Menu
Forums
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Premium
Roleplay
Ninja World Map
The Outer Lands
Roleplay Guide
Roleplay Sensei List
Members
Current visitors
Anime
Anime Week Schedule
Log in
Register
What's new
Search
Search
Search titles only
By:
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Menu
Log in
Register
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
★ Sage Of 5 Moves' Arsenal ★
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
Reply to thread
Message
<p>[QUOTE="Venom, post: 18584926, member: 136180"]</p><p><strong>Custom Clan Arts</strong></p><p></p><p style="text-align: center"><img src="http://i.imgur.com/TD9Ftcu.png" data-url="http://i.imgur.com/TD9Ftcu.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><span style="font-size: 12px">Nekura Arts</span></strong></p><p></p><p>[SPOILER]</p><p style="text-align: center"><img src="http://img167.imageshack.us/img167/8769/eyevariant2fb1.png" data-url="http://img167.imageshack.us/img167/8769/eyevariant2fb1.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><a href="http://narutobase.net/forums/showthread.php?t=27962&p=2240431&viewfull=1#post2240431">Nekura Clan</a></span></p><p></p><p><strong>( Noroidzi Hari no Nami ) - Cursed Blood Needle Wave</strong></p><p>Type: Supplemenary</p><p>Rank: C</p><p>Range: Short-Mid</p><p>Chakra: 15</p><p>Damage: N/A</p><p>Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).</p><p>Cannot be used on Keigoku attacks of S-rank and higher</p><p>Can only be used four times per battle.</p><p></p><p><strong>( Fōsurai ) - Force Lightning</strong></p><p>Type: Offensive</p><p>Rank: B</p><p>Range: Short-Mid</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn</p><p>Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn</p><p></p><p><strong>( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin</strong></p><p>Type: Offensive</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description:</p><p>The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.</p><p>This technique may be used only thrice per battle.</p><p>No Nekura techniques above A-rank may be used during the same turn and the next turn.</p><p></p><p><strong>( Togesuzumebachi no Ame ) - Rain of Stinging Wasps</strong></p><p>Rank: A</p><p>Type: Offensive/Supplementary</p><p>Range: Short - Long</p><p>Chakra: 30 ( +5 per turn )</p><p>Damage: 60</p><p>Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.</p><p>By sheltering under a suitable defense, the effects of this technique can be avoided.</p><p>The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.</p><p></p><p><strong>( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion</strong></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Self</p><p>Chakra: 30 (+10 per turn)</p><p>Damage: N/A</p><p>Description:</p><p>Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.</p><p>Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.</p><p>No Forbidden-rank Nekura techniques may be used while this is active.</p><p></p><p><strong>( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps</strong></p><p>Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description:</p><p>The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.</p><p>This technique may be used only thrice per battle.</p><p>No Nekura techniques above A-rank may be used during the same turn and the next turn.</p><p></p><p><strong>(Dark Convergence ) - Kuro Shuusoku</strong></p><p>Rank: A</p><p>Type: Supplementary/Offensive</p><p>Range: Short</p><p>Chakra Cost: 50 (+10 per turn active)</p><p>Damage Points: N/A (+15 to opponent for every taijutsu blow landed)</p><p>Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands.</p><p>Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus.</p><p>The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage.</p><p></p><p style="text-align: right"><span style="font-size: 9px">><a href="http://narutobase.net/forums/showthread.php?t=346942">Training Thread</a></span></p><p>[/SPOILER]</p><p></p><p>[hr][/hr]</p><p></p><p style="text-align: center"><strong><span style="font-size: 12px">Enochian Clan Techniques</span></strong></p><p></p><p>[SPOILER]1) <strong>Akuma no Wana|Devil's Trap</strong></p><p>Type: Supplementary/Offensive</p><p>Rank: C-S</p><p>Range: Short-Long</p><p>Chakra: 15-40</p><p>Damage: 30-80</p><p>Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).</p><p>Note: S-rank version can only be used by Archangels and above</p><p>Note: No other S-rank Val techniques can be used within the same turn(If S-rank version is used)</p><p>Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse</p><p>Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle</p><p>Note: S-rank and above require the usage of two handseals</p><p></p><p>2) <strong>Seresutiaruintento|Celestial Intent</strong></p><p>Type: Offensive/Defensive</p><p>Rank:C-S</p><p>Range:Short-Long</p><p>Chakra:15-40</p><p>Damage:15-80</p><p>Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Divine Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike. Skilled Enochians are capable of isolating this effect to particular parts/segments of the target as opposed to overloading the entire target, such as destroying an arm or leg as opposed to overloading the entire body of a human target.</p><p>Note: S-rank version can only be used by Archangels and above</p><p>Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle</p><p>Note: No other S-rank Val techniques may be used in the same turn(If S-rank version is used)</p><p>Note: S-rank and above requires the usage of two handseals</p><p></p><p>3) <strong>Kami no Kakuhenkan|Divine Transmutation</strong></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 30(-10)</p><p>Damage: N/A</p><p>Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user becomes unable to use Val or Sigils above S-rank in order to avoid disturbing the flow of Natural Energy maintaining the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the use can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques or jutsu with higher chakra, the user will simply be reverted to their original forms.</p><p>Note: Can only be used by Enochians of the Archangel rank</p><p>Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn</p><p>Note: While transformed, the user can only use Enochian techniques as well as their specialties</p><p></p><p>4) <strong>Ten no Kaisō|Hierarchy of the Heavens</strong></p><p>Type:Supplementary/Offensive</p><p>Rank: A</p><p>Range:Short</p><p>Chakra: 30</p><p>Damage:N/A</p><p>Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.</p><p></p><p>-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.</p><p></p><p>-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.</p><p></p><p>-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above.</p><p></p><p>5) <strong>Ketsugō Shi|Binding Death</strong></p><p>Type: Defensive</p><p>Rank: B-S</p><p>Range:Short</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.</p><p></p><p>-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.</p><p></p><p>-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.</p><p></p><p>Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.</p><p></p><p>-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.</p><p></p><p>6) <strong>Kami no Shiwaza|Handiwork of God</strong></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: N/A(Depends on Sigil)</p><p>Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.</p><p></p><p>-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.</p><p></p><p>Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.</p><p></p><p>-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.</p><p></p><p>-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.</p><p></p><p>-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).</p><p></p><p>7) <strong>Daten-tai no Ame|Rain of Fallen Celestials</strong></p><p>Type: Offensive</p><p>Rank: Forbidden</p><p>Range: Short-Mid</p><p>Chakra: 50</p><p>Damage: 90</p><p>Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside.</p><p></p><p>Note: Can only be used twice per battle</p><p>Note: Requires a four turn cooldown between usages</p><p>Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn</p><p></p><p>8) <strong>Jigoku no Banken|Hellhound</strong></p><p>Type: Offensive</p><p>Rank: Forbidden</p><p>Range: Short</p><p>Chakra: 50(-10 to extend or launch a projectile)</p><p>Damage: N/A</p><p>Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power.</p><p>Note: Can only be used once per battle</p><p>Note: Lasts for three turns total</p><p>Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank</p><p>Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns</p><p></p><p>PCCJ:</p><p></p><p>1) Tengoku no Hosuto|Host of Heaven</p><p>Type: Offensive/Defensive/Supplementary</p><p>Rank: A-S</p><p>Range: Short-Long</p><p>Chakra: 30-40</p><p>Damage: N/A(Depends on application)</p><p>Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.</p><p></p><p>The Spear of Destiny(A)</p><p>Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.</p><p></p><p></p><p>Holy Ammunition(S-rank)</p><p>Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.</p><p></p><p>Holy Host(S)</p><p>This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.</p><p>[/SPOILER]</p><p></p><p style="text-align: center"><strong><span style="font-size: 12px">Hayabusa Clan Techniques</span></strong></p><p></p><p>1) (Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness</p><p>[SPOILER](Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness</p><p>Type: Supplementary</p><p>Rank: D - S</p><p>Range: Short - Long</p><p>Chakra Cost: 10 - 70</p><p>Damage: N/A</p><p>Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.</p><p></p><p>Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.</p><p></p><p>Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.</p><p></p><p>Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.</p><p></p><p>Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.</p><p>Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.</p><p>Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.</p><p>Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.</p><p>Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.</p><p>Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.[/SPOILER]</p><p></p><p>2) (Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme</p><p>[SPOILER](Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme</p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: D - Forbidden</p><p>Range: Short - Long</p><p>Chakra Cost: 10 - 60</p><p>Damage:</p><p>Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.</p><p></p><p>Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.</p><p></p><p>Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).</p><p></p><p>Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.</p><p></p><p>Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.</p><p></p><p>Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.</p><p>Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.</p><p>Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.</p><p>Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.</p><p>Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.[/SPOILER]</p><p></p><p>3) (Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting</p><p>[SPOILER](Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting</p><p>Type: Offensive/Defensive/Supplementary</p><p>Rank: A</p><p>Range: N/A</p><p>Chakra Cost: 30 (-5 per turn)</p><p>Damage: N/A</p><p>Description: Kobudo Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.</p><p></p><p>Huquan (Tiger Fist)</p><p></p><p>Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence reinforces the user’s being increasing their physical speed, strength, and awareness allowing them to heightened feats of physical combat. This essence is visualized as barely visible distortions in the air surrounding the user and their weapons. The user is able to perform taijutsu, kenjutsu, bukijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu and weapon based techniques (swords, staffs, axes, etc) while using Huquan. The essence that surrounds the user and their weapons capable of erasing physical matter (Earth, Steel, etc) at the point of contact allowing the user's physical attacks to cut through anything destructible. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.</p><p></p><p>Shequan (Snake Fist)</p><p>She Quan is the second form of Hayabusa Kobudo and is characterized as being the most deceptive of the fighting forms. This form makes use of the Hayabusa's passive ability to control their own existence while they are engaging in physical combat with opponents. As the user attacks, they may passively expend 30 chakra to erase themselves from the opponent's five basic senses by manipulating all three dantian. What this means is that the opponent will not be able to perceive the attacks until the last possible moment when the user strikes, resulting in every physical attack while under the influence of Shequan to result in a critical hit. The user can use Shequan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Shequan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Shequan is that, the user can only use lower, upper and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Shequan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.</p><p></p><p>Longquan (Dragon Fist)</p><p>Longquan is the third form of Hayabusa Kubodo. It is classified as the most ranged of the fighting forms and utilizes the Hayabusa's ability to erase objects from existence. This form starts with the user passively embedding their Dragon chakra from the lower and middle dantian into their ranged attacks such as kunai or shuriken. As the user throws the objects the Dragon Chakra activates when they are at least in a 2m range of foreign chakra sources. Instantaneously, the Dragon chakra activates and creates a short-range 2m wide distortion similar to Kamui. These distortions are capable of erasing objects up to A-rank and may be passively activated by the user if necessary to spawn the distortion at their discretion. Objects erased by this method are capable of being returned by utilizing Taji Dao using the respective dantian. The user can use Longquan fighting in successive turns depending on their rank which reflects their overall physical condition; attaching Wuji to their ranged attacks to erase other objects can be executed once per turn that the user is able to keep the form active. Genin and Chunin can only use Longquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Longquan is that, the user can only use lower and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Longquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.</p><p></p><p>Wuquan ( No Fist)</p><p>Wu Quan is the fourth and final form of the Hayabusa Kobodo, and is the most defensive of the style. This form is characterized by its use of the Hayabusa's dantain to combat opponent's on a spiritual/mental battlefield as well as the physical one. This form starts with the user's surging Dragon chakra to every point in their body utilizing all three dantian. This greatly bolsters the user's physical and spirtual defense as the user is now capable of reducing 20 damage from physical and spiritual attacks while in this form. Defensive techniques preformed during this time are also empowered by one rank(does not apply to techniques that can also used offensively). The user can use Wuquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Wuquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Wuquan is that, the user can only use lower, middle or upper dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Wuquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.</p><p></p><p>Note: Only one form at a time can be utilized. User cannot use a Form while experiencing the cooldown of another.</p><p>Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all initial forms derived from this technique.[/SPOILER]</p><p></p><p>4) (Neidan: Wuxing) Internal Alchemy: Five Agents</p><p>[SPOILER](Neidan: Wuxing) Internal Alchemy: Five Agents</p><p>Type: Supplementary</p><p>Rank: B – S</p><p>Range: N/A</p><p>Chakra Cost: 20 - 40</p><p>Damage: N/A</p><p>Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. When the wrapping application is used, the opposing technique interacts with the neidan first, which then erases chakra based on the amount is applied. Whatever is left over will behave in accordance with said rank so if 10 chakra remains after erasure, it will be D rank with 20 DMG. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). For example, if the user embeds 40 chakra into a technique that goes against a 120 DMG S rank with 70 chakra vs a 100 DMG Technique (40 Wuxing Embedded). After the applied technique clashes, which it loses, the neidan then interacts afterward, erasing 40 chakra this brings it down to 30 which then as the layering, it is treated with the A rank stats so 60 DMG etc since it originally had 70 This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.</p><p></p><p>Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.</p><p>Note: Passive use of this technique at any rank increases the cooldown duration per use by one turn and can only be utilized 4 times per battle.</p><p>Note: S-rank version of this technique can only be used once every three turns.</p><p>Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.[/SPOILER]</p><p></p><p>5) (Waidan) Golden Elixir</p><p>[SPOILER](Waidan) Golden Elixir</p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: N/A</p><p>Chakra Cost: N/A</p><p>Damage: N/A</p><p>Description: The Golden Elixir, also called the Elixir of Immortality is a fabled elixir that is said to grant one immortality. Jo Hayabusa created a concoction in his youth and named it after the fabled elixir. The concoction is a mixture of herbs and soil from Owatatsumi, the blood of the Hayabusa, and the combination of a Hayabusa’s chakra from all three dantian. The result is a fogless, blood red elixir that augments a Hayabusa’s Neidan techniques when touched or ingested. This elixir is stored within a sealed container that, when released, causes the chakra stored within it to overflow back into the user. This elixir increase the strength of a Hayabusa’s Neidan techniques through increasing the chakra output of their techniques.</p><p></p><p>Note: This elixir can be created by jounin ranked shinobi and higher. Dragon and Head Ninja can carry two elixirs while master ninja can carry three. All elixirs must be posted in one’s bios.</p><p>Note: Making the elixir happens outside of battle and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 elixirs that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be. This is a result of the user sealing that fixed amount inside their elixir. No elixir can contain more than 300 chakra.</p><p>Note: When an elixir is used, the chakra from the elixir adds to the user’s Neidan techniques every time they are used (by increments of 10) until the chakra is used up. The results of this increases a Neidan technique’s capabilities to match techniques of equivalent chakra.</p><p>Note: Hayabusa can also utilize the elixir to elongate a Neidan technique’s turn duration by one turn for every 100 chakra points contained in the elixir. However only one elixir can be used to achieve this per battle.</p><p>Note: If anybody other than a Hayabusa attempts to use the elixir they will lose chakra equivalent to what is in the elixir due to their inability to handle the chakra of the dantian. [/SPOILER]</p><p></p><p>6) (Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing Way of the Koi</p><p>[SPOILER](Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing Way of the Koi</p><p>Type: Defensive/Supplementary</p><p>Rank: S</p><p>Range: N/A</p><p>Chakra Cost: 40 (-20 per turn)</p><p>Damage: N/A</p><p>Description: This is one of the Hayabusa’s most advanced Neidan techniques. This is one of the non-traditional techniques created by Reborn after mastering both fuinjutsu and Neidan. This technique makes use of Dragon Chakra’s inability of being sealed and extends this affect to the user and their techniques. The process for this sealing technique requires the user to first train and store up a large amount of their Dragon Chakra into a single point of their body (similar to Tsunade’s Yin Sealing technique). The focal point for the seal will form a unique symbol that resembles a black and white koi fish circling each other like the Yin-Yang symbol. The second part of this technique is the actual activation of the technique. The user will activate one half of the seal or one “koi” and apply one of the following affects.</p><p></p><p>Black Koi: The black koi seal resembles a black koi fish with white eyes, whiskers, and a white circle on its head. This half of the koi seal applies to the user’s being. By activating this technique, the user coats their entire body in their Dragon Chakra and thusly become completely immune to sealing techniques. Seals that have been applied to the user will disappear from existence and all future attempts to seal the user in any way will inevitably fail. This includes barriers and other methods that fall into the category that would otherwise seal the user or prevent them from using techniques and abilities due to being or having been sealed or suppressed. The major drawback to this technique is that this technique also erases any self-imposed sealing techniques that are dormant or active. Hayabusa Dragon Chakra is indiscriminate between native and foreign chakra sealing techniques. The second drawback is that: by using this technique it prevents the use of the other half of this technique. This half of the technique creates a paradox with the other half of the technique in that; this technique erases all seals applied to the user including self-imposed ones. The second half of this seal would be included in this clause. However, because the second seal is also Neidan it cannot have a seal applied to it either thus a paradox occurs. To prevent this paradox, the user uses all the chakra in the seal for this half, which would cause the second half to fade out on its own without actually affecting the technique. When this seal is activated the user’s body from the neck down will be completely engulfed in black. Their sclera will become black as well.</p><p></p><p>White Koi: The white koi seal resembles a white koi fish with black eyes, whiskers, and a black circle on its head. This half of the Koi seal pertains to the user’s techniques. By activating this technique, the user’s chakra flow increases exponentially due to the chakra from the seal rushing throughout their entire chakra system. This results in every technique used after the activation possessing a significant amount of the user’s Dragon Chakra. The implementation of Dragon Chakra will prevent the user’s techniques from being sealed. This pertains to all non-Neidan techniques and will be maintained for a period of 400 chakra used by the user. This does not prevent sealing techniques from being applied to the user that would prevent certain types of techniques like the previous half of the technique. However once a technique is used with this half of the technique activated, it cannot be sealed or blocked by barriers or other methods of sealing. Because of the exponential flow increase every non-Neidan technique would have additional chakra added to it (+20) which would inevitably cause the jutsu to end quicker as every technique will use more chakra than necessary. This is an unavoidable consequence of the technique in exchange for its other benefits.</p><p></p><p>Note: The black koi seal will remain active until otherwise deactivated. Once deactivated the technique cannot be used again for the duration of the match.</p><p>Note: The white koi seal will remain active until the chakra cap is depleted or otherwise deactivated. However, if the technique is deactivated before the chakra is depleted the white koi can be re-activated (turn cost) with the chakra cap being where the user last had it when the justu was deactivated.</p><p>Note: Only one half of the seal can be used per match: the black koi requires all of the chakra stored in the seal and erases the white koi. Since all the chakra in the seal is required for the black koi, using the white koi even minimally will prevent the black half.</p><p>Note: when using the black koi users are unable to use non-Neidan techniques above S-rank.</p><p>Note: To learn this technique the user must have completed Fuinjutsu and be Jounin rank (by the clan's rank).[/SPOILER]</p><p></p><p>7) (Neidan: Tsuihō) Internal Alchemy: Banishment</p><p>[Spoiler](Neidan: Tsuihō) Internal Alchemy: Banishment</p><p>Type: Supplementary</p><p>Rank: S Rank</p><p>Range: Short to Long</p><p>Chakra Cost: 40 (- 10 per turn)</p><p>Damage: N/A</p><p>Description: Through one’s dragon chakra, the user employs all three dantian in conjunction with three hand seals, creating an omnidirectional burst of chakra that travels up to long-range. This chakra is inherently harmless, but proves useful through other means. The chakra, now anchored to the Hayabusa themselves as its epicenter, acts as a zone, existing all over in a 360 manner as it also spans into the skies above and below the surface of the ground. This zone was specifically designed as a means of absolute control over a domain. It was created with the mindset that only the Hayabusa is allowed to remain in control of this zone. When the opposition wishes to utilize techniques that are sustained, and last for a given period of time, Tsuihō targets both the external and internal foreign chakra, erasing it over a period of time (this does not negatively affect the person physically, but simply removes the chakra which causes the resulting enhancement(s)). The closer the opponent is to the epicenter, the more is erased. At short-range, the zone automatically erases 20 chakra per turn, reducing the affected technique(s) by three turns and decreases by an increment of 5 chakra the further away they are (mid-range only reducing the mode by 2 and at long range only by one). An example of this being used is when the target creates the aura of lightning produced via the Raikage Lightning Armor technique. Upon activating, the zone would immediately respond to this, erasing the chakra of the armor in order to reduce its duration or outright ending it (depending on the distance from the user and target). Anyone within this zone is shrouded by the dragon chakra, effectively allowing the Hayabusa to be aware of their existence via Taijin, within the user's tracking capabilities.</p><p></p><p>Note: This technique is initially learned at Jounin Rank, lasting three turns. While in use, the user cannot utilize any Neidan Technique above A-Rank, nor can they use them in the same turn this technique ends. Can only be used twice per battle.[/spoiler]</p><p></p><p>8) (Neidan: Wu Wei Dao) Internal Alchemy: Way of Effortless Action</p><p>[spoiler](Neidan: Wu Wei Dao) Internal Alchemy: Way of Effortless Action</p><p>Type: Supplementary, Defensive</p><p>Rank: S-Rank</p><p>Range: Self</p><p>Chakra Cost: 40 (- 20 per turn)</p><p>Damage: N/A</p><p>Description: Considered one of the most sought after techniques within the Hayabusa Clan, Wu Wei Dao is its name. This technique takes the aspect of Wujin and Tajin in order to create a perpetual loop of how a Hayabusa is observed by the world around them. Through Tajin, the Hayabusa is infinitely aware of them while with Wujin they are able to actively manipulate how the outside world perceives them. Thus through the use of three hand seals, the user activates this technique. They constantly manipulate their state of existence, being both present and absent at the same time and thus creating state known as “Void Born”. Once a person has entered Void Born, they are able to fully control how the world perceives them and how they perceive themselves. To sum it up, should for example the opponent attempt to inject poison into the Hayabusa, upon being inflicted – the Hayabusa can manipulate their state of existence perceived by the opponent and of themselves where the target perceives them poisoning the Hayabusa but in reality the Hayabusa can choose to be poisoned or not. This creates a sort of “absolute” defense, allowing them to any sort of damage to themselves, remove techniques placed upon them or even status conditions (such as being poisoned). While this provides an immense defensive power, it does come with some downsides as while in this constant state of manipulation, the user is incapable of doing this constantly, only able to affect one technique S rank and below per turn (at the cost of move, though doesn't count as one on the initial turn of activation). While active, this technique constantly drains chakra per turn to sustain, preventing the user from being able to utilize any technique of any rank that requires to be sustained. Activating such technique will cause Wu Wui to automatically end.</p><p></p><p>Note: This technique is initially learned at Dragon Ninja or Head Ninja Rank. The user would be rendered incapable of using Nedian above B rank the same turn its activated, next turn and the turn this technique ends. This technique can only be use twice per battle, with a cool down between each use reflecting how much turns the user managed to sustain it (i.e sustaining it for three turns makes a three turn cool down) plus one additional turn though can only last a maximum of three turns.[/spoiler]</p><p>[/QUOTE]</p>
[QUOTE="Venom, post: 18584926, member: 136180"] [B]Custom Clan Arts[/B] [CENTER][IMG]http://i.imgur.com/TD9Ftcu.png[/IMG] [B][SIZE=12px]Nekura Arts[/SIZE][/B][/CENTER] [SPOILER] [CENTER][IMG]http://img167.imageshack.us/img167/8769/eyevariant2fb1.png[/IMG] [SIZE=12px][URL='http://narutobase.net/forums/showthread.php?t=27962&p=2240431&viewfull=1#post2240431']Nekura Clan[/URL][/SIZE][/CENTER] [B]( Noroidzi Hari no Nami ) - Cursed Blood Needle Wave[/B] Type: Supplemenary Rank: C Range: Short-Mid Chakra: 15 Damage: N/A Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds). Cannot be used on Keigoku attacks of S-rank and higher Can only be used four times per battle. [B]( Fōsurai ) - Force Lightning[/B] Type: Offensive Rank: B Range: Short-Mid Chakra: 20 Damage: 40 Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn [B]( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin[/B] Type: Offensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 Description: The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn. This technique may be used only thrice per battle. No Nekura techniques above A-rank may be used during the same turn and the next turn. [B]( Togesuzumebachi no Ame ) - Rain of Stinging Wasps[/B] Rank: A Type: Offensive/Supplementary Range: Short - Long Chakra: 30 ( +5 per turn ) Damage: 60 Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use. By sheltering under a suitable defense, the effects of this technique can be avoided. The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars. [B]( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion[/B] Type: Supplementary Rank: A Range: Self Chakra: 30 (+10 per turn) Damage: N/A Description: Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them. Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on. No Forbidden-rank Nekura techniques may be used while this is active. [B]( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps[/B] Type: Supplementary/Offensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 Description: The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration. This technique may be used only thrice per battle. No Nekura techniques above A-rank may be used during the same turn and the next turn. [B](Dark Convergence ) - Kuro Shuusoku[/B] Rank: A Type: Supplementary/Offensive Range: Short Chakra Cost: 50 (+10 per turn active) Damage Points: N/A (+15 to opponent for every taijutsu blow landed) Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands. Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus. The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage. [RIGHT][SIZE=9px]>[URL='http://narutobase.net/forums/showthread.php?t=346942']Training Thread[/URL][/SIZE][/RIGHT] [/SPOILER] [hr][/hr] [CENTER][B][SIZE=12px]Enochian Clan Techniques[/SIZE][/B][/CENTER] [SPOILER]1) [B]Akuma no Wana|Devil's Trap[/B] Type: Supplementary/Offensive Rank: C-S Range: Short-Long Chakra: 15-40 Damage: 30-80 Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive). Note: S-rank version can only be used by Archangels and above Note: No other S-rank Val techniques can be used within the same turn(If S-rank version is used) Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle Note: S-rank and above require the usage of two handseals 2) [B]Seresutiaruintento|Celestial Intent[/B] Type: Offensive/Defensive Rank:C-S Range:Short-Long Chakra:15-40 Damage:15-80 Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Divine Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike. Skilled Enochians are capable of isolating this effect to particular parts/segments of the target as opposed to overloading the entire target, such as destroying an arm or leg as opposed to overloading the entire body of a human target. Note: S-rank version can only be used by Archangels and above Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle Note: No other S-rank Val techniques may be used in the same turn(If S-rank version is used) Note: S-rank and above requires the usage of two handseals 3) [B]Kami no Kakuhenkan|Divine Transmutation[/B] Type: Supplementary Rank: A Range: Short Chakra: 30(-10) Damage: N/A Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user becomes unable to use Val or Sigils above S-rank in order to avoid disturbing the flow of Natural Energy maintaining the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the use can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques or jutsu with higher chakra, the user will simply be reverted to their original forms. Note: Can only be used by Enochians of the Archangel rank Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn Note: While transformed, the user can only use Enochian techniques as well as their specialties 4) [B]Ten no Kaisō|Hierarchy of the Heavens[/B] Type:Supplementary/Offensive Rank: A Range:Short Chakra: 30 Damage:N/A Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages. -Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again. -Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank. -The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above. 5) [B]Ketsugō Shi|Binding Death[/B] Type: Defensive Rank: B-S Range:Short Chakra: 40 Damage: N/A Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces. -Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques. -Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques. Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques. -Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point. 6) [B]Kami no Shiwaza|Handiwork of God[/B] Type: Supplementary Rank: A Range: Short-Long Chakra: 30 Damage: N/A(Depends on Sigil) Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects. -Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again. Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person. -Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will. -Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied. -Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank). 7) [B]Daten-tai no Ame|Rain of Fallen Celestials[/B] Type: Offensive Rank: Forbidden Range: Short-Mid Chakra: 50 Damage: 90 Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside. Note: Can only be used twice per battle Note: Requires a four turn cooldown between usages Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn 8) [B]Jigoku no Banken|Hellhound[/B] Type: Offensive Rank: Forbidden Range: Short Chakra: 50(-10 to extend or launch a projectile) Damage: N/A Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power. Note: Can only be used once per battle Note: Lasts for three turns total Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns PCCJ: 1) Tengoku no Hosuto|Host of Heaven Type: Offensive/Defensive/Supplementary Rank: A-S Range: Short-Long Chakra: 30-40 Damage: N/A(Depends on application) Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive. The Spear of Destiny(A) Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns. Holy Ammunition(S-rank) Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn. Holy Host(S) This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated. [/SPOILER] [CENTER][B][SIZE=12px]Hayabusa Clan Techniques[/SIZE][/B][/CENTER] 1) (Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness [SPOILER](Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness Type: Supplementary Rank: D - S Range: Short - Long Chakra Cost: 10 - 70 Damage: N/A Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up. Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact. Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target. Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn. Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks. Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals. Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used. Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down. Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian. Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.[/SPOILER] 2) (Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme [SPOILER](Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme Type: Supplementary/Offensive/Defensive Rank: D - Forbidden Range: Short - Long Chakra Cost: 10 - 60 Damage: Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs. Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu. Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s). Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact. Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence. Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian. Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian. Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use. Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden. Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.[/SPOILER] 3) (Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting [SPOILER](Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting Type: Offensive/Defensive/Supplementary Rank: A Range: N/A Chakra Cost: 30 (-5 per turn) Damage: N/A Description: Kobudo Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan. Huquan (Tiger Fist) Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence reinforces the user’s being increasing their physical speed, strength, and awareness allowing them to heightened feats of physical combat. This essence is visualized as barely visible distortions in the air surrounding the user and their weapons. The user is able to perform taijutsu, kenjutsu, bukijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu and weapon based techniques (swords, staffs, axes, etc) while using Huquan. The essence that surrounds the user and their weapons capable of erasing physical matter (Earth, Steel, etc) at the point of contact allowing the user's physical attacks to cut through anything destructible. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja. Shequan (Snake Fist) She Quan is the second form of Hayabusa Kobudo and is characterized as being the most deceptive of the fighting forms. This form makes use of the Hayabusa's passive ability to control their own existence while they are engaging in physical combat with opponents. As the user attacks, they may passively expend 30 chakra to erase themselves from the opponent's five basic senses by manipulating all three dantian. What this means is that the opponent will not be able to perceive the attacks until the last possible moment when the user strikes, resulting in every physical attack while under the influence of Shequan to result in a critical hit. The user can use Shequan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Shequan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Shequan is that, the user can only use lower, upper and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Shequan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja. Longquan (Dragon Fist) Longquan is the third form of Hayabusa Kubodo. It is classified as the most ranged of the fighting forms and utilizes the Hayabusa's ability to erase objects from existence. This form starts with the user passively embedding their Dragon chakra from the lower and middle dantian into their ranged attacks such as kunai or shuriken. As the user throws the objects the Dragon Chakra activates when they are at least in a 2m range of foreign chakra sources. Instantaneously, the Dragon chakra activates and creates a short-range 2m wide distortion similar to Kamui. These distortions are capable of erasing objects up to A-rank and may be passively activated by the user if necessary to spawn the distortion at their discretion. Objects erased by this method are capable of being returned by utilizing Taji Dao using the respective dantian. The user can use Longquan fighting in successive turns depending on their rank which reflects their overall physical condition; attaching Wuji to their ranged attacks to erase other objects can be executed once per turn that the user is able to keep the form active. Genin and Chunin can only use Longquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Longquan is that, the user can only use lower and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Longquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja. Wuquan ( No Fist) Wu Quan is the fourth and final form of the Hayabusa Kobodo, and is the most defensive of the style. This form is characterized by its use of the Hayabusa's dantain to combat opponent's on a spiritual/mental battlefield as well as the physical one. This form starts with the user's surging Dragon chakra to every point in their body utilizing all three dantian. This greatly bolsters the user's physical and spirtual defense as the user is now capable of reducing 20 damage from physical and spiritual attacks while in this form. Defensive techniques preformed during this time are also empowered by one rank(does not apply to techniques that can also used offensively). The user can use Wuquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Wuquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Wuquan is that, the user can only use lower, middle or upper dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Wuquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja. Note: Only one form at a time can be utilized. User cannot use a Form while experiencing the cooldown of another. Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all initial forms derived from this technique.[/SPOILER] 4) (Neidan: Wuxing) Internal Alchemy: Five Agents [SPOILER](Neidan: Wuxing) Internal Alchemy: Five Agents Type: Supplementary Rank: B – S Range: N/A Chakra Cost: 20 - 40 Damage: N/A Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. When the wrapping application is used, the opposing technique interacts with the neidan first, which then erases chakra based on the amount is applied. Whatever is left over will behave in accordance with said rank so if 10 chakra remains after erasure, it will be D rank with 20 DMG. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). For example, if the user embeds 40 chakra into a technique that goes against a 120 DMG S rank with 70 chakra vs a 100 DMG Technique (40 Wuxing Embedded). After the applied technique clashes, which it loses, the neidan then interacts afterward, erasing 40 chakra this brings it down to 30 which then as the layering, it is treated with the A rank stats so 60 DMG etc since it originally had 70 This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank. Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn. Note: Passive use of this technique at any rank increases the cooldown duration per use by one turn and can only be utilized 4 times per battle. Note: S-rank version of this technique can only be used once every three turns. Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.[/SPOILER] 5) (Waidan) Golden Elixir [SPOILER](Waidan) Golden Elixir Type: Supplementary Rank: A Range: N/A Chakra Cost: N/A Damage: N/A Description: The Golden Elixir, also called the Elixir of Immortality is a fabled elixir that is said to grant one immortality. Jo Hayabusa created a concoction in his youth and named it after the fabled elixir. The concoction is a mixture of herbs and soil from Owatatsumi, the blood of the Hayabusa, and the combination of a Hayabusa’s chakra from all three dantian. The result is a fogless, blood red elixir that augments a Hayabusa’s Neidan techniques when touched or ingested. This elixir is stored within a sealed container that, when released, causes the chakra stored within it to overflow back into the user. This elixir increase the strength of a Hayabusa’s Neidan techniques through increasing the chakra output of their techniques. Note: This elixir can be created by jounin ranked shinobi and higher. Dragon and Head Ninja can carry two elixirs while master ninja can carry three. All elixirs must be posted in one’s bios. Note: Making the elixir happens outside of battle and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 elixirs that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be. This is a result of the user sealing that fixed amount inside their elixir. No elixir can contain more than 300 chakra. Note: When an elixir is used, the chakra from the elixir adds to the user’s Neidan techniques every time they are used (by increments of 10) until the chakra is used up. The results of this increases a Neidan technique’s capabilities to match techniques of equivalent chakra. Note: Hayabusa can also utilize the elixir to elongate a Neidan technique’s turn duration by one turn for every 100 chakra points contained in the elixir. However only one elixir can be used to achieve this per battle. Note: If anybody other than a Hayabusa attempts to use the elixir they will lose chakra equivalent to what is in the elixir due to their inability to handle the chakra of the dantian. [/SPOILER] 6) (Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing Way of the Koi [SPOILER](Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing Way of the Koi Type: Defensive/Supplementary Rank: S Range: N/A Chakra Cost: 40 (-20 per turn) Damage: N/A Description: This is one of the Hayabusa’s most advanced Neidan techniques. This is one of the non-traditional techniques created by Reborn after mastering both fuinjutsu and Neidan. This technique makes use of Dragon Chakra’s inability of being sealed and extends this affect to the user and their techniques. The process for this sealing technique requires the user to first train and store up a large amount of their Dragon Chakra into a single point of their body (similar to Tsunade’s Yin Sealing technique). The focal point for the seal will form a unique symbol that resembles a black and white koi fish circling each other like the Yin-Yang symbol. The second part of this technique is the actual activation of the technique. The user will activate one half of the seal or one “koi” and apply one of the following affects. Black Koi: The black koi seal resembles a black koi fish with white eyes, whiskers, and a white circle on its head. This half of the koi seal applies to the user’s being. By activating this technique, the user coats their entire body in their Dragon Chakra and thusly become completely immune to sealing techniques. Seals that have been applied to the user will disappear from existence and all future attempts to seal the user in any way will inevitably fail. This includes barriers and other methods that fall into the category that would otherwise seal the user or prevent them from using techniques and abilities due to being or having been sealed or suppressed. The major drawback to this technique is that this technique also erases any self-imposed sealing techniques that are dormant or active. Hayabusa Dragon Chakra is indiscriminate between native and foreign chakra sealing techniques. The second drawback is that: by using this technique it prevents the use of the other half of this technique. This half of the technique creates a paradox with the other half of the technique in that; this technique erases all seals applied to the user including self-imposed ones. The second half of this seal would be included in this clause. However, because the second seal is also Neidan it cannot have a seal applied to it either thus a paradox occurs. To prevent this paradox, the user uses all the chakra in the seal for this half, which would cause the second half to fade out on its own without actually affecting the technique. When this seal is activated the user’s body from the neck down will be completely engulfed in black. Their sclera will become black as well. White Koi: The white koi seal resembles a white koi fish with black eyes, whiskers, and a black circle on its head. This half of the Koi seal pertains to the user’s techniques. By activating this technique, the user’s chakra flow increases exponentially due to the chakra from the seal rushing throughout their entire chakra system. This results in every technique used after the activation possessing a significant amount of the user’s Dragon Chakra. The implementation of Dragon Chakra will prevent the user’s techniques from being sealed. This pertains to all non-Neidan techniques and will be maintained for a period of 400 chakra used by the user. This does not prevent sealing techniques from being applied to the user that would prevent certain types of techniques like the previous half of the technique. However once a technique is used with this half of the technique activated, it cannot be sealed or blocked by barriers or other methods of sealing. Because of the exponential flow increase every non-Neidan technique would have additional chakra added to it (+20) which would inevitably cause the jutsu to end quicker as every technique will use more chakra than necessary. This is an unavoidable consequence of the technique in exchange for its other benefits. Note: The black koi seal will remain active until otherwise deactivated. Once deactivated the technique cannot be used again for the duration of the match. Note: The white koi seal will remain active until the chakra cap is depleted or otherwise deactivated. However, if the technique is deactivated before the chakra is depleted the white koi can be re-activated (turn cost) with the chakra cap being where the user last had it when the justu was deactivated. Note: Only one half of the seal can be used per match: the black koi requires all of the chakra stored in the seal and erases the white koi. Since all the chakra in the seal is required for the black koi, using the white koi even minimally will prevent the black half. Note: when using the black koi users are unable to use non-Neidan techniques above S-rank. Note: To learn this technique the user must have completed Fuinjutsu and be Jounin rank (by the clan's rank).[/SPOILER] 7) (Neidan: Tsuihō) Internal Alchemy: Banishment [Spoiler](Neidan: Tsuihō) Internal Alchemy: Banishment Type: Supplementary Rank: S Rank Range: Short to Long Chakra Cost: 40 (- 10 per turn) Damage: N/A Description: Through one’s dragon chakra, the user employs all three dantian in conjunction with three hand seals, creating an omnidirectional burst of chakra that travels up to long-range. This chakra is inherently harmless, but proves useful through other means. The chakra, now anchored to the Hayabusa themselves as its epicenter, acts as a zone, existing all over in a 360 manner as it also spans into the skies above and below the surface of the ground. This zone was specifically designed as a means of absolute control over a domain. It was created with the mindset that only the Hayabusa is allowed to remain in control of this zone. When the opposition wishes to utilize techniques that are sustained, and last for a given period of time, Tsuihō targets both the external and internal foreign chakra, erasing it over a period of time (this does not negatively affect the person physically, but simply removes the chakra which causes the resulting enhancement(s)). The closer the opponent is to the epicenter, the more is erased. At short-range, the zone automatically erases 20 chakra per turn, reducing the affected technique(s) by three turns and decreases by an increment of 5 chakra the further away they are (mid-range only reducing the mode by 2 and at long range only by one). An example of this being used is when the target creates the aura of lightning produced via the Raikage Lightning Armor technique. Upon activating, the zone would immediately respond to this, erasing the chakra of the armor in order to reduce its duration or outright ending it (depending on the distance from the user and target). Anyone within this zone is shrouded by the dragon chakra, effectively allowing the Hayabusa to be aware of their existence via Taijin, within the user's tracking capabilities. Note: This technique is initially learned at Jounin Rank, lasting three turns. While in use, the user cannot utilize any Neidan Technique above A-Rank, nor can they use them in the same turn this technique ends. Can only be used twice per battle.[/spoiler] 8) (Neidan: Wu Wei Dao) Internal Alchemy: Way of Effortless Action [spoiler](Neidan: Wu Wei Dao) Internal Alchemy: Way of Effortless Action Type: Supplementary, Defensive Rank: S-Rank Range: Self Chakra Cost: 40 (- 20 per turn) Damage: N/A Description: Considered one of the most sought after techniques within the Hayabusa Clan, Wu Wei Dao is its name. This technique takes the aspect of Wujin and Tajin in order to create a perpetual loop of how a Hayabusa is observed by the world around them. Through Tajin, the Hayabusa is infinitely aware of them while with Wujin they are able to actively manipulate how the outside world perceives them. Thus through the use of three hand seals, the user activates this technique. They constantly manipulate their state of existence, being both present and absent at the same time and thus creating state known as “Void Born”. Once a person has entered Void Born, they are able to fully control how the world perceives them and how they perceive themselves. To sum it up, should for example the opponent attempt to inject poison into the Hayabusa, upon being inflicted – the Hayabusa can manipulate their state of existence perceived by the opponent and of themselves where the target perceives them poisoning the Hayabusa but in reality the Hayabusa can choose to be poisoned or not. This creates a sort of “absolute” defense, allowing them to any sort of damage to themselves, remove techniques placed upon them or even status conditions (such as being poisoned). While this provides an immense defensive power, it does come with some downsides as while in this constant state of manipulation, the user is incapable of doing this constantly, only able to affect one technique S rank and below per turn (at the cost of move, though doesn't count as one on the initial turn of activation). While active, this technique constantly drains chakra per turn to sustain, preventing the user from being able to utilize any technique of any rank that requires to be sustained. Activating such technique will cause Wu Wui to automatically end. Note: This technique is initially learned at Dragon Ninja or Head Ninja Rank. The user would be rendered incapable of using Nedian above B rank the same turn its activated, next turn and the turn this technique ends. This technique can only be use twice per battle, with a cool down between each use reflecting how much turns the user managed to sustain it (i.e sustaining it for three turns makes a three turn cool down) plus one additional turn though can only last a maximum of three turns.[/spoiler] [/QUOTE]
Insert quotes…
Preview
Name
Verification
Post reply
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
★ Sage Of 5 Moves' Arsenal ★
Top