(Ritsuton: Regato ♬) Rhythm Release: Legato ♬
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their chakra and insert rhythm into solid objects, enhancing them with the superheated sound and increasing their damage and explosive ability. Functioning primarily on ninja tools and weaponry, this ability will cause them to vibrate at an incredibly high frequency, greater than lightning or wind natures. This technique will grant the empowered tools an increase of thirty damage points and will cause it to take on the strengths of rhythm release. Additionally, by superheating tools, they will gain an explosive nature, increasing the range of the enhanced technique by 5 meters in all directions as they will explode violently at the user's discretion. This technique works best when combined with disposable weaponry like generic tools, this is due to the destructive nature of the technique that will render generic tools to be similar to explosives destroying them and sending shrapnel everywhere. While it can be applied to more complex tools such as custom or named weapons, it will only enhance them by ten damage points and can’t be used to create an explosive radius, since it won’t destroy these objects. This ability can apply to one tool or many but the damage boost will always be either thirty or ten, additional tools being heated only serves to increase the size of the attack. Due to the nature of rhythm release the technique will occur at the same speed as hindering sound and can be applied in the same timeframe as another technique, or the application can be staggered, in either case it will require a single handseal.

Note: May only be used thrice per battle with a two turn cooldown between usages.
Note: Forbidden rank techniques of elemental natures may not be used in the same turn as this and no Rhythm release above A rank in the following turn
 
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Custom element Japanese name: Entropoton

Custom element English name: Entropy

The element is based on: Fire, Lightning, Advanced Chakra control


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

The Naruto and World and real world have been proven to be similar in many aspects, but the one our attentions is attracted most to, would be the physical laws. We have seen example of how gravity affects matter similarly to our worlds. We have seen how fire feeds on oxygen in order to continue burning, which is another similarity. We have also seen how when a flame is lit for a continuous amounts of time, it will eventually run out of resources and turn off, except for the heat, which will still be present in that closed environment.

This element can be proven in a multitude of ways. When total entropy is reached, there is no more energy to spend. A good example of this is a cup of tea. Now suppose your cup of tea is hot. The tea has a lot of energy compared to the room the tea is in. Over time the heat in the tea will spread into the room. The tea will become colder. This is because the energy (heat) in the tea escapes into the surrounding area. Once the tea has gone cold, there is no more heat that can be spread. The tea has thus reached total entropy. We have seen from these examples how matter and energy, prefers going from one state of order, into disorder when it can. Energy itself, though it’s raw power is eternal and energy can neither vanish nor be created new, it has a fundamental feature which is the fact that under the right circumstances it will spread. This spreading of energy occurs naturally in closed rounds of environments. And even though energy can into right conditions keep itself connected and together, it is states that when energy can, it will surely continue its natural effect, that would be spreading. This natural feature of energy is called Entropy. We cannot dispute the fact that entropy itself exists in the Naruto world, but we can very well say that these features might not be able to be mimicked, but there we are wrong, as we have seen proof of this happening as well. In Myōbokuzan, we have seen how Fukasaku was in the possession of a staff which was able to beat the natural energy of Naruto, when the control over the natural energy failed. Even though this was truly limited to natural energy, we have an indisputable proof, that energy, can be forcefully released from a human body, allowing ninja to have used that property at least once. Seeing how this property of energy exist, along with the fact that we have seen examples of energy being distributed, we try to mimic it in the closest term. By using natural abilities of fire release and lightning release. The very rough, destructive forces of fire release which have a tendency to weaken the link not only in cases of matter, but even energy itself. As we have seen fire be able to burn through wind easily, oxidizing things around it. With the unpredictable violent nature of lightning, which is defined as moving forms of energy, under a very advanced chakra control, the user will be able to create a special form of radiation. Radiation which will have both lightnings destructive capabilities and fires heat and ability to weaken links,

Now that we have explained that Entropy itself can be created, we also need to hint towards 2 energies in the naturo world, which are some of the most fundamental energies, which have an effect everywhere around. Potential and Kinetic energy. These energies, are described as the energy an object has in a certain state, which is due to it’s position or form, and the energy that a body has in motion. We all can say that this very well exists in the naruto world. When someone or something is moving at a high speed, we can see very clearly that they have more force added to them. One such example is the 4th Raikage, which was able to outmatch Tsunade’s strength, using his speed in the arm wrestling contest. Along with that, the faster he moves, the more strength his strikes would carry. Potential energy on the other hand, can be explained in many fashions, but the easiest example would be a held up rock in the hand. This rock is being held in a position above the surface of the ground, and has a lot of energy. Once this energy releases, so, we let go of the rock, this energy will be released, turning into kinetic energy as it falls. Another example, would be the total amount of energy contained in a fireball, yet to explode. Once it does, it releases all it’s potential energy.

How it works:

We have seen in the series multiple times, that fire release has a very strong ability of breaking things apart into more primary components, just like fire has that probability in real life, in Naruto series, we have seen that in these very hot and large temperatures, it can violently, take down very solid structures, to simpler forms. Fire as well, has a property of dispersing very fast. We have seen that if they have no solid fuel, or chakra supply, like when Sasuke and Itachi were facing with the grand fire ball and Amaterasu, the moment they stopped fueling these flames, they dissipated quickly, meaning that they ran out of fuel, and extinguished. Flames also have a very specific tendency, and probably the most important one in this set, which is the ability to make links weaker. Any link which would add into a certain property of anything being shown, in high enough temperatures, the separate particles move at higher speeds, making things weaker in their smallest state. Another property, is that we have seen lightning release, when it was fully uncontrollable surge or technique, it would very quickly, spread as fast as possible in different areas in space. Along with that, we very well know of the weakening properties of lightning, especially concerning bonds. We have seen lightning break apart matter very easily, from earth, to even more solid products, if the level of lightning is strong enough.

Using a very specific chakra control, and properties of both of these elements, the user will create a form of radiation, which is visible to the normal human eye, almost like light, but moving much slower through space, about the speed of general fire techniques. This radiation will cause disturbances in vision, and seem ice cold in touch, due to it having a high potent effect on normal heat. However, this specific radiation will not apply to any form of energy, but the very core, which are potential and kinetic energy. This application might seem rather direct and vague, but it’s focus will be rather simple in many fashions. Due to many things all around being comprised of those very energies, it can actually be used in defensive and offensive fashions alike, mostly on techniques, but it could have real life applications on the user along with the terrain surrounding him. Due to the effect of the element only being confined to 2 separate energies, it gives this element an all elemental neutrality, with no strengths and weaknesses and applications which are roughly the same on all the techniques. Entropic Radiation is capable of moving through solid objects. The radiation will forcefully disperse the energies which are either potential of kinetic, which will cause certain effects on different bodies, depending on their state, and depending whether they are relying on either of those energies to delay a certain property or harm. One example would be a flung fireball. Once entropic radiation sets in, it will move through the almost solid form of it, and release the energies of either kinetic or potential energy, or both at the very same time. Back to the said example. A flung fireball, once struck by the entropic radiation would in turn lose all the potential energy which has been given to it, causing this very fireball to explode in a maelstrom of flames, or at times, simple lose it's form and spread the flames across the field. Another application would be the fireball losing all speed of motion, appearing as if the entropic radiation is pushing it back, similar to wind, but in truth it only got rid all the energy of the momentum and speed which finally caused it to stop in that very position it finds itself in. One thing I would like to add is that this application cannot work on energies which are constant and come from nature. You cannot stop bodies from not being attracted to earth, and at the same time you cannot prevent other natural occurrences, which are for example, the rays of the sun. However, everything which is caused by chakra, techniques or movements of weapons and individuals which carry these very forms of energy will be affected directly.

Another direct examples is as this seems to tie a lot in with the shape manipulation, which is supposed to give techniques property, but not necessarily nature manipulation. Another very clear examples as in where we can see that would be in lightning release. As we know, lightning has a tendency on spreading all around. With chakra however, it becomes confined. Releasing the potential energy that lightning has when it is confined, it will cause it to move violently in small, yet harmful sparks which will shock/harm individuals around. Along with that, the very motion of these lightning strikes might be affected as well, as it could be slowed down, almost frozen in space. However when we talk about about solid or semi-solid elements, we can clearly say that this property has more limited results. As said prior, due to Entropic radiation seemingly stopping movements of objects, more solid elements will appear to be slowness down in movements. If a water strike or earth couldn't was flung towards the user, the prior motion picked up by it will seem to slow down, almost come to a halt entirely. When it comes to using liquid elements, it will entirely dependent on what the user desired to take a course of action. Due to those elements having also very restricted and limited shape on their own, truth be told, no shape of their own, if their potential energy is released, water would lose all of its prior shape, simply creating a puddle of water.

The clear differences between this element and decay is the mere fact that now, this element does not rely on breaking apart matter in both form and property, however now it relies on the nullification of energies which at times give a certain object property or energy. It is not only different in form, from a fire-like energy to a radiation. But even to its sense of application, to the effect it has on elements, to everything else in particular. Entropy does not break down the element to further components and it also deals with something decay did not, losing its core effect in terms of momentum, that of kinetic energy, but also the base form, dealing with potential energy. The form of combat with Entropy is not as offensive based as much as it is defensive to its core. It needs the used to be smart, use the terrain, and the techniques of the opponent itself which will ultimately need a more correct usage of the user of this element along with more of a creative display of his general battling, relying more on imagination and strategy than raw power.

However, due to the lack of Entropy in terms of strength, just like other cases of radiation, if there is enough intensity and chakra added in the equation, these waves can also show harmful effects, in terms of the raw physical energy realm. The waves can become strong enough to actually cause physical pain, almost appearing solid. Due to the waves of energy in the form of radiation that this element is spread, if this becomes more confined and dense, it can appear almost solid, still, releasing radiation each time from these solid applications or forms of this very element. The resilience of these shapes can even match that of minerals which are used to make normal weapons. However, that is only done through sustained contact, and in the higher ranks of the techniques and element, of course. Mainly, A-Rank and above.

Jutsu Usage Examples:

(Entoropi: Mu) - Entropy: Nothingness
Type: Offensive/Supplementary/Defensive
Rank: B-A Rank
Range: Short-Mid
Chakra: 20-30
Damage: 40-60
Description: While charging entropy based chakra inside his body, the user is able to have the Entropic energy, ignite through parts of their body easily. With the flames being very close to the user, he can now use the abilities of the second release to freely shape the energy into whatever the user imagines, unless the amounts of chakra are necessary. At will, the user can make the shapes of entropy seem solid, but also remove any kind of property from them, and due to them being harmless to the touch, he can use them even before close to the body, without any kind of fear. The entropic flames can at will be dissipated if the user chooses to, and that radiation will be capable of speeding any sort of energy which the user comes close enough with.
Note: Can only be used once every 2 Turns
Note: No Fire or Lightning Release higher than A Rank in the next turn.

(Entoropi: Hermaeus Mōra no Purinsu) - Entropy: Hermaeus Mora’s Prince
Type: Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 15 (-15 Chakra to the enemy every Turn when close, -30 When in contact or pierced)
Damage: N/A
Description: The user will be able to freely control existing or just created Entropy based techniques freely to activate the 3rd and last also the most destructive form of entropy. Due to the form being extremely dangerous, the user needs to maintain a certain amount of distance from the flames and absolutely not contact them, unless there are means to protect his own skin. Simply being in short range from the entropic flames, will forcefully spread the chakra of the user, and if the entropic flames come into contact or pierce, the dispersion will be double as efficient. Though, this technique itself, can only be used on existing or just created form of entropy, which do not display the advanced Release.
Note: Can only be used once every 3 turns.

(Entoropi: Molag Baru no Yorokobi) - Entropy: Molag Bal's Delight
Type: Offensive
Rank: S-Rank
Range: Mid-Long
Chakra: 40 (-40 Chakra when in Short-Range, -80 when pierced)
Damage: N/A
Description: The user will release very huge amounts of entropic flames through his own body or other mediums through which he is into contact with. Once the entropic flames are in the battlefield, the user will forcefully direct them towards the enemy at very high speeds, and at will can turn the flames, from non shaped to shaped forms easily at will, draining the chakra at a very rapid range. The user is able to keep the flames ongoing as long as he continuously feeds them with chakra, creating more amounts of Damage.
Note: Can only be used 3 times.
Note: No Fire or Lightning technique above A Rank in the following 2 turns

Conditions to be able to use it:

Mastery of Fire

Mastery of Lightning

Great chakra control so mastery of Ninjutsu and Genjutsu

Is weak to:

Entropic radiation is neutral to all elements.

Is strong against:

Entropic radiation is neutral to all elements.

Co-creator: Starboy

Students I passed this custom element on too: ? & ?


P a t e n t C e r t i f i c a t e

I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Six Paths, our loyal member, gave on the date October 4th 2017 a request for a Patent on his custom element (Entropy Release); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Entropoton
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( Entropoton: Akuyaku no Shizuka ) Entropy ∞ Silent Undoer
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40 (-10 per turn)
Damage: 30-80
Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.

( Entropoton: Sora no Kyū ) Entropy ∞ Voidsphere
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: Employing Entropy's oppressive nature, Voidsphere is an all in one technique meant to be relevant in nearly any situation. It begins with two hand seals, after which the user will permeate the area up to mid-ranged of his person with Entropic Radiation. Beginning with two hand seals, the technique takes the form of a sphere and can reach even underground due to the elements penetrative effects. The spread is as fast as a wildfire yet ice cold as it robs the surroundings of energy while reaching the edges of mid ranged looking like translucent, blue flames. Anything caught in this radius not of the user will have its energies ripped away, be it kinetic, potential or both. The radiation scatters these two key energies in nearly any technique, person, or creation causing wide scaled lethargy in moving and solid targets and rapid loss of form to energy type techniques. For targets that possess both potential and kinetic energies the user has luxury of choosing how to affect it/them. Both energies can be scattered at once, or either at a time for varying effects. If kinetic energy is scattered the technique/body affected will come to an immediate halt, frozen in space due to a sudden lack of momentum. Techniques will not deform because of this, such as a fireball reverting to flames, but instead will remain locked in place unless, somehow, momentum can be re-applied. For potential energy scattering, the technique/body will forcefully lose all latent energy which results in rapid loss of form and degradation. People and summons caught would experience a form of extreme inefficiency due to a lack of potential energy to do work, where doing simple tasks such as moving will be slowed by -5 base speed and forming hand seals will take twice as long (i.e one seal taking the time of two, two taking the time of four, etc). A fireball will spread harmlessly as wisps of fire and water waves will fall as helpless puddles for example. Once performed, the user will be unable to sustain or create any other technique of Entropy above B-ranked for the remainder of the turn and none above A-ranked in the next. This technique can be kept active for a maximum of three turns at a taxed rate, taking a slot of the three allotted moves per turn, and can only performed thrice with a two turn cool down.

( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 per turn)
Damage: 80
Description: The user will begin exuding Entropic Radiation outwards from their person with three hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Opposing techniques no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Regular clashing mechanics apply when this technique comes into contact with opposing jutsu such as being weakened by lesser attacks and being overpowered by stronger ones. Alternatively, the cloak/aura can also be shaped into rudimentary weapons for attack and defense such as swords, kunai, shields, etc and are too capable of executing "Annihilating Touch" through physical contact but they cannot leave the user's short range at any time (i.e no projectile weapons). Through hand gestures the user can decide what gets slowed within his domain and what passes unhindered. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the user's whim and is cosmetic for the most part. Can only be used once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn afterward. Lasts only three turns per usage.

( Entropoton: Shizen no Hōsoku ) Entropy ∞ Laws of Nature
Type: Defensive/Offensive/Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40 ( -10/-20 per turn )
Damage: 30 - 80
Description: Law of Nature is a technique which utilizes the neutrality of Entropy to all elements through its ability to affect specific energies present in most chakra-based techniques; potential and kinetic. This jutsu takes the radiation form of Entropy, which can be seen throughout affected areas as wavy distortions in space, and will feel ice cold to the touch as it absorbs heat, all of which are natural properties of the element. The radiation may be manifested from the user's body in most short-range occasions, and from the surrounding space up to long-range, except for five meters of an opponent, unless the user is also in that range. Entropy in this form moves at the speed of an average stream-type fire jutsu in its quickest uses, but is at its most effective in this form, being able to easily enter opposing techniques and disperse either of the key energies that operate them. Depending on which are focused, the user is able to bring about varying effects.

( Law of Motion ∞ Undō no Hōsoku ) - Is the kinetic energy focused side to this technique, where techniques and objects equal to or weaker than the rank applied of this jutsu, are able to frozen in this tracks near immediately. This can be done regardless of size due to the radiation working best inside closed systems, dispersing energy as quickly as it is generated from within. For attacks that are energetic in nature, requiring motion to exist, they will subsequently breakdown while solid techniques will stay on the field, albeit frozen in place while this jutsu is active. S-ranked variants of this Law are able to affect opponents by freezing them in place. This can only be done in short and mid ranges. Law of Motion is also unable to cause direct harm, but can be sustained at -10 chakra for A-ranked and below applications and -20 chakra per turn for S-ranked. Should it expire or user chooses to release it, frozen objects and attacks will not continue their projected paths but will stay in place or fall, if they were airborne.

( Law of Power ∞ Chikara no Hōsoku ) - When potential energy is focused, this jutsu is most advantageous. Techniques within rank and range will have their energy stripped away with no effect on their motion ( kinetic energy is ignored ). This is because Entropy, through its radiation, would have cancelled the technique internally by dispersing its power to operate. For energy-based attacks, this leads to immediate loss of form and degradation while for solids, depending on the composing element, will either fall apart or remain stationary as "zombies". That is, they have no chakra present but cannot be manipulated any further due to traces of Entropy being left in all attacks that are overpowered by this jutsu. Projectile techniques could still pose a threat in this application, and in some cases the user would still have to defend from an attack, even after it's been nullified. This allows the user to counter with free form or lower ranking techniques. All ranks of this Law are able to harm opponents if contact is made, by causing moderate ( B-rank and below applications ) to severe internal damage, where the S-ranked use of this jutsu can incapacitate opponents of equal or lesser rank for two turns if affected.

Each Law can only be activated four times per battle, regardless of rank. A-ranked usage requires two hand seals and S-ranked requires three, after which this technique goes on a two turn cool down. Only one 'Law' may be utilized each time this jutsu is activated, with a turn cool down between.

( Entropoton: Mugen no Sokumen ) Entropy ∞ Aspect of Infinity
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 ( -10 per turn )
Damage: 80
Description: Aspect of Infinity is a technique that allows the manipulation of Entropy in its condensed form throughout the body and infusing it with the element. The jutsu requires three hand seals, after which the user becomes a more condensed form of Entropy which appears like a dark silhouette with a shimmering outer edge caused by the passive emission of radiation. Inside the user's body will appear to be filled with small pulses of light reminiscent of stars and their eyes will glow a blueish color. As per natural properties of the element, the user is able to phase through solid objects and those devoid of chakra such as the ground. This can be done passively while Aspect of Infinity is active but while phasing the user will be unable to deliver physical attacks such as free form and Taijutsu or perform techniques other than Entropy. The real strength behind this jutsu comes from the body, whereas the user is able to interact directly with their own energies, enhancing their attacks. While Aspect of Infinity is active, the user is able to perform Entropy techniques with added potency ( +1 rank to techniques up to S-rank, and +20 damage above S-rank ) while halving the number of required hand seals. This is to compensate for them being unable to perform any other forms of elemental Ninjutsu except for Fire and Lightning ( Entropy's component elements ) and elements composed of the two, as well non-chakra aided Taijutsu and of course, Entropy. If the user is to be sealed while Aspect of Infinity is active the Entropy chakra will disperse, ejecting the user while the energy is being absorbed. Likewise, if an attack were to overpower this jutsu, the resultant damage after clashing would carry to the user while the state deactivates. Can only be used twice per match, lasting four turns each, and has a two turn cool down.
 
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Custom Element Japanese Name: Ōsmuton
Custom Element English Name: Osmium Release
The Element is Based On: Fūin + Fire + Earth + Wind + Advanced Chakra Control
Facts that Prove the Element to be Possible (in the manga context):

The proof of possibility for this element is shown, in one way, numerous times throughout the series, in the form of Magnet Release. An Advanced Element displayed by the Third and Fourth Kazekage, and Fifth Kazekage, it allows for the manipulation of minerals in an extremely fine form through the use of Earth and Wind Release. The different versions displayed by each Kazekage proves two things; that the elemental manipulation required to use this element is possible, and that there are other unique minerals that are all within the capacity for manipulation using this method.

Osmium itself is a naturally occurring mineral in the Earth's crust, though it is actually the least abundant stable element to be found within the planet. Therefore, it is necessary to create more, as the use of Earth and Wind alone would naturally yield very little Osmium for use. A way to remedy this is through the usage of Fire Release on one's Earth chakra, or the natural earth around them. This creates igneous deposits, of which Osmium is a product, and is therefore a feasible method through which to create more of the element. At that point, one needs only use their Earth chakra to grind the element into a fine form, and then manipulate it through Wind Release as they please. The presence of Fire Release keeps the element sufficiently heated, so that it does not simply evaporate in the air due to being a pyrophoric substance.

We have seen before in the series how Fūinjutsu is used to safely confine and protect the user through barriers, a basic application which, though minor, allows for safer usage of the element, as well as greater utility.​

How It Works:

Osmium Release, in its physical form, is that of fine grains. A single grain is equivalent in size to that of an ordinary sand grain. Osmium has high reflectivity in the ultraviolet range of the electromagnetic spectrum, allowing it to exhibit a wide range of colors when exposed to things such as light and other forms of energy. Normally, the element is silver. Though it exists in a form much smaller than that of when it is originally made, it is no less durable. The element itself possess a 7.0 rating on the Mohs scale, meaning that it is significantly more durable than other mineral elements such as Earth Release. In terms of head on interactions with said element, and others of similar durability, Osmium would simply outclass them in terms of strength and toughness. Osmium itself naturally has a high boiling point, due to the nature of its creation, and as such is particularly resistant to methods of attack via temperature increases, as well as being naturally resistant to corrosive or acidic agents. Osmium also has an immense half-life, reaching up to 2x1015 years (approximately 140000 times the age of the universe).

The most unique quality of Osmium is its innate toxicity, which proves to be quite lethal if direct exposure occurs. This is due to Osmium being a pyrophoric substance, meaning that it dissolves into a solvent upon contact with liquids. Inhalation, ingestion, even absorption through the skin due to its immense toughness acting as a means of penetrative capability, can result in this reaction occurring, causing harmful effects to whatever entity it moves into. The extent and severity of the debilitating effects varies with concentration, allowing for users to inflict status ailments on an opponent which could prove useful in battle (a CEJ will be made outlining the potential effects and their severity when contact is made with the element). Though there are different effects, the method by which they're achieved (the element disseminating and spreading completely throughout the area of contact to achieve full area of effect) is all the same.​

Skin Contact: Upon making direct contact with skin, Osmium will easily penetrate the epidermis and flesh, causing irritation and inflammation at the point of contact. In this sense, it works in a similar manner to numerous small scalpels, each one slicing into the skin and leaving numerous minuscule open wounds. This can cause the impaired function of the body part in question, such as an arm or leg.

Eye Contact: Should one's eye(s) be exposed to Osmium, the grains will easily slice through the lens and damage the organ. This will impede a target's visual clarity to varying degrees and, in the worst case, leave them totally blinded.

Inhalation: Breathing in Osmium draws the element directly to one's lungs, where the element disseminates and can cause respiratory issues in a target by shredding the organs, which then causes an imbalance in the presence and flow of gases and fluids. If left untreated, this could result in death.​

Should Osmium undergo this reaction when clashing with another element, such as Water Release, it will lose its current granular form, turning into a solvent and thus unable to be manipulated or controlled further by the user.

In terms of basic manipulation, the element's form as a mass of granular material allows for the user to create objects of virtually any shape or size, and for numerous purposes. The user can simply utilise the element as a shapeless mass of pseudo-corrosive grains that surge over the field, like a current, or condensed it into constructs. It would be accurate to think of each individual grain as a miniature scalpel, capable of slicing through flesh and bone like butter.

The final aspect of Osmium, and a more minor feature on that note, is the incorporation of the barrier aspect of Fūinjutsu. During the process of creating Osmium, the user would create miniscule barriers around the grains that would respond to the user’s chakra and contact with their body. The barrier naturally acts as a barricade between the user’s body and the element as a response to any moment of contact, meaning that the user is able to make direct contact with their use of the element without being hurt by it. However, the barrier only behaves in this way when it comes to contact with the user, and thus has no bearing on elemental interactions or contact with other living things.​

Jutsu Usage Examples:

(Ōsmuton: Orekkusu no Chi) – Osmium Release: Blood of Oryx
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Allows the user to create manipulate Osmium in its shapeless, wispy state.

(Ōsmuton: Nokurisu no Hāku) – Osmium Release: Grasp of Nokris
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Allows the user to create manipulate Osmium in the form of condensed constructs.

(Ōsmuton: Kurota no Supōn) – Osmium Release: Spawn of Crota
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Allows the user to create familiars made of Osmium.​

Conditions to be Able to Use It: Jōnin Rank & Mastery of Fire, Earth, Wind and Fūinjutsu

Is Weak To:

Water & Seraphic Water Release: Osmium is a pyrophoric element, which means that it naturally dissolves when in contact with liquids. This is due to the fact that Osmium can only maintain its granular, mineral form at temperatures equal to or exceeding 50° Celsius. Upon dissolving, the element can no longer be controlled by the user, though it is no less toxic, and can still be dangerous if contact occurs. Like with normal Water Release, Seraphic Water would simply cool the element to the extent that it can no longer maintain its form.

Wind & Empyrean Wind Release: Though Wind Release doesn’t exhibit the natural strength to overcome Osmium, it is a typically cool element, and this quality will result in the element being dispersed in an interaction between the two. The nature of Wind also interferes with the chakra control required to control Osmium itself. Empyrean Wind is more effective against Osmium due to the intensity of its kinetic forces. The nature of Empyrean Wind affects the chakra control required to manipulate Osmium to an even greater extent than normal Wind Release.

Corium Release: Corium is a form of liquid which allows it to trigger the reaction in pyrophoric substances such as Osmium, dismantling the element. Not only that, but Corium also exudes heat that is orders of magnitude above the melting point of Osmium, granting it even greater advantage against the element.​

Is Strong To:

Fire Release: Osmium has a natural melting point of 3033° Celsius, counteracting Fire’s inherently high temperatures. The use of fire is what sustains Osmium in its granular form, making it counterproductive to use as a tool to destroy it.

Earth Release & Shikotsumyaku: Osmium is a particularly durable element, and its granular form gives it the edge in physical clashes, as its naturally rigid and sharp form allows it to behave as a saw-like material that grinds away at Earth. The same principle applies to Shikotsumyaku.

Ice & Burning Ice Release: Similar to the case of Earth and Shikotsumyaku, Osmium is simply too dense to be adequately defended against by either element, especially considering that both elements are particularly fragile.

Radiation & Decay Release: Osmium’s extraordinary half-life makes it naturally effective against both Radiation and Decay, as its sheer length makes even the accelerated rate of decay a time-consuming process.

Magnet Release & Sand Ninjutsu: Osmium’s density gives it a natural advantage over the Iron Sand and Gold Sand variants of Magnet Release, and Sand Ninjutsu. Their minerals, while of a similar physical form, are far lighter, and are simply overpowered by Osmium in direct clashes.​

Co-creator: Matt
Students I Passed this Custom Element on to: N/A


P a t e n t C e r t i f i c a t e

I, Joestar, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Goetia, our loyal member, gave on the date January 27th, 2019, a request for a Patent on his custom element (Osmium); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Osmium|Ōsmuton

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Copyright © 2019, Goetia, AnimeBase.me




Learned Element and Jutsu: Here.

Osmium Release Techniques

(Ōsmuton: Katana no Ronri) – Osmium Release: The Sword Logic
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sword Logic is an outline on the effects of Osmium when it makes contact with other objects. In particular, it details how the body is affected by the element, and how one’s abilities may be impeded by its harmful influence.

D-Rank: At D-Rank concentrations, the effects of Osmium are minorly irritating at most, only serving to be a nuisance to anyone afflicted by them. For up to 2 turns after the turn of initial contact, the target will suffer minor inflammation at the point(s) of contact, before the body naturally deals with the effects. Should the eyes be exposed to any Osmium of this level, their vision will be blurred beyond distances of mid-range for the same duration.

C-Rank: C-Rank concentrations of Osmium carry only slightly more harmful effects. For up to 2 turns after the turn of initial exposure, the target will suffer inflammation, itchiness and minor blood loss. If the eyes come into contact with Osmium, one’s vision will be blurred for an equivalent amount of time, though their vision will be blurred beyond 10 meters.

B-Rank: Osmium of B-Rank levels begin to interfere at a greater level with the body. In addition to now causing continual damage (10 points) over 2 turns, the element will cause deterioration in the area of contact. Handseal sequences now take more time to perform due to the strain put on the hands, counteracting handseal specialties which increase the speed of seal formation, should they have been exposed to Osmium. Should the element reach the lungs by cutting into the chest or inhalation, the opponent’s base speed will be reduced by 1 level, and experience a slight difficulty breathing and coughing. One will suffer total blindness to anything beyond 10 meters for 2 turns.

A-Rank: A-Rank Osmium is particularly damaging to the body, causing 15 points of damage for up to 2 turns after the initial turn of contact, and will cause great deterioration in area affected. The top layers of skin will be removed, exposing raw flesh and muscle and even bone in the less dense parts of the body. Damage caused to the arms prevents handseal sequences longer than 4 seals from being performed, and any seals performed are done so at an ordinary speed. Should the legs or lungs be exposed to the element, their base speed will be reduced by 2 levels, due to tissue and nerve damage, or infection of the lungs. Exposure of the eyes to Osmium of this level results in greatly blurred vision beyond short range for 2 turns after the turn of contact.

S-Rank: The severity of the effects are greatest when exposed to S-Rank Osmium. The opponent will sustain 20 points of damage over two 2 turns after the turn of contact, and the tissue deterioration will be total. At this level, flesh and muscle will be nearly entirely stripped from the body. Damage to the arms would prevent handseal sequences longer than 3 seals from being performed, and any seals performed are done at an ordinary speed. Should Osmium connect with the opponent’s legs or reach their lungs at this rank, their base speed will be reduced by 3 levels, due to severe damage. Exposure to the eyes will cause complete blindness for up to 2 turns after the turn of contact.

Approved here: [x]

(Fūin/Ōsmuton: Futei Keijō) – Sealing/Osmium Release: Unfinal Shapes
Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle.

Approved here: [x]

(Ōsmuton: Orekkusu no Chi) – Osmium Release: Blood of Oryx
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the creation and manipulation of Osmium in a shapeless, wispy form, resembling flowing currents of dust. The element can be created from the terrain itself, manifested within the air, or drawn from existing structures of Osmium on the field. The element cannot be made within short-range of an opponent, unless the user is within short-range, then it may be created anywhere outside of a meter from the opponent. In this state, each of the individual grains composing the technique will grind and shave away at whatever it comes into contact with. Maintaining any usage of the element beyond the turn of initial creation requires 10 chakra points per turn, with A-Rank and above applications lasting up to 4 turns. The element can be manipulated through mental control or physical gestures. The S-Rank usage may be performed up to 4 times per battle, rendering the user incapable of activating Osmium techniques in the next turn. B-rank version requires one handseal, increasing by one handseal per rank.

Approved here: [x]

(Ōsmuton: Nokurisu no Hāku) – Osmium Release: Grasp of Nokris
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the creation and manipulation of Osmium in the form of constructs, made by condensing the individual grains of the element. The element can be created from the terrain itself, manifested within the air, or drawn from existing structures of Osmium on the field. The element cannot be made within short-range of an opponent, unless the user is within short-range, then it may be created anywhere outside of a meter from the opponent. As opposed to the Blood of Oryx, the constructs deal damage by way of smashing through a target, using great weight combined with the sharpness of Osmium grains. Maintaining any usage of the element beyond the turn of initial creation requires 10 chakra points per turn, with A-Rank applications lasting up to 4 turns(3 for S-rank). The element can be manipulated through mental control or physical gestures. The S-Rank usage may be performed up to 4 times per battle, rendering the user incapable of activating Osmium techniques in the next turn. B-rank version requires one handseal, increasing by one handseal per rank.

Approved here: [x]

(Ōsmuton: Kurota no Supōn) – Osmium Release: Spawn of Crota
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: Spawn of Crota involves the creation of familiars which can possess the wispy, mist-like form of Blood of Oryx, or the condensed, solid shape characteristic of the constructs in Grasp of Nokris. The familiars are manipulated via mental command, and are able to use Osmium Release techniques up to their own rank on the level of an Apex Handseal specialist. Additionally, they can passively their form to create appendages which serve a purpose based on the nature of said appendage, e.g. bladed weapons can slice and stab, wings will allow for flight etc. The size of the familiars may range from that of an ordinary human to as large as the Great Stone Golem at maximum size, and any usage of above B-Rank can be maintained for up to 4 turns(3 for S-rank). Upon expiration of an S-Rank application, this technique cannot be used again for one turn. S-Rank usages can be performed thrice per battle. B-rank version requires one handseal, increasing by one handseal per rank.

Approved here: [x]

(Ōsmuton: Boyaketa Seihai) – Osmium Release: Blighted Chalice
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Blighted Chalice is a supplementary technique which is designed to transform the terrain by coating it with Osmium, thereby giving the user a territorial advantage. By forming two seals, the user can focus their chakra into the terrain, whether it is the entirety of the ground or specific parts of the environment, performing nature manipulation to produce grains of Osmium that convert the selected surface(s). This process occurs instantly upon usage of the technique, but if the chosen surface is occupied by an opponent, the Osmium will rapidly converge on their position, starting from short-range, rather than instantly manifest beneath them. This technique can be used up to four times per battle.

Approved here: [x]

(Ōsmuton: Kurobuchi) – Osmium Release: Black Edge
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10)
Damage: N/A
Description: Black Edge is a supplementary technique aimed to enhance the strength of the user's techniques which are derived from solid and liquid elements, such as Earth and Water Release, and other CE/AE of a similar nature to the aforementioned basic elements. By infusing additional chakra into a chosen technique, in the same timeframe as its creation or anytime it is on the field, the user forcibly produces Osmium within its mass, bolstering its structural integrity by taking advantage of the element's own density. This results in the strength of the targeted technique being increased by an additional rank, or +20 damage for jutsu above S-Rank. Defensive techniques or ones without damage will be capable of defending against one rank higher than usual. For Earth Release techniques and AE/CE of a solid nature, the strengthened jutsu will turn darker, its surface resembling a writhing mass of minerals due to the nature of light reflecting off the element itself, as a result of the infusion. In the case of Water Release and AE/CE of a liquid nature, they will darken to the point of almost resembling oil. Black Edge does not alter the inherent properties of targeted techniques, or their strengths and weaknesses. This technique can be used four times per battle with a one turn cooldown and requires a single handseal upon use.

Approved here: [x]

(Fūin/Ōsmuton: Itan no Ana) – Sealing/Osmium Release: Pit of Heresy
Type: Offensive
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60
Description: The user will perform a sequence of three seals, channeling their chakra into the earth and creating a great mass of Osmium ten meters beneath the surface of the ground. In doing so, they will hollow out the earth beneath the surface of the ground, creating an open space lined with stalagmites and other sharp formations of Osmium. Some of the formations are as tall as five meters, others no taller than that of a human child. The creation of the pit disrupts the structural integrity of the remaining earth between the pit itself and the surface of the ground, causing it to cave in. Anything situated atop the ground which hangs over the pit will be dislodged, falling down into the stalagmites below. The Fūinjutsu component of this technique is designed to alter the nature of the barriers which exist in all Osmium techniques. In the case of Pit of Heresy, the barriers are manipulated to take on the properties of the Crimson Mist Barrier technique, masking the sound it creates when it hollows out the earth beneath the ground's surface. As such, the technique cannot be detected via the vibrations in the ground one would normally feel from a technique of this nature. The size of the pit itself can be controlled by the user, so long as it is between three to fifteen meters radial in length and width. This technique can be performed up to three times per battle with a single turn cooldown between uses.

Approved here: [x]

(Fūin/Ōsmuton: Akui no Tachi) – Sealing/Osmium Release: Touch of Malice
Type: Offensive
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Touch of Malice is a unique technique which taps into the barriers inherent to all Osmium Release techniques. These barriers are basic, in that their sole purpose is to allow the user to come into physical contact with the element without exposing themselves to its harmful effects. Touch of Malice weaponises these barriers, altering their nature to grant them the pseudo-gravitational effect of Multiple Infinite Embraces. Through this technique, the user can generate spherical masses of Osmium known as 'blights', either from the ground itself of by channeling into a source of Osmium on the field. These blights are one meter in radius and will float a meter away from where they are created, and will generate a spherical barrier which spans a five meters radial distance in all directions. Should an opponent enter its perimeter, the barrier's effect will cause them to be pulled into the blight, forcibly dragging their body into the Osmium itself. Making contact with the blights will cause damage to an opponent and inflict debilitating effects as outlined in the Sword Logic. The force of the pressure exerted by the barriers is of a similar caliber to that of the Multiple Infinite Embraces technique, overpowering any attempts to move the body due to its potency. In order to free oneself from the blight, it must be destroyed with an equally powered technique. The user can create up to four blights with a single usage of this technique, the power of each blight being equally divided with each additional blight. A single blight is considered as S-Rank, with two blights being A-Rank each and so on. Creating a single blight requires two handseals, and every additional blight requires one more handseal. Regardless of how many are created, blights will last up to five turns per usage. When all the blights dissipate, whether they are destroyed or their duration expires, Touch of Malice cannot be reactivated for another turn, and the user's Osmium techniques are limited to A-Rank and below in the turn of deactivation. While in use, the user's Ninjutsu becomes limited to Osmium and its components.

Approved here: [x]
 
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⚔ Hadou Yuukai | Surgebinders ⚔

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⚔ History of the Clan | ルックス ⚔
The Surgebinders were founded by Sir Galahad when he completed his quest for a fabled relic known as the “Holy Grail”. Rather than existing as a mere physical object, the Grail manifested itself as a floating, ethereal object in the form of swirling energy. Upon touching the white energy, Galahad’s body was fused with it and he was transported to a dimension called “the Throne”. There he learned the Grail was a 'conceptual weapon', one that exists as an ethereal tool rather than a physical one similar to the Totsuka Blade and the Yata Mirror. However it belonged to a separate set of weapons though like the former two, it's origins are unknown. The Grail is the crystallization of a highly concentrated amount of Prana that acts as both the key and doorway to the Throne. Acquiring the Grail imparted Galahad with knowledge of the Throne, the nature of Prana and how to manipulate it. The Throne is a realm that exists separate from the real world and consists entirely of energy known as Prana. He also learned that the Grail had fused with his soul and granted him immortality just as the legends claimed. However it would be more accurate to call it perpetual longevity, for he was not truly immortal. The Grail only acted to maintain his body and prevent him from aging but he could still be killed. When he returned to the real world, Galahad used his newfound ability to establish an order of "knights" called the Radiants. These were knights only in name, for they came from all walks of life. The only determining factor for Galahad was inducting people that were fundamentally good and held a deep sense of justice. He learned he could grant them the ability to become Surgebinders by sending them to the Throne every day for an extended period of time via his Reality Marble. Eventually they gained the ability to manipulate Prana energy and learn the different Surges. His order of Radiants swore to become defenders of the world and keepers of peace. They would try to save everyone they could and would only kill as a last resort. They would not involve themselves in politics or try to become leaders, their sole purpose was to serve.

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The Radiants prospered for a while but over time some of their number became disillusioned. They had killed for what they believed in, over and over, but the violence would not end. Wars continued to rage and blood was constantly split. Many of the Radiants felt the world’s nations had exploited them and debased them into nothing more than glorified weapons. A schism occurred when Galahad was confronted with these thoughts during one of their meetings. Almost half of the Radiants felt they had to renounce one of their oaths, the one which precluded them from leading nations. They professed that they had grown weary of serving corrupt lords. Galahad firmly rejected this notion and asserted the knights were meant to serve rather than lead. That they would succumb to corruption if they put themselves in positions of leadership. Unable to reconcile themselves with Galahad’s beliefs, many of the Radiants abandoned his order. This faction would come to be known as the Fallen. A small number had become apathetic to his cause and wished to abandon their original purpose. They would come to be known as the Divergents. In time, Galahad’s words proved true and all of the Fallen fell prey to corruption. The Divergents continued to exist for themselves. A small number of the Divergents pledged to live altruistically and renounced killing. As an energy form that’s closely entwined with the user’s will and emotions, Prana manifests itself in different colours depending on what order a Surgebinder belongs to. The Radiants use prana which is either blue, gold or green in colour (or any combination of the three). The Fallen use prana which is red, purple or black in colour (or any combination of the three). The Divergents use prana which is white, silver, grey or a mix of the colours of the Radiants/Fallen. White prana is reserved for people who have sworn off killing and silver for those with an unshakable belief in the righteousness of their actions. Grey prana is only seen by those with a deep sense of apathy towards the world. In very rare cases, Radiants have exhibited white or silver-coloured Prana. Normally Divergents exhibit a mix of colours depending on their morals and emotional state. It can fluctuate between any of the other colours or be a fusion of two or more colours (e.g. prana which is half-black and half-gold or prana which is orange or brown).

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⚔ Special Abilities | ルックス ⚔
All Surgebinders are inexplicably tied to a place known as “The Throne”, a dimension that exists separate from the real world. The Throne consists almost entirely of an ethereal energy known as Prana. Normally Prana cannot escape into the normal world but since the bodies of Surgebinders act as both beacons and portals, they can draw forth the coloured energy into the real world, manifesting it anywhere on the field. Prana’s real power lies in its adaptability and the intentions of the user. In its raw and unrefined form, it simply turns whatever it touches into Prana and transports it to the Throne. If applied to the terrain rather than people or techniques, it's scope will not be unlimited. This limit will be defined by the rank of the Prana energy and the scale of the transported section of the terrain/battlefield can never exceed the largest scale canon jutsu of it's rank or below. This will also be bound by the size/scale of the Prana used, firing a tiny orb (even if S-Rank in strength) will only transport a very small section of the field. Surgebinders can harness raw Prana and bind it to their will to elicit specific and more supplementary effects. It can be used to change the properties of an object without altering it’s form or to enhance the body of a living being without changing their physical body. Objects, weapons and even people can exist in the Throne as Prana. Due to this property, Surgebinders store Prana-infused tools, weapons and armours in the Throne and call them forth onto their bodies/person at any time. These augmented weapons are known as Noble Phantasms and possess wondrous properties that seemingly distort reality. They can also enhance certain abilities of the user. For example, a Noble Phantasm in the shape of a sword may boost the power of the user’s fire techniques. An armour-based Noble Phantasm may enhance the wearer’s strength or speed. Both of these weapons work as they filled with concentrated Prana, which leaks into the user’s body on contact. Universal Noble Phantasms will be made as general CCJ but more specialized ones will have to be submitted as PCCJ.

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Surge of Evocation – This form of Prana is the raw and unrefined version. Whatever it touches is transformed into more of the ethereal energy and is transported back to the Throne after it’s been absorbed. In a sense, this form captures the very essence of the ethereal energy, which is to act as the 'bridge between worlds'. Unlike Dark Release, Prana is unshackled by elemental strengths and weaknesses and will just as easily break down matter into energy. Thus it will be capable of absorbing jutsu, objects and anything barring living non-Surgebinders. Prana’s neutrality to all elements and abilities means it will neutralize techniques possessed of equal chakra or lower, regardless of their damage. Upon absorbing an attack of equal chakra, the Prana will be neutralized and disperse. However this means it will be useless against techniques of greater chakra. Against living beings who are not Surgebinders, the energy will not transport them to the Throne but rather feel extremely frigid to the touch and induce "cold burns" on contact. This is a similar but opposite effect of the Yang Truth-Seeking Balls which emanate no heat but scorch anything they touch. Lower ranked techniques will induce frostbite and hypothermia while higher ranked ones will freeze them solid. Surgebinders can release absorbed techniques, objects or parts of the terrain, returning them to the field exactly the way they were prior to absorption. Alternatively they can choose to only return the chakra within techniques to their body, adding it to their own supply. Surgebinders are immune to their own Prana so they can wield and interact with it. The same is true for their techniques, clothes and everything on their person. The only way they can gain access to the Throne is by forcibly surging a large amount of prana throughout every chakra point in their body to transform it via jutsu. They can also do this partially to cleanse themselves of poisons, foreign energy and chakra. If applied to one’s self, a Surgebinder can enter the Throne for a short time and reappear elsewhere. All Surgebinders are immediately made aware when one of their own enters the Throne. Turning into Prana essentially leaves the body in a permanent “stasis” and so they can retreat to the Throne after sustaining a life-threatening injury until the proper medical care can be administered. This ability is not passive and will need to be submitted as a CCJ. All of the other Surges are not nearly as destructive to the world as this one because they are more refined and controlled in their usage.

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Surge of Armament – This surge is used to call forth Noble Phantasms, Prana-enhanced objects, weapons and armours that are permanently stored in the Throne. Noble Phantasms can even come in the form of golems, ships and fortresses. These Noble Phantasms are released from the user’s body in their ethereal energy form before becoming corporal and usable as tangible entities. These objects contain copious amounts of concentrated Prana, so much so that the energy distorts their physical properties to a considerable degree. Thus unlike ordinary weapons, these Noble Phantasms can possess the unique and sometimes logic-defying abilities of Prana. For example, these weapons can escape the influence of gravity or be extremely durable regardless of their form. They may even exhibit traits such as corrosiveness or high reactivity despite possessing no chemical properties that would enable such. To put this in perspective, a Noble Phantasm in the form of a book could be immune to burning and capable of withstanding techniques up to A-Rank. It may burn or shock whatever touches it despite no visual emission of heat or surging of electricity. These traits cannot be stacked without limit nor are they allowed to clash or be of the same type (e.g. a weapon can either petrify or electrocute on contact, never both). They also cannot possess traits of elements that the user does not possess. As mentioned earlier, Noble Phantasms can leak Prana into the wielder's body to boost or alter their physical attributes or ability to mold chakra. Since Noble Phantasms contain copious amounts of concentrated Prana, when it the weapon enters it's "released form", it can emit Prana similar to the Surge of Evocation. However this Prana may not possess the absorption capabilities of the aforementioned surge. In which case, it will instead take on certain properties of the elements the user knows without taking on their elemental strengths and weaknesses. For example, lightning can be used to electrify the Prana while fire could be used to superheat it to scorching temperatures. Alternatively, some Noble Phantasms will instead release elemental attacks infused with Prana to erase their elemental strengths and weaknesses. Some Noble Phantasms will last a given duration on the field while others can last indefinitely, though in the case of the latter, such Noble Phantasms will either be weaker in their effects or will prevent the user from calling up further Noble Phantasms until it's returned. The incredible thing about these Noble Phantasms is that they can be wielded by anyone once called forth from the Throne. Surgebinders of Heroic Spirit rank and above will become capable of summoning Noble Phantasms passively (without costing a move or taking a slot in the timeframe once per two turns ). This does not mean techniques contained within the Noble Phantasm become passive, this only pertains to the simple act of drawing weapons from the Throne.

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Surge of Augmentation – Used in a similar manner to Armament, this surge can be used to enhance techniques or living beings through Prana but it cannot be applied to objects. Applying Prana to techniques is more limited and will simply act to change existing properties rather than incorporate new ones. This can be used to boost and in some cases, lessen their power. This normally manifests itself in an increase/decrease in rank or damage and will be outlined in CCJ. A fire technique enhanced with Prana can have it’s temperature raised while an augmented earth technique may become more durable. The reverse is also possible, with the user lowering the temperature of their fire to diminish it’s power or decreasing the structural integrity of their earth technique to make it extremely brittle. Energy-based and wind-based techniques infused with prana will change in colour to the hue of the user's Prana while matter-based elements will become luminous or develop a glowing aura of said prana. By default all of a Surgebinder's techniques are imbued with a small measure of prana, just enough to change their colour but accomplish nothing else. Finally, a prana infusion could also be used to erase a technique's elemental strengths and weaknesses. Applying Prana to living beings can be used to enhance the physical attributes of the entity in question.The Prana can be used to enhance their bodies to increase their speed, strength, agility, durability, ability to mold chakra or any other physical attribute. When divided between multiple attributes, these enhancements will be less pronounced but when focused upon a single attribute, the effects will be more profound. The more extreme the boost and the more it’s used, the greater the toll it will take on the user’s body when the Prana infusion is exhausted. The user’s body will "catch up" to reality once the infusion ends and they will suffer some kind of backlash related to the boosted attribute(s). For example, moving at 4x speed might result in the user's base speed falling to a quarter of the original for the same duration or may even prevent lower body movement altogether once the infusion ends. Augmentations can also be used to fortify the body e.g. allowing the user to see infrared energy or making them resistant to burning/corrosion.

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Surge of Transcendence – This surge is sometimes described as the opposite or superior counterpart to the Surge of Armament. Rather than summoning weapons to the battlefield, the user summons themselves, allies and any opponents to the Throne. The user will simultaneously convert this entire body into Prana and release a pulse of the ethereal energy that travels at thrice the user's running speed. Unlike the Surge of Evocation, this Prana isn't harmful to non-Surgebinders and will be capable of absorbing/transporting them. It will transport the user and anyone struck by the pulse to their personal sector in the Throne, a man-made realm known as a Reality Marble. Upon being transported, everyone will immediately reform into their physical bodies. This Reality Marble is essentially a Noble Phantasm in the form of an arena. The user can freely govern anything within this personal realm through mental commands or hand gestures, be it weapons suspended in the air or the very foundations of the battlefield. The user cannot manipulate anything within short-range of the opponent. Everything in the Reality Marble is infused with Prana and so the opponent cannot manipulate the ground or any water sources. Since all of the user’s Noble Phantasms exist in their Reality Marble, they can passively form them from the ambient prana in the air. This is merely materializing the weapons, the abilities and techniques of Noble Phantasms will still cost a move. However due to being within the Throne, the Surge of Evocation will now send anything Prana touches back into the real world.

The real power of a Reality Marble is that it grants the user total control over their personal dominion. By default, a Reality Marble is unbound by the laws of reality such as gravity due to existing within the Throne. However upon it’s construction, the user can decide which of these laws they want to apply (a maximum of five can be applied). For example, the user can have gravity apply or invoke a warped sense of space and/or time. An example of warped space is a Reality Marble having two or more portals that are connected. When a technique or person enters one portal, it will exit from the other, regardless of the distance between them. An example of warped time is an arena which exhibits a slower or faster passage of time. Slowing down time can be used to decrease the speed of techniques or people, halt the propagation of poisons, toxins or imminent physical damage or effectively increase the duration of techniques on the field (i.e. by making the passage of two turns the equivalent of one). Conversely speeding up time is capable of the opposite. Techniques will last a shorter duration on the field (i.e. by making the passage of one turn the equivalent of two), affected people or techniques will be capable of moving faster, poisons and toxins will propagate through the body at a much faster rate, et cetera. Reality Marbles will have to be submitted as PCCJ with the terrain and all of the effects outlined in those submissions. Every Reality Marble will require a duration/turn limit. This will be longer if they are tamer in their effects or shorter if they confer a very significant advantage to the user.

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⚔ Passive Abilities | ルックス ⚔
Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.


⚔ Location and Purpose | ルックス ⚔
The Radiants reside in a land known as Avalon, a place once said to be the home of immortal Sidhe. It can only be accessed by clan members capable of using Prana (will be outlined in the Custom Landmark thread). They exist to be the protectors of the world and defenders of peace. They will often intercede in conflicts to aid nations being invaded or to stop certain individuals causing havoc in the Ninja World. The Fallen and the Divergents reside in no particular place and have no united purpose.


⚔ Special Information | ルックス ⚔
Divine Soul – This is the Clan Head and in addition to possessing all four Surges, they have the Grail fused with their soul.

Heroic Spirit – The top four members of the clan who possess all four Surges. Only the Clan Head and members in this rank are capable of teaching clan abilities.

Servants – These are full-fledged members of the clan who have achieved mastery in the three basic Surges (all but the Surge of Transcendence). Guardians and Wraiths are promoted to this rank once they have showcased enough skill in the clan abilities.

Guardians and Wraiths – These are members, who in addition to learning the prior two Surges, can learn the Surge of Augmentation.

Apparitions and Shades – This is the next level of Surgebinder and they can learn two Surges. The Surge of Evocation and the Surge of Armament.

Phantasms – These are new entrants to the clan and they can only learn a single Surge, namely the Surge of Evocation.


⚔ Requirements | ルックス ⚔
In order to join, one must reach certain requirements. One must have at least reached the rank of S-Class ninja in order to join the clan. One cannot join on a bio which posses a KG or HA nor can canon bios.

Noni, Drackos, Riker and Joker are ready and willing to join my clan.


C u s t o m C l a n C e r t i f i c a t e
I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 1st of March of the 9th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, Negative Knight, our loyal member, property and patent of the following custom clan:

Surgebinders

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Surgebinders
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Copyright ©2017, Negative Knight, NarutoBase.net​




(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods

(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: 20 - 80 (to non-Surgebinders)
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice per battle and no Prana above A-Rank in the user’s next turn after deactivation.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every three turns and no Prana above A-Rank in the user’s next turn. Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the Chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the Chakra contained within a number of techniques they’ve sent to the Throne, even if only Chakra is present (in the case of raw Chakra techniques and similar abilities). It will then be returned to the user’s body as Prana energy in order to seamlessly integrate into their Chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of Chakra that can be returned with each use is capped at a maximum of 100 Chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much Chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 Chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become Chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique, costing a move to activate but not taking a slot in the timeframe.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

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Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. The user's chakra is capable of diffusing through the suit, to perform techniques which require contact with the ground or a water source. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.

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(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons

(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eon of Paragons is a unique variant of the Surge of Armament which allows Surgebinders to grant others access to their Noble Phantasms. This is accomplished through the formation of a contract via Fūinjutsu, akin to signing a summoning contract, that links a recipient to the user and their personal space within the Throne. Each contract is marked by a unique seal, preventing those outside the contract from accessing the Noble Phantasms, that is worn on articles of clothing or the body itself. The seal can only be placed by the user of this technique, and once established can only be activated by them and the recipient, preventing others from forcibly entering the contract by duplicating the contract seal. Only a single Noble Phantasm can be lent to a recipient per contract, which will be marked by the seal used to forge the contract, and any given Noble Phantasm can only exist on a single contract at once. The user will specify the Noble Phantasm they want to grant access to, and upon agreement, the contract will be forged. At any time, the user or the recipient may annul the contract, revoking the recipient's ability to access the Noble Phantasms, and until such time the contract will remain in place. While both the user and the recipient can access the Noble Phantasm being shared through their contract, it cannot be in two places at once as it is a unique existence. Since it originally belongs to the user of Eon of Paragons, it will always obey commands to summon it whether or not it is in use, whereas if the recipient were to try summoning it whilst it is already in use, the summon will fail. This does not apply if the user lends the Century of Champions Noble Phantasm, as it isn't a unique weapon and can thus be in use in several simultaneous instances, as well as exist in multiple contracts, though only the weapon type that was specified in the contract can be summoned. A contract can be forged with non-Surgebinders, allowing them to access Noble Phantasms as well though this requires Fūinjutsu access to use. Eon of Paragons can only be used twice per arc.

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Each Augmentation can last up to three turns and has the capability of being used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a blacklash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.

Crown of the Ruler
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. They must maintain a range of 3-5 meters from their target. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for. techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one. Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range. Techniques that are short-range in size or reach will become unusable during this period, excluding the aforementioned exceptions.

Helm of the Avenger
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength, or +20 damage. This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Scepter of the Gatekeeper
In this Augmentation the user will augment their chakra systems with Prana in order to increase the efficiency of their chakra molding. This will enable them to utilize all of their techniques at a decreased chakra cost without a reduction in power. This will not apply to D-Rank and below techniques. For techniques A-Rank and below this Augmentation will decrease their chakra cost by 10 chakra. For techniques above A-Rank, the effective chakra cost will be reduced by 15. When this ends, for the same duration Scepter of the Gatekeeper was active, all of the user’s techniques will now require additional chakra; techniques A-Rank and below will require 10 additional chakra and techniques above A-Rank will require 15 additional chakra.

(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes

(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). Upon deactivation of a usage of Age of Heroes which includes an individual Level 3 augmentation, the user will become incapable of activating other Surge of Augmentation techniques for the remainder of that turn, as well as Augmentation techniques above A-Rank in the next turn. Upon deactivation of a usage of Age of Heroes which includes an individual Level 4 augmentation, the user's ability to manipulate Prana is severely limited. For the remainder of the turn of deactivation, as well as the subsequent turn, no Augmentation techniques can be activated, and the user's other Prana-related techniques are restricted over a period of three turns. One turn after, the user's Prana is limited to B-Rank and below. Two turns after, the user's Prana is limited to A-Rank and below. On the third turn, the user's Prana is limited to S-Rank and below.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. All of the aforementioned abilities, when used to counter techniques, will cost a move except on the turn Heracles is activated (they will occupy the same move slot as this technique's activation). Level 1 will increase their Taijutsu damage by +10, Level 2 will increase it by +15, Level 3 will boost it by +20 and Level 4 will boost it by +25. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by and in the case of Level 4, they will become incapable of jumping or even lifting their arms, for the same duration that it was used.

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce the damage the user takes from techniques by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level two will make it so the user sustains 40 more damage from freeform attacks and offensive techniques, level three will make them deal 50 more damage and level four will do so for 60 damage for the same duration that the Augmentation was used. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atlanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x1.5, Level 2 multiples it by two, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one motion, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, it will count as a move (except on initial activation) but the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used. They will also become incapable of intense physical exertion or fast movements, preventing them from running or using Taijutsu, for the same number of turns.
 
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