◊ Leather's Customs n stuff ◊

Leathercandle

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ᕦ(ò_óˇ)ᕤ ◊ Customs ◊ ᕦ(ò_óˇ)ᕤ

Created:

1) (Suiton: Rapizzusufiasupiningu) - Water Style: Spinning Rapids Sphere [3/6]
2) (Dijīpanchi) - Dizzy Punch [3/6]
3) (Kenjutsu: Senshi no supiritto) - Kenjutsu: Warrior's Spirit [4/6]
4) (Doton: Hotetsu-gaku) - Earth Style: Prosthetics [3/6]
5) (Doton: Shakkurutorunēdo) - Earth Style: Shackle Tornado [1/6]
6) (Raiton: Vuaruhara no Handan) | Lightning Release: Judgement of Valhalla [4/6]
7) (Raiton: Zeusu no Raimei) | Lightning Release: Zeus’ Thunderbolt [4/6]
8) (Raiton: Fenriru no Kiba) | Lightning Release: Fenrir’s Fang [1/6]
9) (Suiton: Andāwārudo no numachi) Water Style: Marsh of the Underworld [2/6]
10) (Doton: Ishi no hitsujikai) Earth Style: Shepherd of Stone [1/6]
11) (Raiton: Sutōmumēru) Lightning Style: Storm Mail [2/6]
12) (Raiton: Kaminari no shukufuku) Lightning Style: Blessing of the Thunder [2/6]
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Leathercandle

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Fire
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Learnt:


Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user begins by charging his fire chakra at both his (index) finger tips, creating matter that is very hot before shooting it at the opponent. The matter which is as small as a popcorn is shot at a considerable speed towards the opponent (equivalent to the speed of a Kage Ranked shinobi). The beauty of the jutsu is that, the matter is actually aimed at the area around the opponent. The moment it comes in contact with an obstruction, it explodes creating a flames that can burn the opponent, before multiplying and creating another copy of the matter which is as hot and as dangerous as the original one. Once doubled up, they bounce like popcorns (when they're baked) and land somewhere around the opponent again, to repeat the process. The entire process continues till the matter multiplies from 2 to 32 which produces enough explosion and fire power to destroy/burn down huge summons and incinerate them. However, if the popcorn is shot directly at the opponent, it will only cause minor damage (C-Rank) as compared to the full effect. Should the initial matter hit a water source (above C-Rank) it would be extinguished. Otherwise, it will start multiplying prematurely.
Note:
* Can only be used two times.
* Cannot be used in consecutive turns.
* User cannot use other Fire techniques of A-Rank and above in the same turn.
* User cannot use other Fire techniques above S-Rank in the next turn.
* Can only be taught by Python

Created:
 
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Leathercandle

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Water
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Learnt


Rank: A
Type: Offense/Deffense
Range: short-middle
Chakra cost: 40
Damage points: 40 (If used in conjuction with lighting - 60)
Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting.
Note: Can only be taught by PowerOfDarkness.
Note Can only be used 2 times per battle.
Note: No water jutsu for the next turn.


Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.

Created

1)
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
The user begins by gripping their wrist with one of their hands, and gathers chakra into the palm of the hand which's wrist is being gripped, palm open. The user shapes the suiton chakra in their palm, making a sphere which has many gaps in it and is linked together by many strands. The sphere spins as very high speeds, and is about the size of a Magic 8 Ball. The user can slam the sphere onto an opponent, activating it's real ability. The sphere will hurt the opponent enough to form bruises through impact, but the many strands that make up the sphere quickly unravel and wrap tightly around the opponent, constricting him/her. The strands are so tight that they can break skin. Another usage shown is the ability to use this to "slice" apart incoming projectiles by hitting it with the sphere, allowing the strands to wrap around/through it, and break it apart.
-Must be taught by Leathercandle.
-Can be used thrice per battle.
-No S ranked or above water jutsu on the same turn.
-The strands can wrap around the entire body of an opponent, making them look similar to a wrapped mummy, or they can constrict specific parts of the body.
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Learnt:
1.
2.
3. Shady Doctor

9)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +10
Description:
The user begins by focusing their chakra into either the air, or a surface, like the ground or a wall. In the case of the air, a large sphere of water manifests itself from the water molecules floating about, being up to 5 meters in radius, at minimum 1. In the case that the user poured their chakra into a surface of some sort, a flat layer of water in a circle up to 5 meters in radius, and at minimum 1, takes form. A splashing sound can be heard within short range of it as the water takes form. These bodies of water have the ability to act as a water source for a single jutsu that the user may perform, up to S rank. Once a jutsu has been used with this as a water source, it becomes part of the jutsu itself, giving it a +10 damage boost. If the user creates a water source, it must be at least 5 meters away from any opponent. In the case that a water technique is simply too large to emerge from a water source of this size (something like a golem that is medium range long), this jutsu cannot be used as a source for it.
-This technique occurs in the same timeframe as the jutsu that uses this as a water source.
-This technique can only be performed directly before using a water jutsu that will use it as a medium.
-This technique can be used twice per battle, with a 2 turn cooldown
-Can only be taught by Leathercandle

Learnt:
1.
2. Shady Doctor
3.
4.
5.
6.
 
Last edited:

Leathercandle

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Earth
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Learnt:


Rank: B
Type: Offense
Range: middle - long
Chakra cost: 40
Damage points: 60
Description: The user molds his Earth Chakra in his hands. Then he slaps his hands on the ground releasing the chakra he has molded and puts 2 explosive tags on the ground. As a result 2 large rocks are formed, taking the 2 explosive tags inside them. Then the user can send the rocks against the enemy. After the rocks come closer to the enemy the explosing tag inside the rock explode and doing some damage to the enemy.
Note: Can only be taught by PowerOfDarkness*
Rank:A
Typeffense
Damage: 60
Chakra Cost:30
Description: The user preforms two handseals, causing one and a half dozen dense spiked sphere like rocks to violently erupt from the ground, each rock having a diameter of at least a foot. The Spiked balls orbit around the enemy at mutiple angles and directions essentially surronding the enemy in a "greater orb" through their orbiting keeping roughly 10 feet away from the enemy at all times, and upon forming a second handseal, all of the rocks converge in on the enemy, crushing him inbetween he massess of spikes.
~No S Rank or above earth jutsu for the rest of the turn.


Type: Attack
Rank: B
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user focuses chakra beneath the opponent and manipulates the earth around that them. The user makes the earth from two parallel directions quickly pounce up on the opponents leg(s). The two slabs are full of spikes on the inside and moulds to the opponents leg upon clamping to it. The height can range from the top of the thigh to just the ankle. It happens in a quick, surprising action, like a bear trap.

Restrictions
– Can only be taught by Kryptiic
– Can only be used three times per match.


Type: Offensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30 (+10 to kick based Taijutsu)
Description: The user concentrates their chakra into the ground below and causes numerous mini-stone spikes to emerge and become imbedded into the bottom of the shinobi's shoes. This would serve numerous purposes, first aiding in kick based taijutsu by causing slicing damage to each kick. Alternatively, the user could also shoot the spikes from their feet at any time, being able to reach up to mid range while retaining C-Rank damage in total. The final quality of this technique is that by being able to dig into the surface that they're running on, the user would have an unparalled grip to the ground, being able to run across shallow mud, ice, or any other slippery surface without so much as a missed step.

Note: Remains active until destroyed or fired from feet
Note: Can only be used thrice
Note: Can only be taught by Xicer


Rank: Forbidden
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-30 to user)(+20 to Taijutsu)
Description:
This is a unique technique that although ultimately damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user floods their skin with high-level chakra giving it an almost stone like quality, they continue to overload it with chakra to compound its density many times, this would result in the appearance of a very dark black spot on the user. This is similar to the canon Earth Spear technique albeit pushed to unexplored limits, this extreme concentration of doton chakra causes damage to the user that is evident when the technique ends, as the affected area of skin will appear cracked and will be quite fragile to the touch. This leaves the user quite vulnerable as a physical blow to this damaged area would deal double damage to the user and continue to do so for any further strikes for the remainder of the battle.

However this is a small trade off for the great defensive capabilities of the section as it provides an extremely hard defense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the overload of doton chakra in the area it gives the section certain petrification qualities when met with an attack, meaning that when an enemy (including clone, summons, etc) comes into contact with the section they would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This movement can be done very quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be stopped by this technique.

Note:
~The section is approx 30cm by 30cm
~The jutsu ends after 2 turns.
~Can only be used once

~Can only be taught by xHoudinii


Type: Attack
Rank: A-rank
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60 (+10 if the mud is ignited)
Description:
As the name hints towards, 'Kuishinbō tatchi' is a jutsu that is initiated either off of coming into contact with the target or doing a series of 3 hand seals to initiate it from a distance. Once the user touches the target, whether it's through his (user's) hand, leg, elbow etc. he'll release a a baseball sized dark blob of muddy earthen material which will stick to the target. Alternatively the 3 hands seals allow the user to make the blob shoot from the ground anywhere within 15m of himself to stick onto a target. The blob of Earth takes on unique properties of the flammable mud variant of Earth, being very mud-like and sticky to the touch, thus seeming like a ball of swamp material with its dark color and sticky texture. Once the blob is in contact with the opponent it starts to act on its own accord. The blob of mud begins to duplicate itself like a germ of some sort, quickly spreading across the target as it expands to become thicker and heavier by the second. Within a moment's notice the mud would completely ensnare the opponent's entire body, starting to smother and crush him within the mud. Due to the flammable nature of the mud it would be highly reactive to flames, sparks and electricity; catching a blaze and making the mud even more dangerous. The mud doesn't make explosions when it is ignited though, but simply catches on fire to start heating and turning the mud into a molten mud of sorts. This isn't limited to simply being used on a human either, it can be used on summonings or other jutsu within reason (like a stone golem) to ensnare and constrict them with the mud.

☆ Needs to be taught by BlackCrow
☆ Usable 3x
☆ Lasts 2 turns unless destroyed


Created:

4)
Type: Supplementary
Rank: S
Range: Short (Self)
Chakra: 40
Damage: 0
Description:
This technique was developed to give ninja a chance at surviving who do not have training in medical ninjutsu when part of their body has been removed in combat. This technique seals the wound and creates a prosthetic replacement. The replacement works just as the original body part would due to complex hinges and mechanisms, but can have special enhancements if the user wishes, like spikes along the body part, or a sword at the end of their arm, etc. Using or receiving A ranked or above taijutsu with this body part (if it hits its mark) will cause the body part to break off, leaving just the wound which would still be sealed with rock. The rock over the wound is a perfect fit for the opening, and has complex spring mechanisms (made of stone) so the skin around it would not be stabbed or hurt by the seal.
-Can only be taught by Leathercandle
-Can be used thrice per battle
-The new body part lasts until it is broken

Learnt:
1.
2. Shady Doctor
3. Goetia
4.
5.
6.

5)
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
The user weaves three hand seals and pools their chakra under a target. Around the target (up to mid range around them) hundreds of chains made of stone bast out of the ground and spin around them, rising higher and higher to create something like a tornado (going either counter clockwise or clockwise). Chains from the tornado will blast out from it towards a target in the center, attempting to pierce them with a pointed edge or wrap around their body. The chains can pull apart a target as they spin him/her around due to the motion of the "tornado", or they can restrain them by pulling just hard enough to prevent movement. The user can mentally create openings in the "tornado" to peer into it.

-Can only be taught by Leathercandle
-Techniques that require chakra cannot be used while this is in use, besides earth techniques
-Can be used thrice per battle
1. Shady Doctor
2.
3.
4.
5.
6.

10)
Type: Supplementary / Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (Depends)
Description:
The user begins by placing their hand or feet onto an earthen structure or jutsu, and pouring their own chakra into it. If it is an opponent’s jutsu, if the amount of chakra sent into it is more than what was used to create it, the technique will shatter, sending the chunks of rock in a specific direction(s) that the user can determine. Alternatively, the user can reshape the technique into a weapon or armor (a sword, spear, dagger, shield, suit of armor, etc) which will be equal in rank to the jutsu that was just countered. On the other hand, if the chakra exerted into it was equal, then the jutsu will simply crumble. In the case of using this technique on one of the user’s own jutsu, they can cause it to crumble, shatter and launch in (a) direction(s), or reform it into something new in the exact same manner explained before. This technique can counter fast moving and even sharp earthen jutsu by instead of placing a hand or foot onto it, by weaving five hand seals and holding their hand out in front of the object, which will cause an aura of visible chakra to gather around them, flowing out of their extended hand and back past their body. This speeds up the process of affecting the oncoming jutsu dramatically, allowing it to take effect before the true force behind the object can exert itself upon the user. This is done to such a high degree that someone using this to counter the oncoming slap of the S ranked stone golem technique would take no damage from it, at worst feeling a light punch to their hand. If this technique is used on the terrain, it has the same effects, being able to cause it to crumble (up to short range), turn it into a barrage of spikes, or turn it into a weapon or armor. Because of how single-target focused this technique is, it has a difficult time countering something like a barrage of boulders or spikes, giving it an obvious weak point.
-Can be used twice per battle with a 3 turn cooldown.
-This technique has no effect on F ranked earthen jutsu, or any other type of chakra besides earth.
-The shards of earth, earthen tools, etc, have damage equal to the rank of the jutsu this technique was used against, or if it was the environment, it has freeform damage but can still be lethal in cases
-Can only be taught by Leathercandle.

Learnt:
1. Shady Doctor
2.
3.
4.
5.
6.
 
Last edited:

Leathercandle

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Wind
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Learnt:


Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user creates a disk of spinning wind in one of their hands, the disk being two meters in diameter. Once it is formed the user slams that hand onto the ground and the disk spins so fast that it can easily slice through the earth, creating slight tremors as it slices. The user directs it to the opponent and when it's close makes the disk shoot out from the ground either in front or behind the opponent. The disk can only travel to mid range while travelling through the ground. When the disk is underground a soft humming sound can be heard and when it re-emerges a loud whizing sound can be heard. When the disk is shot out from the ground it is equivalent to a B rank jutsu.

Restrictions
- Only usable three times per match
- No wind jutsu above A rank in the same turn
- Can only be taught by Kryptiic


Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user begins by forming two quick handseals and initiates the technique. The user then manipulates the air around him (very close range) to form an armor around his body. He can also do this by releasing the wind chakra from his body. In quick succession (the same timeframe), a dome of wind is created far away from him (such that the opponent is between the dome walls and the user). The armor and the dome, both are A-Ranked in strength, although their thickness (and size of the dome) vary according to the user's requirements. In a quick movement, the armor expands and the dome compresses. They both change at a very high pace, carrying dust and debris and all sort of obstacles with them, to meet the target at the center, where they collide and cause a huge blast. Should the collision happen in the short-range to the user, he will get affected too. So it is best to be used against an opponent standing mid-range from him. The technique explodes similar to two electrons colliding with each other and releasing a large amount of energy. Anyone caught inside will have their bones broken and smashed internal organs. The dome has to be created at least five meters away from the opponent.

Note: Can only be used twice.
Note: Can only be taught by Python
Note: No other wind techniques above A-Rank in the same and next turn


Created:
 
Last edited:

Leathercandle

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Lightning
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Learnt:


Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
This technique is based upon both the Thunder Dragon Tornado technique and could be considered a more advanced application of it. To begin the user will make contact with an object and focus their lightning chakra into it. They will then manipulate the lightning and cause it to spin quite rapidly around the object. This forms a swirling mass of lightning and electrical energy around the object that upon contact with the enemy would be quite abrasive. Alternatively, the user can use a single handseal to use this technique remotely on any object within short-range (excluding the opponent's clothes/attire but not any weapons they may be wielding).

This would literally rip them to shreds when exposed to it while also shocking them from the unfocused electricity. Due to the nature of the electrical energy it imbues the object with a useful electrical charge while surrounding and supporting the object. This gives it lift and allows the user to levitate and manipulate the object freely with hand movements. Due to the rapidly rotating mass of lightning it would give off a bright glow while it is formed around the object.

Note:
~Can only be used 3 times
~Cannot use lightning above S rank for one turn
~The caster is restricted to lightning techniques while this is active
~Can only be taught by xHoudinii


Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will begin this technique by first creating four small lightning orbs on every side of the opponent in front, behind, to the right and to the left. The orbs upon their formation are very small and possess a weak charge but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over lightning. The orbs of electricity all will upon reaching short range of the opponent begin to attract one another due to their opposite charge, infused within them by the user of this technique, they also increase in size. The lightning used to create this technique is destructive, upon reaching short range around the target, the orbs will erupt into destructive lightning much like chidori remei. This will happen all around the target at the same time crushing the target with destructive lightning on all sides and destroy anything they come into contact with (following lightning s/w). These explode inwards so as to not hurt the user, all shooting inwards from 5m on each side of the target.

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


Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50(-30 per turn)
Damage: 90
Description: The user would weave 3 handsigns and create 4 large portals at least 5 meters from the opponent. The portals would be used to surround him except from below. This means a portal would be above, in front, behind, left and right. The user can place all the portals in an array above the opponent. From each portals, a large dragon entirely made of focused lightning would rain down towards the direction it is facing without the dexterity to divert from its path and would continue until it hits something able to stop it (mid range). The dragon is very large that it would hit and affect a 5m radius impact. The unique aspect of the portal is that it continues to rain down this type of dragon though with different colors until the time for the portal runs out or the portal is destroyed. Each portal would release a dragon per turn without the dragon loosing its power. For example, If the portals release 4 dragons this turn, the four dragons amount to a forbidden rank. The portal release another 4 dragons next turn and they'll also amount to a forbidden ranked attack.
-Portal last for 2 turns until the user stops it or destroyed
-Usable one time per battle
-The user's speed would be reduced by a rank for 2 turns due to over exerting the chakra
-The user suffers 30 damage.
-The user spends 30 chakra every turn its active
-The user can only use 2 moves per turn while its active.
-Unable to use other elemental techniques not lightning while active


Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+20 to Taijutsu)
Description: Whenever the user is hit and at the risk of being paralysed by unfocused lightning, he quickly focus on his own lightning chakra throughout his body and tames the lightning current before it completely paralyses him. This is the same as mixing his lightning chakra with the opponent's lighning, collecting the opponent's lightning current using his own and redirecting them like a lightning rod into his fists, feet or both which he will now use to clad his fists/feet in a translucent but sparking lightning aura. This can be used to aid the user during taijutsu.
NOTE: Lightning aura lasts 3 turns
NOTE: Can only be used three times per battle
NOTE: No Raiton above S-rank the turn this is used.
NOTE: Only works on unfocused lightning like Nagashi

Created:

6)
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By performing three handseals and infusing chakra into the sky, the user will be capable of calling down large lightning bolt(s) (up to eight) from the air. Each lightning bolt can have a radius large enough toaffect an area up to short range in size, making them powerful and large enough to pierce gigantic holes through even the largest of summons. As the lightning bolts descend they will rapidly charge the air around them, creating a field of electricity that, similar to ‘levitating blades’ will result in anything within short range of the lightning bolt being forced to levitate, and subsequently drawn in towards the lightning bolt through attraction at the speed of the lightning technique. When the lightning bolt strikes the ground, it will not immediately disappear, but will instead linger as a pillar of lightning after its initial earth shattering impact. Alternatively, the Lightning bolt can be made to disperse upon impact with the ground into an unfocused current so strong that it will charr the earth black as it conducts into the ground, while also neutralising any earthen based chakra within the ground on account of its chakra nature. Naturally, the user will be unaffected by any of the Lightning’s conduction effects as it is their chakra, meanwhile the effects of the Lightning bolt will completely expire after two turns.

Notes:
Can only be used 2x.
No lightning techniques above B rank for the rest of the turn.
Two turn cooldown between uses.

Learnt:
1)
2)
3)
4) LoK
5)
6)

7)
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 (- 10 per turn to sustain)
Damage Points: 80
Description: A technique whereby the user will perform three handseals while rapidly expelling lightning chakra from their body. Through the performance of such, the user will be capable of materialising lightning bolt(s) via infusing the air around them with a strong charge. The amount and sizes of the lightning bolts are freely subject to the users intentions, but could be of a great enough scale to wipe out large earthen constructs such as ‘Opening Earth Rising Excavation’ and send a rain of lightning towards opponents, or small and focused such as a senbon, to deal pinpoint but extreme piercing damage. The real use of this technique however comes when control is maintained over it - through doing so the user will be capable of having lightning bolts split, merge, shift in size and change direction, allowing for the lightning bolts to be easily maneuvered to fulfil various offensive and defensive purposes. While control is sustained, the lightning bolts will also be capable of, on command, dispersing into the ground or solid terrain and conducting through it as a directed unfocused charge, neutralising any earthen based chakra (KG/CE included) within the structure during its travel, and then re-emerging back into a focused lightning bolt when the user so wishes to strike the opponent. This of course respects normal elemental interactions (that is, that the Lightning bolts will weaken when neutralising weaker Earthen chakra), and the surface of the conducting object will glow a distinct blue, serving as a warning hint to observant shinobi of the lightnings presence. Lightning bolts can only be materialized within short range of the user; furthermore, choosing to sustain control over Zeus’ Thunderbolt however has the massive drawback of limiting the user to the lightning element, elements that have lightning as a component, and non-elemental abilities.

Notes:
Can only be used 3x
When the user finishes sustaining this technique they will be barred from using Lightning techniques A rank and above, for the rest of the turn.

Learnt:
1)
2)
3)
4) LoK
5)
6)

8)
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling lightning chakra from their body, and with the formation of three handseals converting the lightning natured chakra, by charging the surrounding air, to lightning; sculpted to take the form of dense, almost solid in nature, canines with streaming lower-bodies of unfocused lightning. The amount, and size of canines is subject to the users discretion to a certain degree, but could be enough to send gigantic surges - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of lightning to the opponent, led by the almost tangible charging canines, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming lightning that comprises the majority of their mass to shock and scorch the opposition. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic puppies, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The maximum number of canines that can be produced from this technique is 4, with their maximum size being comparable to elephants. The canines aren't sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the lightning moves and attacks, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Lightning Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the lightning to be changed, whether it be combining and shrinking the canines and lightning so as to make the attack more concentrated, or allowing the canines to divide and grow so as to cover a larger area (if the number isn't already 4). Despite being given form, the canines can be made to charge along the ground or through air alike, though they will always be created in short range from the user and move outwards towards the target.

Note:
- Can only be used 3x per event, with a two-turn cooldown.
- No Lightning techniques above A-rank for the rest of the turn.
- Can only be taught by Leathercandle

Learnt:
1) LoK
2)
3)
4)
5)
6)
x

11) (Raiton: Sutōmumeru) Lightning Style: Storm Mail
Type: Supplementary / Defensive / Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 to objects/people who touch it (+10 to future lightning techniques)
Description: Storm Mail is the name of a lightning technique that amplifies the user’s lightning style techniques while acting as both a defense and offense. The user weaves four hand seals, and releases a full body surge of chakra, which takes the shape of rings of lightning. These rings surround the user from ankles to the top of their head, being an inch off of their body in all cases. Alternatively, the rings can manifest themselves up to short range around the user, where they will fly around rapidly, attempting to cut into anything before going to the user’s body. In this case, the rings return to the user’s body at whatever rank they would be after clashing with any techniques. The rings have a number of advanced applications that this technique utilizes. Because they do not cover the entire body, they are generally better suited to defending against taijutsu and kenjutsu than they are against ninjutsu, however, if a jutsu is not large enough scale, the armor can defend against it due to the spacing between each ring (a good example of this would be the canon technique “Water Style: Water Dragon Whip”). If something touches the armor/rings, it shocks them for 60 damage.

Once per turn, the user can infuse part of the strength of the armor into a lightning jutsu of their own, lowering the rank of the armor by one, and increasing the damage of the jutsu by 10 by transferring the chakra. Doing so costs a move, but can occur in the same timeframe as performing the jutsu. As the rank of the armor decreases from infusing chakra from it into techniques, the damage the armor does to people that touch it decreases to match that new rank (with boosts to the armor from other techniques applying afterwards).

Once per turn, the user can levitate off the ground up to ten meters in the air by charging the rings with an electrical field identical to the one in the canon technique “Lightning Style: Lightning Blades Levitation.” While levitating through the air, the user moves at their regular running speed, which is determined by their rank. The levitation effect can be released at any time by the user, and lasts two turns, with a maximum of two usages per usage of the jutsu.

-Levitation can only occur / be utilized if the armor is at least C ranked.
-The levitation effect has a two turn cooldown after wearing off.
-Buffing the damage of a jutsu can be done once per turn, with a two turn cooldown.
-Storm Mail lasts three turns, unless released early.
-Can only be taught by Leathercandle.
1. Shady Doctor
2. LoK
3.
4.
5.
6.

12) (Raiton: Kaminari no shukufuku) Lightning Style: Blessing of the Thunder
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+10 to future lightning techniques)
Description: Blessing of the Thunder is a primarily defensive technique that can also be used offensively in certain situations, and has some supplementary applications. The user begins by expelling chakra from their body to create up to 4 circular saws of electricity around them, which rotate in whichever direction(s) the user so pleases. These saws can reach up to short range, and can be up to 5 inches thick. The primary purpose of these are to cut, slice, shock, and burn objects that they come into contact with. The user can release the original forms of the saws into unfocused electricity that expands outwards 360°, reaching up to mid range. Alternatively, the user can release the unfocused charge of electricity without the need for the saws prior, however this must be done with three hand seals. This unfocused electricity can paralyze non-lightning specialists, leaving them immobile for 2 turns before it wears off. The unfocused electricity gives off a charge that allows all other lightning techniques created using the same chakra as this one to have their electrons move around at much higher speeds than normal, increasing their cutting and slicing capabilities, and thus damage, for 2 turns. The increased movement speed of the electrons does not influence the speed of the technique, only the damage potential.
-The user cannot perform lightning techniques A ranked or above this turn
-This technique can be used 4 times per battle, with a turn cool-down between usages.
-Must be taught by Leathercandle
1. Shady Doctor
2. LoK
3.
4.
5.
6.
 
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Leathercandle

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Learnt:

Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will start of by striking the opponent with a diagonal downwards cut with a sword then do an upwards diagonal strike the same way throwing the sword into the air. The user will then throw 4 kunai at the opponent hitting him in the chest. The user will then do a back flip into the air kicking the sword at the opponent which then will strike them. The user will the release a barrage of ninja tools (shurikens, kunais, senbons) at the opponent.
Note: Can only be taught by Korra
Note: Usable 4 times a match

Created:

3)
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 0
Description:
The user focuses their mind on their swordsmanship and sword, letting their warrior instincts take over. The user channels chakra through all of their body, creating a visible layer of it on their skin, before it extends to their sword. A bright flash of light goes off which has similar effects to that of a flash bang once the chakra finishes covering the sword and body, yet it is unable to cause any damage/effect the user or their allies. From then on, arms made of chakra holding swords made of chakra (exactly the same properties as a normal sword) can spurt out from anywhere on the user, and can preform kenjutsu techniques that the user knows. The arms appear passively, though the techniques they preform cost a move. The user can sustain up to 3 extra arms and swords at once. These arms can also throw their sword at a target up to mid range away.
-Must be taught by Leathercandle
-Can be used twice per battle
-The user may sustain up to 3 arms at once
-Over the course of a battle, the user can create a maximum of 6 arms
-The effects of this technique last 3 turns unless released early
-This technique is self-sustaining, meaning the user can preform other techniques while the arms and swords are in existence
- The arms are not able to perform elemental kenjutsu attacks

1.
2.
3.
4. Shady Doctor
5.
6.
 
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Leathercandle

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Learnt:
[url="http://narutobase.net/forums/showthread.php?t=680621&p=19643300&viewfull=1#post19643300]Genjutsu: Kōgaku Soshi | Illusionary Arts: Optical Element [/url]
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: After performing the Monkey hand seal the user will induce chakra into the opponent brain and place them in a genjutsu. In the genjutsu the opponent sees the user attacking using multiple elements at once, just like using Ying-Yang. For example, if you use a fire jutsu, in the Genjutsu you can add another element to it simultaineously, or cover it in a thin layer of earth, appearing as if Ying-Yang is being used. The genjutsu lasts for the turn its triggered and can be applied to any of the users jutsu within those turns.

Restrictions
- Can only be taught by Kryptiic
- Can only be used 4 times per match
- No Genjutsu in the same turn

[url="http://narutobase.net/forums/showthread.php?t=680621&p=19643300&viewfull=1#post19643300]Genjutsu: Saizu wa Jūyō | Illusionary Arts: Size Matters[/url]
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: To perform this Genjutsu the user just has to have some sort of vision on the opponents body. In the Genjutsu the user can alter the length of their weapons or limbs. This is used to put off the opponent in close combat and can be very useful if doubled up with certain Genjutsu.

Restrictions
– Can only be taught by Kryptiic
– Can only be used 4 times per fight.


Created:
 
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Leathercandle

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Learnt:

Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A very fast, defensive maneuver meant for counter-striking against high attacks (chest and above). The user while being attacked high will spread both legs outwards doing a straddle split, quickly lowering their position while striking with a punch to the lower regain of the body (lower abdomen and below).

~Notes~
-Must be taught by -Vegeta
-Attack happens as fast as the user is capable of moving at the time of use
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Created:

2)
Type: Offensive
Rank: B
Range: Short
Chakra: 0
Damage: 40
Description:
The user begins by punching towards the opponent with massive amounts of force behind it. The punch is aimed towards the side of the body of the opponent (for instance, the edge of their cheek), so that once the punch hits them and continues past them, it spins the opponent around 180°. The user can then follow up by slamming both of their hands onto the sides of the opponent's head, creating a loud noise in such close proximity to their ears that it would disorient them for a moment, similar to the effects of a concussion grenade, leaving them dizzy and unable to hear anything outside of short range for a short period of time.
-Can only be used thrice a battle
-The disorientation/ deafness outside of short range lasts one turn
-Can only be taught by Leathercandle

1.
2.
3. Shady Doctor
4.
5.
6.
 
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Leathercandle

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◊ Gyojin ◊

Name: Gyojin Clan


Founder: Izuna Uchiha


History of the Clan: A long time ago, when the five great nations were yet to be born and the clan wars was at its peak, a small group of gifted shinobi lived in peace near the coast. They were incredibly talented with water jutsus, making it almost impossible for anyone to attack their village because of its strategic location near the sea. Each day was spent training and trying to understand the mysteries of the ocean. Without surprise, the Gyojin Clan had a very deep connection with every water creature that lived near their village. With time and careful studies, a crafty new art was develop to allow user to breath underwater. However, it was not without any consequences. With every genetic alteration, every new generation was slowly turning into a creature that can only be classified as a combination between a human and a sea creature.

Then, when the wars couldn’t be avoided any further, the Gyojin Clan took their weapons and marched to combat. However, they were crushed, outnumbered by the recent alliance of the Uchiha Clan and the Senju Clan. In a desperate move to save what was left of their clan, those who could now survive both on land and underwater exile themselves into the abyss of the ocean. The elders, who weren’t fit to survive underwater, were left to die on the surface.

For years, the Gyojin Clan remained hidden, rebuilding their village inside the perimeter of a vast barrier jutsu, creating the illusion of an underwater island.

To this date, the Gyojin Clan is still hidden, and forgotten from history.


Special Abilities: The Gyojin clan share some basic abilities related to their genetic traits, such as: their incredible physical abilities (about 2 times stronger and 1.5 times faster then a regular human), a naturally occurring mucoprotein (common to fish) that is both a protection against bacterial infections but also a natural insulator, the ability to breathe underwater, an uncommon resistance to D-rank and under water techniques, and finally incredible swimming speed.

Then, as you rise amongst the clan’s rank, a clansman develops/is taught some new abilities: a strong affinity with water (being able to use B-rank and under without handseals as well as defining their resistance to water jutsus, being unaffected by C-rank and under), a new branch of taijutsu called Gyojin Karate (customs to be submitted), the ability to sense bodies of water and everything inside a water source, and ultimately high rank clansman are allowed to sign the contract with the mighty Sea Kings (custom to be submitted).


Location: The group will be located in a social group I’ll create for the clan.


Purpose: Our only goal is to destroy the other clans and wreak havoc on the RP section. Fight as much as we can, for as long as we can.


Special Info: The ranking system will be simple:

-Gyojin: Can use all the basic abilities of the clan.

-Mizuchi: Learn how to use the Sonar ability.

-Ryūjin: Learn to master his affinity with water up to C-rank.

- Suijin: Masters his affinity with water up to B-rank and is introduced to the low level technique of the Gyojin Karate.

-Mazu: Continues his training with Gyojin Karate without learning the secret techniques of the clan.

-Poseidon: This is the highest rank one can achieve in the Gyojin Clan. At this point, the clansman in allowed to complete his training in the Gyojin Karate’s secret art, and to sign the Sea King’s contract.


Requirements:
•You need to have an approved biography;
•No KG;
•No Bijuu;
•No Cannon biography (other then Fuguki Suikazan and Kisame Hoshigaki);
•You can’t be from another Clan;

Anyone who fail to comply to these simple rules will be refused. I (Izuna Uchiha) reserve the right to refuse, and/or, kick out anyone from the group without any reason whatsoever.

Members: Izuna Uchiha, Goro Kaguya, Scary Yamato, Lili-Chwan

Learnt [ ]
(Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
Rank: C
Type: Attack
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: While focusing water chakra around the desired hand and performing a karate chop, the user can split a water source out in front of him in order to send a shock wave to attack the enemy. The sheer pressure of the shock wave travelling through the water will cause unstable tides as if it was a water "world shaking", causing the opponent to loose balance.

(Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 25
Damage Points: 50
Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, only doujutsu is capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact. This palm trust is powerful enough propel large summon up to long range.

(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground.

(Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
Rank: B
Type: Defense
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: By focusing the water molecules around the hand, the user performs a simple palm block with enough force behind it to slap away a sword swing. This is done by creating a water shock wave from the palm. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This technique works incredibly well against elemental projectile of small to medium size.

(Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: The user will take control of an existing water source, making it move at will. However, the user may only move the water by using hand movements that represent the action the water will make. This can be used to create various things, like waves, vortexes, spikes and even whirlpools. The user can not control existing water infused with foreign chakra source.

Note: Requires a water source
Note: This technique ends when the user begins performing another jutsu

(Gyojin Karate: Bakuretsu Hirate Renda) - Fishman Karate: Exploding Palm Barrage
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80 (+40 if used in conjuncture with a water based technique)
Description: The user squats while placing his arms to the side of his body, palms up bent in a 90 degree angle, then thrusts forward so fast that to any onlooker perceives that the user only did it one time with both arms. In reality, the user has actually pushed forward two times per hand, releasing a force that hits their opponent by concentrating on the water molecules around the palms. However unlike its parent jutsu "Jodan Bakusho", Hirate Renda's shock wave has a delayed effect of up to 2 seconds before the opponent feels the blows, leading him to believe it is a simple double palmed thrust barrage. This technique's raw power is so devastatingly powerful that the very earth surrounding the target will be shattered upon impact, leaving a vast crater. Furthermore, since this technique is based on the propagation of waves through water molecule, passing through a body of water before reaching the target will only increase it's destructive power.

Note: May only be used twice per match
Note: No S-rank and above water technique on the following turn

(Gyojin Karate: Towa Funsai) - Fishman Karate: Smashing Tower
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing three hand seals, the user heaves a water current upward, where it erupts from the surface as a towering stream of water, underneath the opponent. The user may only move the water by using hand movements that represent the action the water will make. As the water is rising, through hand movements, the user bends the highest point of the stream to take the form of an orb to entrap the opponent. The user can choose to let the target drown, or swing his hands downward making the stream, come down like a hammer, crushing the target against the surface of the ground/water. In the event that the opponent evades the erupting water, the user may still control the stream to crash down upon any location he desires.

Note: No water source required, the water is created through by the user through this technique
Note: Can only be used 3 times per match
 
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Leathercandle

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◊ Combination Techniques ◊

Learnt:


Type: Offensive
Rank: C
Range: Medium-Long
Chakra: 15
Damage: 30
Description: If the user is in a forest, they can begin to start gathering katon chakra. Once that is done, they insert that chakra into leaves around the opponent. With those leaves now beginning to burn and smoke, the user flashes the bird hand seal and begins to cause a gust to occur by the opponent. This gust would not only blow the leaves off the trees towards and around the opponent, but the wind would also increase the fire's heat and move the smoke from the leaves around. This would cause the opponent major annoyances and small burns if the leaves around him touch their skin.

Ω Can be used four times per battle
Ω Can only be taught by Penguin.


Created:
 
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Leathercandle

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◊ Signed Contracts ◊


Signed

Summoning Animal: Narwhal
Scroll Owner: -Vegeta
Other Users who have signed contract: None yet
Summoning Boss if existing: None yet
Other Summoning Animals tied to contract: Will create later
Description and Background: Nicknamed "The Unicorn of the sea", the narwhal, or narwhale (Monodon monoceros), is a medium-sized toothed whale and possesses a large "tusk" from a protruding canine tooth. The narwhal males are distinguished by a long, straight, helical tusk, which is an elongated upper left canine.

Like the beluga, narwhals are medium-sized whales. The males are slightly larger than the females. The average weight of an adult narwhal is 800 to 1,600 kilograms (1,800 to 3,500 pounds). Narwhals do not have a dorsal fin, and their neck vertebrae are jointed like those of other mammals, not fused as in dolphins and most whales.

The male narwhals occasionally dive up to 1,500 metres (4,900 feet) in depth, with dives lasting up to 25 minutes. Narwhals, like most toothed whales, communicate with "clicks", "whistles", and "knocks". However, these ones can communicate with their summoner. Narwhals can live up to 50 years old.
-reference-
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Narwhal Summons

(Kuchiyose No Jutsu: Narley ikkaku)- Summoning Technique: Narley the Narwhal
Type: Summoning
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: The user bites their thumb, then presses it into their right palm to summon Narley the King of the Narwhal summons to the field. Hailing from north of the Hidden Moon country, Narley is midnight blue in color, and is nearly 40 years of age, the eldest and most powerful of the Narwhales. Narley is 6 meters in height and 8 meters long, and has a silver sharp, long, straight helical tusk which is an elongated upper left canine tooth short range in length, using it similar to a sword or spear, as well as a Y shaped tail that he can strike with in a whipping manner, doing major damage from his great strength. A Master at the element of Suiton, he can use water jutsu's up to S rank without the need for seals. He also has a blow hole on top of his head that he can spew water from, creating a rain like effect thru-out the field, or a small source of water for water jutsu's to be used (Only large enough for B rank and below).
~Notes~
-Must have signed the Narwhal contract
-Must be summoned in a water source, however can breath outside of water when surfaced
-Using it's horn or blowing water from the blow hole count as a move towards the 3 move limit
-Must be taught by -Vegeta
-Last 4 turns

Learnt

(Kuchiyose No Jutsu - TSUCHI ikkaku) Summoning Technique - Tsuchi Narwhal
Type: Summoning
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Tsuchi Narwhal. Narwhal of Earth release. He can use up to S rank earth ninjutsu without the need for seals. It's main ability is that you can summon him with his tail in your hand. He is giant and weighs several tons, has a bad eating disorder, and doesn't like people talking about his weight. Anyways. He passively uses earth chakra to make himself very light weight so that he can cheat scales and feel like he's average weight. Like how Tsunade uses her reverse aging jutsu passively. Except that when he's summoned in the users hand, he will wait for the user to swing him at their opponent and then he'll release the light weight jutsu making him weigh his normal weight and crush the opponent. The user can also use Doton to increase his weight further. He's huge and non athletic, he's the biggest narwhal but only due to being so fat unlike the boss summon.‏ If needed the opponent can throw him before he returns to his normal weight, therefore launching an attack at the opponent. The user does not need to speak in order to tell him which jutsu's to use. The user just needs to release a bit of chakra from their palm, squeezing his tail causing slight pain sort of like trying to make a horse run faster. A small squeeze means to release his light weight rock jutsu. A hard squeeze means to increase his weight. However if the user yells the word "ready!?" upon summoning him, that means he needs to get ready to be thrown. If the user wants to throw him and have him increase his weight to crush the opponent, they just yell "ready!?" upon summoning with a tight squeeze of the tail.‏ The Narwhal weighs 6 tons. Nearly twice the amount of the largest known Narwhal.

~Notes~
- Must be taught by -Vegeta
- Must have signed the Narwhal contract
- Stays on the field 4 turns
- Can be summoned 1x per battle

Learnt


Narwhal Techniques

(Ikkaku geijutsu - Ikkaku Ikkaku) - Narwhal Arts - Narwhals Narwhals
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: By biting their thumb and pressing it against their right palm the user is able to summon up to 2 tusk like canine teeth into their hands like swords. The "tusks" are hardened bone and can withstand steel sword attacks up to their rank without breaking. They are pointed as they get smaller near the top like a spire.

~Notes~
- Must be taught by -Vegeta
- If 2 are created they are A rank in strength each
- Must have signed the Narwhal contract

Learnt

(Ikkaku geijutsu - Wakamono no tsuyo-sa) - Narwhal Arts - Strength of youth
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user bites their thumb, then presses it into their right palm performing a summoning technique for Narwhals then places their hand on their chest, releasing the summoning seal upon themselves that activates across their entire body or on a specific area. Opening this seal connects straight to the Narwhal's home sea's north of the Hidden Moon, and summons the tips of many young Narwhal tusks, covering the body in these 2 inch pointed tips giving the user a defense against incoming strikes. The spikes can last up to 3 turns if the user so wishes, or can be released at the users will up to mid range from the user.

~Notes~
- Usable 2x per battle
- Must have signed the Narwhal contract
- Must be taught by -Vegeta

Learnt
 
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