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<p>[QUOTE="Zaphkiel, post: 15683389, member: 190764"]</p><p style="text-align: center"><img src="http://i.imgur.com/BqWxgGF.jpg" data-url="http://i.imgur.com/BqWxgGF.jpg" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center">[HR][/HR]</p><p><span style="font-size: 10px">I: </span><strong><a href="http://narutobase.net/forums/showthread.php?t=157594&p=18823222&viewfull=1#post18823222"><span style="color: #b22222">(Tokei shikake no dageki) Clockwork Strike</span></a> [4/6]</strong></p><p>[SPOILER]Rank: B</p><p>Type: Offensive</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage: 40</p><p>Description: The user will advance on the enemy, closing the distance in one powerful lunge using the left leg to anchor himself. While doing this the user will channel Futon chakra in his right leg and left hand respectively. He'll then bring the right leg, which would be hanging behind, towards the opponent's ankle(s) in a short, horizontal instep kick but he won't complete the motion, instead he'll cease movement in the right foot as soon as it reaches about 5-6 inches from the opponent's targeted foot where he will release a small gust of wind with just the right amount of force to send them off their feet while his left hand in the form of a Shuto strike will come crashing down on the opponent's neck or head area but he won't complete this motion either, instead he'll stop his own hand a few inches from the target to have a more powerful gust of wind fire from his hand onto the targeted area from the user's upper left towards the lower right in a diagonal motion. The small gust supplied by the sweeping kick combined with the more powerful gust from the hand will cause an imbalance in the force applied on the opponent's body and send the opponent spinning in a clockwise motion with great force, capable of up to 4 revolutions spinning on the spot.</p><p>Note(s):</p><p>- Can only be done 3x</p><p>[/SPOILER]</p><p><span style="font-size: 10px"><a href="http://narutobase.net/forums/showthread.php?t=557335">Loki </a> | <a href="http://narutobase.net/forums/showthread.php?t=664227">Nathan </a> | <a href="http://narutobase.net/forums/showthread.php?t=664472&p=19215582#post19215582">Kooljay</a> | <a href="https://narutobase.net/forums/showthread.php?t=733402&p=21308946&viewfull=1#post21308946">Albel</a></span></p><p>[HR][/HR]<span style="font-size: 10px">II: </span><a href="http://narutobase.net/forums/showthread.php?t=659285"><strong>(Ryōshi doraibu) Quantum Drive</strong></a></p><p>[SPOILER]Type: Offense</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: Quantum Drive is a nintaijutsu attack that uses the water molecules in the air to attack in unison with the user. Once the target is within range the user will begin to repeatedly punch them as they release their water chakra into the air manipulating the area 4m above, behind, and to the sides of the opponent. With every punch the user throws they will also manipulate a wave of miniature needles that impact the target's body penetrating it dealing damage internally. The back to back punches and waves of needles will continually impact and penetrate the opponent leaving their mangled at the hands of their user as they suffer from blunt and penetrating damage. The opponent would be caught in the onslaught with no place to run as the user holds them in place with their rapid back to back punches. If the opponent managed to survive this technique due to some sort of defense or physical healing, they would still suffer from the symptoms of "Overhydration" which would leave the target with a massive headache as they stand disoriented and confused. The ailment would last for two turns afterwards.</p><p>NOTES</p><p>►Can be used 2x per battle</p><p>►Has a two turn cooldown</p><p>►No water S rank and above afterwards</p><p>►The move can be affected by water and tai boosts</p><p>►Can only be taught by Zanda[/SPOILER]</p><p>[HR][/HR]</p><p>III: <strong><a href="http://narutobase.net/forums/showthread.php?t=708715&p=20535885&viewfull=1#post20535885">(Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation</a></strong></p><p>[SPOILER]Type: Supplementary/ Defensive</p><p>Rank: S-Rank/ Forbidden</p><p>Range: Short</p><p>Chakra: N/A</p><p>Damage: N/A (-20 to user after is they perform the Forbidden Rank variation)</p><p>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.</p><p></p><p>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.</p><p>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.</p><p>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.</p><p>Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ. And can't be used against The Pervy Sage.[/SPOILER]</p><p></p><p><strong>IV:</strong> <a href="https://animebase.me/threads/village-mates-share-power.553324/post-22020907"><strong>(Taijutsu : Kurohyō) - Body Art : Black Panther</strong></a></p><p>[SPOILER]Type: Supplementary</p><p>Rank: C</p><p>Range: Short</p><p>Chakra Cost: 15</p><p>Damage Points: 30</p><p>Description:</p><p>Much like the Tree Climbing Practice of focusing ones chakra to the feet, the user will basically do the same thing except Chakra is focused through not just their feet but also their hands. The user will leap or break off into a sprint using all fours to run, the chakra will help get a gripof the ground before pushing off it with their strength, making larger strides than they would whilst running normally at a fast rate. The user must have really good arm strength as well, a master of strong-fist Taijutsu is required.</p><p></p><p>This can be used across most surfaces including water and can be used whilst in the middle of a run to push off of objects, this can be the side of a tree or even to go upside against the top of a ceiling (User doesn't have to simply push off, they can do the full run across the side of a wall or against the top of a ceiling whilst upside down). To finish the user's run however if they have moved close enough to their target they can finish off with an attack of sorts, for example they could pull their legs through with their palms on their ground thrusting their feet forward like a Vault and kick their feet into the target's chest. Or if they pushed off a wall the user could perform a powerful punch across the opponent's face.</p><p></p><p>- Whilst active other techniques can be performed by the user</p><p>- Can be deactivated at will which will halt the user's movement</p><p>- Must be taught by LonelyAssassin</p><p>- Must have mastered strong-fist Taijutsu.[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Zaphkiel, post: 15683389, member: 190764"] [CENTER][IMG]http://i.imgur.com/BqWxgGF.jpg[/IMG] [HR][/HR][/CENTER] [SIZE=10px]I: [/SIZE][B][URL='http://narutobase.net/forums/showthread.php?t=157594&p=18823222&viewfull=1#post18823222'][COLOR=#b22222](Tokei shikake no dageki) Clockwork Strike[/COLOR][/URL] [4/6][/B] [SPOILER]Rank: B Type: Offensive Range: Short Chakra Cost: N/A Damage: 40 Description: The user will advance on the enemy, closing the distance in one powerful lunge using the left leg to anchor himself. While doing this the user will channel Futon chakra in his right leg and left hand respectively. He'll then bring the right leg, which would be hanging behind, towards the opponent's ankle(s) in a short, horizontal instep kick but he won't complete the motion, instead he'll cease movement in the right foot as soon as it reaches about 5-6 inches from the opponent's targeted foot where he will release a small gust of wind with just the right amount of force to send them off their feet while his left hand in the form of a Shuto strike will come crashing down on the opponent's neck or head area but he won't complete this motion either, instead he'll stop his own hand a few inches from the target to have a more powerful gust of wind fire from his hand onto the targeted area from the user's upper left towards the lower right in a diagonal motion. The small gust supplied by the sweeping kick combined with the more powerful gust from the hand will cause an imbalance in the force applied on the opponent's body and send the opponent spinning in a clockwise motion with great force, capable of up to 4 revolutions spinning on the spot. Note(s): - Can only be done 3x [/SPOILER] [SIZE=10px][URL='http://narutobase.net/forums/showthread.php?t=557335']Loki [/URL] | [URL='http://narutobase.net/forums/showthread.php?t=664227']Nathan [/URL] | [URL='http://narutobase.net/forums/showthread.php?t=664472&p=19215582#post19215582']Kooljay[/URL] | [URL='https://narutobase.net/forums/showthread.php?t=733402&p=21308946&viewfull=1#post21308946']Albel[/URL][/SIZE] [HR][/HR][SIZE=10px]II: [/SIZE][URL='http://narutobase.net/forums/showthread.php?t=659285'][B](Ryōshi doraibu) Quantum Drive[/B][/URL] [SPOILER]Type: Offense Rank: S Range: Short Chakra Cost: 40 Damage Points: 80 Description: Quantum Drive is a nintaijutsu attack that uses the water molecules in the air to attack in unison with the user. Once the target is within range the user will begin to repeatedly punch them as they release their water chakra into the air manipulating the area 4m above, behind, and to the sides of the opponent. With every punch the user throws they will also manipulate a wave of miniature needles that impact the target's body penetrating it dealing damage internally. The back to back punches and waves of needles will continually impact and penetrate the opponent leaving their mangled at the hands of their user as they suffer from blunt and penetrating damage. The opponent would be caught in the onslaught with no place to run as the user holds them in place with their rapid back to back punches. If the opponent managed to survive this technique due to some sort of defense or physical healing, they would still suffer from the symptoms of "Overhydration" which would leave the target with a massive headache as they stand disoriented and confused. The ailment would last for two turns afterwards. NOTES ►Can be used 2x per battle ►Has a two turn cooldown ►No water S rank and above afterwards ►The move can be affected by water and tai boosts ►Can only be taught by Zanda[/SPOILER] [HR][/HR] III: [B][URL='http://narutobase.net/forums/showthread.php?t=708715&p=20535885&viewfull=1#post20535885'](Amaterasu no Hakudatsu) Heavenly Illumination's Deprivation[/URL][/B] [SPOILER]Type: Supplementary/ Defensive Rank: S-Rank/ Forbidden Range: Short Chakra: N/A Damage: N/A (-20 to user after is 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.[/SPOILER] [B]IV:[/B] [URL='https://animebase.me/threads/village-mates-share-power.553324/post-22020907'][B](Taijutsu : Kurohyō) - Body Art : Black Panther[/B][/URL] [SPOILER]Type: Supplementary Rank: C Range: Short Chakra Cost: 15 Damage Points: 30 Description: Much like the Tree Climbing Practice of focusing ones chakra to the feet, the user will basically do the same thing except Chakra is focused through not just their feet but also their hands. The user will leap or break off into a sprint using all fours to run, the chakra will help get a gripof the ground before pushing off it with their strength, making larger strides than they would whilst running normally at a fast rate. The user must have really good arm strength as well, a master of strong-fist Taijutsu is required. This can be used across most surfaces including water and can be used whilst in the middle of a run to push off of objects, this can be the side of a tree or even to go upside against the top of a ceiling (User doesn't have to simply push off, they can do the full run across the side of a wall or against the top of a ceiling whilst upside down). To finish the user's run however if they have moved close enough to their target they can finish off with an attack of sorts, for example they could pull their legs through with their palms on their ground thrusting their feet forward like a Vault and kick their feet into the target's chest. Or if they pushed off a wall the user could perform a powerful punch across the opponent's face. - Whilst active other techniques can be performed by the user - Can be deactivated at will which will halt the user's movement - Must be taught by LonelyAssassin - Must have mastered strong-fist Taijutsu.[/SPOILER] [/QUOTE]
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