★Coffin of Black Infinity★

Silico

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Silico

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Custom Table
Creations: 6

Custom Jutsus
1. (Jiton: Koa) Magnetic Release: The Core
2. (Jiton/Fuuin: Kami no maiso) Magnetic/Sealing Arts: God's Burial
3. (Jiton: Furaingukāpetto) Magnetic Release: Flying Carpet
4. (Jiton: Jiki kūgeki) Magnetism Release: Magnetic Void
5. (Jiton: Satetsu Bunshin) Magnetic Release: Iron Sand Clone
6. (Jiton: Satsetsu Hanpatsu/Atorakushon) Magnetic Release: Iron Sand Repulsion/Attraction)
7. (Jiton: Mage Seishitsu) Magnetic Release: Bend Nature)
8. (Jiton: Aiangōremu) Magnetic Arts: Iron Golem)
9. (Jiton: Kogeta Suna) Magnetic Release: Scorched Sand)
10.
11.
12.
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21.
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26.
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28.
29.
30.
31.
32.
33.
34.
35.
Custom Weapon|Gloves of Hellsing
1. Herushingo No Tebukuro
Custom Fightning Style| N/A
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Custom Summon Contract|N/A
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Customs Learned: 4

Wind Release|Fuuton
(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
Water Release|Suiton
N/A
Fire Release|Katon
(Katon: Ningenno Haino Bakuhatsu) Fire Style: Exploding human ash technique
Lightning Release|Raiton
N/A
Earth Release|Doton
N/A
Iron Sand Release|Jiton
(Jiton: Satetsu funka) Magnetism Release: Iron Sand Eruption
(Jiton: Satetsu Hari Bo-ru) Magnetism Release: Iron Sand Needle Ball
(Jiton: Satetsu Tsume Atari) Magnetism Release: Iron Claw Strikes
Elemental Combinations
N/A
Taijutsu
(Taijutsu: Koshi Guruma) Body Technique: Hip Wheel
Ninjutsu
N/A
Genjutsu
N/A
Kenjutsu
N/A
Fuinjutsu
N/A
Summoning Contracts
1. Snakes
(Hebiātsu: Sunēku no Ishii) Snake Arts: A Snake's Dying Wish
2. Cranes
(Kure-n Kuchiyose no Jutsu: Sono Aoi Keimei) Crane Summoning Technique: The Blue Dawn
(Kure-n Kuchiyose no Jutsu: Sarus, Inakamono) Crane Summoning Technique: Sarus, the Redneck
(Kure-n Kuchiyose no Jutsu: Grus) Crane Summoning Technique: Grus
(Kure-n Geijutsu: Kiai) Crane Arts: Screech
Custom Element Jutsus
1. Obsidian
(Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Monogatari no Kuro Kanashiki)Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Tales of the Black Anvil
(Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Tsuyoi Gizō no Chō)ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Bowels of the Strong Forge
ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Hashi no Shimo Rusui || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ The Keeper Under the Bridge
Show
ᗛ Ryūhariton ᗘ Haha No Ikusei Ⴕ Shojo no Hogo || ᗛ Dragon Glass Release ᗘ Mother's Nurture Ⴕ The Maiden's Protection
ᗛ Ryūhariton ᗘ Otome no Sesshoku Ⴕ Minikui Musubi || ᗛ Dragon Glass Release ᗘ The Maiden's Touch Ⴕ Ugly Ending
 
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Silico

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Wind Release|Fuuton
Creations: 0

N/A

Customs Learned: 2


[ ]
(Futon: Kaze Kingu no Yūkai Fīrudo) Wind Release: Bounded Field of the Wind King
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: This technique showcases the usage of the wind release, in accordance to the users body and or objects which he might be carrying or is in constant contact with, like weapons. Once the contact with the specific object is maintained, or without the object needed, the user will have the wind from all around, stick closely to a desired location in the body or object, forming 2, very distinctive layers from one another. The first layer which comes directly above the said object, has no particular effects, and strength. It plainly refracts the light allowing the said object to be invisible apart from some currents of wind, which move around, indicating the existence of that object. The second, is the most versatile one, giving the said object a lot of strength and versatility equal to an S-Rank above their original versatility. In cutting edge weapons, this layer even further enhances their sharpness as well. The second layer, which can be seen once the first one is used, is a very stable one. The second layer has a very characteristic effect, which is the ability of, at will, releasing blasts of air current, which might be either a rotating tornado which has a very strong pushing and very spread out cutting capabilities, to a very powerful, all destroying blast of wind, similar to Wind Release: Pressure Damage. A third and last form of releasing it, is a very thin, precise and powerful slash of wind, which has insanely large cutting capabilities, which can be directed, at the location where the said object or weapon is aimed towards. The strength of the said blast or tornado can be split a total of 2 times, creating 2 blasts at exact power of A-rank. The release of the blast will count towards the jutsu limit, and the releases can be independent in time from one another, as long as the effect of the technique is visible. Due to the effect of the last layer being largely visible, he cannot keep this layer active for longer than 4 turns, while the last one which carries no rank or visible boost, except than of rendering the weapon invisible, he can keep active for further, but needs to give a total of 5 chakra points each turn.

Note: Can only be used 3 times.
Note: Remains active for 4 turns (Last layer can be open for far longer, but it carries no attributes, and it consumes 5 chakra point every turn).
Note: Initial release of layers counts as a move, thereby as a jutsu usage limit.
Note: Weapon or object must be constantly in contact
Note: Can only be taught by Six Paths.

[ ]
(Fuuton: Ichaival no Okurimono) Wind Release: Ichaival's Gift
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user uses either of both hands he has free and pulls in the 2 last fingers, the pinkie and the ring finger into his palm. He extends the other two(middle and index fingers) and simply bends them at the first knuckle creating a space between both of those fingers. The user pulls the thumb inwards, also bent. In that pose the user starts charging wind chakra into either hands, while with shape manipulation he creates a line of chakra in the hook created by the space between the middle and index finger, which looks like a slingshot turned backwards. The wind chakra connects to the thumb from high up and from below the pinkie, until it creates a small string like shape. The rest of the palm starts glowing bright in chakra and then starts changing shape into a very small bolt made out of compressed wind chakra, which can be fired in any form just by releasing the "string" with his thumb. The bolt, when released, will use every bit of the chakra the user put into it. Before the bolt of compressed wind chakra hits the opponent, the highly compressed wind chakra is released, resulting in a big wind "explosion".


Note: Can only be used 2 times per battle.
Note: Must have one turn cool down between usages.
Note: Can only be taught by Exōn.
Note: No S-Rank or above Wind in the user's next turn

 
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Silico

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Fire Release|Katon
Creations: 0

N/A

Customs Learned: 1

(Katon: Ningenno Haino Bakuhatsu) Fire Style: Exploding human ash technique
Rank: B
Type: Attack
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user gathers Fire chakra in his lungs and spits out a great amount of ash around the opponent which then are manipulated into the shape of that of a human body which will jump and gag up on the opponent as the user exhales a small fireball towards the human-shaped ash. As soon as the ash comes in contact with the fire it explodes along with burning the opponent.
Note: Can create upto 5 human-shaped ash.
Note: Can only be used 4 times per Battle.

 
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Iron Sand Release|Jiton
Creations: 9

[ ]
(Jiton: Koa) Magnetic Release: The Core
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-10/turn)
Damage: N/A
Description: Skozu starts by forming two simple handseals (Boar - Ox). As she does this, she channels her magnetic chakra from her core and forms a magnetic field somewhere on the battlefield. This magnetic field will draw iron sand from her possession or from the ground and form a large orb(the size can vary at the users will). This orb will act as a magnet and attract objects that are magnetically attracted towards the orb(mostly metals). If Skozu so desires, she can spend chakra to keep the orb floating(-10 chakra/turn) and so make the objects/weapons etc unusable by the user of the weapons/objects.

Note: Can only be used by Iron Sand users.
Note: Jutsu needs a two-turn cooldown in between uses.
Note: The technique lasts for 4 turns and after that, the orb crumbles.

[ ]
(Jiton/Fuuin: Kami no maisō) Magnetic Release/Sealing Arts: God's Burial
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user forms their hands in a triangle-shape and locks onto the target. They would then create an immensely strong magnetic field inside their target to attract iron sand from underground, mixed with present iron sand or iron sand from the users gourd. Should sand from underground also be attracted(which almost always would happen), the target would lose balance as the ground under them would get loose and shaky as the iron sand would erupt with such force that the ground would split. The magnetic field in itself is strong enough to attract the iron sand to such level that it gets sucked into the target's skin and ultimately crush them. This causes a great amount of pain and makes the target having trouble moving.
While under this crushing effect, the magnetic field itself also affects the target's mind and causes paranoia and seizures, making the target lose focus. When the iron sand itself has covered the entire target, a black kanji is formed that acts like a normal sealing tag(Fuin Fuda) and is of B-rank in strength. The iron sand and magnetic field are of S-rank.

Note: Can only be used by Magnetism users with Iron Sand.
Note: Can only be used once and after using, no Iron Sand of A rank and higher next turn.
Note: Must have knowledge in Fuuinjutsu up to B rank.
Note: Can only be taught by Skorm.

[ ]
(Jiton: Furaingukāpetto) Magnetic Release: Flying Carpet
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user slams their hands on the ground and channels magnetic chakra through it, gathering iron sand from it. The user then divides the mass of iron sand into two counterparts. One carpet, and one mass of opposingly charged polarity that of the carpets mass. This makes the carpet emerge straight under the user by the repelling forces of its counterpart that is underground. The movement could be described as that of a piston, and lets the user fly up into the air to avoid taking damage from ground-based jutsus/other projectiles. The carpet can't fly on its own of course and ends within the turn of its creation as well as its counterpart.

Note: Must have training in Jiton | Iron sand up to B-rank
Note: Can only be taught by Skorm.

[ ]
(Jiton: Jiki kūgeki) Magnetism Release: Magnetic Void
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10/turn)
Damage: N/A (+20 if used with a wind jutsu)
Description: The user performs two handseals (Dog - Dragon) and then forms an orb of iron sand that levitates. He/she would then creates two repellent magnetic fields that collides inside the orb, to make it explode into a gigantic cloud of iron sand, covering the entire battlefield. The iron sand would be tainted with the user's chakra(just like the hiding in mist jutsu) and its main purpose is to hide in the iron sand and to create surprise attacks by cancelling the visual contact between the user and their opponent. Chakra sensors will have a hard time finding the user in this cloud of iron sand as it would be tainted with the users chakra. Even dojutsu users would find it next to impossible to do so. Not only this, but the iron sand could be used in conjunction with wind jutsus to make them become razor-sharp(by collecting the debris from this jutsu).

Note: Jutsu last for 4 turns and requires a two turn cool-down in-between uses.
Note: Can only be used twice times per battle.
Note: Doesn't affect sensing that doesn't rely on seeing the users chakra(movement sensing, sound sensing etc).
Note: Can only be used by Iron sand users.
Note: Can only be taught by Skorm.

[ ]
(Jiton: Satetsu Bunshin | Magnetic Release: Iron Sand Clone
Type: Defense/Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30(-15 to reform)
Damage: N/A
Description: The user claps their hands and forms(up to three) magnetic fields to form into human-sized clones, made out of iron-sand. These clones are distinguishable from the original since they, like most metals, reflect light and gives a "shiny" surface. Other than that, the user and the clone(s) are completely identical. These clones are very tough, and have the ability to act as tangible and being able to reform themselves, if taking physical hits, just like regular sand clones. They can only do that up to A-rank Iron sand jutsua and are limited to reform once times per clone at the cost of one move per turn. Though this is only if they are not completely destroyed. If it by an A rank they would not be able to reform. However, if they are to be reformed, the user spends some chakra to do so as well as one of the move-counts of a turn from the user. This could be done anytime though and if they aren't reformed, they could very well act as a medium of iron sand(depending on what damage they took). These clones can perform iron sand jutsus that the user know. They are resistant to physical attacks up to C-rank and are able to reform from physical strikes at the cost of some chakra points above that(up to A rank, following strengths/weakness of magnetism). The clones are very tough, but they are also slow(one ranks slower than the user). If a clone takes more than A rank damage they will turn into piles of iron sand. The user needs to spend 30 chakra points for each time a reform is to be made.

Note: Can only be used by Magnetism users with Iron Sand.
Note: Clones can use all Iron sand jutsus that the user knows.
Note: Maximum of 3 clones per battle.
Note: Clones can reform once(per clone) by taking up to A-rank damage following weakness/strength of magnetism. They shatter should they take damage above that, unable to reform.
Note: Reforming a clone spends a move from the users move-count.
Note: Can only be taught by Pendulum.

[ ]
(Jiton: Satsetsu Hanpatsu/Atorakushon) Magnetic Release: Iron Sand Repulsion/Attraction)
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user comes in contact with their iron sand and charges magnetic chakra through the area of contact with either a magnetic field that will attract the iron sand or repulse it away from the user. This technique is purely supplementary and can be used in many situations, however it only works with iron sand and no other magnetic materials. Through this method, the user can either move to a certain spot where present iron sand is through an attractive charged magnetic chakra. The mass of iron sand can also be moved towards the user. However, what decides which part moves(the user or the sand) is determined by the mass of the sand. If the sands mass overcomes that of the user, the user is attracted to the sand. If the users mass overcomes that of the sand, the sand is attracted towards the user. Same thing with repulsion. If the sands weight overcomes that of the user, the user is the one to get bounced away from the surface of the sand and if the users weight overcomes that of the sand, the sand is the one to get bounced away from the user. The sand in any direction will not deal any damage towards the user or opponent as it is a purely supplementary technique.

Repulsion
The user charges the present body of iron sand with an opposing magnetic field, making the user repel the iron sands mass and thus bounce off its surface. This can provide a quick manouver to get out of a tricky situation in order to evade incoming jutsus. The repulsion is fast and equivalent to that of the users running speed. If the mass of iron sand is less of the user, the sand is then bounced away from the user and could act as a defensive mechanism or evasion.

Attraction
The user charges the present body of iron sand with an attractive magnetic field, making the user attract the iron sands mass and thus retrieve it. This reaches up to long range and can be used as a decoy or could even provide a specific body armor that can coat a desired part of the users body as the sand will spread out on the user's surface. However, if the mass of the iron sand is more than that of the user, the user is the one that moves towards the iron sand. This can be a very great maneuver to get out of tricky situations where the user may be immobilized. The user can attract themselves to a body of iron sand up to long-range away from them and will be moving at the same rate of the users running speed.

Note: Magnetic forces only impacts iron sand and no other metals or magnetic materials.
Note: Technique(s) can only be used once per turn. Four uses only.
Note: Completion of iron sand is mandatory.
Note: Requires present iron sand.
Note: Can only be taught by Skorm.

[ ]
(Jiton: Mage Seishitsu | Magnetic Release: Bend Nature)
Type: Defensive/Offensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user will manipulate their iron sand from either the ground under the battlefield or from their gourd to create different types of basic structures through the iron sand which could be waves, pillars, plateaus, pits, spikes and walls etc. The more chakra spent, the more powerful the structures become, dealing more damage and are more tolerant in taking on damage as well. The iron sand is self-sustaining and will stay in shape for the rest of the battle unless destroyed or used for another jutsu.

Note: Must be a potent user of Iron Sand.
Note: A-variation can only be used once/turn. Up to 4 times
Note: S-variation needs a full 2 turn cooldown in between uses as well as cancels the use of lesser variations for the same turn used. No iron sand in the following turn and only useable 3 times
Note: Can only be taught by Skorm.

[ ]
(Jiton: Aiangōremu) Magnetic Arts: Iron Golem)
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long(Short from user)
Chakra: 40(-20/turn)
Damage: 80(+20 wind/fire when in cloud atlas mode)
Description: The user forms a super dense magnetic field close to them that absorbs iron sand from the ground. The mass of iron sand will then form into a gigantic moving statue, stretching up to 50 meters tall and 25 meters wide. This gigantic golem will act through the will of the user through a magnetic link. It is, however, self aware and self-sustaining due to the user constantly forwarding their chakra towards it. The golem has two physical settings that it can shift between by spending a move.

Goliath of the Nether

This is the golem's solidified state and is achieved by pressing the iron sand so tight together that there are no spaces between them. When the golem is hardened in this state, it will be able to take on up to S-rank damage that follows the strength/weakness of the magnetic release. Kinetic force will still be applied and if used correctly, could knock down the golem. Although that being said, being knocked down will not destroy the golem. Biggest drawback with this mode however is that the golem becomes immobilized as its basically just a huge statue. This mode is mostly used for defensive/supplementary actions where absolute defenses are necessary to get out of tricky situations. Although being immobilized, the golem is still self-aware and will remain conscious.

Cloud Atlas
This is the golem's tangible state and is achieved by repelling the iron sand towards itself by creating a secondary magnetic field inside the golem. This splits the iron sand and forms the golem into a huge cloud of iron sand that covers the battlefield. In this state, the golem can move through the uses of magnetic forces by the user, although moving relatively slowly(walking speed). In this state, the golem is vulnerable to wind as it can blow away the iron sand if used right. The golem will then solidify into its hardened mode when located at a desired spot. While in this mode, the user may use their magnetic chakra to control parts of the cloud to use for other iron sand jutsus as it acts as an airborne medium. Two things to consider when this mode is activated is that eye-contact may be hard to keep due to the iron sand getting in eye-contact. Another thing is that its an excellent opportunity to use in conjunction with either wind or fire since wind will basically collect the iron sand and get razor sharp if used right(i.e tornados). Used with fire, the cloud of iron sand may get super-heated if used with the right jutsu. However, jutsus will be slowed down due to the added mass of the iron sand.

Note: User may only use iron sand techniques while using this jutsu.
Note: Can only be used by Iron sand users.
Note: Cannot be used by puppets as the self-aware golem may get corrupted by a puppet.
Note: Jutsu lasts for 3 turns and requires a 2 turn cooldown in-between uses.
Note: Usable Twice.
Note: Golem is unable to mold chakra on its own.
Note: Can only be taught by Silico.

[ ]
(Jiton: Kogeta Suna) Magnetic Release: Scorched Sand)
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(+1 rank to iron sand jutsus up to S rank. +10 damage to iron sand above S ranked.)
Description: Through very precise manipulation via magnetic chakra, the user will make their iron sand vibrate and create intense heat and pressure by reaching out one of their hands towards the source of iron sand and release a barrage of magnetic fields inside the sand. The vibrations of the sand makes it very hot and deals extra damage as it is heated up. To create this type of heat, the user must create multiple miniature magnetic fields in the body of iron sand, to make the grains vibrate towards eachother and create intense surface heat. This is used mostly to penetrate rock formations and boil water body's as the sand will reach about 500 degrees Celsius. The intense surface heat adds damage towards the iron sand and thus its lethal rate. The sand will produce some minor smoke as it heats up and starts to glow slightly red due to the surface heat.

Note: Can only be used on present iron sand.
Note: Can only boost damage of one jutsu per use.
Note: Usable thrice per match.
Note: Can only be taught by Silico.

Customs Learned: 3

[ ]
(Jiton: Satetsu funka) Magnetism Release: Iron Sand Eruption
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 Chakra
Damage: 80 Damage
Description: The user slams his hands on the ground, manipulating iron sand present deep underground to rise upwards right below the opponent. The iron sand emerges violently in a similar fashion to a geyser pushing anything above it upwards. The iron sand travels to a height of 15 meters above ground and covers a 5 meter radius. The force the iron sand erupts with is capable of doing damage as the sand is sent airborne and from the initial shock when bursting through the ground. The iron sand left by this jutsu can be used to form other techniques.

Note: Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Cannot use another S Ranked or higher Iron Sand Jutsu the same Turn
Note: Can only be used two times requiring a two turn cool down between its use
Note: Must be taught by Strawberry

[ ]
(Jiton: Satetsu Hari Bo-ru) Magnetism Release: Iron Sand Needle Ball
Type: Offensive
Rank: A
Range: Short / Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user creates an orb the size of a basketball out of iron sand present on the battlefield that can be moved/launched around to deal blunt force damage, however at will the user can make the iron sand repel each other violently, as the user manipulates the iron sand into needles creating a multi-directional storm of needles that erupts into short range around the orb..

Note: Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Ball can only be created within mid range, but can travel long
Note: Can only be used three times a battle with 1 turn cool down
Note: Can only be taught by Strawberry

[ ]
(Jiton: Satetsu Tsume Atari ) Magnetism Release: Iron Claw Strikes
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: Utilizing iron sand from the ground or using iron sand the user brought with them, the user creates up to two claws, twice the size of human hands. These claws can then be used to attack the opponent from a far range while the user stays back.

Note: Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Must be taught by Strawberry
 
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Silico

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Body Arts|Taijutsu
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N/A

Customs Learned: 1

[ ]
(Taijutsu: Koshi Guruma) Body Technique: Hip Wheel
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while turning, grabbing his upper body while twisting his hips and pressing in to his opponents side, the users body behaves as a lever for the opponent causing him to be thrown in to the ground with considerable force, because this attack uses the opponents own momentum against him the opponent will suffer detrimental effects should this attack be successful. Due to having the wind knocked out of him and probably broken ribs, losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back.

Note: Usable 3x per battle
Note: Must be taught by -Vegeta
 
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Silico

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Custom Weapon
Creations: 1

[ ]
(Herushingu no tebukuro) | Gloves of Hellsing
Type: Weapon/Armor
Rank: S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Gloves of Hellsing are a pair of white, leather gloves, engraved with kanji pentagrams in both the palm and their back. Said to have been demonic in nature, the gloves were actually made by an ancient ninja, known only by some as the "Customs Demon". The gloves are indestructible though they cannot protect the user from kinetic damage due to this. Instead, the user can grab most blades without cutting himself, specially if they don't have any chakra infusion present. The most unique ability of the gloves is that they allow the user to manipulate two elements in a perfected way through them. Wind and Fire. The user can channel their chakra into the kanji inscriptions on the gloves, using them as medium to aid him in shape and nature manipulation of those elements. This allows the user to produce constructs (cubes, shields, swords, hands, walls, spears, kunais, waves, spheres, etc) of Wind or Fire, near his hands or connected to them, that he can wield as weapons or throw as projectiles. The power varies according to how much chakra is put into it, from 10 points to 40, corresponding to constructs or effects that vary from D-Rank to S-Rank.

Note: Can only be used by Skorm
Note: The gloves cannot be used as mediums to use techniques that require handseals; they can only be used for the purposes described in the description.
Note: A-Rank variation and above can only be used once per turn; S-Rank usage requires a full turn of coldown before the gloves' abilities can be used again
 
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Silico

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Snake Arts|Hebiātsu
Creations: 0

N/A

Customs Learned: 2

[ ]
(Hebiātsu: Sunēku no Ishii) Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu

[ ]
(Hebi Kuchiyose - Raditz) Snake Summoning - Raditz
Type: Attack/Defense/Supplemental
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: By wiping blood on their snake tattoo and molding chakra, the user can summon Raditz to the field. Raditz is a snake that lives in muddy, murky environments near Ryūchi Cave and thrives in it being able to move swiftly thru-out it. He is 40 meters long and 3 1/2 meters diameter with black and brown scales and has a wide enough head to support several people. He is relatively older than most snake summons, however he doesn't seem like it as his speed is that of a Sage Ranked Tai specialist. Living in this muddy murky swampland he studied for years to master Earth release, becoming able to use all jutsu up to S ranks without the need for seals and can use Snake Ninjutsu as well. His years of studying Earth release in his natural environment has led him to gain some special abilities, he created his own techniques for using muddy environments in his attacks by coating his scales in a specially molded earth chakra. Instead of sinking in a watery/swampy or muddy environment as seen when Manda was assaulted, he is able to move about freely as if swimming with ease and doesn't sink. He is able to be summoned above ground as well as underground, and if he is summoned under a normal earthen environment, upon summoning him the area he is summoned in will be converted to mud upon his summoning, allowing him to emerge from below ground. Due to coating his scales in specially molded earth chakra, he is immune to attacks B rank and below following logic and S/W. Due to his immense size coupled with his scales, a melee attack from either his head or tail will do tremendous damage. A bite from him would cause paralysis after 2 turns to the affected area, and he is large enough to easily consume someone whole.

~Notes~
- Must be taught by -Vegeta
- Cannot be on the field if Manda is present
- Stays on the field for 4 turns or until dispersed
- In the turn summoned, no Snake Ninjutsu above A rank after Raditz is summoned
- If changing the consistancy of the ground during summoning, it counts as 2 moves though occurs in the same time frame
 
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Silico

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[ ]
(Kure-n Kuchiyose no Jutsu: Sono Aoi Keimei) Crane Summoning Technique: The Blue Dawn
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
The Blue Dawn is a big blue crane, with red eyes and a orange long beak, with a wing spam of 15 meters. Calm, composed and with a naturally leadership demeanor, when she is on the ground, standing on her two legs, she is about 3 meters tall. Being the Matriarch of the Cranes, she stands as their leader. Capable of communicating with his summoner either through speech or through a special mind link. Her powers are unrivaled as are her flying grace and speed while also being a master manipulator of Water. Unable to use Water jutsu themselves, she can, however, use 3 water based abilities which more than make up for that small short coming.

Abilities:
-She is capable of exhaling a strong, wide, S-Rank, short to long range, dense stream of Water, which can be used as a water source for the users techniques
-She can materialize water from the atmosphere around her to create a spherical, transparent S-Rank Water Shield around her, protecting her and her summoner
-She can sense any water molecule in the field, up to Long Range
-Can be summoned anywhere between short to mid range of the summoner

Restrictions:
-Can only be summoned once
-Can stay on the field for a max of 4 turns
-Using the Water Stream and the Water Shield count towards the users move count

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(Kure-n Kuchiyose no Jutsu: Sarus, Inakamono) Crane Summoning Technique: Sarus, the Redneck
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Sarus is considered one of the fastest flying birds. It's not massive in size which grants its flying speed. With a wingspan of 6m, it can easily carry the user on its back. It is conspicuous and iconic and it's easily distinguished amongst the other cranes because of its red colored head that spreads to its neck, therefore the name, Redneck. The red head and neck aren't actually feathered, but rather bare flesh. Sarus is known for its loud trumpeting calls. These calls are, as in other cranes, produced by the elongated trachea that form coils within the sternal region. His calls are quite loud and can be quite unsettling to hear. His actions can be easily merged with the users own as Sarus, same as the other cranes, has the ability to easily communicate with its owner through a special mindlink or through speech. The main ability of Sarus, however, is its mastery over the wind element. Though it's considered a master it doesn't have the ability to perform all of the wind jutsus that the user knows, but rather a special ability, known only to Sarus. It can create a very thick atmosphere around a specific point, just inches thick but enough to disperse any lighting jutsu that tries to pass through it. It can form the thickening of the air in various of shapes, be it a sphere around the user or a shield-like formation in front of him (or to his sides, etc.). The thickening effects the short area around the thickening point. The process works by simply compressing the desired field of air and infusing it with its own chakra, in a way that cancels out lightning. This ability counts as 1 jutsu that the user is allowed to perform per turn.
Note: Wind ability counts as an S rank wind technique from one of the users 3 techniques per turn
Note: Must have signed the Crane Summoning contract
Note: Can only be summoned once and stays on the field only 4 turns

[ ]
(Kure-n Kuchiyose no Jutsu: Grus) Crane Summoning Technique: Grus
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
Grus is the embodiment of a Crane. A beautiful, elegant, grey and white bird with beautiful red beak and green eyes. He's not the biggest Crane, with a wingspan of about 8 meters and the body in proportion to it but he has a strong build, capable of flight with 2 humans on his back with no apparent effort. Capable of speech and possessing an acute intellect, he acts as a support summon to help the user in any way he can, making up for the fact that, apart from the Crane Arts, he can't use Ninjutsu. When in flight he is both fast and graceful, possessing an unsettling agility, unrivaled amongst all the cranes and most birds.

Note: Can only be taught by Scorps and requires the user to have the Crane Contract and its Tattoo.

[ ]
(Kure-n Geijutsu: Kiai) Crane Arts: Screech
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
This technique is the ultimate showcase of the Cranes and their ancestry skills. The crane summon inhales and focuses chakra into its throat. As it exhales, it produces a loud, high screech that travels at the speed of sound. The screech leaves any enemy in the field momentarily deaf while disturbing their inner ear and equilibrium, making them stumble and lose balance, unable to move correctly or coordinated. The screech however, has additional effects, specially on enemy summons. Upon hearing the painful sound, the enemy summons immediately disperse back into their "homelands". This technique can also be used to release the summoner from genjutsu or mind manipulation techniques when used by a Crane Summon, by sheer shock the screech produces in the user's hearing.

Abilities:
-Deafens the enemies for 3 turns
-Severely decreases the enemies balance and equilibrium for 2 turns
-Dispels any summon on field
-Releases the user from Genjutsu up to S-Rank (including MS related Genjutsu)

Restrictions:
-While usable by every crane summon, each crane summon can only use it once per battle
 
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[ ]
(Nanatsunotaizai) Seven Deadly Sins
Type: Off/Def/Supp
Rank: S-Rank
Range: N/A
Chakra: 40 (40 cost per turn in abilities that last more than one turn)
Damage: N/A
Description: Though the valentine creed is strict about abandoning the vulgarity of human nature, eventually their personalities show through. To channel this to the benefit of the clan they are guided down one of seven paths by the clan's upper echelon, depending on their personality. These paths hone their abilities, allowing them to harness their emotions and hone them into a weapon. Each path bestows an ability upon the young valentine as a result of harnessing the dominant sin that drove their actions in their human lives before they became members of this misanthropic brotherhood. Thanks to this practice, the valentines have been able to become at peace with their petty needs and transcended it to advance further in their desire to rid themselves of everything that made them "human", thereby separating the valentines from the herd of human cattle that marches slowly towards their and the world's inevitable death.
The abilities that are conferred are as follows:

Wrath is the ability to condense natural energy into a single point, building up pressure and releasing it to amplify the physical blows of the user. This ability causes the users physical attacks to cause pressure shock waves through any medium upon the release of a blow. The shock waves upon contact with human flesh can cause devastating damage to the internal organs and bone structure. This technique adds 30 damage to any taijutsu or other attack that involves landing a physical blow. The shock waves can also be used to disrupt incoming attacks of solid material.
Technique lasts 3 turns and augments any attacks used in that time.

Pride is the ability to sharpen, dull and all around manipulate the Senjutsu Chakra that makes up the aura surrounding the Valentine. This can be used to defend against weapon strikes, and even create slashing and piercing attacks up to mid range. It can be manipulated to create sharp arrow-like strikes, can be altered to create dull, strong, and unwavering strikes like a hammer. With a stabbing or punching motion the aura can create piercing damage. An example of using this technique would be the user dulling the Senjutsu Chakra around his finger and using the aura to defend against sword strikes, or sharping the aura significantly and stabbing that finger into an opponent to puncture through the muscle and flesh, directly striking the internal organs, with piercing like blows. Dependent on it's use this aspect of the technique can cause significant damage but usually isn't deadly by itself unless skillfully and purposely directed. The aura created lasts 4 turns. The aura around the valentine takes on a pale golden color. The damage and power of this aura is A-Rank and using it counts as a move.

Sloth is the ability to force natural energy into an area around a targeted object or person. The air the target is travelling through becomes far more dense, slowing the target dramatically, (for those who dont grasp the concept, it is like trying to run underwater as opposed to running on dry land) The speed of the target is halved while this technique lasts. The natural energy lasts for 2 turns

Greed (+20 damage to taijutsu) A very basic technique. The Valentine simply uses his heightened transformation abilities to increase his or her muscle mass for a brief period of time increasing strength and speed momentarily. This increase in strength is enough for the user to lift five times his own body weight and the speed increase is roughly one and a half times their base speed. Dependent on their rank and skill this can be maintained for longer periods of time being more useful the higher your rank. This jutsu is not affected by the turn restrictions due to it being a very basic Valentine technique. When a stronger state is entered the technique is negated.
Restrictions:
Squire: Can last 1 turn
Dark Neophyte: Can last 2 turns
Dark Knight: Can last 3 turns
Dark Crusader: Can last 4 turns
Dark King: Can last 5 turns


Envy is the ability to use the natural energy around the user to redirect an opponents attack back on them, it doesn't change it in anyway, it is simply redirected back upon the caster. This ability can only redirect attacks equal or lower ranked to this ability, that are not multi-directional and the user must be able to detect and react to it. Cannot be used on genjutsu.

Lust is the ability for the user to take on the form of the perfect object of desire, literally becoming the perfect being that no mortal can help but lust after. This physically perfect specimen displayed before the opponent will cause their hormonal system into overdrive with their desire, distracting the opponent from concentrating properly (1/4 reduced reaction speeds) and leaving them subconsciously unwilling to harm the user (-10 damage to any technique the opponent uses) This effect lasts for 4 turns, or until the opponent forcefully interrupts the hormonal state via physical pain equal to breaking a genjutsu of the same rank.

Gluttony is the ability to harness masses of natural energy from the surrounding area, drawing it into the users body and expelling it into one jutsu, This jutsu adds +40 damage to any elemental attack the user uses directly following this technique.

Notes and Restrictions:

-Each clan member below Knight rank can only possess one ability due to their human lifespans being too short to train in more than one.
-Knights, Due to their vastly increased lifespans have had many years to train and hone their craft, allowing them access to two abilities.
-Crussaders and the Dark King can access all abilities
-Can only be used twice per battle.
-Can only use one emotion at a time.

[ ]
(Galian bīsuto) Galian Beast
Type: supplimentary
Rank: S
Range: Short
Chakra: 40
Damage: (+30 to a Taijutsu movement when used in combination)
Description: The Galian Beast is the third Transformation available to Valentines and is also the first they acquire. Like all transformations of the Valentine Clan, The Galian beast too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment and the Galian beast can represent the horror of the wild, untamed animals of nature.
The galian beast transformation takes root in one of man-kinds oldest fears, lycantropes, the valentine takes on the form of a highly muscular, armour clad lycanthrope with large horns protruding from its head. (see image)
In this form, the user gains enhanced strength equal to a sage mode user and the speed at which the valentine can move doubles due to the enhanced musculature and dexterty afforded by the wolf-like form, also, due to the huge claws, horns and teeth, damage inflicted by taijutsu is greatly increased (reflected in the damage section above)
-usable by all valentines
-lasts 4 turns
-the user may not any Valentine Techniques for the following 2 turns.

[ ]
Death Gigas (Kyoujin Ojou)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (20/turn)
Damage: N/A
Description: Death Gigas is the second transformation of Valentines, after Chaos. Like all transformations of the Valentine Clan, Death Gigas too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment. The transformation is slow to take effect and reaches mature form after two complete turns has passed since the activation.
Activation: The user performs a series of hand seals activating the body as it begins to absorb natural energy continuously. Immediately after activation the user’s physical prowess improves comparable to that of a standard Sage mode user. This involves body durability and physical strength alone. The technique is the most premature state of transformation and there is no visible difference in appearance.
Initial Stage, Giga Dunk: The user achieves stage one after 1 complete turn has passed since activation. By this stage, the user has absorbed enough natural energy to induce a change in his appearance. His body begins to bulk up, increasing both muscle mass and height. Natural energy’s distribution on a cellular level result in the user transforming into a hulking monster. The intense amount of natural energy present in the users body makes his skin green and he gains berserking tendencies similar to Jugo’s Clan. Despite that he still maintains his composure and is able to make logical actions. The transformation raises the user’s speed comparable to standard Sage mode and his physical strength 2x (For Taijutsu techniques and Ninjutsu that involve physical strength).
Final Stage, Live Wire: Live Wire is the final stage of Death Gigas manifesting the real form of this transformation. The stage requires immense amounts of Natural energy that only a Valentine could handle. The mode raises the muscle mass to maximum the human body could allow (4x the users base strength). Even when all natural energy is used up to induce this sudden growth, the transformation still continues to collect more. As result a green aura appears around the user because of the condensed senjutsu chakra leaking from the body, bolts of electricity appear as well. The stage is named after this particular appearance, “Live Wire” refers to the wires of electricity flowing through the body. The final ability granted by this stage is not the boost in physique, its a cellular mutation. The initial stage Giga Dunk spreads natural energy across the body on a cellular level, reaching this stage suggests that the mutation took effect and the cells have been augmented. Sage mode makes the body stronger, Death Gigas makes the humans cells stronger: A human cell has a fixed capacity of absorbing energy, the amount of energy body always maintains within itself is roughly 100 watts. Exceeding this limit too much results in cellular damage and the primary advantage of Death Gigas is that this limit is exceeded way beyond normal with the help of natural energy. This makes the user incredibly resistant to damage, granting complete immunity to techniques up to A rank (within reason this mainly applies to blunt force impact or energy based techniques, cutting techniques will still cause damage just a greatly reduced level e.g. An A-rank cutting attack would do the damage of a C-rank). The user also gains tremendous physical strength allowing the user to lift up large summon with relative ease (Ordinary Sage mode allows the user to lift objects many times larger than himself. Reference: Naruto lifted the toad statue right after entering sage mode) as well as to jump huge distances easily across the field.
Disadvantages:
-Once the transformation is initiated it cannot be stopped or prevented, unless done forcefully using Anti Senjutsu equipment. (Check clan description)
-Altogether the transformation Lasts 5 turns, and requires 2 turns to mature leaving the actual transformation usable only for 3 turns.
-Genjutsu cannot be used once Giga Dunk stage is reached. The user cannot use Ninjutsu above A rank except raiton once Live Wire is reached and the user is left severely exhausted once the transformation ends.
Restrictions:
-Usable once per battle.
-Dark Knight Rank or Higher
- Grants a +20 damage boost to Raiton jutsu in live wire stage

[ ]
(Tanabata Juinjutsu) - Valentine’s Cursed Seal
Type: Supplementary
Rank: S
Range: Short-Long (can only be applied at close range)
Chakra: 40
Damage: 80
Description: A technique that brings a member of the Valentines under the control of the user. The techniques works similarly to Hyuuga’s Juinjutsu, and is only taught to the high ranking members of the clan and select officials of the Rain village/Akatsuki as a countermeasure against betrayals. The seal is placed on all members of the Clan upon joining and is automatically activated upon death. The seal has numerous functions, primarily causing an extreme paralysis with a single Seal of Confrontation, the same way Danzo’s Juinjutsu works. The curse seal has the appearance of a Black Heart placed on the right side of the members chest. When activated sealing scripts pour out of the heart and bind the body.
The secondary function of the seal is to completely this destroy the victim’s body. The function activates automatically upon Death but can also be forcefully triggered by a user of this technique. When activated, the Black heart on the chest breaks apart and splits into two. This makes the seal unstable and the effects extends to the victims body, the seal absorbs natural energy at an extreme rate quickly petrifying the victim into a statue form. This both kills the victim (If he’s alive) and completely destroys the D.N.A rendering the body unusable.
Alternatively, the technique could also be applied on opponents in the middle of battle by striking the chest. The seal has the same effects of paralysis and petrification even on Non-Valentines. Also, activating the seal against an opponent counts as one of the user's 3 jutsu per turn.
Note: Can only be 3 times per conflict.
 
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(Genjutsu: Nagato no Kioku) Illusion Technique: Nagato's Remembrance
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs four hand signs and to trap the opponent in a genjutsu where the opponent sees the hand of the Gedo statue comes out the ground and grab hold of them, immobilising them in reality. The opponent then sees the rest of Gedo Statue rise out of the ground in front of them and where it releases the aura-dragon which moves to attack the opponent. When the Aura-Dragon appears to touch the opponent it causes immense mental stress. This can be cast on two opponents at the same time by altering the illusion to make it appear as though two arms rise from the ground to capture both targets and by making the illusionary aura-dragon attack both of them.
Notes:
- Usable only three times per battle
- Usable only by Ninja from Amegakure
- Usable once every two turns.

[ ]
(Ame Kussetsu no Jutsu) Rain Refraction Technique
Type: Supplementary
Rank: B
Range: Long range
Chakra: 20 (+10 per turn)
Damage: N/A
Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.
Notes:
- this ninjutsu only effects what the opponents sees, their other senses are left alone,
- lasts four turns or until the user cancels the jutsu,
- can be used three times per match.
 
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