○ Dexter's Laboratory ○

Akuma

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♦ Kerry's Collection ♦ [Customs]

Blodreina's Custom Jutsu

My Creations:
(Raiton: heki zairu) - Lightning Release: Rope of Bolt
(Raiton: Shinme Kyohaku) Lightning Style: Shooting Stars
[Suiton: Rippou Fuzen] - Water Style: Cube of Mischief
(Suiton: Shiryu Haiwo) - Water Style: Devious Dragon Spears
(Suiton: Kanui Batsu) - Water Style: Water Blitz
(Fuuton: Uindo Kuruma) - Wind Release: Wind Wheel
(Fuuton: Kanui Batsu) - Wind Style: Wind Blitz
(Meiton: Kirudesuto)- Dark Release: Hungry Dragon
(Hyouton: Kagi Tenka) - Ice Release: Eternal Snow
(Mujōu Karamatsu no Mai) - Ultimate Dance of the Larch
(Genjutsu: Hatsuchi Hanshouko) - Illusionary Arts: Mother Earth's Breed
(Raiton/Doton: Jinrai no Berukūsesu) Lightning/Earth Release: Belcusas the Thunderclap
[Fuuton/Doton: Boukyaku Takeda] - Wind/Earth Style: Ferocious Oblivion
(Fuuton: Umakashi Yamihitonami) - Wind Release: Stampede of the Underworld Horsemen
(Fuuton: Hageshii Soyokaze) - Wind Release: Tempestuous Whisk
☾ Kitsune no Mai ☽ Dance of the Flying Sparrow
(Karei ni ikou! Rooringu...Sandaa!) - Keep it classy! Rolling Thunder!
(Animarumateriaraizēshon) Animalistic Materialization
(Sougikishi no Kakuho Shichiyou) Wake of the Unruly Moons
(Ruri'iro Sakikurue) Split and Deviate | Rod Bone
(Katon: Akuma Kaji) – Fire Style: Fiendfyre
(Kōuki Nehan Ashige) – Final Nirvana Kick
(Tansen Taijutsu: Ryusoken) - Seishou Taijutsu: Dragon Claw
(Fuuton: Rogatana Hishuken) - Wind Release: Eurus' Daggers
(Suiton: Mizukami Rinrin Gokusha) - Water Release: Water Wolf - Biting Prison
(Doton: Dokishindou Tsuyoishukensha) - Earth Release: Wrath of the Earth Sovereign
(Hokuin Fuuinjutsu: Taigen Kaguya) ⚘ Sealing Bone Arts: Kaguya's Embodiment
(Fuuinjutsu: Sutandingu Obēshon) - Sealing Arts: Falling Ovation
(Hachimon: Shou-Lao) - Eight Gates: Undying Dragon ♦ The Living Weapon
(Hachimon: Kyokushin kaikan) - Eight Gates: Full Contact ♦ Ultimate Basic
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4)
Custom Weapon:

Custom Contract(s):


(Chame: Gogyou Meha ) - Urchin Arts: Torrent of Guhul
(Watatsumi Chame: Dekitate Chishio ) ✽ Sea Urchin Arts: Propagation of Lazarus
(Watatsumi Chame: Nohara Kusabana) ✽ Sea Urchin Arts: Fields of Pileolus

Custom Contract(s):




Custom Element(s):


Quick Links

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Akuma

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Basic/Custom Elements





General/Advanced Ninjutsu






Blodreina's Adventures

 
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Akuma

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≡≡ Water Jutsu ≡≡



[Suiton: Rippou Fuzen] - Water Style: Cube of Mischief
Type: Offensive/Attack
Rank: A
Range: Short - Long
Chakra: 20
Damage: 40
Description: This technique can only be used when the target is standing on water. The user will first wave 1 hand-seal. Doing so, will focus chakra into the water below the opponent, then the water opens up in a square shaped box below the target, making them fall in. Afterwards the user if wanted may wave 1 more handseal and cause the sides of the cube to close in on each other with tremendous strength, violently crushing the victim to a bone-breaking degree due to the pressure of the water. This technique is very versatile, for it can be as wide and as deep as the user wants, within narutoverse logic and reason; to fit the entire body or just a part, meaning the user can open it only wide enough to make 1 of the opponent's foot fall in and then crush it [ if wanted ]. This can be done wide enough to make 5 bodies lined up fall inside, and as deep as 10 meters, however, the larger the space, the more it takes to close in. Nevertheless the process in which it opens and shuts is rather fast. It can be shut just enough to prevent foot or body movement, not crushing the trapped body [part].
- May only be used x3 per battle.
- Must be taught by Loki

Taught:
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(Suiton: Kanui Batsu) - Water Style: Water Blitz
Type: Offensive
Rank: A
Range Short - Long
Chakra: 30
Damage: 60
Description: A water variation of Wind Blitz. After infusing water chakra into a kunai, and coating it in malleable water [which takes the shape of the Kunai it's surrouding]. The user will then hurl it at the intended target, and when deemed necessary, the user may wave 1 handseal, controlling the water coating the kunai to expand and spin rapidly around the kunai. Taking the shape of a spinning spear; with the kunai as it's epicenter while spinning. Said spear is 6 feet long and 3 feet wide, capable of piercing and shreadring human flesh with ease. This technique follows a sraight path, thus, only moves foward and in a single direction.

*Only usable with 1 kunai per usage.
*Only usable x3 per battle.
*Must be taught by Loki

Taught:
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(Suiton: Mizukami Rinrin Gokusha) - Water Release: Water Wolf - Biting Prison
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will perform two handseals in order to pool his Suiton chakra into the ground beneath the selected target, afterward ending the hand movements with a clap of their hands. At this point the water shoots from the surface as five (5) towering streams of water, each from a diferent location around the target with the ends resembling that of a Wolf's head. The pillars of rushing water will attempt to bite onto the target and hold them tightly in place as the fifth head (and final one) deals a decisive blow against the target. The water of this technique is of that nature that resembles "Water Style: Starch Syrup Capture Field" technique, however these properties are only located at the jaw of the Wolf heads, as such when biting onto the target they'll stick endlessly to them as means to prevent forced escapes. Aside from the additional damage of their teeth (which are compressed to sustain enough hardness to pierce flesh) their jaws are rather strong, enough to damage a limb in a bite. When the water is used from a pre-existing water source, there is no need for handseals instead only the hand clap will be required. The user can either maintain the hands clapped to manually control the technique, or pay and extra chakra leech per turn to give the wolf heads a sentient-like role, in which they'll passively seek out targets (can cancel this jutsu with 1 seal). Additionally, the user can cast the technique in such manner that they rise near the user for protection, either by coiling around them or by forming a wall.

~ Can only be used twice per battle.
~ Must wait three turns prior second usage.
~ Cannot cast another S rank Sution in the same turn after this is used or the turn after.
~ Can only last two turns after the activation turn if the sentient option is used and the chakra toll payed.

Taught:
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(Suiton:Sono Painappuru Sokutatsu) - Water Release: The Pineapple Express
Rank: A
Type:Attack
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user begins by concentrating their Suiton chakra to the palm of their hands, and causing it to physically materialize as a rather large sphere of water. The water will initially hold no specific shape, but through the use of shape transformation, one will alter the shape of this water to resemble that of a Pineapple. Once formed, it is ideally thrown at the head of an intended target, but is often mistaken for being nothing more than a prank. The deception within this technique is that once thrown, the Pineapple acts as a 'grenade,' and can be remotely 'detonated' so that once it reaches the desired location, it blows out in all directions in the form of fragments of its former self (It will basically blow out in all directions like a grenade does, only in the form of several pencil eraser sized water bullets at the command of the user). The small water bullets act similar to the shrapnel of an actual grenade, and have great piercing power being able to easily pierce the skin of anyone nearby because of the incredible speed at which they move (They so fast that it is hard to keep up with the water droplets with the naked eye, considering their size). The 'shrapnel' hits anything within a 15 meter radius, leaving room for the user to escape the range. Once the Pineapple detonates, the shrapnel moves incredibly fast and is just as hard to avoid as it is fast.
~Can only be used 3 times per battle.
Suiton: Kirigakure Ryuu-Tenbatsu Hebi ) - Water Release: Hidden Mist Style-Wrath of the Snake Empress
Rank: A
Type: Offense
Range: Short-Long
Chakra Cost: 30
Damage Points:60
Description: The user begins by performing a row of three handsels in order to create a large reservoir of water underground. With the performance of another handseal, the water can erupt from the ground in the form of anacondas. These snakes will come up from under the ground, and constrict an opponent, beginning at their legs and wrapping themselves around a person. Like an actual anaconda that squeezes its prey to death before consuming its meal, these water snakes will squeeze the enemy, breaking several bones as they do so.Up to a maximum of four snakes can erupt through the ground at a time. This underground reservoir is about the same size as a medium sized pond. The water can also be used as a water source for future Water Release techniques.
~Can only be used thrice per battle
~Cannot be used two turns consecutively
~One can only use A Rank and below Water next turn

(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*
(Suiton: Sutikkī denpun same ) - Water Style: Sticky starch Shark
Type: Attack
Rank: A-rank
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed.

- Only taught by william24
- Can only be used 3x per battle
(Suiton: Mizu Assaku Katana) Water Release: Water Compression Blades
Type:Supplamentary
Rank: A - rank
Range: Mid- Long
Chakra:30
Damage:60
Description:The user performs the Rat, Boar, dragon and ram handseals and release several bullets (limit 8). After the bullets are release the user then claps their hands together while focusing their chakra turning the bullets into spiralling Disk like blades. These blades travel at the speed of common water projectile techniques and are very sharp . They can cut through C rank and lower Earth. The blades are so sharp that they are able to carve lines through the ground below. -Can only be taught by light
-Needs Mastery Over Water
- Has to be S-class ninja or higher
-Can only be used 2 times
(Suiton: Suijou Souhou) – Water Release: Aquatic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses
Suiton: Pengins o Bakuhatsu - Water Style: Exploding Penguins
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user would begin to take five explosive tags from their ninja pouch and throw the tags in front of themselves as they flash the bird hand seal. After flashing the bird hand seal, five human sized penguins made of sticky water form around the explosive tags, leaving an air pocket inside themselves so that the explosive tags don't get dampened. Once the water penguins form around the explosive tags, the penguins either jump or dash straight forward at the opponent in hopes of wrapping themselves around the opponent. Once the penguin's wrap themselves around the opponent, the user flashes the seal of confrontation to detonate the explosive tag, causing the opponent massive damage.

Note: The user cannot use explosive tags for two turns after this jutsu is used
Note: Can only be used three times per battle
Note: Can only be taught by Penguin.
(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.
NOTES
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT
(Suiton: Taki Chō Shi no Wana) - Water Release: Waterfall Butterfly Death Trap
Type: Offensive/Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.

- Can only be used twice per battle
- Can only be taught by Moxxi
(Suiton: Poseidon no Karamitikurappu) - Water Release: Calamity Clap of Poseidon
Type: Offensive/Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast.

- Can only be used once per battle
- Cannot use any water techniques in the next turn
- Can only be taught by Moxxi
(Suiton: Hakai torentokomando)- Water Style: Destruction Torrent Command
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A unique and tricky technique, requires the finesse of a water affinity to be completed perfectly due to its complexity and range. The technique begins with two hand seals (Ram➡Boar) where the user will begin an uppercut motion with his dominant arm, as he does this a thin film of water flat and round spanning 5m in diameter and mere centimeters in height would condense from the air above him. As he punches, his hand passes through this film sending splashes of water into the air above. As the splashes fly upward they grow exponentially in size gathering moisture from the atmosphere while joining together until 4 dense comets of water each the size of an adult bear come crashing down anywhere the user wills up to long ranged. The user can choose to release all comets at once for maximum splash damage or one at a time for strategic importance, however at one at a time the user has to remain focused on the technique and is unable to perform any other chakra needed techniques until the move is finished.
Note(s):
- Can only be done 2×
- Bios with Suiton primary affinity can perform this without the need for hand seals
- Requires a turn cool down
Kirigakure Village Customs:
(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Rank: A
Type: Defence/Supplementary
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use
~ No water techniques of S rank and above next turn

(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Rank: A
Type: Defence/Supplementary
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.

(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Rank: Forbidden
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice

( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.

Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.

(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.
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(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
 
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Akuma

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≡≡ Earth Jutsu ≡≡

B rank:

(Doton: Chikyū Bōru) Earth Style: Earth Ball
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: User does 3 handseals and kicks the ground, making a spiked ball of rock pop up in front of him (about 3 meters wide). User can then channel doton chakra into a fist or feet and punch/kick the ball towards the opponent. The ball quickly rages towards the opponent (ball moves only a fraction slower than a normal full running speed of a ninja), gaining size as it gathers rubble from the ground.
Note: Can only be used 4 times
Note2: Can only be used on earth/rock ground
Note3: Ball is created within short range of the user
Note4: can only be taught by the norwegian.
(Doton: Arumajiro no yoroi) - Earth Release: Armour of the Armadillo
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time
A rank:
(Doton: Atsui Jouki) - Earth style: Hot steam
Type: Suplementary
Rank: A
Range: Short/Mid
Chakra cost: 30
Damaga points: 35
The user performs two fast handsigns, and then he release doton chakra into the ground by slamming his hands on the ground. When the doton chakra is sent into the ground it makes a small fissure that cracks up the earth in front of the opponent, and hot steam from under the earth appears and burns the opponents. This also makes the opponent unable to march right at you because of the heat that the steam pumps on them.
~Note: Can only be used 2 times per battle
~Note 2: Can only be tought by ~The Norwegian~
(Doton: koumorigasa) ‡ Earth release: Umbrella
Type: Supplementary, defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user channels his doton chakra to his hand creates a umbrella made out of rock and stone. The umbrella is packed with chakra and is impact absorbent, high in density and at the same time light. The user can increase its size to increase its range of defense. The main reason of this technique is to combat the destructive rain element. The umbrella's structures can dissipate the force of rain rendering the technique less effective.
‡ Usable only four times a battle
‡ No rain techniques while this is active
‡ No earth S-rank and above in turn
Note: Can only defend up to B-rank rain technique
(Doton: Doukutsu no Chiisana Ikimono)- Earth release: The Caves little creatures
Type: Supplementary-Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (+20 on impact if used as a projectile and every turn left on the opponents body)
Description: The user will create a vast amount of tiny spiders (up to 10) no larger then 0.5 meters in diameter, made out of sticky adhesive mud similar to Earth release: Swamp of the underworld. This spiders can be created either by an already existing mud source and appear from the mud source or spewed out of the mouth of the user to shape them into the spiders. When released from the mouth, a chunk of mud is sent out, it moves towards the opponent and begins to split apart into many spiders, this method can actually lightly harm the opponent due to the blunt force impact it would inflict because of the momentum it travel. It can also be spewed out close range of the user and controlled by the user to send towards them crawling along the ground, this has less of an impact affect but gives them a certain mobility and control on which target to go towards. The spiders act to cover the opponent by crawling all over the opponent and cover the limbs and body of the opponent to suffocate and restrict his/her movements due to the sticky nature of the mud and the added weight it would place on the opponent. Similar to the jutsu Earth release: Swamp of the underworld, by allowing the mud spiders to remain on the body for too long they will begin to sap the strength of the opponent, drastically weakening the opponent with every turn the spiders remain on the user, over a certain time period if the opponent does not do anything to the spiders they will cause him to faint due to lose of strength (3 turns), this also means the mud is chakra infused. However, this can only be achieve if there is a large amount of spiders on the opponent's body that way the spiders can compress around the body of the opponent causing the strength loss to take place (would need at least 5 spiders attached to the opponent's body) This spiders are able to move along almost any surface sticky or solid (Mud, sticky water, wood, regular water, etc) due to the adhesive property it has but can still retain its shape because of the earth chakra keeping it condensed preventing them to lose shape under normal circumstances. This spiders can only attach itself to one target at a time, these targets can consist of summoning animals as well as regular ninjas.

Note: Remains on the field for three turns
Note: Can only be used twice
Note: Requires a one turn cool down before use again after they are dispersed or destroyed
Note: Must have S-Rank Doton training before use
S rank:

(Doton: Dokishindou Tsuyoishukensha) - Earth Release: Wrath of the Earth Sovereign
Type: Offensive
Rank: S
Range: Short/Long
Chakra: 40
Damage: 80
Description: Performing four handseals and then focusing a concentrated amount of chakra in his hand, the user will make a fist and slam it onto the surface of the ground to cause an vicinity up to long range to tremor. Distributing dominant shockwaves as to the horizon, knocking down trees if any are in the landscape. This may also be initiated with a stomp of their feet instead, after performing the handseals. Anything that has contact with the ground affected by the jutsu will be flung into the air. The ground within the radius is then made to ascend upwards many meters as a result creating a large mesa (unstable wave-like protrusions of earth). Once the mesa is created, the user will execute one more handseal which will cause the landmass to rupture into countless amounts of debris, nonetheless still holding its shape, using immense chakra reserves to cause the numerous amount of rocks to collide down back to the ground. Thus causing a decimated landscape which will be irreparable. The destructive force is enough to knock down otherwise built or summoned structures of equal rank. It reaches up to 20 meters into the distance from the user's location working as the center of the attack, and covering only the scope of a 120 degree radius.
*No S-Rank or above Earth in the user's next turn*
*Can only be used twice per battle*

Taught:
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Akuma

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≡≡ Lightning Jutsu ≡≡

C rank:

(Raiton- heki zairu) Lightning Release- Rope of Bolt
Type: Offensive/Attack
Rank: C-Rank
Range: Short/Mid Range
Chakra: 15 Chakra
Damage: 30 Damage
Description:
The user making the necesary handseals (horse→snake→rat→snake) raises his clenched fist in the air and with lightning chakra creates a large bolt of lightning wich then is thrown up in the air, and by using lightning chakra the user creates a rope like from the large bolt to his hand, and can us it to swing the bolt from any direction against the target.
*Note: Can only be used by Laufey.
*Note: Usable 3 times per battle.

Taught:
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B rank:

(Raition: Kumo's Onjou) - Lighting Release: Spider's Affection
Type: Offensive
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs 3 hand seals, sending his raition chakra below and around an enemy. Soon after this step has been completed, several lighting strings/ropes will burst out of the ground, latching itself onto the enemy (Wrists, Leg and neck), quickly pulling him down to the ground. If the user doesn't want to use this method, the user can use these lighting "ropes" as "spikes" instead. Making several spikes burst out of the ground under/around the enemy. Possibly killing him if not avoided in time. If the ropes/spikes of electricity makes contact with the enemy, the enemy's body will be paralyze for one full turn.

-Can only be taught by -Venom-
-Can only be used once every two turns.
-Lighting ropes can be used to wrap around something else, other than the enemy's body.

(Ration: Shintou Foosu) Lightning Release: Concussion Force
Type: Offensive, Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will conducting Lightning Chakra in his hand and then palming the opponent in the solar plexus which is the weakest point in the body, and blasting his chakra through them in a sort of concussive blast while forcing the opponents chakra out of their body. It can also partially paralyze other parts of the body when struck.
Notes:
- Can only be taught by Nathan.
A rank:

[Raition: Bakudo #61] - Lightning Release: Way of Binding #61
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user gathers lightning chakra in the index finger (either one) and points it at their enemy to release his lightning chakra around his opponent and use shape manipulation to create 6 flat pieces of what seem to be a triangle, and on his command cause those 6 pieces of triangle impale his enemy from all side around in a hexagonal manner. Once the unfocused raiton chakra pierces the body it will release a flow of electricity throughout the body.

Notes:
-Due to the lightning chakra being unfocused, it can paralyze the enemy for one turn only.
-Can only be used 3x per fight.
-Can only be taught by Venom
(Raiton: Perëndi Keseki Una) – Lightning Release: Perëndi's Miraculous Song
Rank: A
Type: Supplementary/Offense
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the technique)
Description: The user will perform one hand seal and release their chakra towards preexisting lightning, specifically lightning that is combined with other elemental techniques or objects that conduct lightning. As the user takes control of the lightning, they will perform a basic hand seal and force the lightning out of the object/technique (metal, earth, water, etc) causing it to jump and re-aim it like a projectile or guide it through hand gestures. A concept very similar to that of Lightning Release: Thunder Dragon Tornado, where how the lightning can jump out the vortex, that concept is taken and expanded in this technique. A kunai with a lightning current conducted on it could be an example of usage, as the user uses the kunai and throws it at the opponent, last second he can have the lightning current jump out and shock the opponent. This can be applied to a much more larger scale as well. Note the size, rank, and damage capabilities depend on the initial current of the first lightning. So back to the kunai example, if charged with nagashi, that would make it A-Rank lightning with a paralyzing capability, with size of similarity to the nagashi. However that is just an example, for lightning combos with other techniques/objects have that same effect. So it depends entirely on the initial lightning current/attack. The lightning, when jumped out can at most move up to mid range in distance, but the initial technique where the current is conducted or being used can be anywhere on the battlefield short to long range. The jump of the lightning can be directed towards different locations, aimed at different targets as projectiles, this allows the user to attack other enemies, technique, or summons that linger on the battlefield. It can jump over a technique that was meant to attack the initial combo, allowing it to strike the opponent in a continuation of movement (still will be able to react and notice the lightning) This technique excels highly at stealth like usages. If used on elemental combos, depending on the initial rank of the technique, it will be halved when the lightning is separated, so for example if a lightning/water combo jutsu was S-Rank, when the lightning jumps out, it will be A-Rank lightning now, so on and so fourth, applies only with elemental combo associated with lightning. Lightning has been see as something that can remain dormant for a duration, things like holding the nagashi on a sword, or lightning currents in water sources/techniques. The technique would simply act to take control of the respected lightning in the elemental combo and force it to jump out and attack the opponent or aim for different targets on the field, in a deceptive and stealthy mode. Also, how an opponent reacts to the initial lightning elemental combo comes into factor (Time Frame, as well), depending on how the opponent reacts to it at first can depend if the technique can be used safely and in time as well.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: Requires Lightning Mastery
Note: Can not be used with natural lightning (e.g. Kiri), because of its scarce and how limited it is to control
Note: Can not be used against an enemies lightning technique
(Kaen Rai Reiki) - Blazing Lightning Aura
Rank: A
Type: Attack/defend
Range: Short-Mid
Chakra Cost: 30
Damage Points: (+20 to taijutsu attacks)
Description: This is much like chidori nagashi. The user will focus their lighning chakra around their body (the lightning will not be touching the user) creating an aura of lightning. They will focus this chakra so that the lightning vibrates around their body moving faster and faster, without hurting them as it is controlled. As it moves faster, the lightning creates a mass of heat to produce flames that combine with the lightning moving around the users body. These flames wont be touching the user so he wont be burnt. This aura is used for close combat attacks and can be formed pretty quickly. When hitting something in this mode, the user will release the lightning through the object shocking it with a bolt of lightning and cause numbing/partial paralysis to living objects. Not only this, but the heat built up from the electircal current will burn the target too. And example of how this would work would be, when you go to punch an opponent, if they put their hand up to block it, you would hit their hand, shocking their hand dealing lightning damage, numb their hand from the shock for 1 turn and burn the targets hand.

Note: This mode can but used for up to a total of 4 turns in a battle.
Note: The user is more vulnerable to water attacks and would take +20 more damage if hit by a water jutsu.
Note: When this aura is active, the user can't use wind or water jutsu.
Note: This isn't using two elements at the same time, the lightning is generating the heat, i'm not creating the fire.
Note: Can't be used while in Sage mode (or similar) or with EIGs.
(Raiton: Taishū no atorakushon)- Lightning Release: Attraction of the Masses
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will gather lightning chakra and release the lightning into a weapon and/or object (kunais, shurikens, etc) that can conduct lightning, the user will then proceed to throw the weapon at the opponent. The user will have to make direct physical contact with the weapon to channel their raiton chakra into it. Once it gets within short-range of the opponent, the user will perform one hand seal, and essentially release the built up lightning chakra from within the material in order to activate the special ability of the technique. Taking into account the canon jutsu Lightning Release: Lightning Blades Levitation from which it was derived from, the user will cause any objects/tools/materials within short-range of the opponent to converge on the opponent's position by releasing the lightning all around and attracting things inward to its source, crushing anything within the vicinity. These materials will also contain a certain amount of shock value, able to paralyze the opponent on touch, yet only applies to things that are logical and can conduct lightning (clothing, metal, rocks, etc).

Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Can only be taught by Joker
S rank:

(Raiton: Shinme Kyohaku) Lightning Style: Shooting Stars
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate the technique by doing a set of 3 hand seals, ending with the boar handseal. Slaming their hands on the ground, channeling mass amounts of lightning chakra within the area below the target. The user will then shape and manipulate the lightning underground, causing countless of 10 inch in length lightning bolts to spring up from under the target(s) and the area up to 5 meters around them; resulting in a devastating assault. Ripping through the skin causing lethal damage after several thunderbolts hit the target. The thunderbolts once shot up from the ground spring upwards in such a fast pace they look like shooting stars from a distance. Because of the pace in which they hurl from within the ground and the area they cover, it's dangerous for the user to be six meters or less near the opponent, risking to be caught in the array. Thus, being a technique designed for distances that surpass short range.
Note: Can only be used x2 per battle.
Note: The user cannot use other S rank (or high) lightning in the same and next turn.
Note: Must wait a cooldown of 3 turns before using again.

Taught:
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(Raiton: Anzû no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, the user deactivates the technique or if the user performs a technique from another element. Manipulation of these creatures for offensive or supplementary purposes does not make them get used up. The user cannot use any technique from the Basic Five, except for Lightning for as long as this technique is active. Doing so would result in these creatures dispersing. The only case or scenario where this is not applicable is when the user has mastered Yin and Yang. However, the user is free to utilize any Elemental Kekkei Genkai they possess, as long as one of the two elements that compose that given KG is Lightning.
Note: Commanding these creatures counts as one of the three jutsus per turn, regardless of the extent of their manipulation in a single turn.
Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Lightning S rank and above the turn after deactivating the technique
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch
Forbidden:

(Soudai Sanda-ba-do Mo-Do )-Majestic Thunderbird Mode

Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: N/A(-50 to the user)
Description: the user unlocks all the lighting chakra they have. The lightining chakra is pushed to every point in the body creating like armor made out of pure lightning chakra. The chakra wraps around their head and is then molded to form the shape of a head of a thunderbird. Near their feet the chakra envelops them and forms into the shape of talons. A structure forms out of the back of the user as the shape of large thunderbird wings that are made of pure lightning chakra but they do not grant the user flight of any kind. This mode creates a large yellow aura around the user in the shape of a large bird. The user is able to move at the speed of which their movements seem like a blur to the opponent yet can still be traceable by the naked eye. While in this Mode the user can only use lightning jutsu, taijutsu, ninjutsu and genjutsu. All lightining jutsu get +15 strength. After this jutsu is deactivated the user is extremely exhausted and they cannot use any lightning jutsu for 3 turns. Also after this mode is deactivated the user can only use A-rank and below jutsu for 2 turns due to the exhaustion and lack of chakra. Also the user is very vulnerable to wind jutsu. Water jutsu won't effect the user in terms of electrocution, for example the person can swim in water completely fine without the fear of getting electrocuted.
(Usable only 1 times per battle)
(lasts 4 turns)
(Can only be taught by Daemon)

Kumogakure Village Jutsu:
C-Ranked:

(Ninpou: Kumogakure no Jutsu)- Ninja Art: Hidden Cloud Technique
Type: Supplementary
Rank: C
Range: Long
Chakra Cost: 15
Damage: N/A
Description: Usable by most members of the Hidden Cloud village, this technique creates a very thick group of ground-level clouds that covers the battlefield. The clouds are many times thicker than mist from the Hidden Mist counterpart jutsu and thus makes it harder to see and even more difficult to breathe in the clouds. Cloud ninja have no trouble breathing as they reside at such high altitudes that they have grown used to the atmospheric pressure, but against regular shinobi unfamiliar with life in the Hidden Cloud Village, they could potentially suffocate if the clouds are not dispersed within 5 turns. Like the Hidden Mist counterpart, the clouds are made up of the users chakra, making it impossible for Sharingan users to effectively use their sharingan in the Hidden Clouds.
Note: Can only be used two times a battle

B-Ranked:

(Raiton: Ryuusandan Haratsu Ami) Lightning Release: Shrapnel Explosion Net
Rank: B
Type: Attack
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user charges a large amount of raiton chakra into a single kunai/shurikan and throws it at the opponent. The user then may preform a single hand seal and cause the raiton built up within the kunai to explode outwards causing the object to explode into multiple, metal shards covered in raiton that are connected to each other by a multiple electrical currents, creating a net effect that will easily subdue an opponent.

A-Ranked:

Raiton: Raiya Houchou (Lightning Release: Lightning Arrow Step)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra: 30
Damage: (60 if used to attack)
Description: By harnessing the earth's electrical fields to generate electricity, this works as long as the user's legs are connected to the earth. When in use, this allows the user to nearly instantly to close short distances and strike within the same motion. Usable at distances of several feet or less, this allows one to deliver an electrically charged palm thrust should it connect. If no contact is made between the ground and the user's legs, this is unusable. There is a downside as the user cannot change directions once the technique is initiated, thus allowing a more skilled opponent to dodge if they see it coming.

(Raiton: Hiraishin no Jintai) -Lightning Release: Human Lightning Rod
Rank: A
Type: Supplementary/Defensive
Range: Short-Mid
Chakra: 30
Damage: 60 (if opponent is within the field)
Description:The user emits a powerful field of electrical energy; anyone caught within it gains a negative charge. The user positively charges the air around him, meaning that if the opponent is within the field he/she is constantly shocked by lightning. Although, raiton jutsu are almost impossible to dodge while within the field, the field only extends 10 meters from the user. This jutsu also does a great job of disrupting electrical jutsu aimed at the user.
(Last 3 Turns)
(Usable only once)

Raiton: Chidori Zenkai - (Lightning Release: One Thousand Birds Perfect Form)
Rank: Forbidden
Range: Short-Long
Type: Attack
Chakra: 50
Damage: 80 (-25 to user)
Description: The User will create a Chidori within the palm of his clenched fist. As he unclenches his hands, the Chidori will burst into 1 thousand birds of lightning, controllable by the user. Upon being released, a highly blinding light is released, making it impossible to see the user and likewise blinds sensors momentarily (until the birds are fully released). The birds themselves hold combustive properties, causing a localized explosion as they collide into their target, causing multiple explosion capable of affecting everything within mid range of the target. The user is also able to release the birds and later have them split into two separate groups, dropping the power of the them slightly. If done in this way each group of birds create a smaller explosion that spans short range of their location and carries S rank strength, but this allows the second half of the birds to maintain the same power as those birds, S ranked strength. If used this way, the user can only use one other jutsu that turn. This is noted as the Chidori's most powerful form after Kirin.
Note: Can only be used once
Note: After using, the user cannot use any lightning based jutsu for 2 turns.
Note: From the high concentration of lightning in his hands, the user is unable to use hand based taijutsu of A rank and higher for 1 turn and hand seal speed is slightly lower for one turn.
Note: If released as two sep
Note: Byakugan users are not blinded by the initial release of lightning.
 
Last edited:

Akuma

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≡≡ Wind Jutsu ≡≡


C rank:

Wind Release: Wind Blanket | Kaze buranketto
Type : Supplementary
Rank: C rank
Range : Mid
Chakra : 15
Damage : N/A
Description : The user starts by performing the Snake handseal and then greatly concentrating his Wind chakra.The user create a flat blanket of highly dense air beneath the opponent,barely visible,only giving off a slight shine and a slight feeling beneath the opponents feet.The user will then perform a hand gesture to any direction,which will cause this blanket to be pulled from underneath the opponent's feet,greatly affecting their balance and causing them to fall towards the opposite direction.

-Can only be used 4 times a fight
-Can only be taught by -L-
B rank:

(Fuuton: Uindo Kuruma) - Wind Release: Wind Wheel
Type: Supplementary/Offensive
Rank: B rank
Range: Short
Chakra: 20 Chakra
Damage: 40 Damage
Description:
The user releases a certain amount of wind through there mouth wich then is rapidly spun around the user and carries the person as inside a wheel. It is highly sharp on the outside, able to cut through solid objects such as C rank and lower earth techniques and slice through human flash with little to no trouble at all. Most comonly used for traveling.
- May only be taught by Loki

Taught:
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(Fuuton: Rogatana Hishuken) - Wind Release: Eurus' Daggers
Type: Offensive
Rank: B
Range: Short/Mid
Chakra: 20
Damage: 40
Description: The technique is initiated simply by the caster gathering wind into the palm of their hand (one or both) and manipulating that chakra nature into the very tangible shape of a dagger(s). While solid enough to be wielded by the user, they still retain an hint of shapeless wind around the edges. These are useful for hidden attacks and assassinations as they can be manifested as fast as other wind techniques which require no seals, and their translucent color and green hue makes them hard to fully distinguish without them being motion-less; the user can wield them in close combat to land a series of quick and subtle small but deep slashes through the target's body, however they can be thrown of a distance at which point they use the wind composing them as a current to make them turn back at the end of their reach, and come back around much like a boomerang. Once thrown however, upon returning they'll disperse into natural wind, that is if they haven't landed on the target in which case the user has the option of performing 1 handseal, causing it to turn into form-less cutting wind that enters the wound it just inflicted and causing internal damage to the victim.
- Can only be used x4 times per battle.

Taught:
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(Fuuton: Bōfūkoromo) - Wind Style: Storm Mail
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 0
Description: This technique gets initiated by the user crossing his hands above him. This prompts many air currents to gather around him, creating an hurricane surrounding his entire body. While clad in this "armor", users destructive power is boosted, allowing him to go into melee to perform wind-enhanced blows capable of shattering rock. With the hurricane preventing user to meet any wind resistance during movement and giving extra momentum speed is also increased and so is defense, with the currents moving around him being strong enough to repel enemies and prevent them from nearing him but the user is weak to fire in this state.
-Can be used once
-Lasts 4 turns
-Taijutsu increase +5
-Speed level equals a taijutsu specialist
-C rank and below ninjutsu/taijutsu have no effect
(Fuuton: Osuushi no yubi) - Wind Style: Bull's Finger
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user coats his hand in wind chakra while extending only the index and pointer finger (resembling a bull's horns). The user then weaves in and out and slams his fingers covered in fuuton chakra into the target; delivering a blow identical to two knives being stabbed into something.
-Only used twice per battle
(Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user of this jutsu will form the ram hand sign and dart a short distance with the use of fuuton chakra (4 meters) and upon stopping the user will convert his inertia into fuuton chakra to form a pale replica of himself made of wind to attack the opponent or object in a straight line along the line he stopped. This replica is ghost like in appearance, its is an exact model of the user by height, weight, and density. It is essentially a well manipulated gust of wind that lasts exactly 5 seconds after the user has stopped and may take some time to perceive as it moves really fast and mows down the opponent having the same physical properties of a very strong gust of wind.
Note: Can only be taught by Zaphkiel
Note: User will suffer +10 damage if he has collided with an object. He can however, shorten his sprint to 2 meters in the case of an emergency but jutsu will still cost 20 and damage will be reduced to 20.

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(Kenjutsu/Fuuton: Katto no Arashi) -Sword Style/Wind Release: Storm of Cuts
Rank: B
Type: Defensive/Offensive
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user positions himself , then after forming a one handed hand sign he forms a slight whirlwind around him using his Fuuton chakra he throws his sword counter clockwise, allowing it to ride the currents it spins rapidly while revolving around the user 6-8 times. During these revolutions the sword is granted immense Fuuton aided cutting power, capable of slicing Doton techniques B ranked and below clean in two, after which the user will simply snatch it from the air. The sword itself moves so fast it is capable of repelling thrown weapons and up to medium sized objects. It can't be tracked by normal eye and the user may appear to 'repel' objects within 5 feet of the his position. During the jutsu the user has no access to the sword but can freely move around allowing the vortex to follow keeping the user in the eye at all times. The user is free to mold chakra can also perform this while airborne as he falls.
Note:
-Can only be taught by Zaphkiel
-Can only be done 4x per match

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A rank:

(Fuuton: Kanui Batsu) - Wind Style: Wind Blitz
Type: Offensive/Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A simple yet advanced technique. After infusing and coating a kunai with wind. The user will then throw it at the intended target, and when deemed necesary, the user may wave 1 handseal, making the wind coating the kunai expand and spin around the kunai taking the shape of a spinning spear; with the kunai as it's epicenter while spinning aswell. Said spear is 6 feet long and 3 feet wide, capable of slicing and shreadring human flesh with ease. This technique follows a sraight path only, thus, only moves foward and in a single direction.

May only be used on 1 kunai at a time.
May only be used x4 per battle.
May only be taught by Loki

Taught:
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(Fuuton: Hageshii Soyokaze) - Wind Release: Tempestuous Whisk
Type: Supplementary/Offensive
Rank: A
Range: Short (Created) - Long (Reach)
Chakra: 30 (-5 per turn)
Damage: N/A
Description: The user will perform the required handseals (3) before focusing their fuuton chakra into the air at any location on the battlefield (within short range) to generate a large amount of wind, the winds will them gather into a centered body. Then, through the use of chakra control the wind will shape into a large dog-like beast composed solely of wind. Giving off a beastly form, when standing with four feet, his height was twice can be high as a normal-sized adult human. While his total body length ranges up to five meters. The beast commonly called Soyokaze has a body running through confimed wind to form its legs body and head, while being seemingly covered in round quilt partterns, which have a more aggressive wind properties to them. As its name and body structure imply, this beast excels in wind manipulation. It has the ability to with a single swipe of its claws, which can slash human flesh with ease, release a three blade pattern of its claw, roughly 1 meter in length each blade towards the target. This can be done successively if wanted, and each 3 bladed swipe has a strength of B rank. Soyokaze's other primary ability is to 'surf' through the air, using its wind abilities to do so, this is done by a certain method. The method of 'surfing' is turning its entire body into a gale of wind, which moves 25% (1/4th) faster than the user's base speed (the beast's base speed on ground is the same as the user's base). While in gale form, the beast can still manifest and solidify only selective parts of its body if wanted, with the gole of causing damage, such as rushing towards the target as a gale and then manifesting only a claw to slash at them. Lastly, the beast of wind can by will turn into a wave of slicing winds when wanted, carrying an A rank strength behind it, once used however, the beast ceases to exist completely. Because of this, this technique is commonly known as Final howl, needless to say, this can only be used 1 time each time Tempestuous Whisk is used. Freeform slashing or biting does not have rank strength, but it can slash and stab into human flesh, though not deep into the bone.
Note(s):
- Can only be used x3 per battle.
- Must wait a three turn cooldown before using again.
- Remains on the field three turns or otherwise ends when Final howl is used.
- Turning into gale form counts as 1 move, each time it's used.
- Releasing the claw blades count as 1 move each time used. And can only be used x4 per battle.
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Fuuton: Bāsākākikku | Wind Release: Berserker Kick
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 3× with a turn cool down
• No wind Above S-rank in the same turn
(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 6 and a half feet (2m) from the epicenter of the technique. The jutsu will drill into its target, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be created back to back, adding up to a total of 6 tornadoes all amounting to A rank, but their exploding diameter is reduced to 1.6 feet (0.5m) field. Like most wind techniques Eye of the Storm tornadoes are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is considered an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 13 feet (4m) of their target, and the technique needs to be made at least 16.4 feet (5m) away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place.
NOTES
►Can be used 4x per battle
►Jutsu has a 1 turn cooldown
►Can only be taught by ZandaT
(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
(Fuuton: Fujin) Wind Release: Wind Blades
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will channel wind chakra into their sword and manipulate it to sprout eight ribbon-like blades of wavy green chakra that break off from the original, but remain attached to the hilt. With a simple swing of his sword the user can transmit a slash through the blades, which travels along the surface of objects (including walls, floors, and ceilings) and emerge to strike the enemy from anywhere that the user can see, and can even be fired from his sword directly. The emerging blades are sharp enough to pierce through solid objects, are about twelve inches in width, and can rise up to twelve feet with tremendous speed.
~Only one blade can be released per slash.
~Can only be used twice per battle.
~Must wait four turns before it can be used again.
S rank:

(Fuuton: Umakashi Yamihitonami) - Wind Release: Stampede of the Underworld Horsemen
Type: Offensive
Rank: S
Range: Short/Long
Chakra: 40 (-5 per turn)
Damange: 80
Description: The user will perform two handseals (Boar > Tiger) as they gather wind chakra into their mouth and then expell one or more wind blasts twice the size of an adult human. Though very powerful in both speed and strength, the real motive of this technique comes into play when the user claps his palms against each other. After which the wind entitity morphs into a normal sized gallant horse of wind which enter a state of self-sustainment, seemingly galloping a couple of inches through the air itself the horse(s) ram into their target with incredible bone shattering force upon impact. Although made of wind, the horses have semi-transparent bodies with a green hue around their edges, being more visible the closer someone is to them; off a larger distance they would seem like green flickers without any actual shape however since they must be near the target to strike, once they enter mid range they are more than easy to spot. However they still move at incredible speed (the peak of the user's base speed). The strength and size varies to the number of horses, firing two blasts to shape two horses will mean each one has A rank, and so on. These can be released in a side by side manner to cover more range, or in a direct line behind each other - should they miss the target they can turn and seek them out aslong as within existance. Although their bodies are nearly solid, it's not possible to ride them.

*Can only be used thrice per battle, and not in consecutive turns.
*A horse can remain on the field two turns if it hasn't yet collided into an object/person of equal or larger mass.
*Can only morph up to four horses with each usage, however the more horses, the smaller and weaker they are.

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(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.
Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used

(Futon: Shou Keiteki) Wind Style: Devastating Whistle
Type: Defense/Supplamentary
Rank:S
Range: Short
Chakra:40 (-10 pr turn)
Damage: N/a
Description: This is a very useful jutsu to keep enemies from getting into close range, and blowing away weapons/items. The user will gather up large amounts of wind chakra into every single pore into their body. Once done, they will release it all at once, creating an immense and powerful breeze of wind from their body in every single direction up to short range. The breeze is so powerful that if one person is in short range, the wind pressure would blow them back into mid range with ease, and even then the opponent can still feel the breeze all the way up to long range (It would feel as if its simply windy from Mid-Long range) It is able to blow away objects giving them more speed (If a kunai was to be thrown at the user and this jutsu is active. It would blow the object back twice as fast due to the wind propelling the weapon backwards) This justu essentially makes it extremely hard to get within short range without being blown back violently. Luckily this jutsu does no physical damage except the small blunt impact of being blown back but that isnt strong enough to do damage. This jutsu is very unique, cause just like chidori has the chirping sound, this jutsu gives off a loud whistling noise, to give off its unique nature of a jutsu as the air currents makes the noise from the users body. This jutsu is in no way offensive so it does no damage whatsoever.
-Can use 2 turns times max
-Last 1 turn
-Cant use any jutsu while this is active or else it will cancel
(Fuuton: Kujo Kawa) l Wind Release: Destruction Shells
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage:80
Description: The user will form the hare and tiger handseals, channeling their chakra into an area 8 meters above the ground and form 4 shells of fuuton. The shells are each a meter in diameter and are visible through the green hue they give off. Just like an artillery shell, which explodes upon impact with the ground and sends shrapnel flying, these fuuton shells upon impact with the ground or a hard enough object will explode and send wind blades flying up to short range in every direction. Alternatively the user can also make the shells go off mid air without contact via chakra control and if done this way all the shells go off at the same time. If somehow not all of the shells go off at once, the tiny wind blade will collide with the remaining shell(s) and make them go off as well.

Note: Shells can only be made short range from one another
Note: Shells can only follow a fixed path downwards
Note: Can only be used three times a match
Note: Requires two turns of cool down between use
Note: Cannot use S ranked fuuton or above, the same turn and the next.
Note: Can only be taught by Strawberry
(Fūton : Kaze Entiti) - Wind Release : Wind Entity
Rank : S
Type : Offense / Defense
Range : Short
Chakra Cost : 40
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user forms a tornado behind them self which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around the user like vacuums, which will suck up any projectiles, including an enemy if they get too close and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being.

- Last 3 turns
- The user cannot jump backwards as the technique will consume them too, damaging the user. The user can move to the sides as the entity moves to the sides and stays directly behind user if he ever turns.
- Technique can only be used 2 times
-Can only be taught by LonelyAssassin
 
Last edited:

Akuma

Active member
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Joined
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Messages
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Kumi
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≡≡ Fire Jutsu ≡≡

A rank:

(Katon: Debiru Maw) Fire Release: Devil's Maw
Type: Offensive
Rank: A
Range: Short
Chakra:30
Damage:60
Description: The user will first gather up chakra in his body which he then slams his weapon onto the ground. Upon the weapon hitting the ground the user releases the chakra he just gathered up through the weapon and into the ground, which in turn causes an upward burst of flames and small, hot molten, jagged, sharp rocks to rise up hitting the opponet, and causes massive 3rd degree burns and serious punktured wounds.
Note: Can only be taught by AlbelTheWicked
Note: Can only be used twice
✘ (Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath ✘
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 40
Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)
Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
Notes & Restrictions:
Note1: Useable 3x Per battle with a three turn cooldown
Note2: No fire jutsus above S-rank during this move
Note3: Teacheable by Ace. only
Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active.
S rank:

(Katon: Akuma Kaji) – Fire Style: Fiendfyre
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will throw his chest out as he inhales, performing a row of four handseals to knead Katon chakra into their lungs and mouth. When cast, the user spits out the fire which appears with a roaring, billowing noise. Quickly consuming anything in the vicinity of its caster (thus unreliable when team battles are being practiced) The flames are of abnormally large size and take the shape of fiery monsters and beasts such as snakes, dragons, eagles and chimaeras, constantly mutating into other beasts as they keep charging forward as well as powerful, formless flames that destroy all things before it. The fire even possesses a sentience of its own, a continuous (though far from latent) desire to burn anything it can so long as the user is channeling the jutsu. It will pursue any nearby lifeforms at the will of the caster. Inexperienced casters will be able to conjure the flames but will have virtually no control over the jutsu once it has been unleashed, thereby making the fire a deadly backfire (incomplete fire mastery). Taking 60 damage (second degree burns and pain in the burnt areas such as the face and neck.), and being unable to use S ranks for the next two turns.
- Can only be used twice per battle.
- Must wait a 3 turn cooldown prior second usage.
- The user cannot use any other Fire of S rank or higher next turn.

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(Katon: Bhasmasur no Dekiai)- Fire Release: Fondness of Bhasmasur
Type: Offense/Supplementary
Rank: S
Range: Short-Long (Created short range, long range maneuverability)
Chakra Cost: 40
Damage Points: N/A (Explosion is 80, individual attacks or capture is 20)
Description: The user will gather their fire chakra, and spew out a dense, corrosive, amount of ash, the ash will then continue to take on the shape of a Humanoid being, with similar length and width as the user. The body is made entirely of dense ash, composed and compacted tightly together to maintain its shape. The humanoid has no facial characteristics nor actual distinguishes to set it apart. His body color is dark red. This being can move by the users control, or set to move as a projectile at a specific target the user has set for it, following the target wherever until he makes contact. This being takes up similar properties of ash, this includes being blazing hot, explosive (if set with a cloud form), and can skin a person alive if he slashes or attack them. Along with just basic attack that this being can perform at the target (punches, kicks, etc), there is a special ability, with the user performing the Tiger hand seal, can cause the being to completely turn into a cloud of ash, from their the user can choose two choices, either allow the cloud to remain and burn the opponent, potentially explode them, or perform one more hand seal (Tiger) and cause the ash to once again compact into a blazing rock of ash, that will trap the opponent, suffocate them, and burn them completely all over the body. The difference between allowing it remain as a cloud, or become a simple rock, is that the cloud is much more capable to explode, while the rock formation can simply be set ablaze burning the target slowly through its ignition, but not completely explode and finish the target off. This also includes the humanoid shaping of the ash, because he is tightly compact, an explosion will not be set powerfully, the humanoid being can at most, attack the opponent through body movements (almost Taijutsu like).

Note: Only lasts for three turns
Note: Can only be used three times
Note: Can only be taught by Noni
 
Last edited:

Akuma

Active member
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≡≡ Elemental Combo(s) ≡≡

A rank:

(Raiton/Doton: Jinrai no Berukūsesu) Lightning/Earth Release: Belcusas the Thunderclap
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will begin by channeling their doton chakra into the earth, manifesting four spherical entities, lined with spiked protrusions that rise into the air short range around the user. Each sphere is roughly the size of a softball, while the spikes are each around an inch long. Once in the air, the user will perform two handseals in order to imbue their ration chakra into each of the spherical entities. Usually, lightning would simply tear through the earth, however in this case, the lightning has similar characteristics to that of the Banquet of Lightning technique – The lightning channeled through the earth will actually augment the offensive capabilities of the earth. Each of the four entities will then be propelled towards the enemy at great speeds, cutting into the body and tearing off chunks of flesh as they make contact with an opponent. The lightning will serve to induce paralysis as well as allow the entities to easily tear through most defenses.
- Can be used thrice per battle.
- Counts as 2 of the 3 slot techniques per turn.
- The user must wait a full two turns before utilizing this technique a second time over.
- Can't use Earth and Lightning in the next turn

Taught:
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(Katon/Doton: Hotto tamaishi kikku) - Earth/Fire Style: Hot Boulder Kick
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user stomps his foot on the ground, causing a large boulder about 3x the size of a human to pop out of the ground. The user then kicks the boulder and ignites it with Fire Style, sending a blazing boulder to the target.
(Fuuton/Doton: Sekushon Yoku)- Wind/Earth release: Suction Tubes
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user will manipulate the ground upfront of them to rise one single tube made of stone and earth. The tube is not more then the size of a regular persons mouth allowing the user to place their mouths on the tube. The user then by stomping their foot on the ground will release up to 10 other tubes all around the users position covering them in a radial manner with the opponent in the center. Each tube once again has an opening no larger then a regular persons mouth and are quite long in size, with the opening of the tubes facing towards the opponent on the side of the of the tubes. Each of the tubes are connected towards the tube that is with the user with a connection underground similar to a pipeline, this is where the air will travel through. The tubes however act only as a medium to supplement the user. The user will then focus wind chakra into their lungs and place their lips on their tube covering it and begins to breath into the one tub (Sucking in the air), but as the user is sucking in the air, a chain reaction occurs where every tube around the opponent will begin to suck in the air (By breathing in) around the opponents area, similar to that of a vacuum effect. This causes the opponent to be restricted completely of movement not allowing them to move whatsoever, and because all angles are sucking the air in, the opponent will feel as if their body is being stretched to the max causing tears in their muscles and tendons as their body is being stretched. With one final gust the user will breathe out and release bullets of wind out of the tubs surrounding the opponent blasting him/her on all directions finishing their body off. This jutsu requires a constant stream of chakra and is very similar to ( Futon: Shinkūdama ) - Wind Release: Vacuum Bullet.

Note: Can only be used three times
Note: Requires Wind to be up to A-Rank
Note: Requires Earth to be up to A-Rank
Note: Counts as two moves in the three jutsu move slot
S rank:

[Fuuton/Doton: Boukyaku Takeda] - Wind/Earth Style: Ferocious Oblivion
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user first does a single hand-seal [Boar] and then stomping the ground with either foot. Doing so, the user will create an underground tunnel towards the area below the opponent, at the same time also raising a 10 meter tall and thick hollow cylinder of earth around the opponent, 5 meters in width. Afterwards the user will perform 2 handseals, this time sending wind based chakra into the tunnel already created, in form of rapid long and slicing wind blades. Following the cylinder, massive waves of slicing wind envelop the target from below, slashing their body and violently hurling them out of the cylinder drenched in their own blood. The stomps on the ground can be done in quick succession, making it appear as if the wind follows the cylinder's creation, in matter of seconds, after the handseals take place. Being that the wind part of this technique enters the play only after the earth structure is formed, this technique is not entitled to the usage of 2 elemental natures at the same time.

- No Earth or Wind A ranked technique can be used in the next turn.
- May only be used x2 per battle, but not in consecutive turns.
- Counts as 2 techniques.
- Can only be taught by Loki

Taught:
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(Doton/Katon: Zã Stáfe ) - Earth/Fire Style: Beetle Staff
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around his hands to conjure up a very hard and condensed staff of earth.. The staff is approximately the same height as the user and about a foot in diameter and is holds enough hardness and strength to attack with A-rank slashing capabilities. Upon creation, the staff is crafted to be more sharp with a pointed end to cut instead of dealing blunt damage.
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank earthen blade
Mid range use:
The staff can also be used at a range, in which it gained its name "beetle staff". The user can simply throw the staff like a spear but in mid flight, the user does a single hand seal, thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a beetle's. This allows the staff to not only pick up speed and killing potential (S-rank power) but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal whilst inserting fire chakra within the staff which results in the exploding outwards into a 5m wide vortex of fire with sharp earthen shards that would cause major fiery damage while also cutting anything that comes into contact with it up.

~Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..
~ Using the fire to make the staff explode costs an extra move, thus completing the entire jutsu takes up 2 slots
 
Last edited:

Akuma

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≡≡ Kekkei Genkai ≡≡
A rank:
(Hyouton: Kagi Tenka) - Ice Release: Eternal Snow
Rank: A rank
Range: Short - Mid
Chakra: 30 Chakra
Damage: 60 Damage
Description:
Afer using "(Hyouton no Jutsu) Ice Release Technique" and the 3 or 4 turns have passed and the snow has covered the field, the user will hold control of the snow around the opponent with use of chakra control and make it start to attach the target to the ground by having snow cover the feet and legs, and manipulating it further to put preassure behind it so that the opponent isn't even able to move their legs, the user can manipulate the snow further into surronding the opponent's entire body with the same process. If used on the opponents face, due to the lack of oxygen to breath and the preassure behind the snow, the opponent may faint or die depending on the strength and chakra the user is putting on the snow.
- May only be used 3 times per battle.
- May only be taught by Lokí
Taught:
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(Meiton: Kirudesuto)- Dark Release: Hungry Dragon
Type: Offensive/Attack
Rank: A-Rank
Range: Mid-Long Range
Chakra: 30 Chakra
Damage: 60 Damage
Description:
After having user convert the absorbed chakra from the Dark Release: Inhailing Maw from an A or lowered ranked Lightning/Fire technique or S rank and lower raw chakra, then releases a Dragon composed of Dark chakra with help of shape manipulation, from his left hand, the dragon if clashed against a B rank or lower Fire or lightning based technique it will "eat" the technique meaning it absorbs it and will simply grow bigger, faster and stronger meaning it becomes an S rank technique, however the user must keep the dragons tail attached to there left hand, meaning if he stops the chakra channeling the dragon will simply dissapear. It has enough strength to smash an opponent to the ground and break a few bones and whatnot.
- Can only be used 2 times per battle.
- Must wait 3 turns before using again.
- Must be a Dark user.
- Can only be taught by Loki.
Taught:
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(Hyouton: Hyouton sou) - Ice release: Ice phasing
Type: Supplementary
Rank: A rank
Range: Self
Chakra: 30
Damage: N/A
Description: This technique allows the user after performing three hand seals to phase through ice techniques of his creation of B rank and below for example in 1000 needles the user will no longer have to jump to avoid the needles, the techniques also enables the user to phase through C rank ice techniques created by the opponent.
-Must be member of Yuki clan.
-Usable four times per battle.
-Can only be used by mangekyo byakugan and those taught by him.
S rank:
(Jukenpo: Chakassh Jiten) - Eight Trigrams: Brown Rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation that requires the addition of a little quantity of earth chakra to the normal chakra needed for rotation.first off,the user channels out earth based chakra through all 361 chakra points whilst,immediately following it with the channelling out of non-elemental chakra,making they two almost close before rotating rapidly, thus
using the earth chakra as a sheild against opposite/weaker elemental attacks.whilst in rotating motion the chakra dome
gives off a brownish like color, unlike the normal rotation,hence
the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain water based jutsus but leaves the user completely open for some certain lightning jutsu.
-Must be taught by Seto Kaiba

☽ Kaguya ☾

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(Ruri'iro Sakikurue) Split and Deviate | Rod Bone
Type: Supplementary/Attack
Rank: B
Range: Short/Mid
Chakra: 20
Damage: - (40 if used as attack)
Description: The technique follows the concept of Sawarabi No Mai, on a much smaller scale. By stomping either foot against the ground, the Kaguya is rapidly able to grow and shoot bone rods from the ground, no larger than an arm's length. The technique has imaginable uses, such as using it as an alternative method to create a bone sword instead of having to manually remove it from their body. Otherwise using it as spikes to perforate targets from below. These can shoot from the ground at different angles, thus it can be created to the side of the user but shot at the target.
*It cannot be used in consecutive turns, with at least a 1 turn interval between uses.*
*Can be used four times per battle*
Taught:
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☾ Kitsune no Mai ☽ Dance of the Flying Sparrow
Type: Supplementary
Rank: B
Range: Short/Long
Chakra: 20
Damage: -
Description: The techniques of Shikotsumyaku relate to close combat. However this technique allows the user to trick the laws of their clan by manipulating their bone creations they detach them from their body much like other clan techniques, however instead of merely releasing them from their body these are fired torwards a target. Such example would be 'Dance of the Clematis Flower' where the user through this technique can fire the bone spiral spear torwards a target, with great speed and a drilling motion in order to strike long ranged targets; not being restricted to close quarters any longer. The projectile carries the strength of it's original technique, this is merely a medium to lengthen it's reach, as such this jutsu does no actual damage either itself.
The technique works only on Shikotsumyaku techniques that grow directly from the user's body. And move at fast speed, yet still trackable by any strong fist user. The bone projectile can be given a spinning motion when it is sent forth if wanted, increasing it's cutting edge.
~ Usable with one DBP technique at a time regardless of the bone size/amount.
~ Only works on DBP techniques up to A rank.
~ Can be used four times per battle.
Taught:
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(Mujōu Karamatsu no Mai) - Ultimate Dance of the Larch
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: Short (self)
Chakra: 50 (-10 per turn)
Damage: 90
Description: A forbidden technique of the Kaguya clan, only usable by those who have mastered Shikotsumyaku; Regarded as the final and most advanced form of 'Dance of the Larch'. The user will perform a row of 4 two-handed seals, followed by growing an abundant amount of bones from their body, which will attach and surround to themselves as an outer layer of the skin. Sharp bones surround the user's knees, shoulders and arms to further improve defensive and offensive capabilities, the appearance of this armor which is considered to be the final stage of Dance of the Larch, instead of being plain, is a rather decorated structure - having vines and spikes of bone run accross it, the finger of the user being cladded in sharp bone, shoulders having large protective bone vines rising etc. Mujou is an armor-like structure that the brave kaguya warrior known as Nitian developed to supress other clans in close combat, many years before the Kaguya's demise against Kirigakure.
Abilities: The bone armor is made of cartilage and such making it malliable and flexible, yet still being able to adapt steel like density due to the user's heritage. The user can freely manipulate Mujou to the degree of creating tools, vines, and other appendages out of the armor. The bone armor itself has different sub modes. The main and basic mode being the offensive, includes the ability to create swords, shields, staffs, essentially any weapon/object within the user's imagination. The defensive mode allows the armor to detach itself from the wielder only partly, extending into a strengthen form due to the cartilage and the tendons to form an extremely resistant shape, completely consisting of bones to defend against incoming jutsu. The creation mode is the last, yet most potent mode where the creation would be manifested out of the armor itself, creating a wolf silhouette body consisting of a wolf's body features. In which a wolf's mouth/head would overwhelm around the user's head, and their hands would be clad with the wolf's claws [Virtually every aspect of a wolf onto the user, consisting of bone]. Within creation mode, the user's feet which are now clad with the legs of a wolf and their hands which are clad in claws can tear skin and limbs apart with a single swipe. Should the user use an S rank technique while creation mode is active, it would shut off instantly and befall onto the ground as useless remains of bone.
Note(s):
Note: Can only be used by Kaguya bio(s).
Note: While active user can't use any techniques which are released from the body directly (Except for oral techniques, as the user's mouth is not covered by the armor). Otherwise, techniques would get stopped by the armor itself and backfire at the user.
Note: This technique grants an A-Rank defense against fire and wind elemental attacks, except for Lightning which can only be defended against if it's of B rank strength. While being an almost absolute defense against S rank water and earth techniques.
Note: The body's weapon attacks will have an A rank strength each. The power of an attack is divided through the number of objects, such as hurling 2 spears from the armor, would mean they would be B rank each.
Note: Can only be used once and last for a maximum of four turns after which the user will be left extremely exhausted (unable to perform heavy movement for 2 turns) and unable to Shikotsmyaku for the rest of the match. Neither can they use S-ranked or higher elemental techniques 2 turns afterwards.
Note: The user may only use Shikotsumyaku, earth, water, and Taijutsu techniques when using this technique.
Note: The user may only use A rank and below techniques while active.
Note: When the technique is activated, the user cannot use S rank or higher Shikotsumyaku techniques in the same turn.
Note: Can only be taught by Loki
Taught:
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(Animarumateriaraizēshon) Animalistic Materialization
Rank: A
Type: Offense|Defense|Supplementary
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: 60
Description: Animalistic Materialization is a special Kaguya technique that allows the user to create tools based on the bone structures of prehistoric dinosaurs. By channeling their chakra to any part of their skeletal structure, the user can force a cluster of bones to explode from their body as they take the shape of a specific part of a dinosaur, allowing the user to utilize a prehistoric tool during battle. The forming of the tool is swift, and the size of the tool created is no bigger than the user's own body altitude, as any bigger would be a burden to move around with. Just like many other Kaguya techniques the bone density of the tools can be manipulated allowing the user to create highly dense tools that can make for a strong offense or defense. The user can create skulls of great durability, with two sharp protusions acting as horns, a skull and neck of otherwise abnormal size that can reach up to six feet in length and two in width, or a a 4-8 foot long tail with a club the size of a perons's head at the end. These are few of the many posibilities one can form, asit includes other aspects of common animals which would prove useful (claws over the palms, the back of a hedgehog, skull plates, monkey hands as extram limbs, etc.) The tools can be wielded as weapons, created as an extension of the users limb, or created as an extra limb where the user then operates it through bone manipulation. When created and wielded as a weapon the tool lasts until destroyed, but if created as an extension of a limb or as an extra limb then the tool disintegrates after being used. If the tool is kept as for the upcoming turns, the user must pay a chakra toll each turn that bone part is in play.
NOTES
►Can be used 3x per battle
►A creation which requires chakra each turn lasts 3 turns max.
►No Shikotsumyaku techniques S rank or higher in the same turn.
►Can only be taught by Loki
Taught:
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(Sougikishi no Kakuho Shichiyou) Wake of the Unruly Moons
Type: Supplementary/Attack
Rank: S
Range: Short (created) - Long (reach)
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will move low and slam both hands against the surface of the ground, using the abilities to shape their bones they will raise from the underground three or less animal skeletons. Pertaining to any animal they consider useful, bear, lion, etc. The bone structures with steel-like hardness will remain still near the user (within short range). However once the user performs the seal of activation, he channels his chakra into the skeletons giving them a shroud of chakra which in return will allow the awakened beasts to move as they would in life. Each animal would specialize in it's type, a lion would have sharp claws and jaws, while a bear would have greater force than normal. The user can only control up to three animals at a time without losing focus of the battle, trying to use more than three would result in a backfire, taking 20 damage. They move at the same base speed of the user, with the exception of animals who specialize in speed such as cheetah, which would move 1/4th faster, while strength animals would have 1/4th more raw force than the user, etc. To keep them active on the field the user's chakra is drained each turn (-10). The chakra shroud is blue, however because of the bone's "aged" aspects, the colors mix and give their shroud a vibrant pink/red hue. In essense it is still raw chakra.
- Can only be used twice per match. With a three turn cooldown between use.
- Lasts three turns on the field, unless the seal of de-activation is casted.
- While active on the field, the user cannot use any Forbidden Shikotsumyaku jutsu.
- No other S rank Shikotsumyaku in the same turn.
Taught:
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(Hokuin Fuuinjutsu: Taigen Kaguya) ⚘ Sealing Bone Arts: Kaguya's Embodiment
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn active)
Damage: 60
Description: The technique is initiated by having the user grow half of a humanoid skeleton around his upper body. Encasing his torso in bone ribs, shrouding their head in a bone mask shaped like a demon, with two glaring horns standing out above and an extra pair of bone arms above the real arms. These new features emerge with numerous Kanji formulas already spread across them. Once the user activates the seals placed on the bone through the clapping of both hands, they glow red and activate. The Kanji on the left bone arm read "Lightning/Wind/Fire" while the Kanji on the right read "Earth/Water". These as hinted work in the same fashion as the "Fire/Water/Wind/Earth/Lightning Sealing Method" however being pre-prepared, the user doesn't have to waste time writing the element's name and forming the seals. Each hand has a main Kanji in the palm that reads "Seal" it as at this point where the approaching technique is sealed inside of through either hand and stored in the seal network. However each hand can only be used 1 time to seal up 1 elemental attack only. Thus, 2 elements in total can be sealed and only twice (once with each hand). These can seal any elemental (or raw chakra) technique up to A rank (unlike the original which can seal up to S), and once it has done so, the user can activate a seal located at each horn which read "Release". From this point, the absorbed attack can be returned from the horn in the shape of a stream or wave, composed of the same element. Alternatively, the user can use both at the same time and create an elemental combo of A rank, combining both elemental techniques sealed, for a dual elemental attack. The bones naturally have the same steel hardness as any other Kaguya technique, and the appendages can be used as regular arms, be it for close combat and other melee uses and the horns are sharp enough to penetrate objects and people.
- This technique may only be used twice.
- This technique lasts up to 4 turns before the bone detaches and falls.
- Cannot use any S rank or higher Fuuinjutsu/Shikotsumyaku technique the turn this is activated or the next.
(Hone Ikimono Insutinkuto) - Bone Animal Instincts
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user manipulates his calcium within his bones to change the skeletal structure of his body to mimic the structure of any animal with a backbone, such as an wolf, monkey, tiger, etc. The user gains a increase in either strength, speed, or agility depending on the animal he “becomes.” While having the skeletal structure of an animal, the user can only use taijutsu. Lasts at most three turns. Can only be used twice a battle. The user can revert his skeleton back to human structure whenever he needs to but most re-perform the jutsu to turn his skeletal structure back into an animal
Note: The only animals the user can “turn” into are primates, felines, wolves/foxes/dog/other animal such as those two, and bears.
When the skeletal structure is of those animals, the user gains a small increase in regards to the animals: primates-increased flexibility and agility; felines-increased speed; canines- + 5 to all taijutsu and small increase in speed; bears- + 15 to all taijutsu attacks.

(Shikotsumyaku: Futago no Churippu Ha) - Dead Bone Pulse: Twin Tulip Teeth
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A technique developed by the kaguyas utilizing the ulna bone in each arm. Mimicking the skeletal structure of the clematis vine, the user manipulates the skeletal structure of each forearm bone to extend out of the forearm where the palm and wrist meet. Each 'tendril' that is extended from the arm is identical to the clematis vine, with segmented portions of 2inches in length with a connecting joint and small spikes capable of extension on contact if the user maintains the physical link. However, these tendrils are not as wide as the clematis vine and each one maintains a width of 2inches and has more of a rounded structure for increased flexibility. The tendrils do not occupy the hands and are connected at the wrist and palm. They can be extended up to mid-range and the user is capable of detaching as many segments as he wishes but to re-extend them costs a move. The purpose of this technique is to use the flexible tendrils for lashing, restricting and certain supplementary uses.
Note: Usable 4 times

Bone Fishnet Crushing (Hone Sakananetto Kujiku)
Rank: A
Type: Supplementary/Defense/Attack
Range: Close
Chakra Cost: 30
Damage: 60
Description: The user stretches out his arms and a large bone net instantaneously rips from his rip-cage, creating a very thick net capable of trapping an enemy inside of it. The net, which is around roughly the size of half a car, is made from the bones in the rip cage. The net upon touching something, quickly closes up, similar to a Venus Fly Trap, trying to crush the object within the net. This jutsu is perfect at capturing enemies without having to do heavy battle as the net is created from the densest Kaguya bones, making it near unbreakable (those with strength of the first gate and higher will be able to break free or those who use focused elemental techniques of S rank and above on it ). This jutsu can also defend against Earth jutsus up to A-rank, as it can wrap around them and crush them.
-Can only be used twice.
-After using the user cannot use any Kaguya jutsus the following turn.
-After using, the user must wait at least 2 turns before using again.

Limitless Drill of bone| Museigen Doriru no Hone
Rank:C
Type:Attack
Range:Short-Mid
Chakra Cost:20
Damage Points:30
Description: Derived from Teshi Sendan, the user focuses chakra into this phalanges of his foot and fire them off quickly. As the bones fly through the air, they will rotate and drill into their target once they make contact. Because of the Kaguya Clan's fast regenerative abilities, the rate of fire from and supply of bones can become limitless. Due to being from the foot, they have the advantage of being a great sneak attack as the enemy would not expect the attack to come, opening up a range of possible attacks afterward.

Pelvic Thrust Cannon|Kotsuban Tsuppari Taihou
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user focuses his calcium into the bones of his pelvis and makes a thrusting motion at the enemy. By doing this action, he forces out the bones of that area, releasing a cannon ball shot of bones at the enemy. The force of the cannon is so great that if hit in close range, it will break the bones of the enemy and cause severe and possibly lethal internal damage to the organs and bones of the enemy. If hit in mid range, it will cause enough damage to the enemy, to slow their movements for one turn and cause much muscle pain from impact. After using, the user's leg's movement will be slowed for the rest of the turn and the turn afterwards due to the bones having to grow back.
*Can only be used by Kaguya Clan Members*
*Can only be used twice and with a waiting period in between of at least 3 turns*
*after using, the user cannot use any Shikotsumyaku jutsus that relate to the bones of the lower body for two turns*
*Can only be taught by Lord of Kaos*

One Point Bone/Lightning Bullet (Ichi Ikkaku Hone/Denkou Tama)
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-20 to the user from initial explosion)
Description: The user will point his arm out towards a target. After doing so, he will then form a "gun" shape with his fingers (thumb pointing upwards with index and middle fingers pointing towards target). Using the basis of Tenshi Sendan, the user will begin to develop a fingertip from his hand that he doesn't shoot outwards but it rather 'sits' at the edge of his fingers. The user will then infuse lightning chakra around and behind the bone, making it have lightning chakra imbibed into it. The user then forcefully releases it with a loud explosion that forces the user and everything within short range backwards several feet (explosion generated from lightning). The bone then travels with great speed towards the target with a sonic wave of lightning (wave is around the size of a car as well as wide as the front of a car) behind it from the initial blast. The jutsu in its entirety takes around three seconds to form. The user can create two fingertip-bullets at once, one on his index and one on his middle finger, with both being fired at the same time. The only noticeable difference is that their are two large lightning waves coming at the enemy and the user is noticeable damaged (fingertips burned, cannot perform any other jutsus that require hand seals that turn due to this). The lightning wave reaches the enemy a few seconds after the fingertip does. The two lightning waves together are equal to power and size of a S-rank lightning blast.
-Can only be used twice.
-Must wait at least three turns before using again.
-After using, the user cannot use any lightning jutsu for two turns.
-The user cannot use any Shikotsumyaku jutsus the next turn.
-If two bullets are made at once, no lightning jutsus for three turns.
-If two bullets are made, the user cannot use any other jutsu that require hand seals with that hand.
-The blast at the beginning of the jutsu is strong enough to blast the user backwards by around 15-20 feet.
-If two bullets are made, the blast at the beginning will be strong enough to blast anything in close range backwards by around 20-30 feet.
-Can only be used by Lord of Kaos.

Shikotsumyaku: Kumo kakuchō | Dead Bone Pulse: Spider Extension
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (+10 each turn)
Damage: 60
Description: Although the name suggests otherwise, the user is able to manipulate their Skeletal structure to create 6 legs of considerable length to emerge from the back of the user. The legs extend from the user's spine. They reach up to 3 meters, allowing them to carry the user & strike a target up to the given distance.The legs are slender in shape & are each built up by 3 joints, allowing for more flexibility. The user is also able to use the top two limbs to strike targets or defend against certain attacks (Projectiles, weapons & certain jutsu following advantage & size), while the other 4 limbs sustain the user's balance (they can also be used the same way as the top two limbs, but causes the user to be left unbalanced if more than 2 legs are off the ground). The legs are attached to the user for a given amount of time (paying an additional chakra cost of +10 each turn) & can break off from the spine at any desired time (unless done so by the opponent). Due to a Kaguya's KG, the legs are as strong as steel.
- This jutsu lasts 2 turns
- Can be used 3 times
- Can not use use A Rank or above Kaguya techniques in the same turn
- Taught by Method

Shikotsumyaku: Kozo shifuto |Dead Bone Pulse: Structure Shift
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 each turn)
Damage: -
Description: This technique allows the user to alter their skeletal structure, this is done by mixing both calcium & chakra throughout the bone & around the joints of each one to increase the amount of bone tissue produced within the layers, helping to expand in either width or length. This follows a similar process as to when regenerating bone but without having to build upon any damaged bone or rely on cells to remove any unnecessary tissue, instead continues to layer on around the base.
Length Form: The user, by continuously layering bone tissue over their joints, extends the length of their limbs by 50cm(0.5m). The user takes on a taller & slender form to their original build, having the advantage of reaching further due to the extended length of their arms & traveling distances at a somewhat quicker pace due to the length extended around the user's legs. Having a slender build & Lengthening their structure allows the user's combat ability to rise in speed (striking the opponent at a faster speed & being able to react to a noticed attack with quick succession due to the user having a more agile, flexible form). However due to taking on a "thinner" form, the user's own strength declines (Taijutsu -5).
Width Form: By layering bone tissue around the whole of the user's bones they take on a much broader build, with their chest & shoulders slightly widening but arms & legs having a more significant change. The user's strength increases dramatically (Taijutsu +15), but while in this form the user moves at a much slower pace than average, being able to mainly react to attacks from a frontal assault & having to stay purely focused on their surroundings to attempt to react from behind(if noticed). Expanding the width of limbs & manipulating the density of the bone allows normal weapons to have no affect against the bones.
Depending on which form the user takes on, a majority of Kaguya techniques also follow the same principles also growing the same size as the newly formed limbs.
Length Form: Kaguya techniques that create swords, whips, spears or emerge from the user's body take on a much longer form(o.5m added) while having a thinner shape to them, this causes the used Kaguya jutsu to suffer in damage (Kaguya Technique -5) but compliments the speed & reach of the user in this form.
Width Form: Kaguya techniques that create swords, whips, spears or emerge from the user's body take on a much wider form, mainly being effected in width while staying the same in length, Kaguya techniques suffer in speed(having to provide more strength/effort to maneuver the bone),but gain a boost in damage (Kaguya Technique +10). This jutsu does not perform as a chakra surge so cannot be used to release one from a Genjutsu.
-Having a vast amount of chakra spread throughout the body, the user, while in either form, may only use jutsu B Rank & below.
-The user is able to shift from one form to another but must post this jutsu to do so, counting as 1 of 3 moves. Though this does not increase the amount of turns active, still only lasting 3 turns.
- Only usable once
- lasts 3 turns
- After 3 turns the user is unable to use A-S Rank jutsu for 2 turns.
- Only usable by Kaguya bios.
- Only teachable by Method

Shikotsumyaku: Kameria no dansu - sōn | Dead Bone Pulse: Dance of the Camellia - Thorn
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user is able to create multiple spikes to emerge from an existing Kaguya bone, covering over it. The size of the spikes reach 1/5th of the existing kaguya bone. If the bone is in contact with the user then they have only to pass chakra into the bones having the spikes emerge. If the user is not in contact with a bone created by themselves then they can press their hands against the ground passing chakra through & allowing spikes to emerge from the bone .
- Can be used 3 times
- Can only be used by a Kaguya bio.
- Must be taught by Method

Shikotsumyaku: Hone Hakai | Dead Bone Pulse: Bone Breakdown
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user after having performed a previous Kaguya technique & stabbing their target with it, is able to manipulate the bone still in contact with him. The bone begins to break apart into tiny shards that travel across & spread throughout the entire body, able to enter the opponents blood stream. While the shards travel, due to jagged edges they are able to create cuts along their pathways. The cuts are miniscule & do not effect the opponent right after, but during a period of time the opponent begins to suffer the effects as number of shards spread across are able to create larger number of cuts. By the second turn after successfully performing this jutsu the opponent begins to feel the effects as they become light headed, woozy, fatigued & unable to focus. Due to these effects the opponent is unable to manipulate chakra properly, having them only able to perform A rank & below Jutsu. After 3 full turns after the techniques deployment, the target dies unless he has a way to remove or destroy the shards inside him. This jutsu cannot be used in conjunction with Kaguya techniques that are not in contact with the user or leave contact of the user.
- Can be used twice per battle
- Unable to perform Kaguya jutsu A Rank or above following turn
- Taught by Method

Shikotsumyaku: Shi sutorōku |Dead Bone Pulse: Death Stroke
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user manipulates their phalanges bones in both or either hand, having a spike-like bone emerge through the user's fingertips, extending up to a length of 15cm. They form up by two joints allowing for more flexibility, are sharply tipped & so finely shaped that the entire claw itself is able to cut into objects, used when swiping them across a target rather than piercing through. Being of the kaguya clan the claws are of a steel like density, allowing them to hold well against bladed weapons. Due to the slender shape & size of the claws, they are not suited against blunt melee weapons of equal density, namely hammers. This technique can also enhance the effects of "Ten Finger Drilling Bullets" by using the entire claw(s) rather than the tip as normal. The claws travel at the same speed as the original technique & as they travel they rapidly rotate, creating a drilling like effect on impact. The user must post said technique while this one is active. The damage of the enhanced "Ten Finger Drilling Bullets" would be that of a B Rank (totaling all the claws together). Being used as projectiles, the claws can reach a distance of up to long range.
- Can be used 3 times
- Taught by Method

Shikotsumyaku: Seichō rūto | Dead Bone Pulse: Growing Root
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique allows the user to create offshoots from an existing Kaguya techinque, the offshoots follow a same pattern & flow as roots or branches from a tree. After successfully impaling the opponent with a Kaguya technique the user channels their chakra across the bone, manipulating it to create branches that spread out & trail in a disorderly path, covering a radius of up to 45cm. Depending on where the opponent is stabbed, this technique leaves a high chance of piercing through vital organs, causing severe damage on impact & thereafter if the opponent attempts to pull away. Furthermore, the user is able to channel chakra (an additional 10 chakra) to stretch the branches to either further peirce through the opponent or cross over each other or even organs, making it near impossible for the opponent to relieve themself from the technique without causing further damage. The technique can only be performed on Kaguya techniques which stay in contact of the user.
- Can be used 3 times
- Taught by Method
(Kōun no Makaon) – Blessing of Machaon
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion capitalizes on a Shikotsumyaku user’s ability to regenerate bones at extremely rapid rates, similar to techniques like Dance of the Clematis Flower. Through an infusion of chakra, within the same timeframe, the user imbues within a Shikotsumyaku technique the ability to regenerate from damage which is not strong enough to destroy it. This regeneration takes the form of the calcium on the bones rapidly replenishing itself, spreading to restore the damaged portion very quickly. Thus, techniques that do not possess the inherent level of damage high enough to completely neutralize or overpower it will fail to weaken it, allowing it to be passively restored to its maximum strength. This technique can be used four times per battle, and cannot be used for two turns thereafter. This technique can be applied to a maximum of S-Rank Shikotsumyaku techniques.

(Achān Zōen) – Achaean Reinforcement
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion is considered the sibling to the Blessing of Machaon and bases itself off Dance of the Clematis Flower. The user infuses a proceeding Shikotsumyaku technique, within the same timeframe, with additional chakra initiating a process of enhanced bone regeneration. This excessive regeneration manifests as a production of additional calcium matter on the bones, thus reinforcing their strength. The strengthening takes place while the technique is being created, thus this technique does not offer any inherent regenerative properties after it has been completed. Techniques affected by Achaen Reinforcement gain an additional rank in strength, up to S-Rank. This technique can be used five times per battle; once used, the user is unable to apply Achaean Reinforcement for two turns.

(Tessaria Mirumidon) – Thessalian Myrmidons
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Applying the principle of the Bone Dragon Technique, the user is able to produce basic familiars in the form of generic and indiscernible soldiers made of bone. The soldiers act independently of the user’s concentration, adhering to their will through a passive siphoning of chakra. The soldiers are created within short-range of the user and are of equivalent height and stature of the user. The Myrmidons formed all possess generic and indistinguishable characteristics, but are afforded a small level of customization. These customizations are not unlike those found in Bone Wings and Bone Tentacles, allowing alterations like wings that allow flight and tendrils. Myrmidons are able to, through their connection to the user, use Shikotsumyaku techniques up to its created rank. Myrmidons move at the user’s base speed, and cannot be raised above this. Creating multiple Myrmidons can be done through this technique, following splitting rules. These creations remain on the field for up to three turns. This technique can be used four times per battle, with a two turn cooldown in between. In the turn this technique expires, the user is unable to use S-Rank or higher Shikotsumyaku.

(Kodo Majutsu) - Sorcery of the Worm
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, within the same timeframe, allows the user to apply a similar principle to that of Dance of the Young Ferns; through this, the user is able to merge future bone techniques through structures, objects, and constructs of bone that are on the battlefield outside of the user’s body. This allows the user to produce techniques that would normally require them to be produced from their body, like Bone Tendrils or Ten Finger Drilling Bullets, from these constructs. This infusion requires a substantial infusion of chakra, thus making it impractical to be used frequently. This technique can be activated three times per battle, and lasts for the usage of a single technique per use.

Note: Techniques must emerge a minimum of 5 meters from the opponent.

(Kodo Kyōtei) – Worm God Pact
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: The Worm God Pact is a technique which combines the principles of Dance of the Young Ferns and the user’s own ability to actively manipulate their skeletal structure at will. This technique is used on structures and familiars created from Shikotsumyaku; through a process not unlike that in Dance of the Young Ferns, the user merges with the bone matter of the structure or familiar in question. This effectively combines the two entities, granting the user the abilities of the structure or familiar in question. Given the user’s skill and mastery over Shikotsumyaku, the bone matter integrated by the user and combined with their own does not change the size or shape of the user. Instead, it is compressed and reshaped with the user’s chakra in order to seamlessly integrate it into their form. Those consumed and integrated by the user shed their per turn chakra cost, however this also effectively ends the technique. The abilities the user obtains through this process last as long as the familiar/structure in question does or four turns, whichever is longer. The Worm God Pact can be used three times per battle.

(Hassei) – Outbreak
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: A technique derived from the Dance of the Young Ferns which, like its parent, is focused on battlefield manipulation and control. By performing three seals the user focuses their chakra into a source that they are in contact with, typically the earth, and cause that source to be actively converted into Bone matter. This is not a conversion in the typical sense, rather Bone matter will be sent from the user’s body through the battlefield rapidly to emerge and replace the existing structure of the effected area. This technique prevents the use of an opponent’s techniques from the manipulated Bone assuming it respects strengths and weaknesses, failing to overpower Outbreak. An opponent’s techniques can only be converted should it be weaker than Outbreak. In its first usage, Outbreak can influence the entire battlefield. In its second application, the technique can influence a localized and controlled region, much like Swamp of the Underworld. This technique can only be used twice per battle, preventing the use of S-Rank and higher Shikotsumyaku within the same turn. This technique can only be used once every two turns.

(Hōki) – Insurrection
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (60)
Description: This technique allows the user to focus their chakra in any bone matter, weapons, or structures on the battlefield, after performing two handseals, to unleash a violent burst of Bone shrapnel from every point on the object; the shrapnel is released in all directions appearing akin to a detonation. The shrapnel ruptures outwards to a maximum of short-range from the object’s position, shredding anything within its deadly radius. With more careful control of the detonation, the user is able to control the shrapnel’s directionality and allow the burst to be directed away from their own, or others, bodies. The damage of this technique is determined by the Bone matter being detonated, adopting the detonated Bone’s damage or Insurrection’s damage, whichever is higher. This technique can be used four times per battle and once every other turn.

(Hōki Sentō) – Insurrection Prime
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (60)
Description: Based on its lesser variant Insurrection, Insurrection Prime is an advanced application that follows the identical principle of the user infusing their chakra into bone matter, weapons, or structures on the battlefield. This chakra, rather than detonating the matter, is used to repurpose it. After performing two seals, any pre-existing Bone can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. For example, a shard of Bone can be reshaped into a sword and launched at the enemy. A large slab of Bone can have a sword shaped and pulled from it. The damage of this technique is determined by the Bone matter being manipulated, adopting the applied Bone matter’s damage or Insurrection Prime’s damage, whichever is higher. This technique can be used four times per battle and once every other turn.

(Kōsu Hakkensha Yūzai) – Pathfinder’s Guile
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60
Description: Pathfinder’s Guile is a technique based on the Bone Arrow. This technique employs thin threads of bone that are attached to an arrowhead at the end which are shot from anywhere on the user’s body. The arrowheads on these bone threads are particularly shard and will dig into solid surfaces with remarkable ease, respecting S/W or those devoid of chakra. The bone threads serve two distinct applications; the first is to allow the user to perform mid-air acrobatics to avoid other techniques, within reason of scale, and to pull themselves to other objects. The second is to be used offensively as the threads afford the user considerable penetrative power through their arrowheads. This technique can be used four times per battle.

(Majo Kōgō Gishiki) – Witch-Queen’s Ritual
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A (+1 rank/20 damage to applied technique)
Description: A technique that utilizes a Shikotsumyaku user’s ability to manipulate the density of their bones at will, similar to that in the Dance of the Camellia. As a supplementary infusion this technique is applied within the same timeframe as the Shikotsumyaku technique it used with. The Witch-Queen’s Ritual increases the density of the technique’s bone structure many times over, hardening them to a level that exceeds that of even Steel Release. Because of this shift in density, the applied Bone technique will appear blackened and allow the user to produce black bones, compared to their traditional white. This transition causes the manipulated Bone technique to gain an inherent strength against Steel Release, while becoming weak against Fire Release. Likewise, the increase in density increases the damage potency of the technique by +1 rank, or 20 damage for techniques above S-Rank. The Witch-Queen’s Ritual can be used thrice per battle, with a two-turn cooldown between usages.

(Isuraeru Ōkoku) – Kingdom of Israel
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: A technique derived from Outbreak, focused on battlefield manipulation. Unlike Outbreak, which employs a type of emergence of Bone matter simply to cover the battlefield, the Kingdom of Israel creates a much more complex series of structures on the battlefield that are intended to mimic the capital city of Solomon’s kingdom, Jerusalem. After performing three handseals,The technique essentially overtakes the battlefield with a number of bone structures; the outer limits of the battlefield become encased a large ten-meter-tall bone wall forming a barrier around the city. Within the walls a massive array of buildings, varying in size and type, burst from the earth. In essence the technique recreates a perfect model of the Kingdom of Israel, imposed upon the battlefield. The Kingdom of Israel is imbued naturally with a characteristic akin to that in the Blessing of Machaon, making it capable of regenerating from damage that does not immediately destroy it and passively draws upon ten of the user’s chakra per turn in order to sustain it, although allowing the user to independently operate. This technique can be used twice per battle, once every four turns. The user is unable to use Shikotsumyaku techniques above A-Rank in the same turn.

(Jiin no Bōtoku) – Desecration of the Temple
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: A variation of the Ten Finger Drilling Bullets technique which allow the user to fire up to ten bullet-shaped bones from anywhere on their body. Like with the weaker version of this technique, the bullets spin through the air and drill through targets once contact is made. However, unique to this technique is that each of the bullets is composed of highly compressed Bone threads. The purpose of these threads, compressed so tightly that the bullet is essentially solid, is to act similar to that of a hollow point bullet. This causes the bullet, upon impact, to expand its threads rapidly up to short-range from the bullet’s position. The threads are incredibly sharp such that it will pierce anything they come in contact with, respecting strengths and weaknesses. Targets directly hit will suffer considerable internal damage from the bullet’s threads expanding within. The user is also able to prematurely expand the threads that compose each bullet through their chakra, which allow them to circumvent the need to directly impact a target. This technique can be used four times per battle, once every other turn.

(Savathûn Sagi) – Savathûn’s Deception
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of the Dance of the Young Ferns, specifically the user’s ability to merge structures of Bone together. This technique serves no inherent offensive purpose; normally when the user, or their techniques, merge with Bone they will emerge immediately thereafter. This technique instead allows the user to create and merge infused Shikotsumyaku techniques within other sources of Bone, including the user’s body, for storage purposes, to be used later in the battle. Techniques stored within other sources of Shikotsumyaku can be released from them, at the user’s will, without costing an additional move slot, although taking a place in the timeframe. This technique can be used five times per battle.

(Majutsu Ō Kōi) – Mage King’s Favor
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is considered the sibling to the Sorcery of the Worm and allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of Dance of the Young Ferns. This causes the user’s Shikotsumayku techniques, at their discretion, to become able to passively merge through the user’s own Shikotsumyaku techniques at will making it easier to move through physical obstacles. Like with Dance of the Ferns, techniques which merge with another of the user’s Shikotsumyaku techniques can reappear from any source of the user’s Bones. This technique can be activated three times, lasting three turns per usage. Once this technique deactivates, it is unusable for two turns.

Blessing of Machaon here: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21825088

(Jōrei-bu Isuraeru) – Armory of Israel
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long (created within short-range)
Chakra: 20 – 40 (-10 per turn)
Damage: 40 – 80
Description: A technique which combines a Shikotsumyaku user’s ability to manipulate their skeletal structure with the user’s imagination, allowing one to produce a large variety of weapons from one’s body. The user is able to freely create any number of swords, shields, kunai, spears, etc from their body to be used in combat, with strength varying depending on the needs of the user. The weapons can carry with them unique characteristics as well, which vary them from their generic counterparts. For example, a spear can be double-edged when created, rather than with a single tip. The user is able to use these weapons for a variety of purposes including Kenjutsu. Unique to this technique is that weapons created from the user’s body are bound to the user by a thin thread of Bone, similar to that found in the Bone Arrow technique. This allows the weapons to be freely launched and then retracted to the user’s body without holding them directly. Likewise, the threads can be used to manipulate the weapons from the user’s body, moving them through the air bound by the thin thread. The thread can always be cut from the user’s body at their discretion. A-Rank applications of this technique can be used five times per battle, while S-Rank can be used three times. Both higher ranks require a single turn cooldown between usages.

(Majutsu Shi Shukutō) – Sorcerer’s Benediction
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: A technique derived from the Blessing of Machaon that utilizes a supplementary infusion of chakra that capitalizes on a Shikotsumyaku user’s ability to regenerate bones at extremely rapid rates. Unlike the Blessing of Machaon, which allows for proactive regeneration of Bone matter, this technique remains dormant until the applied technique is destroyed. Once the technique in question is neutralized by an opponent’s technique the infusion will activate itself, triggering a rapid regeneration of Bone matter throughout the technique it was infused into. This does not serve the purpose of regenerating the applied technique to perfect condition; this technique is simply employed when the user wishes to retain the Bone material left over from a destroyed technique. For example, if a wall of Bone is destroyed by a Lightning Release technique then, rather being completely destroyed and incinerated, the wall will undergo rapid regeneration and leave behind broken debris rather than incinerated ashes. This allows the user to, through other techniques, make use of the Bone rubble which contains trace amounts of the user’s chakra. Sorcerer’s Benediction is usable three times per battle, once in every two turns.


(Teikoku no Suishin Ryoku) – Impetus of the Empire
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: This technique allows the user to launch a simple spear of Bone from anywhere on their body, typically their hands. The spear is three meters long once fully emerged and is composed of hardened black bone. The spear is launched at remarkable speeds at any chosen target, with a highly sharpened spearhead capable of penetrating physical obstacles. Unique to the Impetus is that it is naturally imbued with the ability to pass through structures of Bone formed from the user’s chakra on the battlefield, an ability similar to the Dance of the Young Ferns. This is done through a simple merging of the Impetus through the Bone obstacle in question, and appearing elsewhere on the structure that the user desires. Impetus of the Empire can be used four times per battle, and cannot be used in consecutive turns.

(Sensō no Kami Seifuku) – God of War’s Conquest
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A (+1 rank/20 damage to applied technique)
Description: One of the sibling techniques to the Witch-Queen’s Ritual, applying a similar principle to advanced Shikotsumyaku manipulation and control that alter its inherent structure. As a supplementary infusion this technique is applied within the same timeframe as the Shikotsumayku technique it is used with. God of War’s Conquest, or Conquest for short, essentially alters any Shikotsumyaku technique it is applied to be produced as a set of finely compressed grey and black threads of bone, rather than a perfectly solid structure. The resulting technique appears as it would normally aside from appearing a mixture of grey and black, but in reality, it is composed of these highly compressed bone threads. The infusion results in a technique that sheds its weakness to Lightning Release due to the bone threads becoming able to redirect electrical currents through them more evenly, but loses its strength to Water Release because it loses its inherent structural integrity. Likewise, the technique gains an increase in damage potency, causing an increase of +1 rank or 20 damage for techniques above S-Rank. God of War’s Conquest can be used thrice per battle, with a two-turn cooldown between usages.


(Mi Kyoka Jōrei) – Unhallowed Ordinance
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: This technique is the sibling technique to the Armory of Israel, allowing the user to produce bones from anywhere on the user’s body in the shape of a variety of weapons like swords, shields, kunai, etc. Unlike the sibling technique, Unhallowed Ordinance and the weapons it produces utilize a large number of thin black bone threads giving the weapons an appearance of blackened solid bone. These weapons, through a passive siphoning of the user’s chakra, are imbued with a limited sentience akin to that in the Bone Dragon technique that allow the user to operate independently of their creations. The weapons, like in Armory of Israel, are connected to the user via a similar Bone thread allowing for manipulation of the weapon. With their composition of black Bone threads, the weapons are able to passively reshape themselves at will. This allows a weapon created in the shape of an axe to reshape itself into a sword, or a shield, essentially anything within the user’s imagination. Unhallowed Ordinance can be used three times per battle with a two-turn cooldown between usages. Within the same turn the user is unable to use Shikotsumyaku techniques above A-Rank.

(Kodo Kyōtei Dōka) – Worm God Assimilation
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is the sibling of Worm God Pact. Like its sibling, Assimilation combines the principles of the Dance of the Young Ferns, Shikotsumyaku’s ability to merge itself with other Bone matter, with the concept of sentient familiars. Unlike its sibling which merges the user with their own familiars or structures, this technique creates a union between two familiars. This technique can be used by Shikotsumyaku familiars that the user creates, or by the user themselves, in order to initiate the merger, requiring a single seal to activate. One familiar will be merged into another, causing the initiating familiar to adopt the abilities of the merging one. Outside of obtaining the abilities of the merged familiar no boosts in strength will occur, remaining at the equivalent strength unless another external technique is used. Assimilated familiars will bind their duration to the familiar in which they are merged to. Worm God Assimilation can be used four times per battle.

(Shikotsumyaku: Kazzu No Kiri) - Shikotsumyaku: Blade Of Kars
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user creates a blade of bone on their forearm where the blade is pointing in the direction of their elbow. At first glance that's all it looks like, but in reality it's similar to a chainsaw. What it is, the user uses their chakra like a chain, and uses it to carry tiny bone spikes on the blade, and make it spin like a chainsaw.
Note: Only taught by -Best-
 
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Akuma

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≡≡ Ninjutsu ≡≡


B rank:

(Hyapporankan)- Hundred Steps Fence
Rank: B
Type: Offense
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: Hyapporankan is primarily used to disable. The user focuses their raw chakra and generates a blue-white glowing rod of chakra in his or her hand and throws it at the intended target. It then duplicates itself into a thirty more rods which rain down on the target, pinning him or her against a solid surface and completely immobilizing them. This technique is hard to dodge in a small area.
A rank:

(Ninjutsu: Itami shinkeigasurudoi) Ninja Art: Pains Of Sensitivity
Type: Supplamentary
Rank:A
Range:Short
Chakra:30
Damage: N/a (+20 Damage to physical attacks (i.e. Earth, Water, Lava, etc ))
Description: This is a very unique style of ninja art, developed by the interrogate squad. The user will do 2 handseals (Ox-Ram) While touching the opponents body (or themselves) forcing the chakra inside of their body to react causing the chakra to resonate violently inside their body making it sore without notice. This will make their body extremely sore to the touch (similar to the after effects of guy from using his 7th gate) This will cause the opponent when hit to take double damage, while being extremely sensitive to any type of pain. A kunai stab to the hand would feel like you smashed your whole hand. Doing monstrous damage.

Note: Last 3 turns
Note: Can use a max of 2 times
Note: Cant use this technique for 3 turns after the affects wear off.
S rank:

(Chakra Arashi)-Chakra Storm
Type: Attack
Rank: S Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user makes three hand seals and gathers a large amount of chakra in one specific location within a mid-range of themselves. They then begin vibrating and rotating the mass of chakra an extreme amount. Anything caught in this area will be twisted and pressured an extremely great deal by the swirling vortex of chakra.
Note: When the chakra has been gathered in the set area, the air will shimmer for a few seconds before the vortex begins.
Note: The area that is being effected can have a maximum of a 2 meter diameter.
Note: After using this technique, the user is unable to use any standard ninjutsu for the next two turns.
Note: Can only be used twice per match.
Note: This jutsu doesn't suck the opponent toward the vortex and only affect what comes in direct contact with it.
 
Last edited:

Akuma

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≡≡ Taijutsu ≡≡


(Karei ni ikou! Rooringu...Sandaa!) - Keep it classy! Rolling Thunder!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by lowering his head while tucking his arms in a boxing stance and starts a swaying movement pattern, weaving his torso back and forth and using the torque to add power to a barrage of left and right hooks as he sways. Each hook follows from a diferent angle than the previous one. The Rolling Thunder is comprised of five rolling punches - If the final rolling punch connects the user follows with an uppercut directly to the chin. This sends the foe hurled through the air and sprawling across the field. Because the technique is based on the user's swaying dexterity, if used while in Drunken Fist, the attack's overall efficiency increases, gaining +10 damage.
~ Usable twice per battle.

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(Kōuki Nehan Ashige) – Final Nirvana Kick
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: Initiated by an upward spin kick with either leg, the user performs the high kick forward. At which point flames are release through the foot as a large blade of fire (several meters high) that grows up to 6 feet infront of the user. The blade is thin however concentrated with flaming power, capable of cutting through a target while burning through the wound as it slashes. After initiating the attack, the user appears to be surrounded by a small ring of fire that forms around them while the main blade of fire attacks/defends (ring has no rank, simply keeps foes from approaching carelessly). It is strong enough to counter elemental techniques following Fire's strength and weakness.

- Can be used thrice per battle, two turn(s) between uses.
- No fire elemental taijutsu can be used in the same turn.
- Looks:
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Taught:
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(Tansen Taijutsu: Ryusoken) - Seishou Taijutsu: Dragon Claw
Type: Offensive/Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user clenches his fist into a three-fingered claw hand strike (very similar to the ones used in Chinese martial arts) virtually representing a Dragon's claw. It can then be infused if wanted with Doton natured chakra. By itself it can cause shortness of breath or muscle numbness/crambs depending on the inflicted area; however when focused with doton chakra it will give the user a great increase in crushing power, capabable of hardening the three-fingered claw to the point it allows the user to shatter regular swords/weapons and pierce through armors/shields (rankless ones) given the claw is hardened to high levels. It's hardness is such, that it can be used to counter up to B ranked earth techniques. The Doton's Dragon Claw allows the user to land a heavy bone breaking strike, while doing minimal damage to the internal organs it is capable of fracturing bones with relative ease. Taijutsu masters can use a double handed Dragon's Claw, in which case the Doton chakra would be split into A rank strength per hand.
• Can only be used thrice per battle.
• After using, the user cannot use any Taijutsu above B rank the next turn.
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Taught:
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(Su-pa Handou)- Super Kick
Type: Offensive
Rank: B rank
Range: Short
Chakra: N/A
Damage: 40
Description: The user will stand next to his opponent and extend his dominate leg up at the targets chin. He will kick the target right under the chin targeting the jaw. The force of hitting the target there will cause vibrations to go throughout his head. (try biting your teeth together really fast, you'll feel a little vibration, now imagine with a kick) When done correctly, the vibration would cause the user to suffer vibrational damage through the skull. This could lead to disorientation, causing the target to stagger a bit, leaving him slightly dizzy and stumbling backwards for a few moments.

Note: Can only be taught by Better/Gin Ichimaru
Note: Can only be used 5 times
Hyakkishu Hyakki Gojin|Hundred Devil Attacks
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Cost: 40
Description: The user jumps, and at the peak of his jump, suddenly extends his leg out, kicking the enemy in the face with great force, sending them flying backwards. The user can also use this attack to strike the enemy's legs/feet, knocking them off balance and causing them to crash into the ground.
(Fenikkusu Handou ) - Phoenix Kick
Rank: A
Type:Attack
Range:Short
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into their leg. The goes for a low kick towards the opponent. But instead of going for a hit, they let their foot hit the ground. The shockwave of the kick hitting the ground is transferred into the ground by the chakra. The user then releases the chakra into the ground underneath the user. Suddenly the chakra shoots up out the ground as a vortex that hit the opponent violently causing severe damage.
- Can only be taught by Daemon
Brain Buster
Type: Attack
Rank: A
Range: Close
Chakra Cost: N/A
Damage Points: 60
Description: After using Leaf Dancing Shadow, the user grabs the enemy’s hands and flips over, smashing the enemy’s head into the ground with his feet., while pulling his arms backwards, pulling them out of place.
(Geishin no Nami Kikku)- Whale God Wave Kick
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Either from a position falling towards the ground, or from the user jumping high into the air, some sort of descending movement in needed for this taijutsu technique. The user, as he falls towards the ground, spins rapidly on his sides (horizontally) in order to produce massive amounts of spinning momentum. Further covering their leg with a layer of water chakra, the user creates a localized, spinning vortex of water around their leg. The user then performs a devastating, spinning S-ranked kick aimed from above the target. If the target intended to be hit somehow evades, the user can also release the water vortex upon contact with the ground (or any other medium they strike) from the miss. From where the user initially strikes, a large crater is created due to the force of the strike. The water vortex is then released in a wave (the direction decided by the user) from the epicenter of the technique which is intended to catch the fleeing target. The incoming wave of water is considered to be A-rank if released and counts as a move of the user. The wave would be unaffected by taijutsu damage bonuses, remaining at A-rank unless the user also possesses an additional water release bonus (such as a CW, 7SM, etc).
- Usable twice per battle
- No taijutsu A-rank or above for the same turn
- Requires mastery of NB taijutsu (non-restricted)
(Tokei shikake no dageki) Clockwork Strike
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
( Toripuru ) - Sunny Triple Strike
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: A fantastic close quarter maneuver, the Sunny Triple Strike relies on excessive flexibility and taijutsu expertise. Starting from either a running entry or stationary, the user will leap up with his legs in a full split mid-air and proceed to deliver three kicks to the target. The first kick would be like a standard jumping side kick, but with their extremely strong core they would maintain the split and continue rotating their body to enable a whiplash and follow with a reverse heel kick from the opposite leg and then finish it by continuing the rotation and delivering a final kick with the leg that delivered the original strike. During the course of the taijutsu move, the Shinobi would essentially rotate 540 degrees while delivering the three kicks.
-Can only be used 3x times
-Cannot use S rank taijutsu the next turn
(Taijutsu - Sekai no omo-sa) Taijutsu - Weight of the world
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A unique taijutsu striking combination used in quick succession. From a grounded position the user will spread his legs slightly lowering his center of gravity in almost a very loose horse stance. From here they will deliver a single straight punch to the opponents upper rib cage and almost immediately they would be swinging their other arm as the first strikes, repeating this process to land a total of eight punches with incredible speed. The entire technique takes around three seconds to complete, which is the average time in real life for a trained fighter to deliver these types of attacks. While not that damaging the attacks serve to soften up the opponents rib cage creating a slight separation in the middle of them. This is where the final strike comes in to play. The user thrusts his hand forwards between the ribs targeting the sternum directly the hand is thrust using the fingertips with deceptive power. Should the attack strike the sternum it is aimed to flatten the sternal angle to achieve a similar effect to damaging the throat, the opponents blood circulation and breathing will suffer. Causing him to lose 30% of their speed. While the attack is typically non fatal it's unlikely many could fight in this condition and should they over exert themselves with excessive movements they would certainly run out of oxygen and collapse.

~Notes~
-Should this attack land successfully the afflicted may not move more than 5 meters per turn by moving directly with their own body.
-This attack also prevents the opponent from using any body flicker or variants of such.
-The initial eight hits have a stunning effect, should all eight hits land cleanly the ninth is almost completely unavoidable.
-Should the final strike land the speed debuff remains active for four turns.
- Can be used 1X per battle‏
- Must be taught by ReXii
(Taijutsu: Sūpurekkusu) Body Arts: Suplex
Type: Offensive
Rank: S-rank
Range: Short
Chakra:N/A
Damage:80
Description:The Suplex is an extremely powerful, grappling-type maneuver of close combat. The user will begin by kicking the opponent in the stomach, causing them to reflexively bend over from the stunning pain. The user will then drape the opponent's nearest arm over their shoulder, gripping them by the waist before lifting them into an upside down position. The user will then immediately fall backwards, heaving the opponent into the ground at tremendous force. The technique can also be executed by standing behind the opponent, wrapping both arms around their waist, lifting them up and throwing one's body backwards, slamming the opponent's upper back/shoulder into the ground below.

≡≡ EIG Taijutsu ≡≡

(Hachimon: Shou-Lao) - Eight Gates: Undying Dragon ♦ The Living Weapon
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user opens the 6th Gate, the Gate of View, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and rapidly performs a punch motion with both fists at the air or he/she can also rub their palms against each other. Doing so at high speed will make both hands of the user catch on Fire. Once done so, the user will punch the target with a scorching fist into the air (if they aren't already there) and continue with a combination of up to 6 flaming blows to the body. The user concludes the assault by manifesting the flames in the form of an Aura, shaped like a Dragon of large magnittude and proportions above or infront of the target. The Dragon upon launching "eats" the target and drags them into the ground, leaving a giant crater with black smoke resting along the body of the victim. If used in distanced combat, the user can skip the flaming combo of punches and launch the Dragon forth.
~ Use of technique will result in -15 damage to the user's hands, leaving them unable to use S rank Taijutsu next turn.
~ No techniques above S rank in the same turn.
~ Can only be used once per battle and only by EIGMs.
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(Hachimon: Kyokushin kaikan) - Eight Gates: Full Contact ♦ Ultimate Basic
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user opens atleast the 4rd Gate, the Gate of Pain, located in the spinal cord, which increases strength and speed. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and circulates the air around their hand (either hand works) in a much similiar effect of "Konoha Ryujin" by shaping the air currents however under the influence of the Hachimon, the effect and power is greatly empowered. As they don't shape the air at all, but rather gather it. The energy and the wind then will be released by a simple punch, while simply to the regular eye, in reality the user has thrown a singular fist charged with the weight of the gates open and the air amassed through the preparation. The attack is so powerful that one victim said he felt like being "hit with a mountain" such is not the case however, not literally. It also leave behind a deep crater, with the area of effect being a "dome" of crushing air up to Mid range infront of the user.

~ Cannot use any other Taijutsu in the same turn after using this technique and no S rank or above in the next one.
~ Can only be used once per battle and twice per event, only by EIGMs.
~ User cannot use the hand they used it with to perform any seals in the same and next turn.
~ Any attacks blocked through the hands will deal recoil damage, taking 1/4th of the technique's damage despite the defense used through the hands.

Preparation:
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Attack:
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Pinball Target (pinbutoukai ta-getto)
Type: Offensive
Rank: B
Range: Close
Chakra Cost: N/A
Damage Points: 40 (-15 to user)
Description: The user opens the second gate and punches the enemy in the gut, causing them to double over and lean forward. He then knees them in the face and then kicks then in the face, lifting them high into the air and as their body goes upwards, the user tucks his body into a small ball and launches himself at the enemy. He hits the enemy and launches him backwards and then the user flies at the enemy again, hitting him once more.
*requirement: 2 gate open
Inverted Lotus
Type: Attack
Rank: A
Range: Close
Chakra Cost:
Damage Points: 60
Description: The user opens the fourth gate and uppercuts the enemy in the chin, rising the a few ft from the ground. He then uppercuts the enemy with a few more powerful blows, raising him several feet into the air. The user then flips back onto his hands and jumps into the air upside down. He appears behind the enemy and wraps his legs around the enemy’s neck and smashes his head into the ground head-first in a spiraling smash.
Requirements: 4 gate open

≡≡ Kenjutsu ≡≡

(Kenjutsu Kuchiyose: Okotta Kami)- Sword Summoning Art: An Angry God | Deus Iratus
Type: Offensive
Rank: A
Range: Mid - Long
Chakra cost: 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.
Note(s):
- 3× usage limit
 
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Akuma

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≡≡ Genjutsu ≡≡

A rank:

(Genjutsu: Hatsuchi Hanshouko) - Illusionary Arts: Mother Earth's Breed
Type: Supplementary
Rank: A rank
Range: Short - Mid
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user will perform 3 handseals (Bird > Rat > snake) and focus chakra into the target's mind, putting them under an illusion where they will feel as if butterflies were moving inside their stomach. When truly it's flies what is moving inside them, thousands of flies, then due to the huge amount of flies inside of them they will start to come out from the target's ears, mouth, and nose aswell as start flying around them randomly. While many that still remain inside them, will begin to eat their internal organs, this will cause the target to feel disgusted and tormented by the flies eating them from within as well as crawling out of their face.
- May be used x2 per battle, but not in consecutive turns.
- No B rank or higher genjutsu the next turn.
- May only be taught by Loki

Taught:
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(Genjutsu: Fuhenteki Youbai) Illusionary Technique: Universal Solvent
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms 2 seals and induces an illusion into his opponent where once their body touches water they will begin to break down, dissolving into the water over a short time. Once in the illusion their body has completely dissolved the opponent will lose consciousness in reality. While dissolving in the genjutsu their body is paralyzed in reality.
-Twice per battle.
-Takes two turns to render opponent unconscious, until then the victim may act freely within the scenario of the illusion.
-Opponent must be partly or fully submerged in water for illusion to trigger.
-Only taught by Professor Sarutobi.
(Genjutsu: Indoafisshu)- Indoor Fish
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a technique designed for torture. Activated through the snap of a finger, the user places the opponent in an illusion where several skeletal, carnivorous, aggressive fish materialize around the opponent. Upon its materialization, the fishes proceed to devour the opponent in any way the user intends them to; whether by robbing them by their limbs, or simply tearing out chunks of flesh, whatever the degree of gore, the fishes will never kill the opponent. However, the effects of the fishes mauling is felt by the opponent in reality. For example, if their legs were torn off, they'd imagine unbearable pain, and shock from losing their legs. In addition to the mental stress and pain, they would also, due to the reality of the illusion, believe that they can no longer use their legs. Hence, any damage sustained within the illusion is believed to be real until the illusion is released.

Note:
- Can only be used 3x per battle
- No A-rank and above Genjutsu for the next 2 turns
(Genjutsu: Hason Shita Me) - Illusionary Arts: Brutal Mental Reversal
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This technique is a counter illusion applied by a Shinobi who understands and makes use of the necessity of pain to be released from an illusion. After using a logical deduction to figure out they are in an illusion, the caster of this technique will place an illusion on themselves. Affecting their own chakra flow, the caster would fool his brains nerve receptors through the illusion to amplify the sense of self-imposed pain. This illusion would serve the purpose of aiding the Shinobi to escape an illusion by making their brain believe they are under more pain then they really are. Falsifying what they really experience, the pain imposed for example by a kunai simply nicking the the users skin would now feel more like the kunai was just stabbed into them. While the user is under this illusion, it could backfire if an opponent lands a technique, as the user would feel a false pain far beyond what the opponents technique actually delivered. The illusion would immediately end after its use in conjunction with a source of pain to escape an illusion, the illusion itself dispersing from the faux pain it enabled.
-Usable 4 times
- User could not use S rank Genjutsu the subsequent turn to this one
S rank:

(Magen: Kūdaka Sekai) - Demonic Illusion: Shattered World
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: This Genjutsu affects the opponent by attacking their sense of touch and sight, by causing unbearable pain. The user will perform three hand seals (Dragon → Horse → Tiger), and then channel their chakra into their opponent’s nervous system, taking control of their senses. This jutsu then traps the opponent in a world where literally everything is made out of glass, that breaks down in sharp glass spikes with the slightest move, even by breathing. So if the victim trapped in the genjutsu would breath, it would feel if glass was piercing their lungs over and over again, even if the victim would blink, it would feel like there are small pieces of glasses stuck within the victims eyes. If they would take a step, it would feel like their leg was pierced and so on. This jutsu has been known to be extremely painful, if the victim does not break out of this technique within one turn, then he or she will pass out due to the constant pain.

♦ Note: This technique can only be taught by Lucifer.
♦ Note: This technique can only be used once per battle.
♦ Note: The user cannot perform any type of Genjutsu for the following two turns.
 
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≡≡ яεnεωαl ταεкωondo ≡≡






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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 the nature of Taekwondo itself, including its stance and emphasis on quick, powerful kicks, users of Renewal Taekwondo are naturally stronger than the average Strong Fist user.​

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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(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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(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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(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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(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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(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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(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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(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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(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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≡≡ Sea Urchin Contract ≡≡

Summoning Animal:
Scroll Owner: Loki Nanazai
Other Users who have signed contract:
Summoning Boss if existing:
Other Summoning Animals tied to contract:

Black urchin (Arbacia lixula).
White urchin (Tripneustes ventricosus).
Savigny's diadem urchin (Diadema savignyi).
Red urchin (Astropyga radiata).
Fire urchin (Asthenosoma varium).
Flower urchin (Toxopneustes pileolus).
Giant red urchin (Strongylocentrotus franciscanus).
Pencil urchin (Heterocentrotus mammillatus).
Stick urchin (Phyllacanthus imperialis).
Slate pencil urchin (Eucidaris tribuloides).
Shingle urchin (Colobocentrotus atratus).
Heart urchin (Spatangus purpureus).

Origin: Sea Urchins are from a distant and flamboyant lagoon, located amongst the mountains outside the skirts of Kumogakure. Such location has yet to be discovered by the likes of the former, as it is hidden within the depths of the mountains. This location is known as Pool of the Bloody Lotus ( "Gouben no Hasu" ). As the name implies, this pool has long since been ignored for it's atrocious appearance, jet black waters which seem to be dangerous for many living organisms, and a evil aura that surrounds it.

General Description: Sea urchins or urchins, sometimes called sea hedgehogs, are spiny, globular animals which, with their close kin, such as sand dollars, constitute the class Echinoidea of the echinoderm phylum. The shell, or "test", of sea urchins is round and spiny. Common colors include black and dull shades of green, olive, brown, purple, blue, and red. Sea urchins are members of the phylum Echinodermata, which also includes sea stars, sea cucumbers, brittle stars, and crinoids. Like other echinoderms, they have five-fold symmetry (called pentamerism) and move by means of hundreds of tiny, transparent, adhesive "tube feet". The symmetry is not obvious in the living animal, but is easily visible in the dried test.

Summon General Abilities: Gouben no Hasu Urchins vary in size, being as small as a baseball to being as large as gamabunta, and other great summons. Sea Urchins are spherical animals with rather long and sharp spines protuding from every angle of their body. Both their body and spines can be hardened and expanded by the Urchins themselves, in order to provide a stronger defense or offense. The spines, long and sharp in some species, protect the urchin from predators. They inflict a painful wound when they penetrate human skin, but are not dangerous if fully removed promptly; if left in the skin, further problems may occur, depending on the urchin (summoning or technique). Sea Urchins can be summoned with their own water source, said water source is commonly a box shaped one, and the urchin itself uses chakra in order to maintain the shape of the water source, releasing passive chakra through it's pores. This isn't a ability for every Urchin however, each summoning must state the Urchin has this ability, and must also state the size of said water source.

Sea Urchins from Gouben no Hasu can last a prolonged amount of time in the field without a water source, this is because their land known as the Pool of the Bloody Lotus has harmful waters and reveals the looks of a desolated swamp, black in color waters. As such, due to the fear of staying within these waters for too long, they developed the ability to remain outside water for prolonged amounts of time. However within a water source, their speed and agility is equal to that of the summoner's base speed. Urchins have the ability to extend and reduce the size without much effort. Sea urchins are sensitive to touch, light, and chemicals. Although they do not have eyes or eye spots, their entire bodies function as a compound eye. Sea urchins may use the whole surface of their bodies as a compound eye, and the animals' spines may shield their bodies from light coming from wide angles to enable them to pick out relatively fine visual detail. Many Gouben no Hasu Urchins have the ability to shoot their spines from their body, and almost instantly replace them with new ones, a trait which which is considered to be that of the future Urchin Boss, as explained by the current boss of Gouben no Hasu.

Sea Urchin Summonings
Sea Urchin Summonings

(Unabara Chame Kuchiyose: Kuroi Seppan) Sea Urchin Summoning Technique: Arbacia Division
Type: Summoning
Rank: A
Range: Short (Summoned) - Mid (each)
Chakra: 30
Damage: 60
Description: The Arbacia are a small clan within the depths of the Bloody Lotus, members of this clan grow no larger than 2 feet in diameter with spines rather hard and sharp. They are known to be loyal to human signers and are commonly summoned to battle in groups ranging from 2 to 5 of them. They can however, be summoned as a single one. Because they are a combat oriented clan, they have a unique tattoo only for them through which they are summoned with some blood. They specialize in chakra control, as such allow the summoner to wield and manipulate their formations and attacks through chakra control, using hand movements. Most of the clan have an affinity torwards raiton, using that they can control the electrical fields of the ground and use their own chakra as a repeller to stay "afloat" in the air. Their usage is based on formations be it defense, offensive or supplementary. By charging their bodies with raiton to create a coating, the user can for example have them form a circle and spin at high speeds to create a lightning ring which additionally has sharp spines protruding from it. That is one example of the many formations they can use and joint formations have a total strength of A rank (though this formation can't cast cannon jutsu, safe for C ranks and lower within reason). Because of their affinity torwards Lightning, the squad can balance their chakra ratio and form a lighting "rod" by placing their bodies spaced out even to create a barrier and neutralize lightning jutsu up to B rank twice or a single A ranked. While manipulating them the user cannot us other jutsu as their chakra is focused on maintaining the formation. However, the Urchins can maneuver on their own by having the user pay an extra chakra toll, doing so requires -30 chakra and he/she cannot use S ranks while the Urchin Squad is acting automatically.
*Can only be summoned twice per battle.
*Must wait three turns prior summoning once again.
*Cannot summon S rank Sea Urchins while these are active.
*They remain four turns on the field, unless told to reverse summon.
*Using Rod Formation counts as one of the user's jutsu count. (Usable x2)

Sea Urchin Arts
Sea Urchin Arts

(Chame: Gogyou Meha ) - Urchin Arts: Torrent of Guhul
Type: Offensive/Attack
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: Through the application of the Urchins, the user can extend their palms or open their mouth. Releasing a torrent of sharp edged urchin spines to the target. Although regular spines cause nothing by concentrated pain; the effects and pain levels vary according to the species of the Urchin from which the spines originate. For example, the Fire Urchin's (actual urchin name) venom tipped spines, with distinctive globular swellings below the tip, can inflict a painful sting if handled; the pain lasts as long as three turns, after which if not treated properly, the victim feels slight nausea. Depending on which type of urchin spine the user whishes to shoot, the spines will have diferent effects, be it health problems or simple pain. Urchins which are not mentioned below, but that are still in the contract, have regular spines which have the same effect as regular needles used by shinobi.

Black urchin: Cause no more than mild pain and swollen skin.
Red urchin: This type of spine causes nothing but tingling sensations on the effected body part.
White urchin: These spines alter the opponents sense of vision, in other words. If not removed 1 turn after being shot by these, they will percieve movement slower than it actually is.
Pencil urchin: These spines have a limb numbing effect upon strike, and muscle spasms in the next turn if the spines are not removed.
Shingle urchin: Shingle spines cause muscle paralysis, preventing the effect body part from being moved for 1 turn.

*The user can only shoot 1 specific type of Urchin spine with each use of the technique.
*Instant stings won't directly lead to health problems depending on the spines.
*Usable x4 per battle and must have signed the Sea Urchin contract.
*White and Shingle spines can only be used x2 per battle.
*Technique can be used by both humans & urchins.
*Effects last three turns. Unless removed in which they last only one turn
(Watatsumi Chame: Dekitate Chishio ) ✽ Sea Urchin Arts: Propagation of Lazarus
Type: Supplementary/Offensive
Rank: B
Range: Short/Mid
Chakra: 20
Damage: 40
Description The user will release a significant number of small (1 inch sized urchins) at high speeds from their sleeve into their palm (atleast 1 and up to 10). After which they throw them at a desired location at whichever formation or chain of throwing them they want then with the performance of a one handed handseal, the tiny urchins expand greatly in size including their needles which expand so fast they can stab into their victim's even as they keep growing. A sea urchin used through this technique cannot grow any bigger than the user themselves, they can however if used in a group, create a barricade after expanding to stop techniques up to B rank within reason (dispersing afterwards). The urchins can be hidden on target's clothing or thrown around their area, and expandedafterwards, being perfect for secret assaults or defense as well. These urchins carry no poison, and are deep blue in color with cyan spines.

*Can only be used four times per battle.
*Must be a signer of the Sea Urchin contract.
*Requires a break of at least 1 turn in between usages.
*These remain for two turns unless expanded, in which case they end once the turn is over.
(Watatsumi Chame: Nohara Kusabana) ✽ Sea Urchin Arts: Fields of Pileolus
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (10+ optional)
Damage: 60
Description: The user will perform two handseals and place either palm against a surface beneath them, alternatively can do so with a stomp. Doing so will allow the user to summon underground/underwater numerous (or countless) and distinctively flower-like pedicellariae (wrench- or claw-shaped structure), which are usually pinkish-white to yellowish-white in color with a central purple dot - orginating from a Sea Urchin known as the Flower Urchin. They possesses short and blunt spines through the branches. These reach a height of up to two meters, and can be made to arise from beneath either in a single area or throughout the entire fields. Creating an essence, a field of flower-like Sea Urchin tentacle-like spines. These cling onto living things, wrapping and rubbing against any nearby targets. It's main threat comes from their venom, capable of delivering mildly painful stings when touched or brushed off against (such as moving through them). It's effects are mainly shortness of breath initially, prolonged contact such as remaining inside the field for a whole turn leads to muscle cramps in the legs and forearms; making it hard to move the arms and legs, although not to the extent of paralysis. Much like regular Urchin spines, these are highly durable and hard, thus regular (freeform) blade slashes won't be nearly enough to slice through them. Aside from the first turn, the user will need to pay +10 chakra per turn to keep the fields actively seeking targets and restricting them, otherwise they will have no movement. However it will still keep it's effects when contact is made with them, it simply won't seek out anyone if they're nearby. With a seal, the user can remove them from the field.

*Lasts a maximum of four turns
*Can only be used twice per battle
*Must wait two turns between uses
*Must be a signer of the Sea Urchin contract.
 
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Gyojin Karate
Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
Rank: C-A
Type: Attack
Range: Short - Mid
Chakra Cost: 20-30
Damage Points: 30-60 (+20 if used against an underwater opponent)
Description: Focusing chakra around the desired hand, the user performs a karate chop, splitting a water source in front of him through the form of a traveling shockwave. This wave is powerful enough to split an incoming water source and continue onwards 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 if used on a surface of water that the opponent is standing on. If used directly against a water source, a B ranked shockwave spreads through the water, causing a near instant disruption of the water that causes the unstable tides. If used directly against an enemy, it causes direct damage to an opponent. If an opponent in underwater, then the damage is increased by +20.
Note: The A ranked variant can only be used 3 times per battle, each with at least 2 turns in between usage, lowered ranked variants hold no restriction limit besides the 2 turn break in between usages.


(Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
Rank: B-S
Type: Attack
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 40-80
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, doujutsu and chakra sensors are capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust, however should mist or other objects be in front of the wave, the user will notice the ripple like effect of it spreading/dispersing. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact and can cause varying degrees of damage. The highest level can cause enough damage to forcefully launch a Boss summoning to mid range and an enemy target into long range with great injuries. The B rank variant delivers a shockwave strong enough to wind an enemy for a turn and great concussive force, the A ranked variant is able to create a shockwave strong enough to send the opponent into mid range. Should a user use the S ranked variant, the opponent will suffer severe damage and be launched into long range.
Note: Suijin rank can use up to A rank, Mazu and above can use the S ranked variants.
Note: B ranked version suffers no limitation in usage A ranks can only be used up to 3 times and the S ranked variant only once.

(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 20
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 with a large shock wave emanating from the point of contact outwards, creating a short range engulfing shock wave following the motion of the kick. The user can also use this against incoming attacks should he have higher positioning against B ranked and below jutsu, sending it back towards the caster, depending on elemental strengths and weaknesses.

(Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
Rank: A
Type: Attack
Range: Short - Long
Chakra Cost: 30 (-10 per turn)
Damage Points: 60
Description: Using their clan's mastery of the water element, the user is able to channel their chakra into an existing water source and make it move at the user's will. Ranging from creating things such as waves and vortexes to more precise and minute creations such as Elemental Familiars like water shaped doplhins horses, or even more specific creations like statues, tables, etc, the user is able to create these creations by using hand movements after the user has created these items, his gestures mimicking the path and motion these creations move at. This water is capable at moving at the user's base speeds, greatly enhancing it's versatility. The user however is restricted somewhat in it's usages: Only able to manipulate a source within mid range of the user, the user cannot use the source to perform long ranged water jutsus unless they have a range of Short/Mid to Long. The user is also unable to use existing water infused with foreign chakra or other Jutsu while actively manipulating the water.
Note: Requires a water source
Note: Lasts 2 turns
Note: The user can only use water elemental jutsu while this is in play


(Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Focusing water molecules around the hand, the user performs a strong palm block with enough force to deflect incoming taijutsu attacks or kenjutsu attacks of equal rank, creating an outwards spreading shock wave, releasing it just as his palm nears the attack, repelling it from him. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This wave is powerful enough to deflect jutsu that have A rank and below, as well as elements weak to this being more affected (S ranks and below) than normal elements.

(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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≡≡ Cork Element ≡≡
Custom element Japanese name: Koruton

Custom element English name: Cork Release

The element is based on: Earth + Water + Advance Chakra Control

Facts that prove the element to be possible (in the manga context): Cork is natured in tree's trunks, because of this, it is widely abundant. Need to say, trees and forests are also abundant in the Naturoverse, there existance is obvious as it's been shown more than I can count in the manga. The fact that Hashirama can manipulate wood leads us to believe that not only wood, but the actual properties and materials that comform trees can also be used as an element. Cork production is generally considered sustainable due to the fact that the entire cork tree is not harvested; merely its bark. The tree continues to live and grow. This provides a source for Cork techniques, although they can also be produced from the user's body. This in no way implies that the can manipulate or have any influence over wood, but merely cork, which is found in trees.

How it works:
Yellow & Brown in color, and can become as soft and pliable. Cork is an impermeable, buoyant material, a prime-subset of bark tissue. Cork is composed of suberin, a hydrophobic substance, and because of its impermeability, buoyancy, elasticity and fire resistance, it is a rather versatile element. Useable by manipulating the consistancy of the user's water chakra and introduce Earth chakra into it creating the base of the element, which is released in it's complete state as cork material, either expelled via the mouth, through the body, or even by channeling the Cork chakra into the ground. Cork can otherwise be used directly from nearby matured trees, which will provide a source for Cork techniques. Chakra control is an important key, as it allows the control and amount of elemental chakra being used to form the cork and then to maintain it's shape and properties. In essence, Cork is a solid, hard and elastic material, as formerly said in the way it's created. Cork is by defenition commonly emerged from the body (either by mouth or as an extension of the body). Cork is used in a fashion where it serves more supplementary/defensive use than others aspects, but still retains enough power to be used offensively. Going as far as using it supplementary in one's body to provide a defense against CQC assaults, as the blows would simply diminish the impact because of its flexibility, and absorb the force of impact. Cork's elasticity combined with its near-impermeability makes it suitable as a material to counter water and fire based techniques. Cork's resilient ability to bounce back from impressions means that most objects will not leave dents in its surface.

Usage Examples:
(Koruton: ) - Cork Release: The Hand of Castemere
Type: Supplementary/Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user focuses and molds his chakra, using it to create cork structures, Pillars, branches to wrap around targets, etc to defend, attack or support him. The cork material can be created from the users body or from earth sources. The objects to be created are onyl restricted to the user's imagination, since it can even be used to forge a pair of cork wings from the user's back, because of cork's flexibility and solidity, these would fuction properly, enabling flight for the user. The technique's strength and versatility depend on the amount of chakra channeled.

(Koruton: ) - Cork Release: Kingsroad
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-5 per turn)
Damage: N/A
Description: The user waves 1 handseal. Expelling cork material from their flesh and attach it with chakra control directly onto their skin. While not visible from a distance, due to it's thin structure, up close the user gives off the appearance of being overed in cork material. This armor, which is so tight it can be considered a double skin layer, is three inches thick and completely surrounds the user's entire body, much like Spiral White Zetsu, with the exception of the mouth (which is open). Unlike most armors that have offensive capabilities, this one has an inclined favor torwards defense. Due to cork's flexibility and properties, close combat assaults which deal shear force of impact, sound wave bursts, blunt damage, and other attacks based on sole impact would not harm the user, while he would be possibly thrown off however, no damage would actually take place. As the impact would simply be absorbed and bounced back. While in this technique however, the user's own physical attributes are also weakened, given their punches and other physical assauts will also be nothing but blunt force which won't cause damage. Because of it's thin structure and flexibility, the armor doesn't hinder the user's body movement/limb movement. WHile active, the user is prompt to take more damage from lightning and wind techniques. With a single thought, the user can instantly make the armor fall off their body if wanted. The armor is otherwise and absolute defense against weapons, either regular or chakra infused (aslong as the chakra carries no rank).
Note(s):
✖ Cannot be used in consecutive turns.
✖ Usable x3 per battle.
✖ Lasts four turns.

(Koruton: ) - Cork Release: The Night Expansion
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user gathers Koruton chakra and with a single handseal, causes any cork material on the field to rapidly and suddenly expand into a size many times bigger. This has a wide various of uses, such as expanding a small piece of cork thrown, allowing the now large piece to send a target flying to a distance with impressive force. Or otherwise used to create a large soft cork cushion in which the user can land afte falling from the sky; in order to soften the impact with it's soft and pliable structure. The ways this technique can be used is restricted only to the user's imagination. Cork techniques created by the user can also be effect by this technique.
Note(s):
✖ Usable x4 per battle.

Conditions to be able to use it:
Mastery over Earth & Water
High level of chakra control (atleast Kage Rank)

Is weak to:
Lightning ( lightning based CE ): Lightning would rip through Cork.
Wind: Sharp wind would slice Cork with ease.
Sharp edged KG's & CE's would easily slice into Cork. (Steel, Ice, etc.)
Storm: While it can overpower water, Cork is weak to Lightning, which would make Storm rip through Cork.

Is strong against:
Rain - Being impermeable it can restrain water that has less impact force than the regular water element.
Fire (Regular): Cork's bubble-form structure and natural fire resistance make it highly tolerable to flames and regular heat.
Sound: A defense cork will act as natural insulation for a space, blocking out ambient noise. This is due to the fact that its surface is made up of millions of cells filled with air, acting as tiny sound cushions.
Dark: Like Earth, Dark cannot absorb the mass of Cork. Equally, Cork has substance and density to defend from raw forms of energy like those produced by dark release.
Blast (explosive ce's): Blast's explosive abilities would result futile when faced against the natural tolerance torwards heat and blunt impact that cork has.
Scorch: Cork can't be burned or dehydrated away by the high temperatures of Scorch release.

Co-creator: Teño

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, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Loki, our loyal member, gave on the date May 31st 2014 a request for a Patent on his custom element (Cork); 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;​

Koruton
Powered by Caliburn
Copyright 2014, Loki, NarutoBase.net​

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Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: By pooling their Koruton chakra into the ground while performing the Tiger seal, the user creates a large dragon made of cork from beneath or around them (up to short range) to rise from the ground. The dragon emerged however, varies from the user's wishes of how they want the beast to look like. Creating any type of dragon within their knowledge and desires. General features such as wings and other imporant body factors must be stated when the create is made to avoid exploit of using features in latter turns that were not mentioned previously when made. Should it have wings (as not all dragon have wings), they can serve the purpose of creating a breeze through the flap of it's wings (B rank) with medium length reach, which can blow away medium sized targets, aside from the obvious factor of being capable of flight.

✖ Cannot be used in consecutive turns.
✖ Only one Dragon can be made with each use of this technique.
✖ Only usable twice per battle & lasts four turns.
✖ No A rank of higher Cork in the same turn.
✖ A Dragon can be as small as an adult or as large as Deidara's C2 Dragon.

Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (offensive) - N/A (Supplementary/Defensive)
Description: The user gathers Koruton chakra and with a single handseal, causes any cork on the field to rapidly and suddenly expand into a size many times bigger. This has a wide various of uses, such as expanding a small piece of cork thrown, allowing the now large piece to send a target flying to a distance with impressive force. Or otherwise used to create a large soft cork cushion in which the user can land after falling from the sky; in order to soften the impact with it's soft and pliable structure. Off course, cork must be within range of the technique for it to work.
✖ Usable x3 per battle.
✖ Two turns between uses.

Rank: A
Type: Supplementary/Attack/Defence
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user can through chakra control, create any objects/constructs through the use of a handseal. These can be anything within the user's imagination however so long as they don't have any self-awareness like abilities. The constructs can be made either from their body itself or through the ground, objects just as orbs, walls, ropes, body layers of cork for defense, etc. One can for instant create a form-less amount of cork to cover around an opponent from the user's hand, suffocating the target. The reach of the constructs is up to mid range of creation.
✖ Can only be used five times per battle.

Type: Attack/Defensive
Rank: A
Range: Short
Chakra: 30 (-15 per turn if kept active)
Damage: 60
Description: The user runs a high amount of chakra into a single part of their body, then releasing it as it manifests as a replica of the human or animal bodies in a much larger aspect. For example, growing from the forearm a large arm with a fist to smash targets. This can be done to replicate a pair of large feet as well, through the user's back, in order to stomp opponents and other type of actions such as kicking. The extent of this technique is such, that it's not restricted to human limbs. For example the user could re-create a large replica of a lizard's tail, a turtle shell, etc. The user cannot form more than 1 body aspect with each use of the technique however, and it must always orginate from their body. By paying an extra leech of chakra, the user can keep the extremity active, it will however not allow the user to use that same body area for any other techniques. The parts made cannot be any larger than twice the user's size. Regardless of the extremity made, the technique will follow cork's strength and weaknesses, thus it won't have the hardness equal to that of a turtle if a shell is made.
✖ Can only be used thrice per battle.
✖ Cannot last more then 4 turns.

Rank: A
Type: Supplementary/Offensive
Range: Short - Long ( through medium)
Chakra cost: 30
Damage points: N/A
Description: The user concentrates Cork chakra onto any point of his body and upon contact with a targe a small piece of Cork clings onto them. Once the cork touches the target it immediately expands through 2 diferent variations, one of them makes it so it grows in size while releasing countless 2 inch thin vines of the material to wrap and entangle the target. Preventing any movement or deviating it from it's path. The second one is a more puffed version in which it simply grows without stopping without taking any shape or form; consuming the opponent entirely and suffocating them. The best part of the technique it is that it works similiar to the properties of "Swamp of the Underworld" in which the chakra-infused cork ensnares the enemy's body, making it almost impossible to recover one's strength once it's taken over half or more of their body. The technique is applied through either physical contact, or by sticking the small portion to a projectile and throwing it (thus letting it attack long range targets). The user can otherwise flick/throw it with their hand at the target if they're within throwing range. The technique doesn't do damage itself, but does weaken and restrain the target, as well as makes them pass out if the form-less variation is applied. The user can attack multiple targets with it by producing more than 1 piece, but the rank and strength will be divided equally amongst each copy. Making it weaker and thus easier to counter.
✖ Usable three times per battle.
✖ Must wait a turn between uses.

Rank: A
Type: Supplementary/Attack/Defence
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing a set of three handseals the user pools his Cork chakra into the ground and creates a large amount of branch/tentacle-like apendages of cork to rise from the ground and swarm around. Large enough to wrap and entangle even a large summon or crush opponents; the ends are made sharp enough to pierce flesh with enough force behind them. The technique can he used either to defend by creating a wall formation with them, attack, or distract. If wanted, the user can further empower the technique by casting a handseal, causing sticky liquid to ooze out of the cork pres and basically attach to anything that comes into contact with the cork, and this can be activated as the techniques is growing. Sticking to people and suffocating them with the excessive sticky 'syrup'.
✖ Can only be used thrice per battle.
 
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≡≡ Draco Contract ≡≡

Summoning Animal:
Scroll Owner: Loki
Other Users who have signed contract: N/A
Summoning Boss if existing: -
Other Summoning Animals tied to contract: Narukuja

Origin: Draco is a genus of agamid lizards that also are known as flying dragons. In the Narutoverse they come from and live within the Biaro Forest. They are commonly summoned from this firest much like other summons have their own secret locations.

General Description: The ribs and their connecting membrane may be extended to create a wing, the hindlimbs are flattened and wing-like in cross-section, and a small set of flaps on the neck serve as a horizontal stabilizers. Draco are arboreal insectivores. While not capable of powered flight they often obtain lift in the course of their gliding flights. Glides as long as 60 m (200 ft) have been recorded, over which the animal loses only 10 m (33 ft) in height, which is quite some distance.

Summon General Abilities: The lizards are well known for their "display structures" and ability to glide long distances using their wing-like, patagial membranes supported by elongated thoracic ribs to generate lift forces. They are fast creatures and most can move at the same speed as a taijutsu specialist but not restricted to such, they have agile bodies and strong sense of direction and perspective. They have great control over their generally long and flexible tails, that can whip and entangle objects/targets with relative ease. Because of their great stability and body flexibility, some Dracos can stand on two legs, though this is a rare trait. Because they have refined hand/finger extermities, many of them are capable of forming handseals. Signers of the contract have a Draco tattoo for easier and faster summonings.

Draco Summonings
(Kuchiyose no Jutsu: Narukkuja √ Tensujin) ≈ Draco Summoning Technique: Narukuja √ The Tyrant
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A (-15 to user for summoning)
Description: Narukuja is probably one of the strongest Draco known to date, and rivaling Manda in length. It has black scales and nightmarish red eyes, giving it the look and style of a predatory black panther. When it's in rage (after receiving notable damage) its eyes glow bright red and leave a trail of reddish lines when Nargacuga moves. It's tail unlike any other Draco has numerous spike-like protrusions as a result of the many wounds it's received. Which can be linked up with its tail attacks for devastating hits (overcoming A rank defenses). The vertebrae and tail muscles are extremely flexible, making the tail of Narukuja also prehensile like most Dracos. The scales at the end of the tail can also be shaken to produce rattling sounds similar to that of a rattle snake which often warns lower ranked summonings to stay away and even strike brief fear into equally strong summons. It has the ability to attack with almost every part of its body, mainly its frontal limbs and its spiked tail by cladding said extremities with a strong layer of chakra. Narukuja channels chakra into it's mouth to create sharp teeth of solidified chakra. Also has extremely strong muscles that let it jump long distances, and tall heights as well as glide through long range distances and make sharp turns, having one of the best airbone mobility within the contract. It moves fast despite it's size, and because of it can reach distances in a short amount of time. While capable of speech, it's very rare for Narukuja to follow the summoner's orders to the dot. Though it doesn't turn on them, it attacks on it's own volition and acts how it feels he should.

It's main affinity is Fire release, being able to use fire techniques the user knows up to S rank with freat efficiency. It's trait technique is " Fire Release: Great Flame Technique " which it uses to set targets and objects on flames with the stream. It has a unique ability named "Meteor Drive" in which it expels a large amount of fire chakra through it's frontal body (head, limbs, wing-like membranes, chest, etc.) basically covering it's main body in flames. It then leaps high into the air and glides at high speeds while shrouded in flames, acting like a meteor that can take turns and spin through the air or use it at ground to ram into targets or crush it with great force. It's skin let's it resist the heat of the flames long enough to use the technique, though it can only do so twice. The technique has a power of S rank (A rank second time). Narukuja is immune to techniques B-Rank and below, while tanking one S rank and dispersing afterwards, A rank won't making it disperse but will weaken his techniques by half, a second A rank will disperse it.

≈ Can only be summoned once per battle.
≈ Remains four turns at most.
≈ Cannot summon any other Draco while Narukuja is on field.
≈ Every technique it uses counts torwards the user's 3 jutsu.
≈ Meteor Drive can only be used twice per battle and counts to the user's 3 jutsu.


(Kuchiyose no Jutsu: Nidhoggr √ Warudoumei ) ≈ Draco Summoning Technique: Nidhogg √ Malice Sriker
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Nidhogg is a dark gray skin colored Draco with green eyes and green wing-like membranes. Nidhogg prides itself in it's ground based and fighting style, being a Taijutsu specialist. It's length reaches up to two and a half meters, with it's tail alone being almost as long as it's body which can hit/whip people with great force ( B rank ). It stands slightly taller than an adult human and can use Taijutsu (Kaito's too if the user knows it) up to A rank and can even hold/wield weapons (though it can't use elemental taijutsu). While moving on four legs it moves as fast as a taijutsu specialist, while moving as fast as a Taijutsu master while running and both four and two legs (it's movements attacks are still trackable by tai specialist). It's hard skin can protect it from basic damage of C rank tai and lower. Nidhogg has a personal taijutsu technique from which it earns the name "Malice Striker" it coils it's tail around the opponent's neck and delivers two punches charged with chakra into the target's gut. Once the wind is knocked out of them, he leaps into the sky with them in his grip and entangles his tail around their limbs/body while spinning facing the ground. Smashing the target head-first into the ground while jumping away at the last second (Much like Lee's technique) with the damage of A rank tai. And it's capable of speech like other summonings.
≈ Can only be summoned twice (with 2 turns interval)
≈ Remains four turns on the field, three the second time.
≈ Taijutsu techniques used count to the user's three jutsu.
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≡≡ Fuuinjutsu ≡≡


(Fuuinjutsu: Sutandingu Obēshon) - Sealing Arts: Falling Ovation
Type: Offensive
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: Initiated by placing a kanji mark on the targeted object marking the words "Separation Barrier" either on an object or the limb/body part of the target through the user's hand by making direct contact. Alternatively, the user can place his hand on the surface and have the Kanji run through the ground/surface and reach it's target(s), if there is more than 1 target, the user can release more than 1 Kanji. The user then activates the seal by snapping his fingers with hands several times, the practitioner creates a blue, cuboid barrier around the head/limb of his opponent or around the object, it's size varying on the extremity it's been placed on. Bringing the palms of his/her hands together, the practitioner emits a signal of chakra into the barrier. When the chakra activates the barrier turns red before "falling away", virtually sliding off the main body and cutting off the limb of the victim in the process. This can only be used on limbs and body parts (hands, feet, legs, arms) but not the head. This technique can be used against multiple opponents at once so long ast he Kanji seal is placed on all of them. Further more, if the Kanji is placed on the Kunai, the user can stab something or someone with it, and achieve the same effect, covering the effected area and not only the kunai; such as the leg of an opponent. The technique works exceptionally well with all tangible matter, not restrained to regular objects or humans, but also Earth techniques.
- Can only be used x3 per battle, with 1 turns of interval between uses.
- The seal takes 1 turn of preparation. As such, the user has to wait 1 turn once placed, before activating the seal (can do so on the next turn). Addtionally, if not used in the next 2 turns, the seal breaks apart by itself. Not harming the target.
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(Fūinjutsu: Hagane Hie no Ikkō) – Sealing Technique: Chilling Steel of the Militant Buddhist
Type: Defensive
Rank: B-Rank
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a general, sealing-assisted execution of the hard style martial arts exercise known as the ‘Iron Shirt.’ The execution of Hagane Hie no Ikkō requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. This immediate stress plus the spike in heart rate, will activate a small seal that is passively applied to the users chest. This seal further assists the flow of chakra, spreading it and adding a dense sort of chakra to flow around users muscles and body, strengthening it. These actions and chakra flow, combined with the user’s general physique and resistance to damage, can lessen the damage taken by the physical elements of an attack by 20 damage points. The seal functions autonomously, requiring no input from the user.
-Must be included in the user’s bio or stated at the beginning of a fight.
-Can only be taught by ZK.
-Can only be used by a Tai specialist.

Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne



Type: Supplementary/Defensive



Rank: A



Range: Close



Chakra: N/A (-5 when the user forcibly moves it from a spot)



Damage: N/A



Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger in size. This specifically is meant to destroy the source of a sealing jutsu(like marks and tags) placed on the user only, instead of negating the effect of the seal itself. By sealing the external sealing source within himself via devouring, Arachne is able to neutralize a sealing technique.



NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.



NOTE: Can devour a single fuin sealing marks/tag. However the user can sacrifice 20 chakra to repair/refresh Arachne's sealing ability. Refreshing Arachne can be done 2x per battle



NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand



NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive
Fuinjutsu: Shinsei - Sealing Art: Sacred



Type: Supplementary



Rank: A



Range: N/A



Chakra: 30



Damage: N/A



Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the weapon.



The seal is applied to each and every metallic tools/object/weapons the user has which must be posted at the beginning of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion.



Note: Would not apply to weapons created by the weapon clone jutsu.
Fuinjutsu: Tsuihō - Sealing Art: Banishment



Type: Supplementary



Rank: A



Range: N/A



Chakra: 30



Damage: N/A



Description:



A sister technique to Sealing Art; Sacred. This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are NOT metallic in nature. Notable tools that falls into this category are clothing, paper tags, umbrella, crucifix etc. Because most of this non-metallic tools are also prone to be manipulated by someone who has affinity for jutsu which makes them heavy, move without the user willing it or even turn them into something else, the user would have all his tools of this nature be inscribed with the mark "Banish". However, the sealing formulae inscribed only serve to protect the non-metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object or traverse through it. In other words, the seal blocks and absorbs chakra that is designed to take control or permeate through the tool. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect.



The seal is passively applied to a single non-metallic tools/object/weapon at a time that the user has which must post at the beginning of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion if its elemental, S-rank if it non-elemental chakra.



Note: Would not apply to weapons/tools created by the weapon clone jutsu
Fuinjutsu: Tsuihō II - Sealing Arts: Banishment II



Type: Supplementary



Rank: B



Range: Short



Chakra: 20



Damage: N/A



Description:



A sister technique to "Banishment"but instead of applying the seal to passive objects, the user applies the seal on his physical techs. The seal would only activate upon any foreign techniques that seeks to permeate, infuse, absorb the user's technique or seek to reduce the technique's power in any form, either by absorbing its chakra or by reducing its damage. Upon activation, the seal would instantly seal the foreign chakra or technique in question before it affects the user's technique. Won't disturb normal clash with other jutsus as the jutsu only prevents the aforementioned effects. For the seal to affect the user's technique however, it must be created from within short range of the user.



Applied in the same timeframe as the technique in question



Usable once every 2 turns.
Fuinjutsu: Arakune Tsu - Sealing Arts: Arachne II



Type: Supplementary



Rank: A



Range: Short



Chakra: 30



Damage: N/A



Description:



A sister seal to "Cowardice of Arachne". By making contact with an object on the user or by touching the user's skin directly, the seal can be applied but would be dormant until the trigger for its activation happens. Like Arachne, the seal is also in the shape of a spider albeit this one is red unlike arachne which is black. Arachne's tasks is to devour foreign sealing scripts placed on the user. The new task is for this new Arachne to likewise, recognise any foreign barrier(which is not of the user or ally) directly touching the object or matter the seal is placed on and instantly suck/devour it within itself. However unlike the eating of sealing scripts, once Arachne devours a barrier, it immediately neutralises the barrier within itself and expel it outwards around the user as a pure defensive barrier of the user with power equivalent to the power of the barrier when devoured. Placing the seal counts as a move. Like Black Arachne, the spider can activate 3 times and though the user may suppress its automatic activation if he has other plans for the barrier. Can devour only and any fuinjutsu barrier regardless of damage threshold, though is still dependent on chakra.



Must know "Cowardice of Arachne"

(Fuuinjutsu: Jaakuna Fuyu no Kaze) - Sealing Arts: Wicked Winter Winds
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Wicked Winter Winds is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Jet Booster" techniques utilized by those of the Sage Transformation Clan, upon using an offensive or even a defensive technique, the user will simultaneously lace this jutsu in a seal with the kanji for "Surge." The technique will than release a burst of chakra to propel the technique forwards at with a +20 DMG boost. The increased momentum can effectively increase the damage output of the technique, and can be used on techniques up to S Rank. This technique can be initiated just as the offensive of defensive technique is being formed so as to instantly be activated.

Note: Can only be taught by Jᴀʏ
Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses.
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn

(Fuuinjutsu: Shifuto Shio) - Shifting Tides
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Shifting Tides is an advanced fuuinjutsu technique that is to be used in conjunction with another technique, be it elemental, or basic ninjutsu anything that requires chakra. By adding an extra to seal to an existing set, the user will focus their chakra around an attack, or defense. This chakra solidifies itself into an extremely malleable barrier capable of taking on any shape the user desires. The barrier, when first formed is invisible, and can only be seen when the user applies one of the functions of this technique. As a result of this shift, the technique encased by this barrier can do one of two things. The first would be to condense it's shape and size. An example of this would be condensing a colossal fireball, into an single arrow composed of the flames. This allows the encased moved to be come more compressed and focused, giving it a rank in strength and durability at the cost of it's area of effect: meaning the user is capable of increasing the power of a technique by decreasing it's size. The second usage would be to expand it, the barrier surrounding the technique is capable of mimicking its properties, effectively transforming into the technique itself resulting in a larger technique. This in turn allowing it to cover ground at the cost of a single rank, in this case the user could transform a blast of water into a tidal wave.

Note: This technique can only be used a maximum of for times per battle. This technique can be used in the same time-frame as the technique being empowered however, it will still consume a move-slot.
 
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Akuma

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≡≡ Shark Contract ≡≡


(Kuchiyose: Jou Unabara) ⤘ Shark Summoning Technique: Imperius-Bio
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Imperius-Bio is a medium sized Shark, larger than the average human but not completely colossal. When summoned, it comes into it's own water source also summoned along with it. Unless a water source exists already, but it can also be summoned on land. Imperius-Bio is covered with tiny, sharp denticles. Its eyes are a deep red color and glow in the dark. It is mostly dark blue with a white underbelly. It is known as a very unique Shark for the fact that despite being a water type Summon, it is a Bioelectric Shark. In other words, a Lightning element specialist. Imperius-Bio has the ability to produce electrical discharges and also harness them and use Lightning related techniques up to B rank. What it's main ability does is however, enhance any water technique with it's electrical discharges, and also act as a rod and weaken enemy Lightning techniques by a rank by absorbing part of the lightning (which is then used for it's electrical discharges). When the user utilizes a water technique, Imperius-Bio instinctively transfers an electrical discharge at the water, increasing it's strength with +15 damage to it and giving it electrifying properties. It is the same effect when dealing with Lightning from the enemy, it uses it's abilities to act as a Lightning Rod and drag onto itself a portion of the opponents technique, reducing it by a rank (unless it's C rank or lower, in which case it absorbs it whole). Because of these abilities, Imperius-Bio has no problem using lightning within a water source. In fact, it can electrify the water it swims in on purpose to keep opponents away or shock them in the water. Because of it's abilities, it is feared as the "Bully of the Sea", it however being loyal and obedient torwards it's master. It can swim as fast as the user's base speed, and it is able to carry the user on it's back.

- Can only be summoned x3 per battle, two turn interval.
- Lightning techniques used by it count as a move.
- Remains 4 turns on the field, and only 3 turns when summoned for a 2nd or 3rd time.
- Cannot summon any other Shark while Imperius-Bio is on the field.


( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.


Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.
( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.

( Kuchiyose: Aegeon ) ♆ Summoning: Aegeon
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Aegeon sharks are closely related to Blue sharks, with Wind affinity. They have a long blade-like snout that is sharp and ideal for piercing and are able to grow to sizes of 6 meters. It is a chakra focal point, thus achieving great piercing power and sharpness. While able to reach great dimensions, Aegeon Sharks are usually smaller than average, yet liner and faster. An Aegeon Shark displays countershading, by having a yellowish to greenish-gray or brown color above and white to yellow below. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Aegeon Sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They have the passive ability of swimming through air as well as through sea, and use that to rain down one their prey and impale them through the water. Using their wind chakra to keep them afloat as they travel, they cannot go 2 full turns without water contact in some form, having to at least have the gills submerged in water. Aegean Sharks are also able to use their wind affinity to create a whirlwind that pulls objects towards the shark's center with great force, cutting them, as the shark propels itself forward to pierce the foe with greater momentum, causing the opponent to bleed profusely as they are left with major internal juries, equating to an S ranked attack. Aegean Sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.

The user is also able to summon Baby Aegean Sharks, each around the size of 2 meters. These baby sharks are capable of biting through C ranked attacks as well being able to use up to C ranked Wind jutsu. These sharks also have an unique ability that their adult counterparts do not have, having lost their way from the school, becoming more independent. These sharks are able to attack as a school of sharks, creating a sharp blade of wind as they form the shape of a Blue shark, enhancing the shape of the snout with Wind chakra so when they strike a foe, the wind chakra can slice inwards and deliver injuring wounds from the intense slashing and deep cuts that causes profuse bleeding. This is equal to an A ranked jutsu.
Note: Last 4 turns
Note: Can only be summoned once per battle; baby Aegean sharks are able to be summoned twice. But if baby Aegean sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Aegean sharks more than once.
Note: They are able to use up to S rank wind (baby Aegean Sharks are able to use up to C rank).
Note: Usage of wind counts as a move per turn, as well the ability to break through Earth and the ability to turn into a massive wind shark/Whirling effect.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire
( Kuchiyose: Achelous ) ♆ Summoning: Achelous
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 10 meters, Achelous sharks are a genus of sharks closely related to Great White Sharks with a Lightning affinity. Achelous sharks displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. Like their real life counterpart, Achelous sharks have an extra sense given by the Ampullae of Lorenzini which enables them to detect the electromagnetic field emitted by the movement of living animals. Every time a living creature moves, it generates an electrical field and great whites are so sensitive they can detect half a billionth of a volt. Even heart beats emit a very faint electrical pulse. If it is close enough (within short range), the shark can detect even that faint electrical pulse. Due to this sense, Achelous sharks are able to detect lightning jutsus when they are being performed when they are summoned. Upon being summoned in a water source, they create a thick mist to form atop the water and around it, allowing them to sense lightning chakra being created in or near the mist ( 3 meters ) and able to use the Ampullae of Lorenzini to absorb lightning jutsus passively up to S rank, making them essentially immune to the element. This works well with their ability to use Lightning jutsus up to S rank without electrocuting themselves, something that is much needed as sharks live within water. Achelous sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked solid, matter based jutsus like most sharks.

Inversely, the user is able to summon baby Achelous Sharks (each roughly a meter long) in place of a fully grown one with benefits and drawbacks of their own; Still having the Ampullae of Lorenzini, baby Achelous Sharks are able to detect lightning jutsus but unlike their adult counterparts, they can only absorb up to B rank lightning jutsu and use up to C ranked lightning. They are also able to bite through up to C ranked jutsus. As up to 10 baby Achelous sharks can be summoned at a time, collectively they are able to attack in the shape of a giant white shark, channeling A ranked chakra as they rush at high speeds, speeds of the average ninja, exploding in an electric shockwave that encompasses the entire short range before they disperse. While only one Achelous shark can be summoned alone, up to 10 baby sharks can be summoned, their powers only working when they collectively attacking/defending. These baby sharks are unable to affect singularly, instead attacking and defending as a collective school of sharks.
Note: Lasts 4 turns at max.
Note: Can only be summoned once per battle; baby Achelous sharks are able to be summoned twice. But if baby Achelous sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Achelous sharks more than once.
Note: They are able to use up to S rank lightning (Baby Achelous sharks are able to use up to C rank).
Note: Usage of lightning counts as a move per turn and the ability to turn into a massive Lightning white shark.

( Kuchiyose: Amphitrite ) ♆ Summoning: Amphitrite
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Amphitrite sharks are genus of sharks closely related to Tiger sharks with Fire affinity, capable of reaching lengths of 5 meters long. blue to light green with a white or light-yellow underbelly, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through solid based A ranked jutsus like most sharks. Due to their unique ability to use Fire chakra, a rarity amongst sharks, Amphitrite sharks skins are naturally adapted to great heat and are able to survive extremely high temperatures, allowing them to passively swim through Fire based attacks of high temperatures unharmed and attacks with otherwise deadly temperatures, excluding Lightning for obvious reasons. This works by the sharks approaching the incoming attack and superheating their own body to match temperatures rivaling the attack, allowing them to overcome these attacks easily. This however can only be done outside of water, a special ability of these sharks allowing them to survive in arid temperatures for no more than a turn at a time, requiring them to submerge at least their gills in water in order to stay summoned. This passive ability of superheating their own body allows them to superheat water sources nearby them as well without evaporating them as that would cause the sharks to poof out of the field. In addition to their fiery nature, Amphitrite sharks use their speed to their advantage, moving at high speeds while a target has been detected. Once the shark has come close, a speed burst allows it to reach the intended prey before it can escape, moving at twice it's natural speed in an attempt to ram into the opponent with a heated body, capable of causing 3rd degree burns on contact, making it an S ranked attack. These sharks, by nature, are able to use up to S rank Fire.

Amphitrite sharks are also able to be summoned in their younger form, summoning Baby Amphitrite sharks, each the size of 2 meters. These sharks are remarkably similar to their adult counterparts, and are able to bite through C ranked jutsus swim through fire jutsus at a faster rate, moving at speeds similar to when grown Amphitrite sharks rush a foe with heated bodies. A special trait that baby Amphitrite Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. Creating up to 10 baby sharks, these sharks are able to superheat the water around them, forming a large shark shape of supercritical water that is able to use an altered form of Ash Pile Burning, gathering said ash within the inside of the tiger shark shape. As it collides at a foe at high speeds, the sharks are able to release the ash as a burst of explosive ash that the user is able to detonate remotely. If the sharks collide with the target, this is considered an A rank ability, however if they release the explosive ash and strike the target, the ensuing explosion causes this to be considered an S ranked attack. Igniting the ash can only be done the same turn it was released, however it can be used as a source for future ash jutsu but it cannot be used to detonate in this case. These 10 baby Amphitrite Sharks are only able to attack and defend collectively, no one individual shark can be utilized by itself.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Amphitrite sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Fire up to S Rank (up to B rank for baby Amphitrites).
Note: Using Amphitrite sharks to collide with the opponent counts as a move of the user and deals S ranked damage.

( Suiton: Achelous' Hakai Atorantisu-gō ) - Achelous' Destruction of Atlantis
Rank: Forbidden
Type: Attack
Range: Short – Long
Chakra cost: 50
Damage points: 90 ( +20 if jutsu is absorbed )
Description: Based on Great Shark Missile Technique, the user forms a lone seal whilst gathering copious amounts of Suiton chakra. Infusing the water nearby with said chakra, the user creates a gigantic shark around him, encompassing a radius of 10 meters. What differs from this shark and the normal one is that in conjunction with the forming of the shark, the user creates the water in a way that it causes a massive outwards explosion of up to mid range on contact with things stronger than it or of equal rank, spreading the water outwards. However, attacks of 40 chakra and below are able to be absorbed into the shark, with it taking on properties of said release, if logical. This means fire chakra will superheat the water, lightning will send an electrical current through it, Wind will make the shark's teeth and nose sharper, capable of slicing through a foe easier and Water will add to the mass. Interestingly, Earth chakra doesn't affect the shark like this, instead it slows it down but causes a more powerful hit on contact.
Note: Can only be used once per battle.
Note: Can only be performed with a water source.
Note: Can absorb up to 40 chakra with notable exceptions in the cases of fire and earth. With Earth, it can only absorb up to A rank, and with fire it can absorb Forbidden ranked jutsu.
Note: After using, the user cannot use Water above A rank for two turns or Shark based jutsu for the same amount of turns.
Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique
 
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Akuma

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♦ Demon God's Fist - Pencak Silat

Type: Nintaijutsu

Background: Pencak Silat is an martial art specializing in decisive blows and guerrilla tactics. Pencak means Dance or Distraction, and Silat means Attack. It was developed in the Land of Fangs to ward off suppression and succeeded at one point in driving invaders from the Land of Claw, via a resistance led by Silcardo Jenazad (a native of the Land of Fang). The style became so notable that shinobi and martial artists from other countries frequently visited the Land of Fangs solely to train in the craft. Something that was accomplished by many, however it is yet to be heard of anyone trianing directly under Silcardo Jenazad, a complete master.

Description on the Abilities and Inner Workings of the Style: The style has a plethora of moves that could be considered "dirty", like the "Jurus", a set of 18 combo attacks in a single attack (technique) meant to go for vital areas like the eyes, throat, and groin for kill. But has direct and unpredictable approach as well. There seems to be a large number of moves preceded by a jump, as well. However the style is not so simple, experts in the art began to progress it's nature and mixed Earth Ninjutsu into the craft, perfecting the style; through Doton chakra. The user uses Doton chakra by making their skin robust, sharp and abrasive, with a dark almost entirely black tone of color. This allows for even the smallest contact to result in skin cutting, capable of doing penetrating damage, shredding flesh, piercing targets. Essentially making their limbs become virtual shredding hammers. This allows them to even grab the ground firmly to the point of shattering it within the scope of their grip. When entering the style the user adopts a slighlt bent knees position with one arm placed above his head, palm facing out and their dominant hand is closed in a fist, lifted to mouth level.

Combat Stance:
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Hands and Legs under influence of Pencak Silat's abrasive nature:
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This is done by channeling chakra and materializing the robust nature of rock through their limbs, or manually removing the earth from the ground or from existing techniques for offensive and defensive purposes; such is the nature that it can parry and break regular blades, swords and other weapons bare handed. It is a formidable martial art, showing strength against Karate, and able to adapt to anything, any form of terrain or surface to keep balance and accommodate with the style, with a large amount of techniques and high speed movement. Being complicated and bizarre. The technique is perfected through the waving of ones body and limbs before attacking. Unlike Drunken Fist the user does not appear willow or wavering, however they hold flexibility and dexterity of the same level, due to the round and jumping patterns they utilize with both arms and legs, unlike the stumbling and unbalanced rythm of Drunken Fist, this form of unpredictability relies more on deceiving the opponent with our limbs. To better understand in picture what i'm aiming for, look at the second spoiler above. Providing equally useful unpredictable movements simply by hiding their real intentions with hand patterns.

Supreme Silat ( Expert Master of the Style)
^
Expert (Learning the advanced techniques)
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Disciples (Learning the basic techniques)​
Example Techniques:
(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, making it near impossible to dodge once the intial blow has been landed and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous interal organs in the process.

(Kenmashajin: ) - Pencak Silat: Whirling Stone
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user brushes and slides their hand or leg through either a pre-existing earth technique or from natural rock and using the Pencak Silat trademark ability to add earth into their skin they lift part of the rock and shape it into formidable and sharp gauntlets or boots in order to land stronger blows capable of shattering bones and rupturing internal organs; these can have a normal look, or resemble a wolf's head, snake, etc. The technique is strong enough to play in equal grounds with other elemental techniques following Earth's strength and weaknesses. The technique is one of the few Pencak Silat that have wider range, as the user can shoot these accessories as rapid projectiles. The user can only use earth techniques made by the opponent if they are B rank or lower, even to the point of stopping the technique by infusing their arm with earth chakra and forcefully stealing the rock from the jutsu.
Additional effects and Restrictions:
♦ Must have mastered Basic Taijutsu.
♦ Must have mastered Basic Ninjutsu & Earth Release.
♦ User's hand and feet become more resilient in receiving attacks and blocking.
♦ The user's hands become accustomed to the style, remaining slightly abrasive by nature. This makes their freeforms attacks have a minor cutting/abrasive edge.

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

Loki, our loyal member, gave on the 30th of March 2016, a request for a Patent on the Custom Fighting Style Demon God's Fist - Pencak Silat. 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;


Demon God's Fist | Pencak Silat
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Copyright 2016, Loki, NarutoBase.net

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Pencak Silat: Techniques

(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.
X Usable x5 per battle.

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous interal organs in the process.
x Can only be used twice per battle.
x No other Pencak Silat jutsu in the same turn
x No taijutsu A rank or above next turn

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