☠The Cataclysm☠

Sasori

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My Customs

(Jiton: Satetsu o ikiru) - Magnetism Release: Living Iron Sand
(Jiton: Ōkina shōgeki) – Magnetism Release: Great Impact
1) Name: (Ningyo no dakkyu) Puppet Dislocation
2) Name: (Rudoga) Ludger
3) Name: (Ani) Annie
4) Name: ( Ningyō Chakurau~ebu) Puppet Arts: Chakra Web
5) Name: (Dai sanji) Catastrophe
6) Name: (Aka himitsu gijutsu: Seigen) Red Secret Technique: Restriction
7) Name: (Chakura- ito burasuto hogo) Chakra Threads: Blast Protection
8) Name: (Ningyō no geijutsu: Chakura no sureddo setsuzoku) Puppet Arts: Chakra Thread Attachment
9) Name: (Tomogui kemushi) Cannibalistic Caterpillars
(Keiro) - Path
(Akahigi: Chika Kindachi) – Red Secret: Underground Kings
(no Ito: Baindo ) – Chakra Threads: Bind
Izanagi -No- Okami
10) (Ningyō no gijutsu, ōkibona sureddo no kōhai) Puppet Technique/Ninja Arts: Massive Thread Devastation
11) Raiton: (Nori sono Kumo)-Lightning Release: Law of the Cloud
Raiton: (Tako Tekidan) Lightning Style: Octopus Grenade
Katon: (Gurēto-en kuraudo no Jutsu) - Fire Release: Great Flame Cloud Technique
12) Name: (Ōkui) Gluttony
13) Name: (Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
14) Name: (Mede~yūsa no me) Eyes of Medusa
(Futon: Kaosu no ude | Wind Release: Arms of Chaos
15) (Abadon) Abaddon
16) Name: (Yōji) The Infant
17) (Oshirisu no Tenkūryū) Slifer The Sky Dragon
18) (Oberisuku no Kyoshinhei) Obelisk The Tormentor
( Jikohozon) - Self-Preservation
19) (Soto kokkaku) Exoskeleton
20) (Kimera) - Chimera V
21) (9 Myūzu) ♪ The Nine Muses ♪
22) (Mamushi) Viper
23) (Shīru geijutsu: Shokunin no tedzukuri) Sealing Arts: Craftsman's Handiwork
24) (Fūin geijutsu: Shinseina enjo) Sealing Arts: Divine Aid
25) (Reddo himitsu tekunikku: Gyarison) Red Secret Technique: Garrison
(Furubodi no Chakura Tate) - Full Body Chakra Shield
(Kaenjishu) Pyroar
26) (Kasai sutairu: Hadesu no konmei) Fire Style: Kings Dominion
(Shivu-a)- Shiva
(Doton: Anubisu no mon) - Earth Style: Anubis's Gate
Katon: Gōruden'īguru no idai-sa |Fire Style: The Greatness Of The Golden Eagle.
(Keruberosu) Cerberus
(Ragunaroku) Ragnarok
(Gurifin) Griffin
(Darahan) Dullahan
(Amagedon) Armageddon
27) (Sūpānovu~a) SuperNova
28) (Kin Chiku-zai) ✱ Golden Teak
(Chakura no dorein) Puppet Arts: Hephaestus Draining Curse
(Kaze no megami no enjo) Puppet Arts: Aid of the Goddess
(Sureddo mahi) Puppet Arts: Aphrodite’s Paralyzing Stare
29) (Ten no ryū no keiji) Fire Style/Sealing Arts: Revelations of the Celestial Dragon
30) (Asutarosu) Astaroth
(Shikuropusu) Polyphemus
(Ningyō-shi no akuma-kyū) Puppet Arts: Puppet Master’s Demonic Sphere
(Andeddo no kuni) ☠ Earth Style: Land of the Undead
(Puratondisuku) ☾ Wind Style: Plato Disks
(Ranton: 10 Arashi no ryūsei-gun) Storm Release: 10 Storm Meteor Shower
(Koton:Shādo)-Steel Release:Shards
(Koton:Ari)-Steel Release:Ants
(Koton:Fenikkusu)-Steel Release: Phoenix
(Koton: Gyanburā Shikake) - Steel Release: Gambler's Gimmicks
(Koton:Fuwatto tama hagane)-Steel Release:Floating Balls of Steel
(Koton:Barike-do Kei)-Steel Release:Barricade System
(Koton:Kusari Kanshu)-Steel Release:Chain Warden
(Koton:Sentou Yanagi)-Steel Release:Whomping Willow
(Koton:Kyojin Akuma)-Steel Release:Giant Akuma
[Ubah Ryu] Uber Dragons
(Poseidon no chūsei) Water Style: Loyalty of Poseidon
(Dai sanji no keshin) Lightning Style: Catastrophe Incarnate
Bunraku no Hakushu | Puppeteer's Applause
[Fukuwa no Jijutsu] Spell of the Ventriloquist
31) [Ningyo no Doro] Puppeteer's Roadshow
(Fūinjutsu: Mugen Kyōsaku) – Sealing Technique: Infinite Constriction
(Fūinjutsu: Kōsoku Fantajia) – Sealing Technique: Restraints of Phantasia
(Fūinjutsu: Butsuri Kyōsaku) – Sealing Technique: Physical Arctation
(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
(Fūton: Kuikku Ken no Jutsu)- Wind Release: Quick Sword Technique
(Kōan Genjutsu: Jōmyō Inin)- Koan Illusion: Mortal Dictata
32) (Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Sensations of a God
33) (Teikoku guntai) Sealing Arts: Eye of the Witch
34) (Gizen mushi) Sealing Arts: Fiendish Neglect
(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
(Fuuton: kaze kakujuu) - Wind style: Wind expansion
35) (Teikoku guntai) Puppet Arts/Sealing Arts: Trojan Horse
36) (Osore) Fear
(Jupiter) Zeus
(Abigōru) Abigor
(Shiru tame ni) Saber
(Juno) Artemis
(Fūinjutsu: Kyōshin) – Sealing Technique: Resonance
(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
(Suiton: Hakai torentokomando)- Water Style: Destruction Torrent Command
(Fuuton: Hai ni uchi)- Wind Release: Between Two Lungs
(Fuuinjutsu: Yomigaeri no Mikoyose) - Sealing Arts: Resurrection of Sorcery
(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation
37) (Fukitsuna ito) - Sealing Arts: Ominous Threads
38) (Akuma no hitsugi ) – Sealing Arts: Devil’s Casket
39) ( Hotaru ) – Sealing Arts: Firefly
(Ningyō yōshiki: Shōmetsu-hō) — Puppet Style: Disappearing Act
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
(Raiton: kiri kakujuu) - lightning style: lightning expansion
(Fūin Wana Bakuhatsu ) – Sealing Arts: Long Live The King
Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence
40) (Shīringu/ iryō geijutsu) Forbidden Arts: Necromancy
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Sensei Bonus


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Scorpion Fist
1) (Kaiten ken) Rotating Fist
2) (Eien no raundohausukikku) Eternal RoundHouse Kick
3) (Sureddo panchi) Threaded Punch
4) (Tōritsu ichi) Inverted Position
5) (Llusive ken) Illusive Fist
6) (Ningyō no ikari) Wrath of the Puppet
7) (Masutā no gairu) Guile Of The Master
8) (Ningyō no bōsei) Tyranny of the Puppet
9) (Supiningutābin) Spinning Turbine
10) (Ningyō no kami no batsu) Divine Punishment of the Puppet
Mutation Fist


1) ( no bōei) Barricade of The Huntress
2) (Kigen) Genesis
3) (Maraudā no tsubasa) Wings of The Marauder
4) Aigisushīrudo) Aegis Shield
5) (The revu~iatan no tenpesuto) Tempest of The Leviathan
6) (Nasushī) Nascency
7) (Karon no fukushū) Vengeance of Charon
8) (Hentai) Metamorphosis
9) (Mokushiroku) Apocalypse
10) (Shīringu/ iryō geijutsu) Gluttonous Manifestation
Duel Monsters (Dyueru Monsutāzu)

1) Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
2) Dyueru Monsutāzu :Kaizā Koroshiamu Duel Monsters: Kaiser Colliseum
3) (Dyueru Monsutāzu | Hyōkekkai no Ryū Torishūra) - Duel Monsters: Trishula, Dragon of the Ice Barrier
4) (Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force
5) (Dyueru Monsutāzu | Majikku Jamā) - Duel Monsters: Magic Jammer
6) (Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters: Dark Magician
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Namikazeron

1) (Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
2) (Namikazeron ♦ Ōkami no Nagai Tsume) – Theory of Waves and Wind ♦ The Long Nails of the Balverine
3) (Namikazeron ♦ Bakuhatsu Ken) – Theory of Waves and Wind ♦ Explosive Fist
4) (Namikazeron ♦ Kyozetsu Suru) – Theory of Waves and Wind ♦ Reject
5) (Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
6) (Namikazeron ♦ Jōzan Bakuhatsu) – Theory of Waves and Wind ♦ Multiplying Explosions
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Reincarnation Fist

1) (Ikari no kamigami) Reincarnation Fist: Primordial Creations
2) (Ikari no kamigami) Reincarnation Fist: Curse of the Locust
3) (Ikari no kamigami) Reincarnation Fist: Archfiend
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Steel Ball Run

1) (Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive
2) (Sutīru Bōru Ran: Kurakkā Vorei) Steel Ball Run: Clacker Volley
3) (Sutīru Bōru Ran: Deīpasu Ōbādoraibu ) Steel Ball Run: Deep Pass Overdrive
4) (Sutīru Bōru Ran: Hamon Ōbādoraibu ) Steel Ball Run: Ripple Overdrive
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Custom Weapon


1) (Ōsawagi) Manacles of Mayhem
2) (Teikoku guntai) Forgotten Diadem
Bleach


1) (Hyōhakuton: Poseidon no Bōsō) ◈ Bleach Release: Poseidon’s Rampage
2) (Hyōhakuton: Seinaru Seiiki) ◈ Bleach Release: Holy Sanctum
3) (Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque
4) (Hyōhakuton: Hōritsu no Remyueru ) ◈ Bleach Release: Laws of Lemuel
5) (Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
6) (Aegaeon no baburu ) ◈ Bleach Release: Bubble of Aegaeon
7) (Hyōhaku-zai rirīsu: Revu~isu) ◈ Bleach Release: Leviathan’s Voracious Hunger
8) (Behemoto no kyūseishu) Bleach Release/Sealing Arts: ◈ Savagery of the Behemoth
9) (Funanori no himitsu)◈ Bleach Release: Secrets of a Sailor
10)(rirīsu: Shūsei unmei) Bleach Release/Lightning Release: ◈ Zeus Empowerment
11) (Nikkusu no noroi) Bleach Release/Sealing Arts: Curse of the River Styx
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Phosphorous



1.) Phosphorus release: Craft technique (Rinton shugi no jutsu)
2.) Phosphorus release: (Rinton:Honba Makai) Phosphorus Style: Home Of Hell
3.) Phosphorus release: Land of Hades (Rinton: Rando Yomi)
4.) Phosphorus release: Kamikaze beasts (Rinton: Kamikaze kemono)
5.) Phosphorus release: Domino Effect (Rinton:Domino Sawaru)
6.)(Rinton kuchiyose: Rosuto funbo) Phosphorus release summoning: The Lost Tomb
7.)(Rinton: Onchou Bakuha Kokuou) Phosphorous Release: Grace Of The Exploding King
8.)(Rinton: Tentou Mayu) Phosphorus Style: Heavens Cocoon
9.)(Rinton: Sozens Kometto) Phosphorus Style: Sozens Comet
10.)(Rinton: Onchou Bakuha Kouhi) Phosphorous Release: Grace Of The Exploding Queen
11.)(Respira) ☯ Breathe
12) (Rinton/Fuin: Udenonai Kingu) Phosphorus/Sealing Arts: Armless King

Lithos Stone


1) (Lithos rirīsu: Shūsei unmei) Lithos Release: Aquarius
2) (Lithos rirīsu: Shūsei unmei) Lithos Release: Armour of Achilles
3) (Eien no chūsei kokoro) Lithos Release: Undying Loyalty
4) (Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Domain of the Gods
5) (Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Tools of the Vanguard
6) (Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Bravery of Joan
7) (Lithos rirīsu: Shūsei unmei) Lithos Release: Tenacity of the Monk
8) (Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Dante’s Cage
9) (Lithos rirīsu: Shūsei unmei) Lithos Release: Law of Force
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Scoria


1) (Shokunin no sōzō) ⌭ Scoria Release: Mayhem Unleashed
2) (Hadesu no abisusasupensu) ⌭ Scoria Release: Hades’s Abyssal Chasm
3) (Mokushiroku no 3 tsuki) ⌭ Scoria Release: March of the Apocalypse
4) (Mokushiroku no 3 tsuki) ⌭ Scoria Release: Royal Ignition
5) (Mokushiroku no tsuki) ⌭ Scoria Release: Tyrants Domain
6) (Tentai no tō no ikari) ⌭ Scoria Release/Sealing Arts: Claw of the Beast
7) (Taitanzu no maito) ⌭ Scoria Release/Sealing Arts: Might of the Titans
8) (Zasshu no kyōfu) ⌭ Scoria Release/Sealing Arts: Fear of the Mongrel
9) (Ikari no kamigami) Scoria Release/Fire Release: Gods of Fire
10) (Mokushiroku no 3 tsuki) ⌭ Scoria Release: Spirit of the Gods
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Plasmoid
1)\(Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked
2) (Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing
3) (Fuinjutsu/Purasumoidoton: Fuma Shuriken) Sealing Arts/Plasmoid Release: Demon Windmill Shuriken
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Kisei


1. ( Miryoku ) - Charms
2. ( Transfiguration ) - Transfiguration
3. ( Kuro Mahou ) - Dark Arts
4. ( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
5. ( Shutsubotsu ) - Apparition
6. ( Occlumency ) - Occlumency
7. ( Legilimency ) - Legilimency
8. ( Pōshon ) - Potions

Rījentoāmā | Regent Armor
(Kurasshā) Crasher
 
Last edited:

Sasori

Legendary
Joined
May 31, 2014
Messages
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Kin
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Kumi
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Trait Points
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Magnetism
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1) (Jiton: Satetsu o ikiru) - Magnetism Release: Living Iron Sand
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The 3rd Kazekage puppet gather his massive iron sand into the sky then pour them down across the battle field like rain of iron sand spike which will impale the enemy, then iron sand will cover the entire battle field excluding sasori’s ground.
Note : Take out the ability as you suggested
Taught here:
2) (Jiton: Ōkina shōgeki) – Magnetism Release: Great Impact
Rank: S
Type: Attack
Range: Mid - Long
Chakra cost: 40
Damage Points: 80
Description: The 3rd Kazekage release massive amount of iron sand then forming it into two huge wall of iron size of a mountain which will press from two opposing sides of the opponent like a press machine then will impact with tremendous force, smashing everything caught in between.
Note :
~ Only usable twice
~ Can only be perform by sasori bio
~ No S-rank and higher Magnetic release technique the following turn.
~ Can only be taught by Oasis Nara
Taught Here:
 
Last edited:

Sasori

Legendary
Joined
May 31, 2014
Messages
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Kin
711💸
Kumi
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Trait Points
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Puppetry Techniques
" To create the perfect body is the goal"



Name: (Ningyo no dakkyu) Puppet Dislocation
Rank: S
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a puppet technique capable of being used only by Sasori or other users who are a puppet themselves. This technique focuses on generating chakra threads from inside of the user’s joints which begin to detach parts of the user’s body from the rest with a chakra thread. The jutsu mainly focuses to increase the range of the techniques which the user can perform. While using this jutsu the user is capable of stretching their body parts up to long range. Chakra threads can be formed through the user’s entire body in order to stretch parts of the body all at once. The user takes on a strange look while using this. So by using this technique the user can for example stretch one of their legs, arms, head ect. There is also another way that this ability can be used, and that is by only using the chakra threads to stretch one of the user’s limbs at a time instead of all of them at once. Basically the user will generate chakra threads from all or specific joints on their body to greatly increase attack ranges. The chakra threads allow for the user stretch their limbs up to long ranges in order to grab onto enemies or for other purposes. Allows for Sasori to easily change his body shape or possibly dodge incoming attacks within reason. This technique works similarly to how Kakuzu manipulates the strings inside of his body.
Note: Full Puppet Dislocation mode can only be used for 4 turns.
Note: Single limb dislocation can only be used 4 times. (And each time cost 10 chakra)
Note: Can only be used by Sasori or a User who has a puppet body.
Note: Can only be taught by Sasori
Approved Here:

Name: (Rudoga) Ludger
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description:
Ludger is a fairly tall human puppet of Sasori’s collection. Being one of Sasori’s newest editions of Human puppets, Ludger was equipped with several mechanisms and modifications to make it unique from any other puppet. Ludger was most famed for his special kekkei genkai, known as steel release. Along with the usage of the steel kekkei genkai, Ludger also possessed the ability to use all 5 basic natures. Ludger’s entire body is covered with steel plates which offer extra defense and, supplementary usages for his steel release technique. Another modification of this puppet is that it has large wings made of metal plates.These wings would be capable of offering offensive support or defensive support from behind. Each wing both had the property of an B-Rank technique. Weapon wise, the puppet has holes in its palm just like Sasori which can be used to fire out chakra waves, due to it being a human puppet, and capable of forming chakra. Along with it being able to fire out chakra waves it was also capable of launching itself forward in a linear/upward pattern with the added holes which were placed on its feet, allowing for it to travel long distances by blasting chakra through the holes in its feet. Also there would be a hole in the middle of puppet’s chest allowing for Sasori to quickly switch into the puppet’s body. Its right hand would also be capable of launching off like a grappling hook allowing for it to drag around for long distance, along with that it could pull the puppet in the desired location. Lastly, another ability of the puppet was the heat generator (separate jutsu)within the puppet which allowed for the puppet to be heated to extreme temperatures. Ludger uses that form in order to power up his attacks, but it also has its drawbacks.
Note: Can only be used by Sasori
Note: Can use all basic puppetry attacks.
Note: Can only use attacks up to S-rank
Note: Can only be two human puppets on field at a time.
Note: Grappling hook counts as a move.
Note: Wings cant be used to fly.
Note: Chakra waves and Chakra jets is a separate jutsu and are B ranks
Link to Battle:
Link to Biography:
Name: (Ani) Annie
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a human puppet Sasori acquired when on his hunt for special kekkei genkai. It may have taken a long time to finally find a worthy specimen for his collection, but he had finally done it. Annie is capable of using all five basic elements as well as using the special kekkei genkai known as Storm release. Annie has had a lot of modifications done to her body in order to transform her into a more powerful form than when she was once alive. The first major modification of the puppet is that she no longer stands on two legs, but instead has a pair of arms spreading out of her abdomen which allow for her to place her body on the ground on all Six. When in this state it is similar to how the salamander puppet stands. Her four arms are all capable of being protracted into long distances. On the puppet’s front arms are tags which are used to release four puppet arms which the user will launch at the target And are equal to a C-rank technique. The puppet’s front arms are also capable of launching off like a grappling hook and attach itself to whatever it grabs hold of.Annie is also capable burying herself underground up to long range. One ability of this puppet is that it is capable of utilizing its storm release ability to cover its body inside of a thick dark thundercloud with electricity running through it, which serves two purposes which are to attack the enemy or provide cover.
The cloud serves as a B-rank defense and the lightning attacks are equal to B-rank. In the middle of the puppet’s chest is a hole for Sasori heart compartment where he can change into the puppet quickly.
Link to Battle:
(Agreement: )
Link to Biography:
Notes: Can only be used by Sasori
Notes: Grappling hook count as a move
Notes: Can use all basic puppetry techniques.
Notes: Can only be two human puppets on field at a time.
Notes: Can only use attacks up to S-rank.
Note: Storm cloud is separate jutsu
Note: Puppet tags counts as a jutsu
Approved

Name: ( Ningyō Chakurau~ebu) Puppet Arts: Chakra Web
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The will first make a horn sign with one of their hands, and then begin to generate chakra in their index and pinky finger. The chakra being generated in their finger tips is similar to the chakra thread technique. Once chakra has been kneaded in their fingertips the user will then aim their hand towards a specific object and launch the chakra threads from their fingertips. The chakra threads will attach themselves to an object by using the sticky properties of the threads, and then begin to drag the user in that direction allowing for the user to dodge attacks or easily get around. The chakra threads were shown to have the ability to pull objects when they are attached to a puppet or when holding a puppet in the air. The process of being dragged happens pretty quickly giving the user swift movements. It is also possible for this technique to work in reverse, which just mean that it is possible to bring objects closer towards the user or even swing them to attack the enemy. The user can also use the threads in order to drag objects closer since it was shown when using a puppet the puppeteer was capable of maneuvering the puppet in any direction that they chose. When using to dodge it is unable evade large scale jutsu, and must still be within reason.
Note: Can be used four times
Note: Can only be taught by Sasori
Note: Must know puppetry
Approved Here:

Name: (Dai sanji) Catastrophe
Type: Offensive/Defensive/Supplementary
Rank: S
Range: N/A
Chakra: 40 ( If summoning)
Damage: N/A
Description: This is a puppet that Sasori will use similarly to his Hiruko puppet. Catastrophe is a puppet that Sasori will wear in battle, and will manipulate inside similar to how he is capable of using his Hiruko puppet to attack the enemy. By fighting inside of the puppet it allows for Sasori to be protected throughout the battle, and he doesn’t have to worry about using his main body. Catastrophe has also been modified to use puppetry attacks without difficulty. Sasori created this puppet in hopes of replacing his Hiruko body as the one he travels around in. Catastrophe greatly resembles a demonic knight. Catastrophe has two demonic horns on its head which are capable of being fired off at the opponent. The horns can reach up to mid range and counts as a B-rank, and will explode when it comes in contact with a target due to it having papers bombs coiled inside of it. From the inside of Catastrophe on its left and right sides there are valves with spare horns inside, and when the horns that was already in place have been used up they will begin to make their way upwards to the head which is also why it takes time for the horn to reload. After each usage the horns will automatically replace themselves. Spreading from his upper back are two large wings which give it added mobility as well can attack the enemy, and provide defense. Each individual wing is equal to a B-rank technique together equaling an A-rank attack/defense tool. If in short range the user can use the wings in order to attack the enemy due to their large length. The wings are also capable of unleashing a gust of wind by flapping them which would produce a blast of wind equal to a B-rank Justu. Attached to its left fore arm is a large golden shield. If the shield is used as a defensive weapon it is equal to a C-rank technique. It will also be capable of unleashing gray smoke bombs from inside of it which conceal everything up to mid range and is just regular smoke. On the bottom of its feet are holes capable of firing out chakra blast equal to an C-rank blast. The chakra blast allows for the puppet to fly in a horizontal or vertical manner. Metal chains are capable of beings launched from inside of Catastrophe from underneath it or from its sleeves with can be used to grapple onto objects or to bind an enemy but due to the fact they are just regular chains they can be broken through with rather ease.(up to four can be fired at a time) Catastrophe also hays an extra set on arms below its first pair, that Sasori can enable when he is inside of the puppet due to the user's body and chakra system being connected. From its eyes it holds the ability to shine a bright pink light that envelopes everything up to Mid range which causes blinding for up to two turns. On Catastrophes back is an array of weapons such as: Two long swords, and two long axes, there is however nothing special about the tools and are just regular weapons.
Notes: Can only be destroyed by a B-rank or higher technique.
Notes: Horns can only be launched four times and takes -20 chakra, requires a turn cool afterwards.
Notes: Gust of wind takes -20 chakra for each usage.
Notes: Chakra blasts take -15 chakra for each usage.
Notes: The flash ability counts as a C-rank move an can be used every two turns.
Notes: Gray Smoke bombs count as a move each time used.
Notes: Must be stated at the beginning of the battle whether or not the user is inside. If so then it won't count as a move.
Notes: Wings can't be used to fly.
Notes: All chakra based attacks count as a move. ( So things like the chains and swords are free form)

Approved Here:

Name: (Aka himitsu gijutsu: Seigen) Red Secret Technique: Restriction
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80 if used to injure)
Description: Sasori starts off by opening his chest compartment holding his storage of 100 chakra strings. Once open the user will launch a large array of 100 chakra strings at a target in order to bind them. The chakra threads will all be aimed to wrap themselves around a certain part of the target’s body to restrict their movement all together. If the user tries to physically block one of the strings it would lead to them getting that specific body part trapped in the sticky substance of the strings. Also, when trying to block one of the strings it possible for the other strings of the technique to surround, and reach for the opponent from behind. The chakra threads also cover a wide range making it difficult to try and block/evade them. If the technique makes contact with the target it will wrap around them trapping them in a binding force requiring S-rank or higher strength to break them.By using the same force used to move puppets around with a good amount of force the user channels the same strength into their threads, and from their will cause devastating results if wanted. If necessary the user can cause for the chakra threads to close in on the target injuring them. The chakra threads can be used to render rather large objects or creatures immobile. Due to how the technique it is best to avoid all of them or counter them. Once the threads have entirely wrapped around the target it would appear as if they are inside of a cocoon of strings.
Note: Can only be used twice
Note: Can only be taught by Sasori
Note: Must Know Puppetry
Note: No S-rank or higher attacks next turn.
Note: No other puppet jutsu or controlling of other puppets at the same time due to the sheer control it takes for 100 threads
Approved Here:


Name: (Chakura- ito burasuto hogo) Chakra Threads: Blast Protection
Type: Supplementary
Rank: D-S
Range: Self/Short
Chakra: 10-40
Damage: N/A
Description: This is a technique Sasori created in order to stay on balance from shock waves or powerful blasts. Also, it was created in order to stand up against powerful waves which would normally blow people away. With this jutsu it will keep the user on balance as well as the ground they are standing on protected, but everything surrounding it will be destroyed if the opposing jutsu caused destruction.There are different forms of this technique each used depending on the situation. Each form of the jutsu is based on the usage of chakra threads in order to help protect the user. This jutsu helps keep the user balance, but it does not protect the user from the damage of the actual technique.
D-C Rank Blasts: For blast of these ranks the user is capable of generating chakra threads from within their toes. Once the chakra has been gathered from the user’s feet the chakra threads will go and dig themselves underground. By doing this the user will give themselves a firm grip on the ground allowing for them to maintain their balance from attacks of that given rank. Also, it will enable the user the ability to not be blown away from blast of this rank, but also dealing damage to the user if not blocked.
B-A Rank Blasts: For blasts of these ranks the user will get on the ground on all four, and then begin to generate chakra threads from their hands and their feet. Once the chakra threads have been formed they will then bury themselves underground from where the user was. This form of the technique keeps the user on balance from shock waves and, keeps the user standing from blasts of these ranks. The ground that the user is standing on will also be unaffected by the blast, which goes to say that the surrounding land is capable of being blown away while the platform where the user is will remain the same.
S-Rank Blasts: This is a special case which Sasori will only use in dire situations. He will open his chest compartments revealing his 100 chakra strings. He then will launch them into the ground providing the strongest form of this technique. This technique keeps the user on balance as well as allowing them survive blasts up to S-rank. It will prevent his body from blowing away, and will also protect the surrounding land which it would be attached to but will also have to deal with the actual damage of the attack.
Note: Can only be taught by Sasori
Note: No turn limit for D-C rank version.
Note: B-A can only be used four times and requires a turn cool down after each usage.
Note: S-rank can only be used twice with a turn interval between each usage.
Note: After using the A-rank version no puppetry above A-rank next turn.
Note: After using S-rank version no A-rank or higher jutsu next turn.
Note: Does not protect the user from the actual damage of the attack.
Note: Ordinary Puppetry users can still use this, but only up to A-rank version.
Note: Each mode only lasts one turn.
Name: (Ningyō no geijutsu: Chakura no sureddo setsuzoku) Puppet Arts: Chakra Thread Attachment
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: The user starts off by making contact with a physical object, and connect a chakra thread to the object. This technique can also be done to elemental techniques such as Earth or steel, but has to be tangible. Basically the user attaches a chakra thread to an object and will either attack directly or throw a projectile at the target. If the attached object with a chakra thread makes contact with the enemy, the chakra threads will move on to enemy’s body restricting their body movement. Chakra threads can be attached to any object such as: Kunai, Shuriken or even the user’s body parts. An example of this technique is when Chiyo launched a Kunai with chakra threads attached at Hiruko’s tail which resulted in Hiruko being unable to move its tail anymore. If the chakra thread makes contact with the opponent it will restrict that body part with B-rank strength. When the chakra thread collides with a weapon the thread will move on to the enemy’s weapon, and further up on to their arm binding it as well as that part of their body. The threads work by coiling around that part of the enemy’s body when contact has been made, and bind their movement. It is also possible for the user to stealthily perform this jutsu if they have their chakra threads already attached to an object such as a puppet. Also, the chakra thread is near invisible as the user has suppressed their chakra enough so it wouldn't be visible unless said object has been brought to an abrupt stop or if the opponent is a chakra sensor or has a doujutsu. Once a chakra thread has been attached to an enemy they will not know that it has attached itself to themselves until the moment they try to move that body part again which could end up being deadly if the enemy needs that body part at a certain moment. If using in combination with a taijutsu or kenjutsu strike it can be done in the same time frame as the attack by generating the chakra thread in that part of their body or through an object as they are attacking.
Notes: Can only be taught by Sasori
Notes: Only one chakra thread can be attached to an object.
Notes: User must first make contact with object.
Notes: Can only be used five times.
Notes: While binding costs one of the users moves per turn.
Name: (Tomogui kemushi) Cannibalistic Caterpillars
Type: Supplementary/Offensive
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: The cannibalistic insects are miniscule caterpillar sized creatures that the user can manipulate with a single thread on one of their fingers. They are capable of digging themselves underground up to long range to stealthily reveal themselves under the enemy’s ground. Another ability of the insects is that they can detonate themselves with the small explosives inside of them, and is equal to C-rank. Lastly, the caterpillars have small fangs on them which can be used to pierce a target dealing damage, but is a free form move so it would not do much damage at the most it could pierce flesh.
Note: Can only be taught by Sasori.
Note: Can use all basic puppetry attacks.
Note: Submerging counts as a move as well as exploding.
Note: Up to four of this puppet can be summoned in a battle each time costing a move.
(Keiro) - Path
Type: Puppet
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Path is a puppet built primarily for supplementary and defensive uses to aid the user and other puppets in battle. Path's design is similar to the design of Sanshouo(Salamander), a hollow puppet with great defensive abilities being able to defend against B rank and lower attacks with ease. Path's chest compartment opens into a hollow chamber littered with puppet parts(such as heads, legs etc) along the wall. where things such as other puppets, seals, or weapons can be stored there. Path also has dozens of arms stored within the walls of his chest that can be easy used on the user's command. With a tug of a chakra thread, the user can command Path to open up its chest and extend these internal arms to latch on to a puppet or target and bring them within the hollow chest of path. The doors are closed and the puppet/target is protected. Path has a secondary function, a more hidden one. With the formation of a boar handseal, the user can command Path once again to extend its internal arms to grab onto a target but in this case the target is a destroyed/dismantled puppet. At this point the user injects their chakra into Path through chakra threads and Path will feverishly rebuild and repair the broken puppet with the spare parts that are contained in its large chest. After finishing, Path ejects the puppet, ready to be used again by the user. However, Path can only repair puppets a select number of times due to a shortage on parts. Path can only repair puppets 3 times per battle. Path is made of oil treated wood for extreme durability and has a light weight steel frame that travels throughout his body. These two materials together are what give its defense against B ranks and below that was mentioned earlier in the puppet description.
Taught Here:
(Akahigi: Chika Kindachi) – Red Secret: Underground Kings

Rank: S
Type: Puppets
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The Underground Kings are a series of 7 puppets owned by Sasori of the Red Sand. These puppets are a collection of grey puppets that all have gold crowns on their head and each of them have unique weaponry and techniques. Each puppet is draped in an akatsuki cloak with inverted colors(red Cloak with black clouds). Each of the puppets have a name: Rei, Ichi, Ni, San, Shi, Go and Roku. These puppets belong to the 298 puppet collection Sasori has accumulated and only uses them in dire times.
Rei: Rei is a puppet the size of a average human in height (176 cm). It is a slender puppet modeled after a female body. It has long Red synthetic hair with dark blue pupils. Rei's arms are covered in what seems to be "dragon scales" with a single command, Sasori is able to open up the compartment in a similar fashion to the chakra shield technique but in reverse direction. "Zero" is written on the flaps of the openings. Through the users chakra, She is able to release a burst of raw unfocused chakra. This blast is A rank in strength, reaches up to Mid range and counts toward the allotted moves per turn. Further into her weaponry, with one command the palm of Rei opens and releases a sharp blade that is the length of a katana at great speeds jutting out out like it was compressed by a spring.
Ichi: Ichi is a short puppet standing at 132.62 cm. Because of the puppet's small stature, it can be maneuvered quickly, moving twice as fast as any normal puppet would. Ichi is a young boy with short red hair and covered in an inverted akatsuki cloak. Ichi's arms can extend to mid range and have a flexibility towards them allowed them to be wrapped around enemies and restrain them. With the formation of one handseal, Ichi opens his mouth and reveals a pipe from his mouth with a diameter twice as wide as the pipes Sasori contains in his palms. This pipe can release a large compressed sphere of wind that can reach up to long range and deal A rank damage (This counts as one move). Much like normal puppets, his head just snaps on and can be rotated on its axis, 360 degrees.
Ni and San: Ni and San are twin puppets that function as one entity. Witnessing the kekkei genkai, souma no Kou, these puppets are summoned together under one body that can be separated into two. With the motion of a handseal the user can detach this two from each other by disconnecting their joints from each other and using his chakra strings to control these parts and form then into individual puppets. This counts as a move. These puppets,however can be summoned separated meaning if one wants to put them together it would require a move. While separated, Ni and San are rather large puppets with the bulky bodies. Their hands are plated with a thick piece of metal to increase their impact with physical hits. By focusing lightning chakra throughout the puppets, their fists become electrically charged due to the metal in their hands retaining that lightning. When the lightning chakra is focused into them, their hands give off a distinctive blue,erratic hue. These two puppets are meant to be used for close quarter combat to overpower the opponent. Their punches have enough force behind them to level a large boulder(40 damage; 60 only with lightning chakra added). Focusing lighting chakra into their fists also count as a move per turn. While combined the user cannot imbue them with lightning chakra. These puppets are large in stature standing at 193 cm.
Shi: Shi is the most unique puppet out of the Chika Kindachi. The puppet moves like a beast of burden, crawling on all its limbs much similar to Hiruko. Out of the side of the puppets body, two arms protrude from each side totaling 4 extra limbs(8 limbs in total of the whole puppet.) With the command of the puppeteer, Shi's mouth opens revealing a summoning tattoo on its mouth labeled "Explode." By channeling chakra throughout the puppet and activating that symbol, a carpet of numerous explosive tag balls are released from its mouth. All these explosive tag balls detonate at once creating a large explosion spanning up to mid range equivalent to A rank damage. This counts as a move. Much like a spider, daggers are placed in the middle of all its palms. This can be used for two applications: 1) as a defense measure to attack the opponent if they get to close. 2) The daggers can dig into the surfaces of objects and keep the puppet still securing it to that surface like a spider. These daggers can be shot at an opponent but it loses its ability to cling onto surfaces.
Go: Go is a tall slender puppet made out of black wood giving it a completely back appearance. Go does not have any facial features as he just has a blank face with no details on it; a clean slate. Much like Shi, Go has extra limbs but only found on his upper body. He has 4 arms, two on the front his his body and two on the back of his body much like the Tempestuous God of Valour. Each of these hands contain wire strings in them that can be shot out towards the enemy to bind them. As the wires are shot out, they are lubricated with a highly flammable oil that resides on the very edge of the exit. With the one movement of a chakra string, a compartment located within the wrist of the puppet. It reveals a small pipe that produces a small fire that is large enough to hit the wires and ignite them. This combo is of B rank damage and counts as a move. Once the wires wrap around their target, the puppet can firmly retract the wires to firmly grip and restrict the target(in some cases using the razor sharp wire to cut through flesh or other rather soft materials.)
Roku: Roku is a rather short puppet standing at 165.1 cm tall. Unlike other puppets, Roku's design is closely modeled after Sasori's even being the only puppet to contain a slot for Sasori's heart container. Roku is a puppet without any artificial hair on its head. He has 6 eyes two on the front, two in the back and one to either side of his head. After transitioning to this puppet, Sasori has two turns of blurry vision with slightly (3/4 normal) decreased tracking speed while adjusting to his new field of vision. With a flick of a chakra string, dual swords come out of his sleeves, both of them with jagged edges. A metal tail his hidden by his akatsuki cloak. It is an exact replica of the one that exists on Sasori's Hiruko puppet but the tail itself is black while the linking is gold. This tail can extend and attack the opponent from almost all ranges(Short-Mid). Focusing Earth chakra into this puppet will cause its body to harden giving it protection against B-Rank and below jutsu. This counts as a move.
Can only be taught by Daemon.
Can only be used by a Sasori bio
No other puppets can be active while these 7 are on the field(regardless of the chakra thread container Sasori has.)
They can only be summoned once per battle.
Can only use Puppetry based techniques while these puppets are active. (Taijutsu is allowed within reason)

The user can summon 1 specific puppet from the set (Similar to the Sasori's Parent's jutsu). When summoning an individual puppet, the user is allowed to have another puppet in use as well as having full access to one's arsenal. While all 7 are on the battlefield at one time, no other puppets can be controlled as well as being limited to Puppetry techniques and taijutsu.
Taught Here:

(Chakura no Ito: Baindo ) – Chakra Threads: Bind
Rank: B -A
Type: Supplementary/Defensive/Offensive
Range: Short - Long(B rank), Short - Mid(A rank)
Chakra Cost: 20-30
Damage Points: N/A (60 only with A rank variant)
Description: Using the secondary function of the chakra threads, which is to attach and grapple on to objects or people like a spider's web, the user creates at least 5-10 chakra strings from their hand(s) (5 chakra strings would require one hand. 10 chakra strings would require two hands.) These chakra strings race towards the opponent with great speed and attach on to them. The chakra string then begin to wrap around the opponent tightly constricting their movements (This is a full body wrap). The strength of the constriction depends on how many threads the user uses. Five threads would result in a B-rank level restriction and A rank would require 10 threads. Unique only to the A rank variant, the user can further tighten the grip on the opponent causing physical harm to them as their body would have increasing pressure imposed on it.
-Can only be taught by Daemon.
-Can be used four times per battle regardless of rank used.
Taught Here:
Izanagi-no-Okami

Type: Puppet
Rank: A
Range: N/A
Chakra: 30 (-10 chakra per turn to keep active)
Damage: N/A
Description: Izanagi-no-Okami is like any standard puppet, but because of its unique composition (being the same material used to make chakra paper), it has very distinct properties. By channeling elemental chakra through their chakra strings, a puppeteer will be able to imbue their puppet with certain interchangeable 'elemental modes', and enhance their own ninjutsu.
'Fire Mode'
- In this mode, Izanagi-no-Okami and the user gain the strength of fire. This means that fire ninjutsu used in conjunction with the puppet will increase in strength, more specifically, +10 damage. This also grants the user immunity to any Fire technique C-rank and below.
'Water Mode'
- Casted water ninjutsu with the puppet does +10 damage; immunity to C-rank and below Water.
'Earth Mode'
- Casted Earth Jutsu with the puppet does +10 damage; immunity to C-rank and below Earth.
'Lightning Mode'
- Casted Lightning Jutsu with the puppet does +10 damage; immunity to C-rank and below Lightning.
'Wind Mode'
- Casted Wind Jutsu with the puppet does +10 damage; immunity to C-rank and below Wind.
The puppet also has a basic spear with a circular hilt/guard that can be used for attacks such as swings and slashes (B-rank strength).
Izanagi-no-Okami can act as a medium for elemental techniques up to and including A-rank (meaning jutsu can originate from the puppet's body when they would otherwise come from the user). If a 'mode' is used in conjunction with standard puppetry techniques, the techniques will gain the properties of the element, but receive no damage bonuses. For example, a simple C-ranked senbon jutsu performed in 'Wind Mode' will result in the senbons being coated in wind chakra with no changes to rank or damage. Only puppetry techniques up to A-rank may apply this property.
Notes:
- Can only be taught by Souji
- Only ONE 'mode' can be active at a time; switching and deactivating 'modes' counts as a move. Switching between modes is near instantaneous; the time it takes for the puppeteer to channel his elemental chakra through the puppet
- Being in a certain 'mode' restricts the user to using the corresponding element until they switch 'modes', or if they deactivate a 'mode'. So, if they're in 'Water Mode', they can only use Water, puppetry techniques, and other techniques that do not require chakra
- Damage restriction: Only elemental jutsu of ranks up to and including A can apply the damage modifier.
- Range restriction: Only jutsu with short to mid ranges can apply a damage modifier. For example, if the user uses an A ranked jutsu with a long range, even if it fits the criteria for rank, it cannot apply the damage modifier because of its range. This also applies to puppetry techniques used during a 'mode'
- Defensive: Anything stronger than Izanagi-no-Okami's defenses will be unaffected; for example, even if the user is in 'Fire Mode', B-rank Fire jutsus and above casted by the opponent will still do standard damage and effects to the user
- Resistances: If the opponent uses a jutsu that is strong/weak against the current mode, standard damage and elemental relationships apply
- This puppet DOES NOT defend against Tai, Gen, non-elemental Nin, KG, CE, or anything outside the Basic 5. They all do their standard damage and effects


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Updated Approved: edits annotated in pink.


Taught Here:

(Ningyō no gijutsu, ōkibona sureddo no kōhai) Puppet Technique/Ninja Arts: Massive Thread Devastation
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will begin to rotate their hands in a circular manner. As the user is doing this chakra is being molded into their hands. Along with the chakra a plethora of chakra strings are being forced together creating a medium sized ball consisting of chakra strings. Once the ball has been formed it will take the appearance of a light ,blue ball due to it consisting of chakra strings. The main thing the user will due with the ball is throw it at a target like a baseball. Once the ball has made contact with a target the ball will erupt into wide array of chakra strings which begin to encircle the enemy wrapping them up with a powerful binding strength.Works by taking advantage of the force and strength chakra threads have when they are pulling objects such as puppets. The target will become so wrapped up in the chakra strings that they will be unable to be seen as they are covered in hundreds of chakra threads. The chakra strings cause the target to be wrapped up with tremendous force. This technique also involves the usage of ninjutsu, considering how the user is molding chakra and using it to restrain or bind the enemy with this chakra based attack. Once contact with the target has been made they wrap them up in a binding force so strong that it will pierce right through their flesh and crush them which can severely hurt them as well as cause death. The initial effect of the jutsu will pierce the enemy with a bone crushing force of wires. If wanted the user can also perform a single hand seal to activate the ball if it is currently in Mid-air. Also, when it activates it can encompass everything surrounding where it erupted up to Short-range if wanted or just manipulate so that it is just a full body wrap of said person or object.
Note: Can only be used twice. Two turns between uses
Note: Can only be taught by Sasori
Note: Must have mastered Puppetry ,and Ninjutsu
Note: No A-rank or higher jutsu technique next turn
Name: (Ōkui) Gluttony
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 40 ( If summoning)
Damage Points: N/A
Description: This is one of Sasori’s most useful puppets that he is able to use in battle which comes in handy. It is very convenient for one to use this puppet to give one of their puppets an enhanced form. Basically, Gluttony is a puppet that involves enhancing and strengthening the defensive properties of puppets that happen to need it while in combat, and due to the ability Gluttony possesses it allows for the user’s puppet to be used harder to destroy. Gluttony has an abundance of metallic parts which makes it possbie. Sasori got the idea to name this creation Gluttony because of how the name resembles “devouring.” On to how the puppet works, once a puppet is in need of strengthening the user is capable of having this puppet extend its arms up to mid range or opening its mouth to unleash a suction wave up to mid range to drag the puppet inside. When the puppet is dragged inside or sucked in it will cause for the puppet to activate its enhancing mode when the puppet gets inside. When Gluttony activates its arms or suction to get a puppet inside it acts as one move which will serve as the one to reform the puppet. Once the puppet in need of enhancement has come closer to the Gluttony, Gluttony’s stomach will open up revealing a place for the puppet to reside in. As the puppet enters Gluttony’s stomach the puppet will expand to fit certain puppets and the puppet will then use it as a protective armor. Inside the puppet is being protected by Gluttony, and enhanced to a state greater than its previous form. Gluttony serves as a way to greatly enhance a puppet’s body by reinforcing it with strong metallic plates giving it the ability to survive up to S-rank attacks but only A- rank lightning. Each puppet enhanced has also been treated with oil refined wood found inside Gluttony strengthening its structure. After the puppet has been put inside the user is capable of propelling the puppet from Short-Mid range with the springs located inside. If the puppet is out the user can use prexisilting chakra threads or create them to drag a puppet inside. The suction wave inside of the puppet is useful for getting puppets who need enhancements inside , and the suction wave can even be used in reverse to unleash a small scale mid range, compressed wind blast from the puppets mouth or even draw objects closer towards the user. Due to how the puppet is made for enhancing other puppets Sasori made sure to have Gluttony reinforced with sturdy materials making it rather hard to destroy. The user of this puppet can also enter battle with the puppet attached so it doesn't cost a move
Note: Puppet can only be summoned Once
Note: The suction and air wave is equal to a B-rank technique and can only be used five times
Note: Can only be destroyed by an S-rank or higher technique or A-rank lightning
Name: (Mede~yūsa no me) Eyes of Medusa
Type: Supplementary
Rank:
B
Range: Short
Chakra: 20 (to summon)
Damage: NA
Description: This puppet is focused on attaching itself to the user's body and increasing their prowess. More importantly the user will attach it to a human puppet or regular puppet. The Eyes of Medusa are actually an attached group of four different snake like entities. At the end of each snake were there should be a mouth is actually a wooden puppet eye. Sasori manipulates this puppet similar to how he is able to control different parts of his body that are actually not even limbs. For example he can control a Cable Cord because it is attached to his body and in a sense his chakra system is connected to it. Also, Sasori does not possess any nerves that would allow him to see, but instead it is inferred that since he has chakra flowing through his body it enables him the ability to see through a pair of wooden eyes. When the user summons this puppet they will attach it by clamping it to their body usually around the neck area or head. Due to the snakes being connected to the user's body it means that they're chakra is connected to it which means they can control it as a part of their body having full reign over them up to short range. Kinda like how Sasori can control add ons such as his cable cord he has full reign over the snake’s movements. However the snakes do not possess many offensive qualities and can be placed upon ordinary puppets. The real function of the eyes is to use the
narrow flash beam located inside of each of the eyes that the user can use to either temporarily blind the enemy or disorientate them. It possible for the user to use either all of the eyes or just a select few when using the flash ability. Every time the flash beam is being used it has the potential to reach up to short-range while the eyes can already protract up to short-range of the puppet. When the flash beam is being used that specific eye will begin to flow a bright white light. Also, the eyes can be used offensively to target the enemy from just about any angle like the flash and slam into them. Located in each of the eyes are small explosives, which can be detonated by the user to strike the enemy with D-rank strength. Like the flash beam, the bombs can be used individually or all together, with the strength equal to however many eyes are used. If the user uses the explosion that eye can no longer be used. Lastly, each eye, while one connected to the user, can use free form in order to grapple on to objects such as kunai or Shuriken or even the enemy's body parts.
Note: Can only be taught by Sasori
Note: Can only up be attached to Puppets or the user like Sasori
Note: Can only be summoned twice and not at the same time
Note: Can be attached before battle and if so it doesn't cost a move
Note: Flash and bomb counts as move
(Abadon) Abaddon
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (If Summoning)
Damage: N/A
Description: Abbadon is a puppet possessed of a ghoulish appearance—as if it came straight out of the nightosphere. Its body frame followed one that was different from Sasori’s usual puppets, which were usually modeled after human anatomy. Abbadon has a dense and strong metal body frame; the material that it is composed of is quite similar to that of Hiruko’s shell. Furthermore, it has six sets of legs. Its upper body has an opening located along its rib cage, which allows the user to directly attach themselves to the puppet and thereby, completely conceal their primary vessel. Emerging from its head, which is separate from the user's when connected and its upper body are four metallic, pincers with two arms below them which the user can manipulate throughout the battle for whatever purpose. Additionally, it has a very lengthy tail. The user can either enter the battle with it attached so it doesn’t count as a move or summon it first, and then connect it. While connected the user’s chakra will flow through the puppet giving them added defenses as well offenses. The six pincers used as legs give the user more stability than the ordinary two. Emerging from just beneath the user's front, while they are attached to this puppet, are two behemoth like puppet mouths that can be extended up to mid-range, and are quite flexible.
Ability-wise, the head of the puppet is able to be extended up to mid-range by extending itself and holds the ability to release a condensed blast of chakra that can be exectued even if the user isn't connected (A-rank | short-mid range). In regards to its limbs, Abaddon’s two pincer-esque arms are strong enough to crush most physical matter of B-rank and below (counts as a move), and easily maim human bodies if left improperly guarded. These pincers are also capable of extending up to mid-range in order to attack enemies from far away. Moving on down, the user can manipulate the puppet's tail in order to attack enemies by piercing them (C-rank | short-range). If wanted the user can submerge it under ground in order to attack. Lastly, the two aforementioned behemoth-like heads can act a medium for basic puppetry techniques if applicable. If using such techniques through the extra heads, then the user can keep sustained for more than one turn like in the jutsu description but it will take up one of their moves while active or two if using both heads.
Appearance:
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Note: Can only be destroyed by an A-rank or higher technique.
Note: Everything ability associated with a rank counts as one of the user's allotted moves.
Note: Can use all applicable basic puppetry ninjutsu.
Note: Can only be summoned once.
Note: Functions of the Puppet can be done in the same time frame of each other and long as it is logically feasible.
Name: (Yōji) The Infant

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 (If Summoning)
Damage Points: N/A
Description: The infant is a rather useful puppet that Sasori or any human puppet can attach to their body. While it is not mainly used for offensive reasons it has great ways to aid the user in battle. It is a puppet that appears as if it has only the top part of its body in tact from the waist on up. Summoning this puppet into battle without it being attached to something is usually not what the user will mainly use it for. Once a battle has begun it will remain attached to the user's back like a sort of add on to their body. With its impartial body it looks as if it is deformed or at the least a conjoined twin of the user. In its hands it holds two long swords both of which as along as the user is in contact with the puppet can generate chakra through them in order to slice through structures up to C-rank (counts as a move each time used). If the user is currently faced with an enemy from behind and he has become aware of it he will be able to manipulate it in order to slice at the target from up to short range. Not only does it possess two hands there is also a second set of hands below it for a total of four. Also while in battle the user can also manipulate the puppet’s limbs to strike through any of the user's body parts such as their waist which can be used to surprise attack enemy or catch them off guard. However if the puppet is using their swords to attack it costs a move but the user can also manipulate their arms to use basic free form to attack the enemy and the user can simply regenerate from hole in their body. If the puppet currently attached to this puppet has Sasori’s core in danger Sasori is able to send his core into a sort of back route in his body and into the infant in just the nick of time to switch bodies. At the very moment his core will have been transplanted, with the help of the springs inside of the infant the user will propel themselves up to mid-range away from their original body. While in midair the puppet will release its previously concealed lower body, including a pair of legs (within the upper body). This whole process counts as a move towards the user's jutsu slots. Along with being propelled out the puppet will have gathered all of the user's scrolls and tools into their body. The last ability of the puppet would be its ability to release a hot blazing fire from one palm, just like Sasori, with A-rank power and mid-range reach (counts as a move and requires a turn cool down after each usage). The fire can only be used four times. While connectected the puppet can use the fire to attack from behind or the front by thrusting its hands through the user at a point on their body. Also, since it was serving as a puppet with reinforced metal it could survive up to C-rank attacks making for a good defense from behind when connected. Lastly, due to Sasori's heart being transferred into the puppet it enables the puppet to use just about all techniques and jutsu the user could use from before.
Note: Can only be taught by Sasori
Note: Can only be summoned twice and not at the same time
Note: User can enter with it attached (must be clearly stated)
Note: User can summon the puppet into battle with entire body in tact and not connected.
Appearance:
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(Oshirisu no Tenkūryū) Slifer The Sky Dragon
Type: Puppet
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn while airborne)
Damage: N/A
Description: Slifer The Sky Dragon was once known as a majestic flying beast in ancient days. One day coming across rumors of a crimson flying beast, Sasori set out to recreate this famed beast. Along with Slifer there were two other Gods: The Winged Dragon of Ra and Obelisk The Tormentor. With all three of them together they made for a force to be reckoned with in any puppeteers arsenal. Each of the Egyptian Gods are about the same size as a large summoning such as Gamabunta. Also, even though, it may have taken a longer time to complete than any of Sasori’s other puppets, the end result was worth it. It is possible for Sasori to get inside of it to manipulate it or resort to using his 100 chakra threads in his chest to use it or any other puppet controlling methods besides ordinary ones. Slifer is a massive dragon which takes the appearance of a serpentine dragon with wings. Running along its back are many sharp spikes that could pierce someone if they touched them with their bare hand which is just a side affect of them. There are also its razor sharp claws (C-rank | Short-Range) that can be used to cut enemies down when needed. On the front side of the wings are flaps which can be used to generate chakra through them, and will allow the user to propel Slifer into the sky. Due to the chakra being used to sustain the flying, the user will be taxed a part of their chakra each turn. With the wings it allows for the user to maneuver Slifer throughout the battle in any way they see fit. Located inside of Slifer’s eyes is a telescope that allows the user to see up to 360 degrees when inside the puppet.
Slifer is different from most dragon creatures for one main reason and, that is because it has two mouth entity on its body. Right below the first mouth is a second one. Both of Slifer’s mouth are used as a medium to release powerful techniques at the enemy. From its top mouth it is capable of releasing a thick concentrated blast of blazing hot fire at the enemy (A-rank | short to mid-range). With the bottom mouth it is capable producing another concentrated blast, but this time it is an lighting blast (S-rank | short to mid-range). The lightning and fire blasts work in the same way that Sasori’s flamethrowers work. Its tail can also be extended up to mid-range to attack the enemy from the sky or buried underground if currently ground level. (C-rank | Mid-Range). Also, Slifer is capable of manipulating its wings to strike the enemy from short-range (C-rank). By flapping its wings the user can produce a wide scale blast of wind at the enemy which with brute force blow them away and reaches up to mid-range (B-rank). Due to the reinforced metal Slifer was created from it made it so that it couldn’t be destroyed by ordinary tools. Lastly, on Slifer’s back are flaps the user is capable of releasing multiple gray smoke bombs which create a large gray cloud in the sky or ground where Slifer can move around hidden inside of.
Note: Slifer must be summoned to the field.
Note: No other puppet can be summoned or used while Slifer is on the field.
Note: Each and every ability with a rank counts as a move.
Note: The puppet cannot use the elemental blasts simultaneously and each has a one-turn cooldown.
Note: The puppet can only be destroyed by A-rank or higher techniques.
Note: The smoke bombs also count as a move and last four turns.
Note: Can only be used by Sasori bios.
Note: Can only be taught by Sasori.

(Oberisuku no Kyoshinhei) Obelisk The Tormentor
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Obelisk The Tormentor is another puppet out of Sasori’s collection of Egyptian Gods. This is just one out of the trio of gods. Obelisk was sometimes known for being a tyrant of amongst the gods due to the strength he possessed. Obelisk is a massive puppet just like the other two, about the same size as a summoning such as Gamabunta. Obelisk has a darkish blue color to it, a cosmetic design Sasori decided to add to it. He comes off as a tough muscular being. Obelisk is a puppet that dwarfs many other lesser puppets in comparison. Not on many occasions would Sasori be able to take out one of his famed God Puppets. Also, due to the large structure of the puppet it cannot be controlled by ordinary puppeteers that means, but Sasori’s can use his 100 chakra threads to manipulate it. Obelisk can also be manipulated through other means that allow the user to control puppets.
Simply, from looking at its structure one can tell that this puppet is based on using physical force. Obelisk is capable of physically attacking with its fists at the opponent in order to deal massive physical damage to them, which usually leaves a crater afterwards of everything up to short-range. ( S-rank). From its mouth the user is capable of emitting a blast of wind that is wide scale and covers a mid-range, and it appears almost as if Obelisk is yelling when doing so (A-rank). Obelisk also holds the ability to launch off one of its body parts such as: arms or legs at the enemy to attack long-range instead of close range. When doing so, the body part is quite flexible and shortly after the arm lands an array of sturdy strings will pull it back to the host body. There are also wings on Obelisk back that cannot be used to fly, but offer protection from behind and from the front when the user manipulates them in front of Obelisk (each wing is equal to B-rank). From its eyes Obelisk can release a bright white light that illuminates everything in a cone trajectory, and affects things up to short-range. The light can last for a full turn, but there no other effect other than it would be hard for the enemy to s ee through the light.
Note: Obelisk must be summoned to the field.
Note: No other puppet can be summoned or used while Obelisk is on the field.
Note: Each and every ability with a rank counts as a move.
Note: The puppet can only be destroyed by A-rank or higher techniques.
Note: The puppet's ability to emit blinding light is passive, and has a three-turn cooldown.
Note: Can only be used by Sasori bios.
Note: Can only be taught by Sasori
(Jikohozo )- Self-Preservation

Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+250 chakra)
Damage: N/A
Description
: Jikohozo is a human puppet technique focused on the self-preservation of their creator, Sasori. Jikohozo is a technique that allows Sasori to sacrifice a human puppet to replenish his own chakra reserves to that he may be able to keep on fighting. Human puppets are puppets that are made from human beings and have retained their abilities as well as their chakra. Through the use of chakra strings connecting Sasori to his human puppet at all times, he forms two handseals Bird and Dragon and the process begins. Sasori manipulates the chakra inside the puppet to trail up the chakra string and into Sasori's body. Sasori begins extracting the chakra from the human puppet into himself to replenish his own chakra reserves. Once the chakra has been taken out of the human puppet, it becomes useless and falls apart. The duration it takes to completely transfer the chakra takes only a few seconds at most. The human puppet cannot be used for the remainder of the battle. Sasori can only sacrifice two human puppets and thus this technique can only be performed twice

(Soto kokkaku) Exoskeleton
Type: Puppet
Rank: S
Range: NA
Chakra: 40 ( If summoning)
Damage: N/A
Description: Here we have an exoskeleton puppet which Sasori occasionally wears for the protection of himself. This puppet that Sasori will normally call his Exoskeleton is a thick and white colored puppet that has a resemblance to the human cartilage. While inside of the puppet the host's body is completely submerged inside of it making their core body unable to be seen, and it is greatly protected inside of it due to the puppets protective shell. Sasori created this puppet mainly to strengthen his endurance with it's sturdy and dense shell like body that rivals Hiruko's. Like most exoskeletons this one is quite rigid and tough which just means it's not flexible, but it will still allow the user the ability to move their body parts as they see fit. This puppet increases the user's body prowess so that it isn't fragile and inclined to damage. While inside, the armor covers the user's body and acts in the same way as an actual one in the sense it is one entity with the user giving them heightened prowess, and even though the user is one with it this exoskeleton just serves as a nerveless defense wall. If you were to drop a rock on a turtle's shell its exoskeleton would help to reduce the impact to the animals main body and instead allowing the shell to absorb the damage and in the same principles this exoskeleton works the same way. A side effect of wearing it is that , the user will have their taijutsu prowess increased because of how the puppet covers the user's limbs in a dense and hardened material therefore increasing the force done by an attack because it has increased the weight and mass behind said attack and Vice Versa Taijutsu from an enemy will be decreased in the amount of force because of the fact of how the user is surrounded in a structured defense so the user is protected up to a certain amount of damage considering the enemy's attacks would fall short of breaking through the exoskeleton and similar to a turtle's shell it cannot feel damage on its shell and serves as a second wall to protect the main body. It has material making it harder to actually have the damage or force of an attack reach the user. Since Sasori formed the puppet casing out of tough metals and other hard materials with oil refined and lasting wood qualities it enhanced the users prowess greatly.
On to the abilities of this puppet which would be to strengthen the user's attacks as well as body frame. What is meant by this is that since the puppet is layered over every limb of the user it will effectively increase the strength of all of their taijutsu by plus +10, this also works vice versa which just means that ordinary taijutsu from the enemy (A-rank and below) will deal minus -10 damage to their frame. Also, considering that the frame of the puppet acts as one and is connected with their chakra it gives them in a sense enhanced strength. This enhanced frame and strength gives the user ability to move their body even when placed under a great amount of strain or pressure and, can prevent the user from being crushed from objects. That ability is however only able to protect the user from up to B-rank forces or pressures. Overall, the armor can be used to protect the user from one A-rank attack which would lead to its demise.
Note: Can only be taught by Sasori.
Note: Can only be summoned/used once.
Note: User can enter battle with it attached, but must state so in their initial post.
Note: Not stackable with other armor-like puppets and can only be equipped to Sasori's core body.
(Kimera) - Chimera V
Rank: S
Type: Puppet
Range: Short-Mid
Chakra: 40
Damage: NA
Description: A muscular puppet shaped in the form of a four legged beast with several unique limbs attached to its body. Sasori has assembled here a grotesque monster holding several unique limbs of several animals. The reason this puppet was considered a special was because of how it possessed characteristics of a wide array of animals merged into one entity. Due to some of the features it is composed up of it gave this puppet a slight advantage over others. Most people when they witness this creature on first sight are shocked by its physique and stature almost thinking it’s the real thing. This specific Chimera has four legs with two hind legs in the back that resemble goat legs. The goat legs in the back almost look as if they are preparing to pounce or jump, and they are capable of it with the springs located along both of its hind legs allowing for it to jump to Mid range in specific directions if the user desires. Emerging from its abdomen would be an extendable snake with a bluish tint that has the reach of up to Mid-range. The snake possesses lithe and flexible movements making it maneuverable throughout the field.
From inside of the snake's mouth it holds the capability for it to release a small circular sphere which contains a grayish smoke bomb that covers everything up to mid-range (counts as a move). Using the snake’s mouth the user can cause for the snake to unleash a wide array of senbon up to C-rank strength and, can be fired for as long as the user has chakra to sustain it but, if sustained more than one turn it takes up one of the user’s move next turn. On its neck would be a long pair of finely modeled goat horns that holds the ability for the user to manipulate them in order to defend the puppet from incoming attacks or to lower them down so that the puppet could possibly charge and penetrate a target with C-rank strength in horizontal sort of manner. Also, Chimera has three notable heads growing from its neck/nape: a lion on the left, a goat in the middle, and a dragon’s head on the right. Each of the heads was designed with the intention of specific elemental functions. The lion head is capable of releasing a thin, pressurized stream of water. The dragon’s head is capable of opening its mouth to release a scorching hot stream of fire from its mouth. On to the goat’s head, it has the ability to release a thin blast of compressed air with the ability to easily blow or destroy sturdy objects. Each of these attacks is equivalent to an A-rank technique, in addition to following the strengths and weaknesses for basic elements.
The user while manipulating the heads can rotate their heads like a knob while using their ability in order to turn the blast into a thin or thick blast version. All of the heads have the ability to release said attacks due to a small circular valve located along the lining of their napes which offered for a place for the attacks to be released. Lastly, from each of their heads they have the ability to launch forward a thin and lithe tongue used as a grappling hook of sorts by looping around an object and is equal to D-rank which can extend to mid-range. User can manipulate the puppets functions together as they see fit. Once per battle the user can release two simultaneous blasts with any combination of the heads three heads to unleash one powerful attack at the enemy.
Note: Can only be taught by Sasori.
Note: Every attack or ability counts as a move
Note: Using two elemental attacks simultaneously will require a two-turn
(9 Myūzu) ♪ The Nine Muses ♪
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: N/A
Description: The Nine Muses were a set of nine puppets Sasori modeled after the actual Muses told about in ancient times. This group of puppets is one that Sasori reserves only for special occasions due to it being one of his most powerful set of puppets to hold in his collection. Each puppet is part of Sasori's total accumulated collection of 298 puppets being only a small portion of the ones actually counted. Sasori observed one unique thing about the Muses, and that was how each one was based on a certain “Art” something he was intrigued by. Another thing that makes this set of puppet so special would be how Sasori was capable of adopting attributes of Fūinjutsu into them due to his newly found prowess in the field.
Calliope: Muse Calliope was the superior Muse. She was accompanying kings and princes in order to impose justice and serenity. She was the protector of heroic poems and rhetoric art. Located on this puppets mouth is a sealing tag for a Chakra Barrier technique. By performing a hand seal the user can activate the seal on the puppet causing for a barrier of chakra to erect up to Short range in the sky and underground in the form of a sphere. The barrier monitors all movements and informs the user of anything inside of it even if hiding their location which can be sustained as long as the user pays -10 chakra each turn (A-rank | two-turn cooldown between usage). The barrier is directly connected to user's chakra so they will be notified if anything enters.
Clio: The Muse Clio discovered history and guitar. History was named Clio in the ancient years, because it refers to “kleos” the Greek word for the heroic acts. Clio was always represented with a clarion in the right arm and a book in the left hand. By manipulating the book in the puppets hand it possible for the user to open it and since it is connected to the main body of the puppet it is possible for the user to wield it unless a suctioning air blast from inside of it. The user can use it in order to draw in a concentrated or wide array of targets rendering their movement immobile.The user can also use it in reverse to release a pressurized blast air from it. This is a puppet function equal to A-rank suctioning strength | Mid range Reach. All of this is possible with the hep a Fūinjutsu tag containing the pressurized wind blast and also a seal that has suctioning properties ready to seal anything it drags in.
Erato: Muse Erato was the protector of Love and Love Poetry – as well as wedding. Her name comes from the Greek word “Eros” that refers to the feeling of falling in love. She was depicted holding a lyre and love arrows and bows. With this puppet it is possible with the help of the basic sealing tags placed throughout the puppets weapons in order to cause destructive explosions. This puppet is capable of launching arrows from its mouth and attached to the arrows is a sealing tag that activates once it comes into range of the enemy's chakra causing for an explosion to emit from it. Up to four arrows can be fired at a time and can be fired with a string attached for directional control. Explosion seal is equal to B-rank (up to Mid-range) and has a one-turn cooldown if more than two arrows are fired simultaneously.
Euterpe: Muse Euterpe discovered several musical instruments, courses and dialectic. She was always depicted holding a flute, while many instruments were always around her. Inside of her flute was a special elemental tag containing one of each of the five elements. Usually the user will command Euterpe to hold the flute towards its mouth area. When wanted the user can activate the seal in the flute releasing a single elemental blast that streamed towards the enemy with directional control. This concentrated elemental blast is equivalent to a B-Rank | Mid Range technique regardless of the element.
Polyhymnia and Terpsichore and Melpomene: Muse Polymnia was the protector of the divine hymns and mimic art; she invented geometry and grammar. She was depicted looking up to the Sky, holding a lyre.Terpsichore was the protector of dance; she invented dances, the harp and education. She was called Terpsichore because she was enjoying and having fun. Opposite from Thalia, Muse Melpomene was the protector of Tragedy; she invented tragedy, rhetoric speech and Melos. She was depicted holding a tragedy mask and usually bearing a bat. These three puppets out of the collection have a special ability that involves teamwork. All three puppets will first link arms forming a triangle and then begin to spin rapidly. As they are spinning they open their mouths to release a stream of wind that combines together forming a sort of tornado in the center. The end result is a devastating wind tornado of tremendous proportions capable of being launched from the puppets in any desirable direction ( S-rank | Long Range) and requires a one-turn cooldown after each usage.
Thalia: Muse Thalia was the protector of comedy; she discovered comedy, geometry, architectural science and agriculture. She was also protector of Symposiums. She was always depicted holding a theatrical – comedy mask. Inside of her mask she is carrying us a sealing tag containing an octopus shaped puppet with its tendrils fully extended. In the middle of the puppet would be a sealing tag that is possible restricting chakra flow while also draining chakra while in contact. The user first readjusts the angle of the mask at a target to the enemy to then release a small jet fast ball which will expands into the full octopus once it is in mid-air. When the puppet makes contact with a target the tentacles wrap around with its sticky suction pads and begins to imprison the enemy with a seal that cuts off the enemy's ability to mold chakra. This is equal to an A-rank sealing and binding technique that can be used up to four times. While the seal is attached it drains -50 chakra from the victim each turn and can reach up to Long range.
Urania: Muse Ourania was the protector of the celestial objects and stars; she invented astronomy. She was always depicted bearing stars, a celestial sphere and a bow compass. Located along this puppet are several transparent star ornaments connected to the puppets main body. With this puppet is possible for the user to wield it in order to generate a concentrated reflected light beam in the form of a flash that reaches up to Mid-range, and can be sustained up to two turns. It is also possible for the user to use the ornaments to be fired into the air up to Mid-range and use the flash following the previous rules. Offensive wise located in the puppet is an electrical generator that is used as a medium to empower the cable cords located in the puppet. The user can launch for a small array of metallic cable cords with a stinger at the end similar to Sasori. A special property of these threads would be how they have electricity flowing through adding for a shocking effect to an enemy. With these cable cords they can be extended up to Long range and can be submerged underground to even surprise the enemy. (C-Rank)
Note: Can only be taught by Sasori
Note: Only Puppetry| Fuinjutsu | Taijutsu while out
Note: Only puppets that can be out.
Note: Each ranked ability counts as a move.
(Mamushi) Viper
Type: Puppet
Rank: S
Range: Short
Chakra Cost: 40
Damage Cost: NA
Description: Viper is one of Sasori’s more advanced types of puppets that he has in his collection because of its framework. It is around seven feet tall quite taller than the average ninja. Viper has a futuristic look and is a humanoid shaped puppet due to how Sasori modeled it. The puppet is most dominantly covered in onyx, metal platings with a wooden core. From several different areas on the puppet cyan colored lining can be seen which represents the chakra flowing into the puppet when the user is controlling it. With the chakra flowing through the puppet it greatly resembles the appearance of veins. Connected to its head, left shoulder, and right shoulder are onyx colored, ordinary metallic disks that can easily have chakra flow through them when the user is using them via a chakra method, which the user can use to throw at a target to mutilate their body. On its back it possesses two sword like wings which have three spikes emerging from them, somewhere along the lining of each wing are three small circular holes about an inch wide.
On to the puppets abilities, with the small holes on the soles of the puppet it enables the user to release a concentrated blast of chakra from them which allows for the puppet to move swiftly through the battlefield which includes moving into the air, this ability can be sustained as long as the user chooses as long as they spend a move to do so. (C-rank | Mid-Range) With the help of the wings on its back the user can control it to protect the puppet from frontal attacks or even use the wings as swords by flipping them into a horizontal manner allowing them to pierce a target ( C-rank | Short- Range). As it was stated before the puppet has three circular disk which can be used to slice through objects. However, throwing the disk is a one time thing, but concealed in the puppet is one extra set of the disks for the user to manipulate as they see fit. Three disks together collectively equals A-rank (Short-Mid | A-rank) By controlling each of the circular disk at the same time with the help of the chakra already flowing through them the user can connect them together by locking them together sort of a like a clip on to each other intertwining them to form a spherical orb. As the sphere is being formed the chakra that was flowing in them will then be focused into a powerful sphere of chakra. The chakra can either be released as a concentrated blast of chakra in a linear manner or a wide scale version and both of great strength, and requires a turn cool down after each usage. (S-rank | long) Since there are blue chakra veins following through the puppet the user can manifest them into blades coated in chakra which can skewer close range targets or be controlled to attack the enemy in several directions (B-rank | Short-Range). Another form of this technique is where the user will use the vein-like pathways to create a chakra based weapon which can be used to act as a weapon throughout the battle for as long as the user chooses as long as they pay -5 chakra each turn, and is about a meter long. It’s head has the ability to release a blue colored flash beam which covers a large array of land up to Mid range blinding anything that gets in it path, but is just an ordinary flash so it can be blocked by relatively simple methods, but counts as a move. Lastly, the puppet has the ability to use the three disks and connect them to form a powerful version of the chakra shield technique that can be used to block external attacks from the front or they can be manipulated to cover the front, side, and back in order to create a chakra shield everywhere except for the groun ( A-rank | Short Range). In the middle of its chest is a place Sasori's core.
Note: Can only be taught by Sasori.
Note: Each function of the puppet takes up chakra equal to the rank ofit.
(Shīru geijutsu: Shokunin no tedzukuri) Sealing Arts: Craftsman's Handiwork
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA
Description: Here we have a sealing tag that the user will have attached to one of their puppets during battle. This sealing tag works upon a principle shown when Sasori's puppet body was disassembled, but due to his core which contained his chakra was capable of retracting its pieces back together. Located inside of the seal is an abundance of chakra from the user. Whenever a puppet that this seal has been placed upon has been broken or destroyed this seal is triggered causing for the user's chakra to radiate throughout the puppet. With the user's chakra it can retract back the pieces of the broken puppet allowing for the puppet to reassemble itself. Only up to a certain amount of times can this seal be used and even then it can only aid the puppet from a proportionate amount of damage (always ineffective against S/F-rank damage). Any attack exceeding the damage threshold of the puppet by one or more ranks will leave the puppet rendered immobile and the user cannot activate the seal due to how damaged the puppet has become. Essentially this seal enables each puppet the ability to recover from one attack that would overcome their respective durability.before being rendered unusable and useless. Also, the seal activates upon any damage being dealt to the puppets so while the puppet is being damaged this seal will have already went into place healing any ailments placed upon the puppet; fixing it until it has been refurbished to its prime state. Lastly, with this seal the user must clearly state which puppet it has been passively placed upon the moment that said puppet is summoned to the field. While it may not cost a move to place the seal on a puppet it does cost one to activate it.
Note: Can only be taught by Sasori.
Note: Up to four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal, per event

(Fūin geijutsu: Shinseina enjo) Sealing Arts: Divine Aid
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA or 60
Description: This is a Fūinjutsu tag that will be applied directly on one of the user's puppets. Imbued inside of each tag is one of the five elemental natures that can be called upon by the user. With this tag it can be passively placed upon one of their puppets as along as it has been stated along with the summoning of said puppet or in the user's biography. When the user activates this seal it coats, said puppet in a thick layer of whichever elemental the user decides. The aurora can be utilized to give a puppet offensive or defensive capabilities. The main purpose of this technique will be to act as a shield or offensive attack; which can be done by using the seal to expel a skintight barrier infused with whichever element was selected, in order to block an attack (up to and including a single A-rank attack). Each time it is activated the aurora can span up to short range of the puppet or be placed skin tight around it. On the other hand this technique can be used as an offensive attack by slamming into targets hitting them with the blunt elemental force of whichever element was chosen. Also, each usage only lasts one turn unless counteracted. When using this technique in battle only when activating the seal does it cost a move.
Note: Can only be taught by Sasori.
Note: Can only be used four times.
Note: Only four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal once applied, per event.
Note: The element must be determined at the moment it is applied.
(Reddo himitsu tekunikku: Gyarison) Red Secret Technique: Garrison
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: NA
Description: Sasori starts by swiftly pulling out a scroll and with his other hand opens his chest compartment holding his one hundred chakra threads. The scroll he held would be the one for his One Hundred Puppet collection. Almost immediately as the scroll was pulled out the puppets would all rush from the scroll and the chest compartment already open would attach a single chakra thread to each of the puppets in one fluid motion. With the puppets scattered about he would begin to go on the defensive. Each puppet itself is not very strong so the entire collection fixes that with sheer numbers. Now that the puppets are on the field the user causes for each of the puppets to spread out their arms and from them four different parts would open up. In just a few seconds each of the puppets will use the basic puppetry move known as the Chakra shield to release a bluish color otherwise known as chakra from their arms. After this has been done all of the puppets the swarm in on the user and anything up to short range of them if wanted. All of the puppets then form a sort of dome around the user. They act as a sort of meat shield or in this case a puppet shield from all directions. With the shield of puppets to protect themselves from incoming attacks the user can survive up to a certain amount of damage. The puppets individually don't have much endurance but they make up for it with numbers. Considering that the wall is made out of several layers of puppets the incoming jutsu is weakened and slowed down due to the array of puppets presents. In the process though majority of the puppets are destroyed. The chakra shield is not the main part of the defense but instead is a side piece for the large array of puppets.
Note: Can only be used once.
Note: Can tank up to any damage of any S-ranked technique.
Note: User cannot use the set of puppets for the remainder of the battle.
Note: Can only be taught by Sasori
(Furubodi no Chakura Tate) - Full Body Chakra Shield
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40
Damage Points: -
Description: This is a greater version of the Chakra Shield technique. The user controls their puppet to separate the entire body, and mechanically form the shape of a target, or some other shape to cover a wide area. From there, the user forces chakra into the puppet, forming a shield using the full body of the puppet. The shield itself is made up of completely pure chakra, and can withstand any and all non-elemental attacks up to S-Rank, and elemental attacks up to A-Rank (regardless of type [Ninjutsu, Taijutsu etc.]) A single use of this technique destroys the puppet used in question, leaving nothing but debris.
Note: Can only be used twice.
Note: Destroys puppet after a single use.
(Kaenjishu) Pyroar
Type: Puppet
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
Pyroar is a lion shaped puppet. It is mostly dark brown with light brown legs, tail tip, chest, and face. Pyroar has a large, dominantly red mane made of hair like fabric with gold streaks forming a pattern resembling the Daimonji symbol 大. Pyroars claws and teeth are made of extremely strong metal, and by channeling chakra into them pyroar can easily rip though solid A rank elemental techniques. By using the golden streaks of its mane pyroar can produce a stronger chakra shield that can protect against B rank techs. While pyroar is strong it, unlike other puppets, can transform to take a different shape. In its second form it goes from being quadruped to a biped. Its claws open up and rearrange into a clawed hand, its feet do the same thing. Its mane sifts around so it becomes a long pony tail that extends from the top of its head. Its mouth opens up to revel a face. Once in this form pyroar gains new abilities. Its first new ability is that it can shoot a fire ball from its mouth, when the fire ball impacts with any solid surface it explodes outward from its epicenter into five streams, one stream each to the left and right of the blast one behind the blast and two diagonal from the base of the blast. In its arms are two long tubes, much like the ones sasori has in his hands. from these tubes pyroar can unleash streams of fire but unlike sasoris these flames are weaker and are only B rank.
-Destroying a jutsu counts as a move.
-Using the shield counts as a move.
-Fire ball is A rank and counts as a move.
-flamethrowers count as a move.
-If used by a Sasori bio the claws and fangs are coated in poison.
-Only teachable by Bloo.
(Shivu-a)- Shiva
Rank: S
Type: Puppet
Range: Short-Mid
Chakra Cost: 40 (To summon)
Damage Points:N/A
Description: Shiva's looks are weirder than what its capable of. At a height of 7 feet, Shiva possesses four heads and six arms in total, with the intent being to make Shiva the most proficient hand-to-hand puppet ever made. It has a normal head atop the upper body followed by one on the right and left of the main head, while also having a head behind the original. As far as the arms go, it has two arms in the front, one on the left and right of it, and two in the back (see picture for visual). Shiva's form can also be altered allowing Shiva to move all six of its arms to the front (three arms on each side) and move the four heads towards the front (the two side heads turn facing the front while the head at the back turns and rises up). This mode is primarily used for fighting a single target, and enables the simultaneous usage of puppet techniques and taijutsu. Due to its frame composition, Shiva is able to passively defend against B-rank and below damage. Shiva also has a multitude of compartments ranging from holes in each palm to having several daggers inside to utilize. Having daggers, poison senbon, and poison smoke stored inside of it makes Shiva quite the foe in battle.
Note: Shiva arm/head shifting costs a move
Note: Can only be taught by shinju.
Note: Poison senbon, Poison Gas, & Taijutsu each uses up a move from the user.
(Keruberosu) Cerberus
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: NA
Description: Cerberus is a puppet that appears as if it was an actual spawn from Hell itself. Located along its dog like body are a variety of metallic piercings and collars which are simply aesthetic. The puppet is mainly adorned in artificial coloring which is majorly a burgundy color. Cerberus itself is not large, which is to say that it is only around three feet tall. The most distinguishing characteristic of this fearsome looking puppet would have to be its three heads that are connected to its body. Located at the end of rectum is a metal spiked tail that can be protracted up to five meters in order to attack or deflect incoming projectiles with its metal base. This ability of the puppet is equivalent is to D-rank, and costs a move.


Abilties:
From each of Cerberus's head it is possible for the user to passively reach a metal chain from each of its three heads if desired. These chains are capable of being protracted up to Mid-range, and can be directionally controlled in order to restrain an enemy with free-form strength. It is possible for the user to generate a surge of chakra into the puppet in order to coat the chains with chakra, but in doing so it will cause a move in order to use, but in exchange the damage will be increased to C-rank. Located in its, hind legs are a set of durable springs which enable the puppet to jump to great lengths in order to scale the battle field or to avoid potentially harmful techniques. This ability is only capable of jumping up to five meters and costs a move. By spending a move, it is possible for the user to spew out several head shaped ornaments from each of the Cerberus’s head, and will be sprayed out across the field up to Mid-range if desired. The special thing about these heads, is that the moment when they make contact with the ground they will momentarily glow a faint white light, right before they explode into that of a bright illuminating white light, and while not directly damaging to the enemy’s eyes, it will cause for them to be unable to see. Lastly, by manipulating trapped flammable gases inside of the puppets body, the user can release a concentrated blast of flames from each of Cerberus’s in a stream like manner up to Long-range dealing S-rank damage (collectively). It is possible for the user to adjust the puppets head to release the blasts into just about any angle. The user are also has the choice of aligning the puppet’s head in order to combine them into one wide-scale stream of flames.


Note: Can only be taught by Shinju
Note: S-rank blast of flames has a one-turn cooldown.
(Ragunaroku) Ragnarok
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: NA
Description: Ragnarock is a puppet that takes the appearance of a bulky mechanized centaur. Instead of your average man-beat, this puppet instead cladded in a thick layer of metallic armor. Like an ordinary centaur, Ragnarock possesses four legs, making its lower body resemble that of a horse's body. Whenever a chakra method is attached to the puppet such as chakra threads, Ragnarok's body will be illuminated by chakra as it shown from the linings of its body. Once chakra is attached to it, its spear that it holds in its right hand will become coated in a layer of chakra. Regarding its feet, they will be flaring with chakra due to the chakra pulsating through its body. If a chakra method is not connected to the puppet, the puppet will simply be that of a hulk of metal unable to access most of the contraptions located within its body frame. Let it be noted that if the user possesses a Sasori biography they will be capable of inserting their heart container inside of the puppet therefore providing it with a chakra source as well as being able to manipulate the puppet.
Abilities:
Ability wise, by aiming/focusing the spear located in its right hand into a specific direction, the user can harness the chakra flowing through the puppet and into the weapon in order to release a concentrated beam of raw chakra towards a target. By shifting the angle of the spear it is possible for Ragnarok to create an adjustable beam of raw chakra. This ability of it is equivalent to S-rank and can extend up to mid-range. If desired the user can wield the spear in Ragnarok’s hand in order to deal melee blows to any target up to Short-range away, and is capable of dealing up to A-rank damage. By extending a chakra thread to the end of the spear it is possible for the spear to be used up to a certain range (Mid-range), and is capable of altering its direction as it pleases from simply swaying the thread; which can be done passively upon swinging the spear for a Melee strike. From within the opening in its chest cavity, it is possible for the user to pump chakra into it, spewing out a glob of chakra towards the ground or the enemy themselves. Once contact has been made with a surface it is possible for the chakra to exhibit sticky properties capable of immobilizing an object with B-rank strength within short-range. By opening a compartment located along its abdomen, it will then open, and Ragnarok begins unleash several chakra infused swords with a strong attacked along for directional control. This attack is equivalent to C-rank and can reach up to Mid-Range. Due to Ragnarok's limited size this can only be used three times per battle.
Note: Each and every ranked ability counts as a move when used.
Note: The S-rank has a one-turn cooldown.
Note: Can only be taught by Shinju
(Gurifin) Griffin
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: NA
Description: The Griffin is a legendary creature revered through ancient history. It has the body, tail, and back legs of a lion; the head and wings of an eagle; and an eagle's talons as its front feet. At the end of its rectum is a thin spiked tail capable of being protracted up to short-range if desired in order to lash out at any projectiles or enemies in the vicinity. Griffin has a wide pair of elegantly crafted wings on its back that has several flaps located on them which can be utilized for a variety of purposes. Located in its throat area are several narrow tubes with the opening holes all faced outward as if something was to be released from its throat. Lastly, there are its razor sharp talons capable of easily piercing targets or being inserted into the ground in order for it to maintain a sturdy position.
Abilities:
On to its abilities, as previously stated, the Griffin has a razor spiked tail capable of being protracted up to five meters away if desired in order to puncture targets. Alternatively, the user can choose to thrust the tail underground in order to stealthy assault an enemy from beneath, up to five meters away, and the tail is equivalent to a C-rank tool. On to its talons, which are normally free-form attachments, the user can choose send an influx of chakra into them in order to give them added lethality (C-rank) these claws can be used to lash out at close-range targets, or the user can chose to lash out at a target far away (Mid-range) and release small purely chakra based talons at a target. By pumping chakra into the wings located on its back it allows for the user to allow the puppet a sort of sustained mode of flight due to the constant chakra pouring into the flaps, which allows the puppet to sustain flight for -15 per turn, and only the initial take off costs a move. Also, by flapping its wings, when the user sends approximately 40 chakra points into the wings, which can be done as the puppet is flying, it allows for the to use release a wide scale chakra blasts towards a group of targets up to Long range, and is equivalent to S-rank, and requires a turn cool-down. There is also an alternative purpose of the wings which can be done while flight is initiated; the user releases several of the basic puppetry technique known as the Poison smoke-screen, and controls the wings to flap repeatedly causing the range of its to be extended and for it to basically be spread throughout the entire field. Lastly, there is a tube located in throat capable of manipulated pressurized air, simply meaning the user is able to release a concentrated beam of wind towards a target up to Mid-range away with A-rank damage.
Note: Each and every ranked ability counts as a move when used.
Note: Can only be taught by Shinju
(Darahan) Dullahan
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: NA
Description: The Dullahan is a demon oriented puppet that is represented by a man riding a horse. The man aboard the obsidian colored horse appears to be that of a knight covered in a bluish metallic armor. One of the most distinguishing features involving the metallic knight would be how it does not possess a head, giving it the feel of something unearthly. Weapon wise the knight holds in its left hand a metallic spiked whip that it will use in order to strike targets with melee blows from a close distance or a ranged distance. On to the horse, which takes the appearance of a stallion who appears to be crafted after a demonic horse due to its dark bluish color. This set of puppets can be utilized for Sasori to place his heart container inside of, which can be done either after they have been summoned or he can choose to utilize this puppet as his main body. Whilst inside, his heart container can freely move about, rotating between the horse, and the horsemen. If desired he can choose to expel a focused blast of chakra from either the horse or the knight choosing to separating the two from each other, and if doing so the user loses control over which one he separates himself from.
Abilities:
On to the abilities of the puppets, the first one being that the user can choose to summon the puppets separately or spend a move in order to separate the two from each other. Located inside of the dark knight is an electrical generator that allows for the user to generate a current of electricity into the knight’s whip; this is something that is done passively each time the user spends a move in order to utilize the whip. The spiked whip alone is capable of striking targets up to Short range in a variety of directions, but each strike only dealing A-rank damage. If desired the wielder is able to focus a chakra thread into the knight’s arm that possesses the whip causing for it to be extended passively, which allows for the user to strike targets up to Mid-range. Within the stallion, there is an abundance of small spheres, that can only be utilized up to three times due to its limited size; when ready, the user will release a torrent of skull shaped metallic heads layered in a plethora of explosive tags. These heads are able to reach up to Mid-range due to a spring mechanism propelling them forth. The purpose, of this function is to release a collective A-rank explosion of anything the heads made contact with. Lastly, located on the bottom of the stallion’s feet are circular opening capable of releasing a focus stream of chakra allowing for the puppet it easily guide around the battlefield or avoid an attack with reasonable capability; this ability is equivalent to C-rank, and its range is a maximum of ten meters.
Note: Each and every ranked ability counts as a move when used.
Note: Can only be taught by Shinju
(Amagedon) Armageddon
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: NA
Description:The puppet is around five meters tall causing it to hover over many humans and puppets alike. Armageddon is essentially modeled after an obsidian tinted dragon. Scatter across the puppets’s core body are several shin guards that serve as both a cosmetic design and a defense. Appendage wise it possesses a total of four hands; two on both sides of Armageddon. Sprouting from its back is a wide array of smaller puppets crafted into snakes. All of the snakes cover majority if not all of Armageddon’s back side. With the puppets located in its back it enables the user or whomever to manipulate them for whichever purposes they see fit as long as it in the puppets capabilities. Let it be noted that the snakes can extend themselves up to [Mid-Range from the puppets back. If wanted the user can choose to manipulate this puppet by placing themselves inside of it.
Abilities:
As previously stated there are a wide array of lesser puppets crafted after serpentine creature located on its dorsal side. These serpent like puppets are capable of utilizing a Basic Puppetry technique known as the Endless Rain of Senbon. With Armageddon’s collection of puppets it is able to synchronize each puppets on its rear end in order to release a wide array of senbon; however this time on a wide scale as well as with more force behind them due to the sheer number of them. This version of Senbons follows the same guidelines as the original, but instead is A-rank in strength and is infused with chakra in order to increase lethality.. Furthermore, by manipulating a select few of the puppets attached to Armageddon’s back it possible for them to be forcefully submerged/buried up to Mid-Range; in order to surprise an enemy from below. Once they emerge from underneath the earth they can passively erect a long sword from their mouth in order to take any foes. Quite easily can these swords pierce through human flesh, but are freeform weapons so they can be eradicated rather easily. From its mouth, it is possible for the user to release three spherical balls in quick succession toward through the field (Up to Mid-range), a poison smoke screen up to short-range of where it landed (C-rank)
Note: Can only be taught by Shinju.
Note: Can only be destroyed by an B-rank or higher technique due to its durable material.

(Sūpānovu~a) SuperNova
Type: Puppet
Rank: S
Range: NA
Chakra: 40 (-30 for each exploding sphere )
Damage: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of exploding spheres that Sasori is capable of utilizing throughout a battle. SuperNova can also extend its body parts up to Mid- range in order to make using exploding sphere s more convenient. Also, exploding spheres can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. SuperNova itself is a seven foot tall puppet that is rather thick and rounded and, also is covered in layers of metallic plates and has its innards branched off into separate layers containing one of it's exploding spheres. due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of SuperNova in order to replicate the effect of an exploding sphere . All of the exploding spheres are essentially metallic balls with sealing tags on them which can be expelled from Supernova's body up to long range unless stated otherwise.
Cracker: This is one of SuperNova’s most rudimentary types of exploding spheres available in its arsenal. The Cracker exploding sphere is simply an exploding sphere that will in a way explode once it has made contact with a surface. While utilizing this sphere, the user is capable of catapulting this exploding sphere up to Long range. When the exploding sphere goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This exploding sphere works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface. This particular bomb is expelled from Supernova’s abdomen.
Timer: The user is capable of placing this exploding sphere underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the exploding to go off or to activate when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this exploding sphere works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets exploding sphere contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra. This particular bomb is expelled from Supernova’s right arm.
Implosion: The implosion exploding sphere can also be planted underground or anywhere else on the field. When this exploding sphere activates it swirls in on anything nearby and sucks it in. The exploding sphere can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion exploding sphere suctions in everything up to Short-range around it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded. This particular bomb is expelled from Supernova’s left arm.
Flammable Oil exploding sphere: Now this is an exploding sphere that only has four sides to it. Once the exploding sphere goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other exploding spheres this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire. This particular bomb is expelled from Supernova’s left thigh.
Final Explosion: The last exploding sphere in SuperNova’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in SuperNova is a large quantity of explosives that are specifically for setting off inside of SuperNova. Once the user activates SuperNova’s last ability the user will catapult SuperNova up to Long range at a target, and once it has reached the target, it will activate releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as SuperNova will be destroyed in the process. This particular bomb is expelled from Supernova’s body as a whole.
Note: Each exploding sphere s counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two exploding sphere s can be used at once; except for any combination with Final Explosion.
Note: Each exploding sphere requires a turn cool down a
fter each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.
(Kin Chiku-zai) ✱ Golden Teak
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Golden Teak is a specific type of wood utilized by the puppeteer, and is supplemented in their weapons. Also known as Dipteryx Odorata, it is a rare tree found in the dense forest areas of Konohagakure, cut down and worked with into the build of the puppets used. While it doesn't change any of the configuration of the puppet themselves, the treated wood gives the user some resistances to work with, allowing their puppets to brave the elements and fight on a much more even playing field. Despite the Golden Teak being tough and difficult to work with, puppeteers have managed to find an easy way to construct and improve their arsenal using this wood. The use of chakra has helped tremendously with augmenting the wood into an easy piece to treat and build puppets with.
Puppets made from the Golden Teak will have little to no difference in cosmetic appearance, except the wood when treated may have some red-purple hues to the grain. Physically speaking, the puppets are a lot stronger than those built from a standard tree. Their natural strength comes from the fact that they are hard to work with in construction thanks to the grain density. This alone makes the puppets incredibly strong and resistant to Taijutsu without the influence of chakra. Golden Teak being hard to work with was noted that the puppeteer's tools were going blunt faster than usual.
While not so resistant to chakra, the wood has a natural resistance to some of the elements. When treated properly, the material has excellent durability and weathering properties. Naturally the puppets constructed from the Golden Teak are stronger to Fire techniques and has a higher resistance against these elements. Golden Teak has properties which make the treated material flame-retardant. While still affected by the force and impact of these abilities, puppets can't be burnt to a crisp. Additionally, the material itself when worked has a repugnant smell which seems to negatively affect animals and insects, but surprisingly smells sweet to humans.
Specifically, puppets treated with Golden Teak are strong and dense, capable of resisting Taijutsu and Kenjutsu (sans chakra) up to B-Rank, and cannot be destroyed by such means. The material has a heightened resistance to Fire Release. Strictly speaking, only the puppets' defensive abilities are reinforced with the wood, and serve to play on a higher ground with this nature. When going against the Fire element the puppets defensive abilities are increased by One Rank.The pungent smell of the treated material is worked into the puppet itself, and serves as a major defense against animals and insects. Causing any Aburame techniques that do enter short-range of the puppet to be reduced in strength by one rank
Note: This is a passive technique applied to the user's puppets and must be stated in the user's bio for them to use it.
Note: This only affects puppets with a wooden frame construction. Doesn't affect Human Puppets.
(Chakura no dorein) Puppet Arts: Hephaestus Draining Curse
Type: Supplementary
Rank: B/S
Range: Short-Mid
Chakra: 20/40 (Long for S-rank)
Damage: N/A
Description: The user starts off by connecting a chakra method whether it be threads/and or using the puppet cursing sphere technique to the opponent. Once contact has been made with a target, the user will begin to reverse the flow of their chakra threads/sphere causing for chakra to be siphoned from at an exceptionally fast rate from the enemy. Basically the user will reverse the flow of chakra in the chakra threads/sphere after contact has been made, and then begin to forcefully suck out the enemy’s chakra. The user is capable of using five chakra threads from one of their hands to suck out 25 chakra points out the enemy for each turn active. The technique can also be used with both hands to suck out a total of 50 chakra points a turn. The Puppet cursing sphere will drain 35 chakra per turn. There is also another version of this technique specifically for Sasori bios. They will first open their chakra compartment holding their one hundred chakra threads. With the threads out the user is able to use a stronger and wide scale technique than before. This version allows the user to drain out a total of 100 chakra points per turn.
Note: Can only be taught by Shinju
Note: B- rank can only be used four times with a turn cool down after usage.
Note: S rank can only be used twice
Note: B-rank mode can stay attached for up to four turns.(Two for S-rank)
(Kaze no megami no enjo) Puppet Arts: Aid of the Goddess

Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N A
Description: This is a technique that the user will activate when one of their puppets is attached to a chakra method preferably chakra threads. When wanted the user will send a surge of chakra into the threads/Sphere connected to the puppet, and in response to the influx of chakra it will cause for the puppet propelled/jolted in a specific direction,allowing it to avoid potentially harmful attacks. In battle the chakra surge acts as a sort of push in order to propel the puppet up to ten meters away at max; of course the user can control the amount of chakra inputted allowing the user to push the puppet only a short distance if desired.
Note: Can only be taught by Shinju.
Note: Can only be used five times with a turn cool-down.
(Sureddo mahi) Puppet Arts: Aphrodite’s Paralyzing Stare
Type: Supplementary
Rank: B/S
Range: Short-Mid (Long for S-rank)
Chakra: 20/40
Damage: N/A
Description: The user will generate chakra threads from ten of their fingers, and while within range of their opponent will attach them to their enemy’s body in several spots. Once the user has connected the chakra threads to the target’s body they will then begin to generate their chakra into the enemy’s body disturbing their chakra flow inflicting a paralysis effect upon them. There is also another version of this technique which is a more powerful and wide scale version which is exclusively for Sasori biographies, where they control Sasori’s one hundred chakra threads. Once he unleashes the threads they will swarm towards a target and attach themselves to just about every point on their body infusing them with more chakra than before that inflicts a stronger paralysis. The S-rank version of this technique can even be used on large summonings due to the abundance of threads present allowing the user to paralyze rather large beings.
Note: Can only be taught by Shinju
Note: B-rank Paralysis lasts one turn while S-rank lasts two turns.
Note: B- rank only be used four times and requires a turn cool down after usage.
Note: S -rank can only be used twice
(Asutarosu) Astaroth
Rank: S
Type: Puppet
Range: NA
Chakra: 40
Damage: NA
Description: A rather tall, demonic oriented puppet; whose frame is more expansive than that of any ordinary puppet or human because of its height of around 15 meters; implying that it is one of Sasori’s more distinguished puppets. As far as aesthetics go, Astaroth is a puppet that possesses a brownish hue, and was crafted after a demonic spawn from Purgatory itself. Astaroth is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Located on top of its head, are sets set of sharp edged horns adjacent from each other with one lesser pair of in size directly in front of it. Some of its more essential features include: an extensive, crimson shaded whips connected by a hilt; sprouting from Astaroth's whip hilt are two distinct whips most suitable for lashing out at target. More of its noteworthy features include: A massive yet rudimentary pole that it is capable of utilizing while in battle; more importantly there is a Fūinjutsu tag locating on the crevice of its pole containing a special ability that can be called upon as wanted. Sprouting from its dorsal side are a pair of expansive wings—with unique flaps located on its surface.
Abilties:
Moreover, the wings serve an ulterior purpose which involves manipulating each flap located in its wings. While chakra is connected to its wing via a method the user will pump chakra into triggering forth a reaction. With help of the chakra the wings are capable of lifting Asatorth into the air allowing for it to activate a sort of flying mode, that requires -15 chakra each turn. Only the initial takeoff will counts as a move. Onwards, there is a rather large pole that it holds in its left hand that can be used for rudimentary strikes equivalent to C-rank. It is only when Astaroth makes use of the sealing tag on the weapon does its potential come to fruition. Once the seal has been activated through the usage of chakra it begins to manifest at the top of the pole a magenta colored barrier shaped after an axe. This barrier—surrounding only the top of the pole has a special ability derived from its malleable property. When the axe comes into contact with a small enough physical projectile; that is when the Barrier comes into action—to then utilize its bouncy like properties and repel said attack back into the opposite direction. This ability is only able to work on Attacks up to A-rank, and can only be used four times, with a turn cool down each time. More importantly, there is Astaroth signature ability: It's whips. Both whips will normally be used in conjunction with each other, and are equal to a S-rank tool, collectively.
Even though they can be used together—it is also possible for them to be used individually at the same time, and when doing so the damage is split between them. It's can be used for alternate purposes such as: slashing a target or coiling around them. Each whip holds the ability to extend up to Long-Range. While in action, it may appear that the user is not actually in control of the whips and their direction, and that is true for the most part because the user does not control them all the times. Located inside of the hilt of its whips are a special Fūinjutsu tag that affects each whip. Whenever it is wanted it is possible for the user to simply lash out their whips which will cause for the sealing to passively activate. Once activated the whips will be directed towards any foreign chakra with or against the user's volition. Upon being directed towards a target the user can choose to entangle the target with a binding of the two whips or choose to simply strike them. Lastly, there is another sealing tag located, on the hilt of the whips. This sealing tag is to only activate once the user binds a target with their whips, and upon doing so will cause for the tag to activate; therefore activating a sealing technique that drains a target's chakra by -50 each turn active while also paralyzing them with an influx of electrical currents. If desired the user can submerge Astaroth whips underground for a surprise strike.
Note: Can only be taught by Sasori
Note: If simply using the whips for a basic strike/restriction with/without help of a Fūinjutsu tag, they require a turn cool down each time.
Note: If using the chakra absorbing restriction method—let it be known that it must be stated that the user is using The whips for that purpose and can only be activated four times.
(Shikuropusu) Polyphemus
Rank: S
Type: Offensive
Range: NA
Chakra: 40
Damage: NA
Description: Polyphemus is a rather bulky puppet around fifteen feet tall standing taller than most average humans and puppet alike. Noticeable characteristics about this puppet would be how it only possesses one eye in its socket. In its left hand it possesses a spiked club layered with an array of needles which it will be able to used in battle for a variety of purposes. Polyphemus is not clothed in much clothing except for a torn cloth that runs mid way across its chest area. Due to its massive frame and structure Polyphemus holds the ability to use its body parts such as its arms in an offensive way to harm enemies thereby crushing them. There is an eye in the middle of its forehead that is a rather large object, being around four feet in diameter, and serves a purpose other than being a cosmetic design. With the spiked club it holds in its hand it is possible for it to swing it at enemies or objects in order to cause lethal damage rather than just blunt damage.
The club in its possession is equivalent to an S-rank tool, and the user can choose to extend Polyphemus's arm by sturdy strings increasing the overall range of its melee strike up to Mid-range. Let it be noted that each time the user makes usage of the club that it will require a turn cool down. Each turn it is possible for the user to passively infuse a certain elemental nature into the club via chakra threads and the user can choose up to one elemental nature to coat the club in; this by no means increases the clubs lethality, but only serves to give it properties of said element. It is also possible for the user to manipulate the spiked club in order to expel the spikes on its outer surface in a forward manner towards a target causing for the needles to pierce all enemies up to Mid-range where the club is aimed, and is equal to a B-rank technique that can only be used four times. After the spikes have been launched the club will automatically refill itself with the excess spikes located inside of the club itself. On to the eye of Polyphemus, the user is capable of propelling the eye up to Mid-range and upon interaction with a solid surface with create a small scaled explosion. After contact has been made with a target, with the aid of the explosives such as paper bombs coiled around inside of the eye, it will then set off into an explosion at the target, however due to the weight of the eye and resources needed it can only be use a limited amount of times, and afterwards when it does it’s eye will replace after a amount of time with the help of valve that connects its stomach to its head. The eye is equivalent to A-rank and can only used three times with a turn cool down between usages. Lastly, due to the puppets immense structure it holds the ability to destroy up to C-rank structures including substances such as earth and steel.
Note: Can only be taught by Shinju
Note: Can use all basic puppetry moves.
Note: Using the spiked club, needles, physical strength, and Eye technique all cost a move.
(Ningyō-shi no akuma-kyū) Puppet Arts: Puppet Master’s Demonic Sphere
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user while having their puppets connected to a chakra source preferably chakra threads will begin to infuse their puppet with chakra. The user will send forth a surge of chakra into the chakra threads which will begin to gather upon said puppet in rapid succession. While the chakra is being gathered the puppet will be coated in a copious amount of chakra until it resembles that of a large blob of chakra. Once the chakra has been gathered onto the puppet, the user will then use shape manipulation to cause the blob of chakra to manifest spikes along its surface. Let it be known that the user can modify the sphere of chakra to expand up to five meters in a spherical manner. When utilizing this technique it's main purpose will be to attack targets with a blob of spherical chakra capable of doing blunt as well as precise damage. If desired, it is possible for the user to manifest the sphere of chakra around themselves as well as anything short range of them as long as the puppet utilizing this technique is within five meters of the user. The purpose of doing this will be to create an omnidirectional shield capable of protecting the user from all angles.
Note: Can only be used thrice
[Ubah Ryu] Uber Dragons
Type: Puppet
Rank: S Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
A collection consisting of 3 dragon puppets called Dragonite, Salamence and Charizard, said to have been created as replicas of powerful monsters from another world. On the outside, each dragon have been layered with hides, carapaces, skins and wing webbings from real animals, thus makes them look like real dragons to the naked eye. They all are about size of a mini van and their sharp edges as such fangs, claws, tail etc have been coated with puppeteers poison enough to take effect with just a scratch. The 3 of them can use basic puppet techniques and basic ninja tools, with wings for flight. Each of them have distinct traits unique to themselves, and cannons powered by the user's chakra.
Dragonite is a bipedal dragon with multi scaled construction makes it the most sturdy among the 3, tanking up to A rank and below attacks but also the slowest moving at Jounin speed. Inside its mouth lies a pipe cannon that can blast a torrent of water, flooding areas with a tide.
Salamence is a 4 legged dragon with bladed wings, possessing a lightweight construction for aerial maneuvers makes it fastest of the 3, moving at Kage speed but also makes it the most frail, only withstanding up to C rank and below attacks. Inside its mouth lies pipe cannon that can blast a stream of wind, sending its victims flying with cuts.
Charizard is a bipedal dragon with a flaming tail, being the more balanced of the 3, it can withstand B rank and below attacks and move at Sannin speed. Inside its mouth lies a pipe cannon that can blast a maelstrom of flames, turning anything caught in it to ashes.
(All 3 of their elemental blasts is A rank equivalent power and scale, Short-Mid range and each counts as a move.)
Unique to this puppet is the ability to, at will, have the 3 dragons mechanically be combined into one, turning into a Hydra form; a 3 headed dragon sharing one body with a pair of combined wings and huge clawed arms. In this state, the Hydra's defenses are fortified, requiring atleast an A rank attack to damage, while once per battle it can withstand an S rank attack at the cost of a jutsu per turn. However due to its combined weight, it's speed is lowered to half of the users base speed. The heads of the dragons can also use their respective cannon attacks no different than when they are separated. The dragon are able to separate itself as the users sees fit and combining to Hydra requires all 3 dragons to be active and functioning, thus if one is destroyed or rendered unusable they cannot be combined.
Bunraku no Hakushu | Puppeteer's Applause
Type: Attack/Defense
Rank: S Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A technique designed to give puppets extra firepower for close range combat. The puppet will have dozens of tags outfitted inside its body, during a close encounter with the opponent, the puppet will open a compartment in their mechanical bodies or limbs to launch these tags out. These tags upon activation will summon a repeated chain of explosive tags that causes a directional maelstrom of explosions that can reach up to mid range. The puppet itself is not harmed from this as the explosions are directed outwards from them. This can even be performed by setting the explosions off omnidirectionally from all parts of its body, although only is limited to Short range.
~ 3 times per battle.
~ Useable once every 2 turns.
[Fukuwa no Jijutsu] Spell of the Ventriloquist
Type: Supplementary
Rank: B Rank
Range: Short-Long
Chakra: 20 (-10 per turn)
Damage: N/A (+20 elemental damage boost to puppet)
Description: A puppetry technique that can be done to any puppet the user is presently in control of. The user channels their existing chakra inside an active puppet, adding a large amount of elemental chakra into it. The said elemental can be one of the basic 5 elements or an advanced element/CE if the user possesses one. Upon doing so the puppet emits a surge chakra, imbuing the puppet with an elemental armor with offensive properties depending on the nature. One can cloak the puppet with fire allowing it to burn opponents on contact or layer it with earthy rocks for protection etc. The technique is similar to how elements are applied to weapons; by coating them, enhancing their inherent attributes for higher protection, power, range. The puppet gains a +20 elemental damage boost to the techniques it's able to perform. (Ex: By applying fire chakra to a puppet that can use taijutsu, adds +20 fire damage to its taijutsu moves.)However this doesn't allow the puppet to perform elemental techniques through this boost, unless the puppet itself has the ability to do so in the first place. Their defense is also enhanced, allowing them to withstand one rank higher following the S/W of the element. (Ex. A puppet with a water boost can withstand a fire attack one rank higher than it normally could) In order to sustain the technique, the user can only mold the same elemental nature that's currently channeled into the puppet, unless they have the ability to mold multiple natures at once.
~ 4 times per battle.
~ The user can only apply one element into one puppet per use.
~ Lasts for the duration for the turn it is used in.
[Ningyo no Doro] Puppeteer's Roadshow
Type: Supplementary
Rank: C rank
Range: Short-Long
Chakra: N/A (-5 along with the used technique)
Damage: N/A
Description: This technique an alternate method for puppeteers to perform techniques that require channeling their chakra to a surface, usually done by slamming one's hands or limb on the ground that is typically required techniques like Earth. Through this method, the user still performs the handseals required for the technique, however instead of channeling their chakra onto a surface directly through their limbs, they shoot a chakra thread connecting between them and the ground or the desired surface. By passing the user's kneaded chakra through the thread, and into the ground, allows the desired technique to take form. This is a different method of performing surface channeling techniques, passively done at the same time frame. However the user needs to spent extra chakra for the chakra thread and post the method when used.
~ Only useable by puppeteers
(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Sensations of a God
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (-20 each use)
Damage Points: N/A
Description: A relatively simple technique based off of Sasori’s puppet body. It is known that Sasori is capable of wielding and controlling a puppet to his will because of how he has a part of his chakra contained inside of the puppet. This chakra is known as his core or his heart which allows for chakra to flow through the puppet giving him full reign over his body. Due to the chakra flowing throughout the puppet he is able to move his body about. This technique is essentially a sealing tag that the user will place upon their inhumane frame just like any other puppet; therefore it will serve as a body seal. The thing that is so special about this seal is how it has a passive ability activate whenever the user is faced with Genjutsu Hindering Sound Waves or Hindering Sound waves if applicable at the time. Once activated in response to any of the previous terms the seal will begin seal a portion of the chakra from a select body part or area that is being targeted. The purpose of doing this is mainly to deal with sound waves based upon hearing; the chakra located in the users head for example will be drained of its chakra disabling the user from moving their head or seeing/hearing temporarily, but will prevent the genjutsu from affecting them due to how they are based on their victims ability to hear; the effects last as long as the technique is in place, and once done will return the chakra to its original place. Considering the functions of how this works it is ineffective against destructive sound waves, and even though it activates on its own, it will cost move. Also, this technique can be adjusted to only seal certain parts of the user’s body if there are only selected parts being targeted.
Note: Can only be used by Sasori
Note: Must be Stated in user's biography.
Note: Can only be used three times

(Teikoku guntai) Puppet Arts/Sealing Arts: Trojan Horse
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: A sealing tag that Sasori will place on his inhumane body frame just like any other puppet, therefore it serves as a body seal. This sealing tag only activates when the user is faced with an attack that is untraceable due to its speed or an opponent themselves who moves at least 3x the user’s base speed. Upon activation, the seals begins to release a plethora of puppets that will accumulate on top of the user’s body until they resemble a massive heap of puppets. This agglomeration of puppets spans up to five meters into the sky and across. Right before the opponent makes contact with the user the puppets will all begin to be expelled into a mad frenzy all across the field. The thing so special about this is how Sasori will have slipped his heart container into one of the puppets among the wide collection of them allowing him to easily scale the battlefield in mere moments, but the main thing is thing in some cases the opponent will have a hard time locating where the user has gone due to how the puppets are being expelled over the entire field. Let it be noted, that whichever puppet Sasori switches into will be a replica of his original body and have all of his utilities and tools located on it allowing for it to serve as his original body without much different. Lastly, in some cases it is possible for Sasori to escape some attacks even if the opponent has made contact with some of the puppets because he can always send his heart container into a puppet near his rear.
Note: Can only be activated four times.
Note: No fuin A-rank or above next turn.
(Osore) Fear
Type: Puppet
Rank: S
Range: N/A
Chakra: 40 (if summoning)
Damage: N/A
Description: After deciding it was time he made some major updates to his core body, Sasori created Fear. Fear is essentially another host body for Sasori to use as he pleases hence the reason why it can only function while he is inside. Once inside, the user’s core will be positioned inside of Fear’s chest. Unlike Hiruko, which served the purpose of being a protective armor, Fear instead will serve the purpose of acting as an enhanced main body. Appearance wise, Fear is composed of some of the most endurant and sturdy puppet materials available, giving it a metallic look and allowing it to sustain up to B-rank damage. On its body, it has two pairs of arms giving it a total of four arms. Other noteworthy characteristics of this puppet, would be that it has a tail emerging from its rear and a pair of horns on top of its head. The most noteworthy characteristics, however, would be how Sasori’s main body now resembles that of a grotesque monster. While in this form Sasori will be able to passively hover above the ground with the help of chakra being poured out of his feet and is active as a battle starts and costs five chakra points each turn to sustain. When moving around in this form, the user is only as fast as his base speed, and if wanted the user can passively deactivate it. Additionally, on its head is a compartment that the user is capable of opening and allows the user to produce One Hundred Chakra threads which allow Sasori to utilize any techniques that require them, but still follows the same rules and stipulations for the technique. Additionally due to Fear’s unique body structure it does not possess ordinary human body parts which makes it difficult for the opponent to discern which parts of him they are looking at.
Abilities:
One of the main abilities of Fear is how, due to its wide body it is possible for there to be channels inside of its body. These channels serve the purpose of moving around Sasori’s heart container. By utilizing a sealing tag that will be placed inside of Fear, Sasori will be able to move his heart container around whenever his heart is about face a pinpoint strike. For example, when an attack, such as a sword, is about to strike his heart container, the seal will activate and release a surge of chakra that will push his heart container down one of Fear’s channels. The channels are essentially, Fear’s limbs such as his head, legs, or arms which are all places the user can send his heart. Let it be noted, that this ability counts as a move and drains the user of ten chakra points each time. Also, due to Fear’s inhumanoid body it does not possess a normal human face, more specifically, it does not possess human eyes. Its face or rather its head is simply an agglomeration of puppet materials assembled to resemble a head. This makes it impossible for someone to look Fear in the eyes and Sasori does not suffer from this since his chakra is still flowing through the puppet and he basically sees things through openings in Fear’s head that acts as a sort of screen. This simply means that it becomes impossible for someone to make eye contact with Fear. Fear also has the passive ability to close all parts of its body similar to closing a vent and this will prevent any sound from entering the user’s body. This ability allows the user to become immune to sound based techniques that depends on the user hearing them, but comes at the cost of the user being unable to hear anything while its body is closed. The user can passively open them again, but let it be noted, that the closing of Fear’s body cannot be used to counter a sound attack, it would have to be done beforehand. This feature can become useful when it is necessary for the opponent to make eye contact with the user. Offensive wise, Fear has several scrolls on his body similar to Sasori’s flamethrowers, and with these scrolls the user will be capable of releasing a concentrated elemental blast from anywhere on their body up to Mid range with A-rank damage. This ability can also be used to release up to four projectiles of the designated element which can be as small as a senbon otherwise they are the same width of Sasori’s flamethrowers. The elements stored inside are Bleach and Lightning
Note: Fear can be destroyed by an A-rank attack.
Note: The ventilation technique lasts three turns and has a two-turn cooldown after the third turn.
Note: This functions just as Sasori core body mainly does.
Note: Must be stated in the user’s biography or the beginning of a battle if the user is choosing to use this as his replacement of his main body.
(Jupiter) Zeus

Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: Zeus is a puppet based off of Greek mythology. Zeus was the sky and thunder god in ancient Greek religion, who rules as king of the gods of Mount Olympus. Zeus is a fairly tall puppet being around six feet tall making it taller than most ordinary puppets. Zeus wears a torn white cloth around his body that covers his legs, but keeps his chest exposed. One of its most unique characteristics is that it holds a metallic lightning rod in its left and right hands. Most of Zeus’s abilities are derived off of lightning hence the reason for the lightning rod.
Abilities:
The first ability that Zeus has is based off using the two lightning rods that are in its hand. By activating a seal on the lightning rods the user can release form them a lightning bolt that can extend up ten meters of wherever the rods where pointed. With this ability, it is possible for the user to adjust the puppet’s arms in order to release the lightning bolt into different directions, but the overall damage caused by this attack is equivalent to A-rank. When releasing the lightning bolt directly at an opponent, it is possible for the user to cause electricity to branch off of the main bolt in order to hit multiple targets. It is also possible for the user to place the rods on the ground and activate the seal and release underground a stream of lightning and once it reaches its designated location the user can cause lightning to erupt from the ground in a ten meter radius of wherever the lightning bolts go off at and can extend up to ten meters in the sky once it has been done.
The second ability of the rods is that the user has the ability to activate another sealing tag in response to an incoming lightning up to S-Rank. Zeus will then place the rods in a vertical position and emit a golden barrier five meters around itself. This next ability comes into action upon a lightning attack coming within five meters of the barrier and will then begin to seal/drag the lightning based attack inside of the rods. Once this is done, the rods will become charged with electricity and this can be seen as lightning currents branching off of it. Once the user has charged the rods with an incoming attack electricity can be seen flowing through it and will allow the user to boost the next attack used by rods by +20. Alternatively, it is possible for the user to release the sealed technique in the form of a lightning bolt/stream towards an opponent that is up to long range. As always the user can opt to point the rods in different directions in order to allow the lightning currents to attack different opponents.
Lastly, the user can infuse ten chakra points into a seal on Zeus’s body causing its body to emit a bright white light up to five meters around itself. This light does not harm anyone’s eyesight but does prevent the opponent from seeing what is happening around Zeus and what is happening to Zeus directly. Essentially, this light will block the opponent’s line of vision with a bright light. This ability can last up to one turn and can only be used three times. Additionally, it is possible for Zeus to own up to its name as a god because on the soles of Zeus’s feet are holes that the user can pour chakra into. By spending five chakra points every time the user can passively activate an ability of Zeus that allows it to move throughout the field and scale the skies with the help of the chakra pushing him around.
Note: The first ability has a one-turn cooldown whereas the second ability has a two-turn cooldown.
 
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Sasori

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Custom Fighting Style
Type:
Taijutsu


Name:
スコーピオンの拳/ Sukōpion no ken/ Scorpion Fist


Background:

With the Scorpion Fist it enabled for the Human puppet to be capable of close range fighting as well as long range fighting. This style involves taijutsu attacks combined with puppetry to create a unique deadly attack altogether. Sasori while using this fighting style enables his body to attack the enemy in a faster and deadlier way. This form of fighting combines ordinary puppet jutsu with hand-to-hand combat. Sasori or the human puppet using this style can use a variety of special movement such as twisting, rotating, spinning to attack the enemy in ways which wouldn’t normally be possible by humans. It is also possible for user of this style to change their body position to dodge an incoming attack. It is also capable of using the joints on their body to their advantage


This style was based off of Sasori’s human puppet that he transformed himself into at a young age. It was created so that Sasori could surpass the limitations of ordinary ninja. Due to his puppet body he was capable of moving his body in ways which a normal person couldn’t dream of doing. His maneuverable body enabled him the ability to attack enemies in new and innovative ways than before he was a puppet himself. Sasori invented this fighting style shortly after becoming a human puppet himself, and for a good reason. He changed his body into a puppet so that he could be a puppeteer, but not be afraid of close range combat. Due to him being capable of fighting in close and long ranges it made him a truly formidable opponent. Sasori has truly surpassed the human limitations of a human body in some aspects.


Description and Inner Workings of the Style:

To start off, this style revolves around the user manipulating their body in a way to attack as well as defend from enemies by moving their body in ways that wouldn't normally be possible by humans. In this fighting style the user will also use their speciality of chakra threads in combination with their own attacks to help attack enemies in unique ways. The types of movements that are commonly associated with this fighting style are: spinning, rotating, bending, or twisting all in ways to attack enemies from different angles than regularlly in normal tajutsu. One could also say this fighting style mimics how a human would be capable of being double jointed, but to another extent as the user of this style does not have to worry about self injury allowing them to even perform things such as completly turning their body frame to another angle. What is mainly meant by this style being able to take normal actions to another level is that because of how puppets lack bones and a human structure it enables them the ability to move their body in ways that would otherwise be impossible for regular people, and not have to worry about self-harm. Additonally, this style does not involve outside factors such as swords or blades which would be specific to a certain puppet, but instead focuses on the puppet body itself and using that as a medium for techniques. It is also possible for the user to mix in basic puppetry techniques with this fighting style, but only the ones that all puppets or users are capable of using and performng such as the chakra shield or chakra threads.


Example Techniques:

(Kaiten ken) Rotating Fist
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Sasori or the human puppet will begin to spin one or both of their hands at a fast rate. Once the arm is spinning it would be a seen a fast blur of movement. Now that their hands are spinning that user will launch a fist at the target which would cause more damage than a normal fist, and most likely result in that body part to be broken or twisted so much that they’d possibly be unable to continue the fight. With this technique the user is capable of having the spinning arms move in a forwards motion or backwards motion. (Must be specified which one)
-Can only be used four times
-Must have a puppet body

(Eien no raundohausukikku) Eternal RoundHouse Kick
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user starts off by placing one or both hand on the ground in order to lift themselves upward to do a handstand. While doing the hand stand the user will then avert their legs into a horizontal position. Now that they are in motion the user will begin to spin their legs rapidly similar to a helicopter’s rotors. With their legs moving it would appear as a blur. Anything within the vicinity of the user is at risk of being hit, so this is a useful technique to use when dealing with multiple foes.
-Can only be used four times
-Must have a puppet body

(Sureddo panchi) Threaded Punch
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is a form of Scorpion of style which involves the usage of chakra threads. The user first will throw a feint punch at the target. When coming into contact with the target the user will slightly touch them. Unknowingly once contact was made the user secretly attached a chakra thread to the designated area. With the chakra thread attached the user will forcefully pull the hand with the chakra thread closer to himself so that the opponent is also forcefully being pulled closer. With their free hand the user will begin to spin it rapidly so upon contact with the target they instantly destroy it, if it was structure, or if it was a person they would painfully distort that part of their body.
-Can only be used four times
-Must have a puppet body

(Tōritsu ichi) Inverted Position
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This is a technique the user will use when they see their opponent launching an incoming attack such as a punch or kick. Taking advantage of their puppet body they will forcefully turn their body sideways almost instantly. This works by turning their waist which is capable of being disconnected and turned. So when turning sideways they would have been able to dodge an attack heading for their upper body causing for the attack to miss, and simply pass right by them. There are also other usages of this technique which includes being able to bend their back to a 90 degree angle also enabling the user the ability to dodge attacks. The way the user decides to turn their body is up to them as long as it is within reason of what this jutsu allows.
-Can only be used three times
-Must have a puppet body


Additional Effects and Restrictions:
-Must be a Human Puppet
-Must master basic puppetry
-Must have taijutsu mastered


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

Sasori, our loyal member, gave on the 30th of June 2016, a request for a Patent on the Custom Fighting Style Scorpion Fist | Sukōpion no ken. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;

Scorpion Fist | Sukōpion no ken
Powered by Lord of Kaos
Copyright 2016, Sasori, NarutoBase.net

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1) (Kaiten ken) Rotating Fist

Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Sasori or the human puppet will begin to spin one or both of their hands at a fast rate. Once the arm is spinning it would be a seen a fast blur of movement. Now that their hands are spinning that user will launch a fist at the target which would cause more damage than a normal fist. With this technique the user is capable of having the spinning arms move in a forwards motion or backwards motion. When making contact with a target, it will distort that part of their body. (Must be specified which motion)
Note: Can only be used four times
2) (Eien no raundohausukikku) Eternal RoundHouse Kick
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user starts off by placing one or both hand on the ground in order to lift themselves upward to do a handstand. While doing the hand stand the user will then avert their legs into a horizontal position. Now that they are in motion the user will begin to spin their legs rapidly similar to a helicopter’s rotors. With their legs moving it would appear as a blur. Anything within the vicinity of the user is at risk of being hit, so this is a useful technique to use when dealing with multiple foes.
Note: Can only be used five times
3) (Sureddo panchi) Threaded Punch

Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is a form of Scorpion of style which involves the usage of chakra threads. The user first will throw a feint punch at the target, which appears to have momentum in it, but the user will slightly touch them or the target. Unknowingly once contact was made the user secretly attached a chakra thread to the designated area. With the chakra thread attached the user will forcefully pull the hand with the chakra thread closer to himself so that the opponent is also being pulled closer. With their free hand the user will begin to spin it rapidly so upon contact with the target they instantly destroy it if of B rank and lower, or if it was a person they would painfully distort that part of their body.
Note: Can only be used four times
Note: Requires a turn cool down after each usage.
4) (Tōritsu ichi) Inverted Position

Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This is a technique the user will use when they see their opponent launching an incoming attack such as a punch or kick. Taking advantage of their puppet body they will forcefully turn their body sideways almost instantly. This works by turning their waist which is capable of being disconnected and turned. So when turning sideways they would have been able to dodge an attack heading for their upper body causing for the attack to miss, and simply pass right by them. There are also other usages of this technique which includes being able to bend their back to a 90 degree angle also enabling the user the ability to dodge attacks within reason. The way the user decides to turn their body is up to them as long as it is within reason, and feasible. Can also be used to avoid certain projectiles heading for specified part of their body.
Note: Can only be used four times


5) (Llusive ken) Illusive Fist
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is a technique the user will use when the enemy is throwing an attack such as a punch or a weapon based attack aimed for the user’s upper body. The user will first hold out one of their hands (If the attack is coming from a specific direction they will hold out that a specific hand in order to counter it basically the opposite hand.) Mainly the user will hold their hand out so that it is facing above, below, or one of the sides of the attack. With their hand now in position they generate chakra threads from their fingers which will attach themselves to the fist or the weapon that is heading in the user’s way. Now that the chakra threads are attached the user pulls their hand in the opposite direction dragging the attack away from them while at the same time opening the enemy up for an attack. While holding out their free arm they close their hand into a rapidly spinning fist to then launch at the target’s chest area most likely crushing or distorting it. Along with their rotating fist the user will also at the same time spin their head rapidly in order for them to head butt the enemy directly on the head which along with the fact their head is spinning would most likely break their skull. Also, considering that the user is a puppet they will not feel any of the recoil of the attack, and also has a wooden head would most likely cause more damage than an ordinary head
Note: Can only be used four times
Note: Can only divert attacks up to B-rank

♪ Approved

6) (Ningyō no ikari) Wrath of the Puppet
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user starts off by dislocating their arms as well as their head off by a chakra thread. With the help of the thread it will lift their body parts into the air extending their range. By extending their range it allows for the user to attack the enemy from further away locations than normal. Now that their body parts are in the air they cause for them to begin to spin rapidly. Like all other spinning motion moves this gives the same bone crushing, body distorting properties as all the rest. The user will now use the basic puppetry move known as the “ Chakra shield” to create a circular wall of chakra from their hands. Since the user’s hands are already moving at an incredibly fast rate the user would have created a rapidly moving shield of chakra. In most cases the user will use the chakra shield method for defense, but this technique has a different use for them. To start the attack, the user begins by using another basic puppetry technique known as “ Poison Smoke Screen” from their head causing for it to burst a smoke bomb in its mouth which cause for the head to emit a smoke covering its entire head. To take advantage of this the user will manipulate the chakra thread to control their arms to launch at a target like a torpedo sending a chakra shield at them with enough strength crush rather large objects. So the user will have their head which is spinning attack the target directly with bone crushing force and, at the same time spew smoke in their face. Along with the head will be two rotating shields of chakra that close in on the enemy with tremendous force ready to crush them. Also, this technique is also extremely versatile considering how at every moment the user will have control over their body parts being able to use them to attack from different angles or all together. Let it be known that when the head makes contact with an object it will cause for the smoke to be dispersed up to short range of where the head landed.
Note: Can only be used three times
Note: Requires a turn cool down after each usage.

♪ Approved, edits

7) (Masutā no gairu) Guile Of The Master

Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: One of the most versatile Scorpion fist techniques that only masters of the style can use. The user begins by rotating their body from their ankles on up except for their feet. With their entire body now spinning it makes it especially hard to attack them due to the rapid motion. As the user has their body spinning it allows for them to attack enemies with a rapid force. However the user does not stop by simply spinning they will follow up by using the basic puppetry move “Poison Smoke screen” where they start by opening their rapidly spinning mouth which will drop several smoke bombs on themselves that surrounds them in a thick cloud of smoke which makes it harder to see what they are doing while inside (smoke reaches up to short range). The last thing the user does is open their mouth to use another basic puppetry techniques that would be the “ Endless Rain of Senbon” technique to constantly spew out senbon. An important thing to note about these senbon is how because of the user’s head spinning rapidly there will be senbon being fired in an omnidirectional manner except for the ground or air. Also, since spinning rapidly and, having poison smoke bombs being spewed on themselves it causes for the smoke to manifest around the user as a typhoon or tornado of smoke coming just inches off of their body. On to the part where the user attacks directly they begin by charging at the enemy with their body that will end up hitting them with a large variety of different attacks. First, the victim will be hit with the bone crushing force of their spinning body and, also if contact was made the smoke would hit them directly in their face. On top of all of that the user would have been sending out senbon in an almost omnidirectional manner hitting them with senbon from just about every angle which can reach up to Mid-range.
Note: Can only be used once
Note: No A-rank or above Scorpion fist/taijutsu during the turn it’s used and the turn afterwards.


8) (Ningyō no bōsei) Tyranny of the Puppet
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-50 to user)
Description: This is one of the most powerful and deadliest attacks out of the entire style of Scorpion fist that Sasori has developed. Due to how destructive and lethal this attack is it greatly hurts not only the target, but also will limit and hurt the user from then on. Sasori developed this attack specifically to fit his puppet body allowing for him to use it to its fullest. It is because of the overall damage and results that are left on the user’s body from the collision of the attack that this is considered a forbidden rank attack. To start off, Sasori opens his chest compartment on his chest enabling him the ability to use a stronger version of the basic puppetry move known as “Chakra Threads”. Now that the threads are unleashed the user sends an array of One-Hundred threads towards the target. Sasori manipulates the threads so that they are grouped into four different groups each composed out of twenty-five threads. Sasori has the threads assembled into four groups so that they are aimed at a specific body part of the enemy. The four groups of chakra threads are each aimed for a body part of the enemy such as: the left leg, right leg, left arm, and right arm. Once connection has been made with said body parts it restricts the enemy’s movements as well as sticking to them with the sticky properties chakra threads have been shown to have when holding puppets up. In order for the technique to have effect and to use it the target has to at least be Mid-range away in order for this technique to be usable. Now that contact has been made with the target the user follows up by spinning each of their body part’s at an alarming rate creating a full body spin. Like other previous Scorpion Style techniques the spinning holds enough speed and force to hit a target with bone crushing force. With the previously attached chakra threads the user controls them to then retract pulling the target towards them at an extremely fast rate. While the enemy is closing in on the user they finally hold out both of their hands utilizing another basic puppetry technique known as the “ Chakra shield”. Finally, the full effects of this technique comes into play when the target will hit the user with extreme force head on most likely breaking every bone in the target’s body as well as the user’s if they had any. When contact has been made the enemy is hit with the blunt force of the spinning chakra shields followed up with the spinning force of all of their body parts creating a tremendous damage to be hit with. It is also because of the help of the chakra threads that a lot of the force was picked up as the user dragged the target in. While the enemy will be most likely destroyed the user will have their entire body demolished, which if they were a normal person be killed, instead they will have their body parts shattered. However due to Sasori's ability to repair his body parts he would instantly heal after a few seconds, though limiting him greatly the next following turns. Due to the amount of damage done to user’s body they are hindered to the point that their body is unable to handle even some of the most basic taijutsu strikes considering how the material of their body has been reduced to a weakened state, even visually one could see this because the user's body would be layered with cracks. It is also possible for the user to use this jutsu in reverse which just mean if there any landmarks such as trees around the user can use them to catapult themselves at the target having the same results as the normal version. Likewise said landmarks have to be at least Mid-range away in order for this technique to be usable because it in order for this technique to have full effect the user will need to pick up the needed speed and velocity for the collision.
Note: Can only be used once
Note: Threads can be used grapple onto even larger objects and not limited to just people.
Note: No taijutsu/scorpion fist next three turns and No S-rank or above jutsu next turn.
Note: Also due to how weakened the user’s body frame is now Direct Elemental attacks on their body deal +10 damage and Taijutsu from the enemy will deal +15 damage for the next two turns.

9) (Supiningutābin) Spinning Turbine
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: NA ( +10 to taijutsu and Kenjutsu)
Description: This is a technique the user is able to use when they see an incoming physical attack as well as some projectiles heading for their body. Right before said attack comes in contact with the user they will then begin to spin the body part which was being targeted at an alarmingly fast rate which if it was an attack such as a punch it would possibly bruise their hand. What is meant by some projectiles is if the enemy threw a kunai or attacked with a sword the sudden fast movement would most likely deflect the weapon. However the user can Only spin one body part/limb at a time. User can also lift one of their body parts in front of them causing it to spin, and use it as a shield to counter the incoming attack. Inversely the user can use this technique as a sort of mode that has their body spinning constantly for one turn or in the same time frame as one of their taijutsu or kenjutsu strikes it causes for their body part to start spinning increasing its force and damage. When holding a weapon such as a sword in hand the user will begin to spin their arms rapidly increasing its damage, the same can be said for taijutsu strikes where they will instead of attacking with an ordinary fist turn it into a rapidly spinning one increasing its damage. As an example, say the user wanted to use this technique as a mode they would only be able to for one turn since the affects only last one turn and do not drag on for a longer time , and then decide they want to switch to using in the same time frame as one of their attacks then they would only be able to use it three more times logically same goes for if they want to use it as a defense.
Note: Can only be used five times
Note: Up to B-rank projectiles can be deflected
10) (Ningyō no kami no batsu) Divine Punishment of the Puppet
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Another one of the more advanced Scorpion fist techniques that Sasori developed especially for his body. While this technique does not necessarily have to be used to attack it does have the potential to. in battle the user will in most cases use this technique to slow down the force and impact coming from most enemy techniques. The user is not even restricted to just slowing down taijutsu strikes,but can also use this technique to slow down a large projectile. To start off, Sasori will first open his chest compartment to utilize the basic puppetry technique known as “chakra threads” but this version is to a larger and more powerful extent. From the user's body will be a total of one hundred chakra threads that will race towards their target. The aim of the chakra threads will be to attach themselves to the body part the enemy is using to attack or if there isn't one the user can simply have them grapple on the object. Once the chakra threads have grabbed the enemy they will then pull the enemy in the opposite direction of the attack. For example if the attack was a punch the threads will attach themselves to the arm and drag enemy backwards so that the force and momentum behind their attack is gone , but also are rendered immobile due to the threads. If wanted the user can stop their attack but they can also go on the offensive by dragging the victim towards them, and as the threads retract closer Sasori begins to spin everyone one of his limbs at a rapid pace. This speed alone is not enough to destroy an enemy but it doesn't matter because the user does not stop there. Using another property that masters of Scorpion Fist have learned which would be perfect rotation and bending. Let it be noted that the user must first be able to track the target. So as the enemy is closing in on the target the user extends their arms in a horizontal manner and then begin to rotate their arms so that they are rotating in an omnidirectional manner so that anything from there sides would be hit immediately, though this doesn't attack from the air or ground. When the enemy finally closes in they will be hit with a barrage of attacks from the user's arm around the chest area, while at the same time the user thrusts their spinning head at the enemy’s which would most likely break the enemy's skull and give them a concussion. On top of all of this the user will have extended one of their spinning legs and thrust it directly into the enemy’s waist area if they had one which would painful fully distort it if it was a person.
Note: Can only be used twice
Note: No B rank or above taijutsu/Scorpion fist next turn
Note: Can stop attacks/objects up to S-rank

♪ Approved ♪
 
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Lightning


1) Raiton: Nori sono Kumo)-Lightning Release: Law of the Cloud
Type: Offensive /Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage: 80
Description:To begin the user will form three hand seals and focus their chakra into the air in an area of their choice but at least 5m away from the opponent. By doing so they form a small flat disc of pure lightning, this disc possess a single function that revolves around offensive jutsu that occur after its creation. For whenever the user would form or release an offensive jutsu at a target the disc would automatically launch a single focused spear of lightning at the target (A ranked in power) which has great piercing properties. The disc will continue to do so for each offensive jutsu the user employs until it ends or is destroyed(Max of 2 spears per turn). The disc passively takes a constant toll on the users chakra to retain its energy and angle itself at its target.
Note:
-Lasts for 2 turns
-Can only be used 2 times
-Can only launch a maximum of 4 spears before it ends, each counting as one of the three jutsu per turn
-Can only use lightning while active
-Can only be taught by Sasori

2) (Raiton: Tako Tekidan) Lightning Style: Octopus Grenade
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60

Description:The user activates a time release seal on a scroll, and tosses it into their opponents location. This seal can be activated in two ways, either immediately, or sprung out as trap, this is up to the decision of the user. If done as a trap, it will stay dormant for two turns before it deactivates itself. Upon activation the seal will release a very large octopus made entirely of electricity. The octopus would then sprout tentacle like tendrils all around its body (up to 8). These tentacles are quite mobile and they move in a very unpredictable and confusing manner, one may compare it with a person performing Drunken Fist. This allows for the tentacles to be effective in close quarters with the opponent, given whatever advantage the opponent may or may not have in terms of Taijutsu/CQC. Moving on from their physical attributes, electrically speaking it is tightly packed, allowing for sharp cuts and piercing damage along with the natural shocking/numbing pain an opponent will likely feel upon damage. The octopus sentience is one dimensional in terms of that it will actively attempt to seek and destroy the opponent (along with whatever jutsu they throw at him), though if the user desires, they can perform a hand seal to redirect its purpose elsewhere (such as attacking another enemy or protecting himself) ; all this while also avoiding obstacles if need be.
Note: Lasts for three turns
Note: Lightning specialties are immune to numbness and paralysis
Note: Can only only be used twice per battle
Note: Can only be taught by Xicer
(Dai sanji no keshin) Lightning Style: Catastrophe Incarnate
Type: Offensive/Supplementary
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: 80
Description: The user first performs three hand seals and then gathers their lightning chakra towards their feet.Once this happens,he releases the chakra which quickly extends from the base of the users feet in the form of three currents of lightning.Two of them go to both sides of the target and as they move swiftly rise up to ten meters from both sides of the target as a thick wall of lightning. This lightning wall is placed 5-10m away from whatever the target is, and stays in place as long as the user is channeling chakra.The third current would go rip into the ground and move underground a few feet away from the user.It goes through the ground directly towards the target.Once underneath the target,after a slight shaking and rumbling noise,the ground five meters around the target would weaken and dislodge,this is done by the lightning expanding underground and cutting through the earth.Essentially, the platform five meters around the target will break apart leaving them to fall into a collection of Lightning swords which are formed underground below the target.The swords will be formed into that of a cone like structure and continue to emerge and close in on the target from a tilted angle which happens quite quickly. Simultaneously, as the swords are erupting or upon their own emergence,the user can manifest from the walls,several tendrils of lightning that can be directed towards anyone between them if they can not find a target they can merge with the swords instead,in order to add to the total S-rank damage of the technique. The swords continue to emerge from the ground until it has reached five meters above the target where the swords will then snap close and explode into a gruesome explosion spanning towards everything five meters of it.
Note: Can only be used twice with a two turn cool down.
Note: No lightning above A-rank next turn.

(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +20
Description: At the end of one of their lightning jutsu the user will perform 2 handseals, and in the same time frame release their chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 20 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.The user can also choose to perform this technique after their lightning jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on lightning the user or the users summon has created
Note: can only be used 3 times
 
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Fire


(Katon: Gurēto-en kuraudo no Jutsu) - Fire Release: Great Flame Cloud Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Boar → Tiger hand seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a soggy-cloud like state of flames that cover the area skies. The main advantage of the technique is that it can inhibit/ seal of the skies as an escape route, for the above sky is sizzling hot. While also heated air directly above, will be creating a sharp shift in air density levels near the ground. As light passes between the different levels, it will bend, creating mirages.

Note: The heat wave lasts for three turns.
Note: No S-Rank or above Katon in the user's same or next turn

1) (Kasai sutairu: Hadesu no konmei) Fire Style: Kings Dominion
Type: Offensive/Supplementary
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: NA
Description: After performing three hand seals, the user starts off, by gathering their Katon chakra into the air causing four distinct warriors of flames to manifest above them. In mere moments, the flame entities will be shaped into that of two meter tall warriors of flames. Each warrior possesses in its hands a specific type of weapon as follows: Sword, Arrow, Spear, and an Axe. Immediately, after all of the warrior entities have been created, they will then instantly begin to propel each of their hand held objects down upon the target(s). There will be two arrows aimed at two designated locations on the left and right of the opponent, and will be placed at least five meters away. Instantly, as they make contact the arrows will disperse as they begin to send a wave of heat throughout the ground; heating it to extreme temperatures that makes standing on it near impossible. This heat will extend up to mid-range, hence why this technique has to be performed at least 10 meters away. With the spear, that is thrown simultaneously, it will be aimed directly towards the opponent(s) and once it reaches at least five meters away the spear will radiate off of it a blinding flare which will encompass everything up to short-range blinding anyone in the vicinity, causing the spear to dissipate in the process. To finish up, the Axe and Sword which are also being thrown will pace towards the target at an incredible rate. Right before the sword hits the ten meter mark, it explodes into a maelstrom of smaller miniature swords capable of hitting any targets Short-range of the target. Meanwhile, the moment the axe makes contact with a solid surface it will manipulate the concussive properties of fire and explode into a precise, on target explosion. It is because of the strenuous pressure this puts on the user that it is considered a F-rank jutsu.

Note: Can only be used once.
Note: Ground only stays heated for that turn.
Note: No B-rank or above Fire jutsu next turn

Katon: Gōruden'īguru no idai-sa |Fire Style: The Greatness Of The Golden Eagle.
Type: Offense/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50(-20 per turn)
Damage: 90-20 per turn)
Description:
The user focuses his fire chakra throughout his body and performs the Boar, tiger and Dog hand seals and then slams his two hands on the ground creating in the process SIX golden eagles in the process, each of these eagle are roughly seventy centimeters in length with a wingspan of 2.40 meters capable of covering great landscapes and terrain in due time. The golden eagles each can move individually on their own and are controlled by the user of the technique, they can either cascade and bombard on the opponent in a synchronized fashion or manner or each individually attack the opponent at the user discretion, unlike normal flying summons the six golden eagles cannot provide aerial view or vision to the user since they are not visually linked. The golden eagles can also be combined and joined together as one single golden eagle which main role is primarily attack and in doing so its sheer sizes expands with it now have a size exceed eight centimeters when standing and a wing span of 2.50 meters. Each of the golden eagles requires constant chakra control thus barring the user from using any other elemental technique other than fire during the duration of its process,should the user begin to use other elemental natures before the duration runs out or before discontinuing chakra flow the birds dissipate.

Note: Can only be used Once.
Note: It Last for only three turns
Note: -20 Chakra Cost to Maintain
Note:Can not use other elements except fire while active
Note: The user loses two ranks in speed for 2 turns due to the strain of the technique..

(Ten no ryū no keiji) Fire Style/Sealing Arts: Revelations of the Celestial Dragon
Type: Supplementary/Offensive
Rank: S
Range: Short-Long (Mid-Long)
Chakra Cost: 40
Damage Points: NA (80)
Description: The user first performs three hand seals, and begins to focus their fire chakra in front of them. In a matter of seconds a massive dragon composed entirely out of flames will manifest itself in front of the user. This dragon rivals the size of the Great Stone Golem Jutsu. Immediately as the dragon is created, the user user streams a sealing tag coated in a layer of chakra onto the dragon in order to avoid damage to the seal. It is possible for the seal to be placed on the dragon due to how the dragon holds the property of being solid. Once the sealing tag is in place, the dragon then propels itself into the sky at an accelerated speed; it continues to move upwards until it is directly above the target which must be at least five meters away. When in position above the target, it is then that the sealing tag in the dragon activates and a wide array of metallic wires rain down from above towards the target. None of the wires are aimed directly at the enemy, but instead are used to pierce the land around target in a circular manner until a prison of wires has been formed around them. The maximum distance these wires can be placed at is ten meters; which is precisely why it has to be performed at least Mid range distance away. At the same time as the wires are raining down; flames from the fire dragon will begin to be imbued into the wires until the dragon has been completely dissipated into the wires. Once completed, the victim will be confined inside of a dome of flames/wires with height/width being at least five meters or a maximum of ten. While entrapped inside of the barrier, its temperature will skyrocket making one quickly fatigued. The main offensive purpose of this technique comes from the user's ability to launch fire coated wires that have been heated to extreme temperatures towards the targets from just about any angle available. These wires are able to easily pierce through human flesh if wanted or can be used to restrain an enemy, but will cause severe burns to their body if doing so. If wanted, the user can choose to release the flame infused wires to directly attack the target when they are first raining down feel the sky. Alternatively, there is another method of utilizing this technique, where the user can simply propel the dragon directly towards an enemy after placing the sealing tag on it. While the dragon is in motion the user activates the sealing tags causing the metallic wires to instantly be expelled from the dragon and be heated to scorching temperatures from the flames. These wires now can be used to submerge underground to surprise an enemy and throw them off or simply burst until a wide scale array of wires that can be used to attack nearby enemies or the target themselves in a variety of ways. How the wires are utilized is up to the user, but cannot exceed five meters in length. When the dragon itself makes contact with a target will explode on impact, and will send small patches of flames throughout the air up to five meters in a circular manner, but are simply freeform fires.

Note: Can only be used twice with a two cool down between usages.
Note: No Fire or Fūinjutsu above B-rank next turn
1. Vegeta

(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: A highly effective and difficult technique involving both one's Fūton & Katon chakra, God Eye Calamity is just as dangerous as its name suggests. However, depending on the user's mastery of the aforementioned elements Shingan no Dai Sanji can actually have adverse effects. The style is divided into two parts. The first component begins with the molding of one's Fūton specialty to channel their chakra into their head and neck area. From there they will have their eyes or any other extra sensory means focus on a target within mid ranged of their vision (or range of whatever sensory the user is capable of) while amassing the chakra into the forehead region right above both eyes. Once the target is set the user will fire a highly condensed tubular shape of wind about an inch thick and a meter long and slightly translucent, with similar translucent appearance to the Wind Blade, at said target. This tube of wind will act like a lance, able to pierce through objects and people like a high caliber round. It's a projectile attack rather than a stream one and is A ranked by individually. The Katon chakra serves as the real killer side to the technique as once the wind tube connects with a solid object the wind is uncontrollably blown from shape in the form of a localized wind explosion reaching up to short ranged from the impact area. Then, in the millisecond as the wind explosion happens the user will flash the Seal of Confrontation and have his Katon chakra ignite the explosion to form a raging fire which changes the nature of the detonation to a deflagration which stretches up to mid ranged of the impact area. I say deflagration instead of explosion because, the resulting detonation has just the right amount of fire and air that it rages with pure might that sends slight shock waves of heat and wind throughout impact area (short ranged) that can affect opponents that weren't even directly hit by the attack, and then it all dies out in less than a second. That translated into the time frame logic means its quick, hot, and powerful, but also very fast (the explosion, not the projectile) and can be over before it was even realized. The Katon chakra inserted into the Futon tube is A ranked in strength which in turn makes the technique and overall S rank. Shingan no Dai Sanji is also able to adopt a slight curve in its trajectory to hit targets that may be hiding but this curve has to be initiated at launch and cannot be sharper than a ninety degree turn.
Note(s):
- Can only be used 2x
- Requires a turn cool down
- No Futon or Katon techniques above A ranked next turn.
 
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Wind


1) Name: (Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins by forming three swift hand seals and manipulating their wind chakra in front of them. With the chakra being gathered the user focuses it into two separate entities about a foot across from each other. After they have formed their wind chakra they then use it to create a medium sized pyramid composed entirely out of wind. The pyraminds are transparent allowing for it to be seen through and the enemy can even tell that the blocks are spinning rapidly. Once the creations have been brought into existence the user then causes one of the pyraminds to touch the ground whereas the second one remains hovered above it just inches from it. Now that the spinning pyramind is touching the ground it will then begin to suction up the nearby rubble including things such as dirt, rocks, or sand. While the block is being filled it will quickly show a lot of Debrecen being suspended in the air by the wind. Unlike before with the rubble in the wind block it prevents anyone from seeing through it as it has become an opaque wall. To start the attacking phase the user will then do two things simultaneously which is by sending one of the pyramind blocks at the enemy ready to hit them with bone crushing force along with the slicing winds present in it. At the time the block enters short range the enemy will begin to feel suction ability of the the diamond just as when the first block began to suck up the rubble. Along with the pyramind heading at the user a side effect of it would be suctioning powers just like the other pyramind that will be felt the moment the pyramind enters short range of the target which will cause for its suctioning powers to pull the enemy towards it as well restrict their movements as the pyramind moves into slice them to pieces, this wind block is equal to A-rank. Now at the same time the the rubble inside of the other pyramind will have been worn down by the slicing winds changing it into a collection of shrapnel. By manipulating the wind the user causes for the wind to release the Shrapnel at a linear path with directional control at the enemy which would have its strength increased due to the force the wind was using. The shrapnel will pierce the enemy from several areas and pose lethal damage to the enemy if not evaded and is equal to A-rank. So at the moment the shrapnel was unleashed the second block will have already been hastily moving across the field towards the enemy. Each of the of blocks are about medium size or otherwise the size of the user or about five feet wide and five feet tall
Note: Can only be taught by Sasori
Note: Can only be used twice
Note: No A-rank or higher wind in the same or next turn
(Futon: Kaosu no ude | Wind Release: Arms of Chaos

Type: Offensive/Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform three handseals to begin with. Then, protruding from their back will emerge multiple of translucent/luminous arms (or just one) that will stretch to any distance and length to reach their opponent. These arms are made out of sharp winds, results of the user manipulating their chakra. The user has complete control over the arms and each arm can take a different path, coming at the enemy from any angle. Also, being formed by sharp winds, the hands can easily pierce straight through the targets skin and body structure. It will also be able to pierce through any Earth/Water technique/defense lower than C-B/A ranking. The translucent arms can be heard by a very low, distinct noise created by the friction of the wind, however, when coming from all sides, it can be hard to distinguish where the arms are coming from. At short ranged, the hands prove to be more lethal and when they are reaching out towards the enemy, they have suction from their palms that pull the enemy towards them, making it harder for them to evade the arms. Or, for situational defense purposes, the palms can reverse the suction and blow out high-powered wind, strong enough to push back a large summoning creature. The user can chose to split 2 of the arms into 4 at any given moment, and so on. Also, the hands/hand can be used as shields to defend off projectiles or certain Lightning techniques.
Notes:
- Can only be taught by Chihaya
- The technique can only be used three times in battle, with a one turn cool-down
- The arms last three turns and can be activated whenever the user chooses
- The hands are the same size of the users human hands
- With the arms activated, the user cannot use an S ranked wind jutsu or above

(Puratondisuku) ☾ Wind Style: Plato Disks
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user first performs three hand seals, and begins to gather their wind chakra into one of their hands. In a matter of seconds the wind chakra manifests into that of a rapidly spinning two dimensional like disk of wind. This circular platform is around two feet in diameter. Upon its creation the user will then throw the disk towards the target in a vertical manner. Once thrown the disk will then morph into four separate disks of the same parameters as the original. Two of the disk will begin to move in an arc towards the target; one disk moves towards the left and one towards the right. While the disks are moving they will maintain contact with the ground the entire time so, as it is moving the razor sharp winds begin to cut/dig up the ground picking up gravel in the process. Essentially, in the process of moving towards the enemy the disks will begin to spew dirt and dust in front of it causing for it to fill the land five meters in front of it with dust. The dust cloud will impair the enemy’s sight making it difficult for them to see and possible cause irritation if any dirt was to make it way in their eyes. As this is occurring in rapid succession the two disks when they are only a few feet away from the enemy will make a leap aiming to cut the target in a diagonal manner; slicing their chest area and their legs in half if contact has been made. Meanwhile as this is occurring, one of the four disks would have continued a straight linear path towards the target scraping into the ground as it does so. However, before it reaches the enemy, the sharp winds of the disk would have forcefully dug itself underground in a stealth like manner. Once directly underneath the target the disks emerges quite quickly aiming slice in the enemy in a vertical manner cutting their body straight up. As for the last disk, at the same time as the others are moving in their separate direction, this disk will have leaped into the air where it would have begun to release in rapid succession a stream of wind bullets that will pierce through targets easily if contact was made, and will dissipate the disk in the process.
Note: Can only be used twice with a turn cool down in between.
Note: No Wind jutsu above A-rank next turn.
(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim

Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique isperformed, after these 2 turns the winds will leave but the ditch remains.
(Fūton: Kuikku Ken no Jutsu)- Wind Release: Quick Sword Technique
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: Based on the timeless principle ofIado, the art of releasing and sheathing ones sword in the blink of an eye, this technique entails a sort of mock Iado where the user will simply grab the handle of his sword while focusing his Fūton chakra. His chakra will then seep into the air around him to take command of the naturally occurring wind up to 5m from his position. By holding on the handle of the blade the user will use his Fūton chakra to replicate the entire blade down to the very length and density as invisible swords of wind, 6 in total. The swords can be heard, if not seen, as sharp whistling sounds as they sling around the user as well as the damage they do to any nearby objects such as the ground which makes the technique very noticeable. If one would look closely however, the blades can be observed as faint arcs of green Fūton chakra. The blades will slice at anything within 5m of the user's vision and can be pushed forward after being spawned to a maximum range of 10m using the air as a medium with a combined rank of A instead of individually. The technique is only applicable as long as he keeps his hand on the handle of the sword, once the user lets go the technique is ended. This prolonged usage can only last the entire turn it was performed.
Note(s):
- Can only be used 3×
- Requires contact with a bladed weapon
- While being performed user cannot perform any other chakra related techniques.

(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 20
Description: At the end of one of their wind jutsu the user will perform 2 handseals in the same time frame as they create the jutsu, and pump more of their wind chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 20 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents. The user can also choose to perform this technique after their wind jutsu has already been created, so that this jutsu occurs in a separate time frame.
Note: Can only use used on wind the user or the users summon has createdNote: can only be used 3 times
(Fuuton: Hai ni uchi)- Wind Release: Between Two Lungs
Type: Offensive
Rank: A
Range: Short-Mid (Suction is short-ranged)
Chakra Cost: 30
Damage: 60
Description: The user will channel his Futon chakra throughout his blade and then release a thin, spiraling cocoon of actual wind over his blade, spanning from the hilt to the tip in a full undulating coat. This will give the blade added cutting power naturally but the true purpose is to thrust the blade forward while twisting the arm and wrist counter-clockwise, this will form a drilling motion of wind like a sharp thin spear that extends up to short ranged of the user (5m). However, after the thrust- or mid way of the user so chooses, he'll quickly flick his wrist clockwise which spins the sword in the same motion and cause the spear of wind to quickly expand width wise, like an opening umbrella while extending another 5m to reach mid-range from the user (10m).The spinning motion will quickly take shape of a localized tornado with the tail being the user's sword and the broad head being the technique's area of influence, its powerful clockwise motion sucks anything in its aim into its eye and by extension the user's outstretched sword while slicing and dealing cuts to the victim through its viciously rotating wind walls.
Note(s):
- Can only be done 3x
- Requires a turn cool down
 
Last edited:

Sasori

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⌈白⌋
Custom element Japanese name: Hyōhaku
Custom element English name: Bleach
The element is based on: Water ‡ Lightning
Facts that prove the element to be possible (in the manga context):Bleach is widely known for its usage as a sanitation and whitening agent. It is used to remove stains, clean and disinfect surfaces in the kitchen and bathroom, purify water for drinking and kill bacteria, viruses, fungi and algae. Thus, bleach can serve as a disinfectant and sterilizer. In the narutoverse, people take care of their laundry and clean their homes (kitchen, bathroom), with disinfectants just like we do in the real world. It is not far-fetched to assume that bleach is one of the primary cleaning agents they use.
For instance, at Ichiraku's Ramen place, they clean up their serving tables after people leave. It is possible that this is always done with a disinfectant (bleach) to kill germs and keep surfaces clean.
The Yamanaka clan are florists as both the manga and anime have shown. And it is not uncommon for florists to care for their flowers. A common fungicide and herbicide that florists use to remove mildew and kill weeds respectively is bleach. Also, some characters in the narutoverse wear white (Neji, Ten Ten, Sasuke, Minato, doctors, medical nins, nurses, etc) and it is possible they use bleach to keep these clothes shiny.
This element is similar to water release in the sense that it also is liquid in nature and will be manipulated in like manner.
How it works: In order to achieve bleach, the user will need to infuse their water chakra simultaneously with their lightning chakra. The water chakra, being the primary determinant of how the bleach element looks (liquid), is to be of a greater ratio. The secondary element lightning serves as the electricity for the electrolysis reaction that creates bleach and so is to be infused in less amounts. This concurrent process brings about a new liquid element called Bleach which is pale yellow in colour.
In terms of usage, bleach can be manipulated outside the body as a liquid to create orbs, waves, vortexes, etc. To achieve this, one would either summon bleach or infuse bleach chakra within their body, mold it and spit it out as a liquid. Spitting bleach from the mouth will be the same as how one can expel water, fire, earth, lightning and wind techniques from their mouth. If previously used bleach remains on the field in considerable amounts, they can also be used to create new bleach techniques.
The uniqueness of the bleach element stems from its ability to not only wet an object like water does but also induce chemical burns. In general, the common symptoms associated with chemical burns include:
• Blackened or dead skin
• Irritation
• Redness
• Swelling
• Blistering
• Dermatitis
• Burning in the affected area
• Numbness or pain in the affected area.
However, it is to be noted that bleach is not an acid. Bleach is a base, since it has a pH of above 7 (12.6). Acids on the other hand have pH of less than 7. While water is neutral with a pH of 7.
Contact with bleach occurs in the following ways:
Inhalation: Bleach has a strong, irritating smell which on inhalation will cause severe irritation to the nose, throat and respiratory system with effects including: dizziness, headache, coughing, loss of co-ordination, chest pains, respiratory paralysis and failure.
Skin contact: This will cause caustic irritation and burns due to defatting and saponification of skin oils and destruction of tissue. The slippery feel of bleach on skin is due to this process. The effects include; Redness, blistering, localised pain and dermatitis.
Eye: Bleach will cause burns to the eyes with effects including: Pain, tearing, conjunctivitis and if duration of exposure is long enough, blindness will occur.
Ingestion: Ingesting bleach is very dangerous to the body because the internal organs are made of softer tissue than the skin and thus make it easier for the bleach to be absorbed into these organs. When bleach is ingested in small amounts, it is corrosive and can irritate and damage the mucous membranes and oeso****us. It will irritate the eyes, nose and throat and cause nausea, vomiting and diarrhea. Ingesting sufficient quantity of bleach will destroy the digestive tract/alimentary canal (mouth, oeso****us, stomach and intestines) which will hurt and can be fatal.
When bleach comes in contact with acids, chlorine gas which is poisonous is produced. Bleach users do not have any control over said gas and can be affected by it too.
When bleach comes in contact with ammonia, it explodes.
Jutsu Usage Examples:
Hyōhakuton: Tettoribayai Kaiketsusaku | Bleach Release: Quick Fix
Type: Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After gathering their bleach chakra in the ground around them, the user drops and slams both palms on the ground. From the left and right hand sides, two human-sized bleach vortexes burst forward and slam the opponent into the air. The opponent will begin to feel irritating inflammation in the places the bleach vortexes impacted. If not properly cleansed, said areas will slowly begin to burn.
Hyōhakuton: Doraibu | Bleach Release: Drive
Type: Attack
Rank: C-A
Range: Short-Long
Chakra: 15-30
Damage: 30-60
Description: The user waves two hand seals, infuses bleach chakra in their gut and spits it out as a pressurized jet of bleach. By infusing more chakra and adding one handseal, the user can increase the strength of this technique by one rank.
Hyōhakuton: Kontorōru | Bleach Release: Control
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user will release their bleach chakra into an existing source of bleach in the field and manipulate it to create any liquid constructs that they wish (walls, bubbles, whirlpools, etc)
Conditions to be able to use it: Complete water and lightning trainings.
Is weak to:
→ Fire: Bleach is weak to fire, and can easily be evaporated by it. However in the process, corrosive smoke/toxic fumes are released. If undefended, the user can be affected by the smoke as well.
→ Lightning: Bleach is weak to lightning. When hit by lightning, bleach undergoes rapid catalysis that makes it more corrosive at that moment. However, it is ionized in the process and is eventually dispersed.
→ Ice: Bleach is liquid, and so it can be frozen.
Is strong against:
→ Water: Bleach is heavier than water. So if bleach and water of equal size and rank collide, the bleach will dilute the water and overpower it.
→ Earth: Bleach is corrosive and will easily eat through Earth.
→ Wind: Bleach is a lot heavier than regular water and so cannot be blown away with wind.
→ Metals: Bleach oxidizes metals and will rapidly and easily eat through (corrode) them.
→ Sand and dust based elements: Bleach will wet them and render them too heavy for their users to control (i.e useless).
→ Bugs: Bleach is very effective for killing them.
→ Organic elements (Mushroom, Germ, Plant, Wood etc): Unlike water which provides a conducive environment for organic elements to thrive, bleach is corrosive to living tissues and will completely destroy these elements.
Co-creator: Sasori
Students I passed this custom element on too: ? & ?


P a t e n t C e r t i f i c a t e
I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Littlefinger, our loyal member, gave on the date December 3rd 2016 a request for a Patent on his custom element (Bleach); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Hyōhakuton

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(Hyōhakuton: Poseidon no Bōsō) ◈ Bleach Release: Poseidon’s Rampage
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: In order to utilize this jutsu a user can either form three hand seals whilst being connected to the ground or slam their hand on it. This, thus allows them to infuse bleach chakra in a specific location which then erupts as three geysers of the pale yellow substance. These three geyser eruptions occur within short range of the target, and cause the ground to vibrate violently as they do, throwing anyone within short range of them off balance. These pressurized geysers burst forth with such force that they reach up to Long range into the air, attacking aerial targets as well. The aim of Poseidon's Rampage is to hit target(s) with pressurized blasts of bleach that pack enough force to break through rocks; while also exposing them to the harmful effects of bleach. Once the geysers have been formed around the target, the user will then use advanced chakra manipulation in order to cause all three of the geysers to morph into a wide array of marine based animals. All three geysers will disperse into animals such as sharks, mermaids, whales, and other ocean related animals. Once the geysers have morphed, the user will then take control over all of the creations and can manipulate them to swarm in on the target from a wide array of angles. Once the bleach constructs finally strike the ground it will soak everything within 5 metres of the strike (short range) with bleach, substantially leaving behind its potent odor. Inhalation of this odor has detrimental effects on one's health; and prolonged inhalation may be life-threatening. This specific odor stays in place even after this jutsu has ended, leaving the opponent(s) with the task of dealing with the harmful effects of inhaling bleach.
Note: Can only be used twice per battle, with two turns between each usage.
Note: No Bleach, Lightning or Water jutsus above A-rank the following turn.
Note: Odor stays around for two turns.
(Hyōhakuton: Seinaru Seiiki) ◈ Bleach Release: Holy Sanctum
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user starts off either by slamming their hand on the ground or by forming a row of three hand seals, before infusing the surrounding land/terrain with Bleach chakra. This chakra which is immediately transformed into Bleach begins to corrode/erode/eat away at the earth; thereby causing the ground itself to become moist and squishy in a manner vaguely comparable to the Swamp of the Underworld technique. Since Bleach is strong against Earth and its variants, this earthen swamp is laden with Bleach and is much more lethal due to its corrosive effects. Similar to the earth, all existing and preexisting techniques on the ground of elements weak to Bleach will suffer the same corrosion. As a result, these existing techniques lose two ranks in strength, while any other techniques emanating from the ground which are generically weak to Bleach will fail. With Holy Sanctum, the user does not convert the Earth to Bleach as this is beyond the capabilities of the element; rather, they dissolve Earth using Bleach. Earth suffers a weakness to Bleach; and just like metals, corrodes/dissolves on contact to bleach.
• Each usage lasts two turns and can only be used thrice per battle with a two turns interval between usages. No other Bleach techniques above A-rank while this is active.
(Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque

Type: Supplementary | Offensive | Defensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: One of the earliest Bleach techniques created, Klabautermann's Odalisque is better known by its initialism KO. By means of their unique Bleach chakra, the user is able to produce the pale yellow liquid which is Bleach. This liquid can be produced from the user's body, expelled from their mouth or summoned from sources outside their body. When produced from the user's body or summoned from the surrounding terrain, S-ranks would require three hand seals and A-ranks would require two hand seals; but B-ranks and below would require one hand seals. The production of Bleach from the user's mouth or body is no different from how one can spit out fire and lightning or generate them from their body without being electrocuted by the latter or burned by the former. With the use of KO, Bleach can be produced in various shapes, sizes and forms, all depending on the creativity of the user. These constructs may range from bubbles to large waves and from spikes to gigantic pillars. The smallest bleach construct used with KO can be as small as a shuriken, and the largest, as large as the enormous rock formations of a 15m wave.
Note: S-rank can only be used thrice per battle. No Bleach techniques above A-rank in the same and next turn.
Note: A rank can be used once per turn and four times in all.
(Hyōhakuton: Hōritsu no Remyueru ) ◈ Bleach Release: Laws of Lemuel
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This technique outlines the effects of exposure to Bleach release and it's corresponding ranks:
D rank: In an acidic like manner this will cause irritation to the skin distracting the opponent as they take -5 damage per turn.
C rank: Much like the D rank variation, this causes an increased burning sensation, causing the opponent to suffer -10 per turn, while after 5 turns losing feeling in the target area if not treated accordingly.
B rank: Further increasing the irritation, the concentration is stronger, meaning the target would take -20 damage per turn, and lose control of the targeted body part after 4 turns. At this level the Bleach would give off toxic fumes causing irritation to the lungs and coughing.
A rank: At this rank the concentration of Bleach is very high, and contact with it will actually burn into the skin of the target. As a result, they will suffer -30 damage per turn, and will lose control over the targeted body part after 3 turns. The toxic fumes from Bleach will cause increased irritation and coughing, headaches, dizziness, loss of co-ordination, and if continuously inhaled for 3 turns will cause lasting damage to opponent's lungs which results in death in the following turn (i.e., the 4th turn).
S rank: Here Bleach concentration becomes extreme. It is capable of destroying body parts instantaneously, only leaving opponents to suffer -50 damage per turn. By inhaling the toxic fumes of this rank of Bleach, the opponent experiences the same effects of A-rank Bleach, but at a more intense level. After inhaling it for 2 turns, they receive lasting damage to their lungs, and death follows in the next turn (i.e., the 3rd turn).
NOTES:
• A Bleach user may also be susceptible to these effects. However, due to their familiarity with the element, they only suffer half the damage and the effects (i.e., if an A-rank Bleach technique is returned back to the user somehow and it touches them, they suffer its effects as a B-rank instead)
• By leaving Short range of Bleach or cleansing themselves of it (if contact is made), one can escape these effects.
• Must be posted at the beginning of the battle or when any Bleach techique is used.
(Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn active)
Damage: N/A (60 if used to attack) (+20 to physical attacks)
Description: There are two ways that the user can utilize this jutsu: First, it can be used as an armour for enhancing the lethality of the user's physical attacks with the help of Bleach's corrosive properties. The second usage is more rudimentary than sophisticated. It allows the user to infuse an object with bleach by making physical contact with it.
In the first usage, the user focuses and releases a burst of Bleach chakra throughout their entire body, thus creating a layer of Bleach across their body. If the user is holding a weapon, this Bleach coating/armour will envelope it as well. In order to ensure that they and their weapons are not harmed by the effects of their own technique the user first encases their entire body (and weapon) in layer of special chakra. The user may also be affected by the Bleach fumes.
With the second usage, the user, by simply making physical contact, can swiftly coat a substance with Bleach. Unlike in the first usage, this is purely offensive, as the Bleach coating will immediately start corroding whatever it covers. It is used mostly on enemy weapons. This version cannot be used on the enemy themselves. By simply touching an enemy's kunai or weapon for instance, the user can coat it with Bleach, thus corroding it. Another example is the Bleach user touching a tree and coating it; the Bleach will cause the tree to erode and wither.
• Activation of the first usage lasts two turns.
• No other Bleach techniques above A-rank while this is active.
• Only one usage can be active at any given time.
• Can only be used three times per battle with a two turn interval between uses.
(Aegaeon no baburu ) ◈ Bleach Release: Bubble of Aegaeon
Type: Supplementary/Defensive
Rank: F
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: The user starts off, by performing a single handseal focusing their bleach chakra throughout their entire body they will release a full body surge of bleach from their body. In a matter of moments bleach will begin to seep through their pores as it continues to expand and grow in size. Eventually, the bleach will peel off of the user’s body in order to reveal a bubble of sorts consisting entirely of bleach. The bubble spans up to Short-range, and the inside of the bubble is completely devoid of bleach and is where the user will safely be kept. Of course, as the bleach expands off of their body the user will suffer major burns from the bleach due to its corrosive properties, and will be at risk of the odor if they cannot prevent themselves from inhaling it. The main purpose of the bubble is to serve as a protective barrier, protecting the user from the dangers of outside ailments. Upon expanding up to five meters the bleach bubble eats away and corrodes any nearby grass and earth; which causes for any jutsu that originates from the ground short-range underneath the user to be weakened by two ranks. Also, this bubble is thick enough to easily eat away at basic kunai and shuriken in a matter of seconds upon being in contact with the bubble. Due to the large quantity of bleach present on the field it causes for a potent odor of bleach to be produced which spans up to Mid-range away from the bubble’s coordinates. Inside, the barrier is also filled with heavy toxic fumes, this allows for any wind jutsu that would happen to originate inside of the bubble to be weakened by two ranks due to bleach being heavier than wind. Lastly, if wanted the user can snap their fingers causing for the bubble to explode outwards sending shuriken sized bleach constructs into a frenzy in an omni-directional manner spanning up to mid range.
Note: Can only be used once
Note: Bubble can last at most two turns. While active, the user is restricted to bleach jutsu and elements that make up bleach.
Note: If wanted the user can cause the bubble to explode in the same time frame upon its creation, doing so will take up a second of the users three moves per turn
Note: The user isn't able to mold chakra above A rank next two turns after usage.
Note: No bleach jutsu for two turns.
Note: Due to the severe damage to the users skin from using this technique, user will be in agony and lose 3 ranks to their base speed and be unable to perform genjutsu above B rank due to then inability to focus.
(Hyōhaku-zai rirīsu: Revu~isu) ◈ Bleach Release: Leviathan’s Voracious Hunger

Type: Offensive
Rank: S
Range: Short (on creation) Mid-Long (on propulsion)
Chakra: 40
Damage: 80
Description: The user starts off by first, manifesting their Bleach chakra into one of their arms followed by thrusting it forwards towards their target. As their hand is thrusted the Bleach chakra they have built up is poured out of their arm in the form of a spiraling dragon entity. This specific dragon is actually composed of two dragons which are closely intertwined making them appear as one entity. Once unleashed the dragons immediately split into two individual bodies each set to go after a target; one dragon will begin to leap into the air while the under will submerge itself underground. It is able to submerge itself underground quite easily due to how the earth is weakened and corroded upon contact with bleach, so it can easily force itself underground. In a matter of seconds each dragon will hastily make its way towards their target(s), expanding in size as they do. Once underneath, and above their target(s), both dragons expand more ferociously than before. The submerged dragon cracks the earth underneath the target as it explodes outward; while the aerial dragon casts a wide shadow as it does the same thing. Each dragon is around the size of the Earth and Stone dragon, and when they expand they become bloated to the point that they become up to five meters in width. Both dragons explode into a fury of Bleach constructs that come in the form/size of ordinary shuriken; which are sent out in a sporadic, omnidirectional manner covering everything within 10 meters, thereby tearing them apart. Both dragons act in unison. They are released, move, expand, and explode simultaneously, aiming to trap the target(s) between both attacks.
Note: Each dragon is A-rank in strength.
Note: No Bleach above A-rank in the following turn.
Note: While active the user cannot use other jutsu.
Note: Can only be used twice per battle, with two turns between each usage.
(Behemoto no kyūseishu) Bleach Release/Sealing Arts: ◈ Savagery of the Behemoth
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: By first flooding their body with bleach chakra the user causes a full body surge of bleach to occur on their body. Upon being released a large quantity of bleach can be seen forming around the user's body. Similar to the earth armor Jutsu, the bleach will constructed into that of a five meter tall humanoid sea demon. Once fully emerged the user immediately coats a Sealing tag in a layer of chakra and places it somewhere within the beast. Appearance wise, the creation has four large pincer like hands and possesses four distinct tentacles sprouting from its back. The seal that was previously placed on the beast is based on an attribute Fūinjutsu that involves sealing and resealing things. By activating the tag with thirty chakra points and spending a move it is possible for the user to heat the Bleach construct to extreme temperatures with fire and cause it to evaporate into that of thick and heavy fumes that radiate up to ten meters of where the construct was for up to three turns, and will harm people following the laws of Bleach. But if this is done the users usage of this technique will end.
Whilst, this technique it in place, the behemoth, due to its body being entirely composed of bleach causes for the land in a five meter radius to be corroded by bleaching causing any solid earth-based Jutsu with a weakness to bleach that emerges from the ground to be reduced in damage by one rank. More importantly, by spending a move the user can manipulate the abundance of tentacles its body is composed of and submerge them underground. In a matter of moments they can cause for the land passed the five meter mark to be filled with tentacles of bleach. All of the constructs are scattered across the field from (Mid-Long) range, but all will be placed at least five meters from the target. Immediately once emerged the user manipulates the tentacles to expand in size until they all burst into a fury of shuriken sized constructs of bleach and is equivalent to an S-rank Jutsu. Additionally, instead of utilizing the tentacles in this manner the user can choose to manipulate up to four that are placed around the construct allowing them to attack enemies up to Mid-range away.
Note: Can only be used 2 times, lasting 4 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Bleach during that period.
Note: Can't use any elements besides Bleach and the ones that combine to make it while this is active
(Funanori no himitsu)◈ Bleach Release: Secrets of a Sailor
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Water technique)
Damage: N/A (+20 to water technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Water techniques by infusing amounts of a pale yellow substance known as bleach to it. By adding an extra hand seal at the end of a regular Water jutsu, the Bleach chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen as a pale yellow substance just like bleach. The infusion boosts the technique's offensive capability because of bleach’s corrosiveness but it also allows it to take on Bleach’s known S/W's. Just like regular bleach said technique will possess a detrimental smell as well other harmful effects. Additionally, due to the infusion of bleach into the water it will now take on corrosive properties making it more lethal than before.
Notel Can only be performed four times
Note: The user is unable perform Bleach techniques above A ranked in the next turn
Note: Can only be used on water techniques that come from the user's body
(rirīsu: Shūsei unmei) Bleach Release/Lightning Release: Zeus Empowerment
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20 to Bleach jutsu
Description: One of the reasons that bleach is weak to lightning is because it causes bleach to undergo rapid catalysis which eventually leads to it losing its corrosive effects. However, while it is becoming ionized by the lightning it also becomes more corrosive at that moment. Zeus Empowerment will allow for the user to increase the strength of one of their bleach techniques for a brief moment. By performing a single hand seal at the end of one of their bleach techniques the user will infuse a small amount of lightning chakra (B-rank) into one of their Bleach techniques. The infusion of chakra costs a move and happens right after the technique was released. By infusing chakra into the technique, the user will be able to increase the strength of their bleach technique momentarily by increasing its corrosive effects through rapid catalysis. The drawback of this is that the ionization process causes the bleach to lose its corrosive effects shortly after it was done making this technique not ideal for techniques that are sustained on the field. The effects of this technique last only one turn and afterwards will cause the bleach to dissipate and become powerless.
Note: Can only be used four times
Note: Not bleach above A-rank next turn
(Nikkusu no noroi) Bleach Release/Sealing Arts: Curse of the River Styx
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: A technique designed to take advantage of Bleach’s corrosive properties and use it to weaken enemy jutsu. The user will first perform two hand seals at the end of one of their techniques and cause kanji transcripts to appear across the technique. The purpose of these kanji transcripts only come into action once the user’s technique clashes with one of the enemy’s jutsu. Upon contact being made, the kanji transcripts will begin to release bleach from the seal that will begin to move outward and made contact with the opposing jutsu. The thing about this technique is that the bleach will layer the technique that it is on and cause any opposing jutsu in contact to be exposed to the corrosive effects of bleach. Curse of the Nyx is a technique whose sole purpose is to weaken opposing jutsu and it does this by slowly corroding and and causing caustic burns to techniques that are in contact with a jutsu that is under the influence of this technique. The effects of this technique are slow acting meaning that the opposing jutsu will first be weakened of twenty damage points from the bleach itself, but for every turn the enemy’s jutsu is in contact with this technique it will lose twenty damage points, but this only applies for up to two turns.
Note: Can only be used four times with a turn cool down between each use.
 
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Sasori

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Kisei Clan

Kisai Ichizoku - 鬼才 族
Founder - Merlin the Wizard



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History of the Clan



After the defeat of Princess Kaguya, the Sage of Six Paths sealed the Juubi inside of him and stayed behind on earth while his brother Hamura ascended to the moon to keep watch over the Gedo Mazo statue. While the Sage stayed, he began to spread the teaching of Ninshu around the Ninja World. During this time, one ninja by the name of Merlin came to exist. After training alongside notable monks most of his life, he learned of scrolls that showed secrets behind some of the advanced applications of ninshu and chakra usage developed decades after Hagoromo taught the first people Ninshu. Seeking to understand this power, Merlin sought out the location given on the scroll

Having arrived at the location, Merlin came to find several monks who practiced Ninjutsu. Coming into contact with them, Merlin learned that despite their noble ways, they were quite humble and peaceful, yet contained a power beyond any he had seen. In his search to understand more, he asked them to show him the ways of their powers, to which they denied him. It wasn't until many years of training under them to hone his own chakra prowess that they finally gave in and showed him their ways. Normal chakra was the result of what was considered the two forms of energy, Spiritual and Physical Energies. These monks have developed a way to enhance their Ninjutsu through various methods. This advanced usage that they deemed Mahou was more powerful than Ninjutsu's basic usage, applied through different methods such as speech and movements and instruments such as wands. Being so powerful that they could use their very own raw will and vitality to bend the world to their command, these Monks warned Merlin of succumbing to the Dark nature of Mahou, telling that he could lose what makes him human if he didn't. Taking this energy within him, Merlin spread the Ninja World, teaching others how to utilize this ability that he had honed and perfected over the years. Taking a wife years later, he learned that his children were also born with the ability to use Mahou. Generations later, his clan and descendants still utilized this power and refined it even more.

Special Abilities



Passive Traits & Abilities

Mahou is able to be performed in acts of raw and advanced applications, though it is better and more powerful when used through a wand. Wands, the basic weapon any Kisei possesses, allows them to channel their chakra to perform techniques and use Mahou and certain Ninjutsu without the requirements generally associated with these, instead using verbal commands known as incantations or, in some cases, movements. They are made from wood from the Jubi's dormant form and amplified and augmented by special chakra based items. What separates this wood and that of Wood Release is this wood is the most chakra conductive wood and the most chakra-linked natural material in the ninja world. Due to being created from the shell of the Jubi's dormant form, this allows the wood to retain some of the Juubi's influence and causes it to be at times temperamental. Because of this, each piece of wood is different with "personalities" to them. The material itself is more linked to how the wand will work and it's inherent abilities while the wood is more attached and linked to the type of individual that is capable of wielding it. Most spells are done with the aid of wands, but rare spells can be cast without the use of wands. Mahou with a wand is usually performed with an incantation, but more experienced Kisei members can cast nonverbal spells, which conceals the spell until cast. Wands are referred to as "quasi-sentient" because their being imbued with a great deal of magic makes them as animate as an inanimate object can be. The rank of a Kisei also determines their ability to use Ninjutsu and Mahou verbally and nonverbally. Until Year 3, the Kisei would have to speak the full name of a jutsu, including seals. Year 5 Kisei and down can use Ninjutsu and Mahou by saying the full name while Year 6's and up can use it by just saying the name of the element and Mahou.

As mentioned above, the material used with the wood from the dormant form of the Juubi grants different natural and passive abilities, better suited for various types of Ninjutsu and Mahou usage, which is the primary use for the wands - to channel their mahou through it, resulting in very unique wands for each Kisei. The full lists for both can be seen in the spoiler below

Wand WoodTraits and Properties
VineA khaki like color, Vine wood is yielding, and known to be a springy wood. Vine wood is ideal for casting using with Charms.
HollyA shining brown, Holly wood is a wood that is mildly sturdy, and being better suited for Defense Against the Dark Arts.
ElderRare, and pure white, Elder Wood is known to contain the foulest aspects of the Jubi's dormant form and is suited for Dark Arts.
HawthornA dark shade, Hawthorn wands are known to be a wood that helps with Dark Arts.
RosewoodWands of a fiery to bright pink shade, Rosewood wands are flexible, giving slight bend and being ideal for Transfiguration.
AshwoodAn ivory like color, Ashwood wands are unyielding, perfect for Charms.
YewA morbid yellow tint, Yew wands are another wand suited for Dark Arts.
Wand TypeBenefits associated with it
Dragon HeartstringPowerful, and ideal for Lightning usage
Phoenix FeatherFiery and good for Fire usage
Unicorn Tail HairPowerful and ideal for Water usage
Veela HairTemperamental and ideal for Wind usage
Dittany StalkStrong and ideal for Earth usage
Thestral Tail HairIdeal for usage with any element the user chooses

Kekkei Genkai (or equivalent):

As described above, Kisei members are able to make use of a different form of Ninjutsu, one they have honed and mastered over the years to the point that their usage of it is on par with that of the normal Ninja using Elemental Ninjutsu. Kisei members utilize this chakra as a purer yet more advanced form of Ninjutsu, closer to it's original roots, that the Kisei clan deems "Mahou." This form of ninjutsu is so powerful and strong that through applying sheer will force and chakra, the user is able to apply Mahou through different methods, notably through incantations and special arm movements and channeling instruments.

In the Kisei clan, the ability to use Mahou is an innate ability. This is the norm of children born to the normal Kisei family. The use of it is done through special Ninjutsu techniques called Spells, which are generally verbal incantation and arm movements that the user uses as a way to release his Mahou chakra. These types of Spells range from Transfiguration spells, or Mahou jutsu that include bewitching an item's form and physical appearance, Charms, jutsu aimed at giving objects new and unexpected properties, Potions, which is a field of alchemy that involves the user using his Mahou with parts of the Juubi tree and parts of the dormant form of the Juubi ( it's shell ) that allow the user to create potions, Defense Against the Dark Arts, jutsu that allow the user to combat malicious Mahou and the Dark Arts itself, a type of Mahou jutsu that use Mahou directly for dark purposes.

Advanced Mahou Arts


In addition to this, there are also 2 last fields of studying, 1 exclusive to each alignment, the two being Occlumency and Legilimency. One deals with erasing your mind and presence from the perception of others to prevent detection and enable stealth, the other deals with perception of the enemy, emotional and thought reading and overall awareness. (To be submitted as a CCJ)

Location


The primary location for wizards is Hogwarts School of Witchcraft and Wizardry, located only to those who attend or are of wizarding descent and has also been rendered "un-plottable" by m, preventing non-Kisei from locating and gaining entry.


Purpose



The purpose of Kisei vary greatly with each kind; while one half is interested in maintaining their lack of communication with non-Kisei, or Muggles as they call them, and ensuring that the lives of both Muggles and Kisei are protected, the other half are venomously pushing for a Pro-Kisei regime, enforcing their power and control over Muggles and making them their obedient servants. It is these very reasons that the Kisei clan has been locked in turmoil for many decades.

Special Information



There are several different ranks withing the Kisei clan, all of which revolve around the concept of experience and learning over the years. As expected even with Chuunin and Sannin, a Year 2 Kisei is inherently weaker than a Year 6 Kisei, reflected in their usage of spells and the catalog of spells available to them.

Chain of Command


  • Headmaster: The head of the clan, the Headmaster has magic that is inherently stronger than those of lower ranks as well as full knowledge of all forms of magic, and able to specialize in two forms.
  • Heads of House: Directly under the Headmaster are the 4 Heads of House. With power a shade below the Headmaster, each of these Heads are knowledgeable in individual fields and their power reflects this, having knowledge of all facets of their respective fields. They account for the clan's council in the absence of the Headmaster. Each Head of House has under his power 5 Kisei each in his House, divided between the seven levels of training a student can go through "school".
  • Graduates: Upon completion of Year 6, members are considered full Kisei. The main difference between Graduates and Heads of Houses are graduates are simply students who are done with training and are full Kisei while the Heads of Houses actually teach and have a wider range of knowledge listed above.
  • Students: Under each of the Heads of Houses are up to 5 students. These 5 students make the general body of Wizards of each House, collectively making the large body of Kisei members. There at max can be 20 of these members. These members are divided into their Houses based on the decision of the Sorting Hat, a charmed hat that can speak and read the thoughts of those who wear it. This can only be used to help it decide what House it may place you in and doesn't mean that it can relay what it learns to anyone.
Ranks

Aside from the general structure and chain of command of Kisei members, the actual ranking of members is divided by the training status of members, ranging from Full Wizards to Year 1 members. Depending on the level of training, members can be between 1st to 7th Year members, or Full Wizards.


  • Full Kisei: Their final level of training, wizards at this stage have completed basic trainings, have access to most if not all of the prior abilities of their alignment.
  • Year 6: By now, the distinction between Light Kisei and Dark Kisei has become increasingly clearer; gain the ability to learn Occulumency or Legilimency and Apparition and Flight.
  • Year 5: Learning Wandless Magic, Kisei of this age become much stronger and have mastered most if not all of their basic training.
  • Year 4: At this point, a Kisei's descent into darkness begins should they choose to become a Dark Kisei, beginning to learn hexes as well as beginning to dabble in teachings of Dark Arts. All Kisei begin to stronger Charms and begin to learn how to make and create potions.
  • Year 3: Growing in maturity and power, this reflects in their ability to begin learning stronger spells as well as starting in both Transf and Charms. Dark Wizards begin to learn how to utilize hexes at this stage
  • Year 2: As the Kisei learn more, their abilities strengthen as well as their arsonal, being able to cast more spells and the ones they already have become stronger as well, gaining access to early Transfiguration or Charms spells and minor jinxes.
  • Year 1: Introductory level Kisei, these members have access to very few spells of their own and their own spells deal minor damage outside of their described effects and learning the abilities of Charms or Transfig.
Detective L, Vex, Jinbei, Uchiha Lee, Broly and Souji are willing and ready to join now.

Requirements



In order to join, one must reach certain requirements. One must have at least reached S-Class ninja in order to join the clan, though this can be waived if the Clan Head wishes to. Members with a KG bio or a HA bio cannot join, nor can canon bios.

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C u s t o m C l a n C e r t i f i c a t e
I, Scorps, Moderator of NarutoBase's RolePlay, in this day, 14th of July of the 8th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn and all the RP gods before them, after reading the above submission and validating all the needed requirements, give you, Lord of Kaos, our loyal member, property and patent of the following custom clan:

Kisai Ichizoku

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Kisai Ichizoku
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Copyright ©2016, Lord of Kaos, NarutoBase.net

D rank

1. ( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank
Levitation Charm: - Defensive

  • The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.
C Rank
Disarming Charm: - Supplementary

  • The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.
B Rank
Summoning Charm: - Supplementary

  • The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.
Banishing Charm: - Supplementary

  • The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.
A Rank
Stunning Charm: - Offensive

  • The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".
  • Human Presence Revealing Spell: - Supplementary
  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
S Rank
Severing Charm: - Offensive/Defensive

  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
Bombardment: - Offensive/Defensive

  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

2. ( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.
Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.
Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

C rank

B rank

3. (​ ​​Kuro Mahou​ )​ ​-​ ​Dark​ ​Arts​ ​
Type:​ ​Supplementary​ ​/​ ​Offensive
Rank:​ ​B-S
Range:​ ​Short​ ​-​ ​Long
Chakra:​ ​20-40
Damage:​ ​40​ ​-​ ​80
Description:​ ​The​ ​Dark​ ​Arts,​ ​also​ ​known​ ​as​ ​Dark​ ​Magic,​ ​refers​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​that is​ ​mainly​ ​used​ ​to​ ​cause​ ​harm,​ ​control,​ ​or​ ​even​ ​death​ ​to​ ​the​ ​victim.​ ​The​ ​Dark​ ​Arts​ ​are​ ​not necessarily​ ​"evil",​ ​just​ ​because​ ​it's​ ​labelled​ ​"dark".​ ​While​ ​the​ ​Dark​ ​Arts​ ​have​ ​a​ ​bad​ ​reputation, overall,​ ​dark​ ​magic​ ​is​ ​not,​ ​by​ ​definition,​ ​"evil"​ ​magic.​ ​​ ​A​ ​Dark​ ​spell​ ​is​ ​primarily​ ​defined​ ​as​ ​any spell​ ​that​ ​consistently​ ​affects​ ​the​ ​object​ ​in​ ​a​ ​negative​ ​manner,​ ​usually​ ​associated​ ​with​ ​varying levels​ ​of​ ​discomfort.

Dark​ ​spells​ ​can​ ​be​ ​classified​ ​into​ ​three​ ​groups:​ ​jinxes,​ ​hexes,​ ​&​ ​curses.​ ​These​ ​groups​ ​form​ ​a hierarchy,​ ​with​ ​jinxes​ ​at​ ​the​ ​base,​ ​hexes​ ​in-between,​ ​and​ ​curses​ ​at​ ​the​ ​top.​ ​The​ ​further​ ​one ascends​ ​up​ ​this​ ​hierarchy,​ ​the​ ​more​ ​wicked,​ ​the​ ​stronger,​ ​the​ ​longer-lasting​ ​and​ ​the​ ​less reversible​ ​the​ ​Dark​ ​spell's​ ​effects​ ​appear​ ​to​ ​be.

B rank
​ ​​
Ebublio​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​

  • The​ ​Ebublio​ ​Jinx​ ​(​ ​Ebublio​ ​)​ ​is​ ​a​ ​jinx​ ​that​ ​entraps​ ​the​ ​target​ ​​ ​in​ ​a​ ​very​ ​large​ ​bubble​ ​that absorbs​ ​physical​ ​force,​ ​allowing​ ​it​ ​to​ ​survive​ ​attacks​ ​of​ ​equal​ ​rank​ ​and​ ​lower.​ ​Appearing​ ​as​ ​a brilliant​ ​purple​ ​jet​ ​of​ ​light​ ​accompanied​ ​by​ ​purple​ ​flame​ ​and​ ​smoke,​ ​when​ ​the​ ​spell​ ​lands​ ​a bubble​ ​rapidly​ ​expands​ ​from​ ​the​ ​point​ ​of​ ​contact​ ​to​ ​envelop​ ​the​ ​target.​ ​While​ ​it​ ​is​ ​able​ ​to absorb​ ​physical​ ​force,​ ​it​ ​is​ ​vulnerable​ ​to​ ​energy​ ​based​ ​attacks.​ ​If​ ​the​ ​item​ ​targeted​ ​is​ ​within short​ ​range,​ ​the​ ​user​ ​is​ ​able​ ​to​ ​create​ ​the​ ​bubble​ ​around​ ​said​ ​object​ ​nonverbally​ ​and​ ​without​ ​a wand​.
Leg-Locker​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​

  • The​ ​Leg-Locker​ ​Jinx​ ​(​ ​Locomotor​ ​Mortis​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​is​ ​used​ ​to​ ​bind​ ​the​ ​legs​ ​of​ ​the victim​ ​together.​ ​Similar​ ​to​ ​the​ ​Impediment​ ​Jinx,​ ​the​ ​Leg​ ​Lock​ ​Jinx​ ​renders​ ​the​ ​target's​ ​leg muscles​ ​​ ​to​ ​“freeze”​ ​up,​ ​preventing​ ​movement.​ ​In​ ​certain​ ​scenarios​ ​where​ ​the​ ​opponent​ ​is moving,​ ​by​ ​binding​ ​their​ ​legs,​ ​this​ ​jinx​ ​can​ ​cause​ ​them​ ​to​ ​fall​ ​over​ ​with​ ​great​ ​force​ ​from​ ​their momentum.​ ​The​ ​effects​ ​are​ ​short​ ​lasting,​ ​however,​ ​never​ ​lasting​ ​more​ ​than​ ​a​ ​single​ ​turn,​ ​and can​ ​be​ ​countered​ ​by​ overpowering​ ​it​ ​with​ ​raw​ ​physical​ ​power.​ ​The​ ​target​ ​can​ ​still​ ​mold​ ​chakra,​ ​however; it’s​ ​just​ ​that​ ​his​ ​muscles​ ​become​ ​unable​ ​to​ ​move
A rank
Flagrante​ ​Hex:​ ​​ ​-​ ​Supplementary/Offensive​ ​

  • The​ ​Flagrante​ ​Hex​ ​(​ ​Flagrante​ ​)​ ​is​ ​a​ ​Hex​ ​that​ ​causes​ ​objects​ ​to​ ​emit​ ​searing​ ​heat​ ​when touched.​ ​​ ​An​ ​object​ ​bewitched​ ​in​ ​this​ ​way​ ​will​ ​burn​ ​not​ ​only​ ​flesh,​ ​but​ ​material​ ​as​ ​well,​ ​causing second​ ​degree​ ​burns​ ​on​ ​contact​ ​and​ ​melting​ ​through​ ​bones​ ​within​ ​minutes.​ ​Protecting against​ ​this​ ​curse​ ​is​ ​difficult,​ ​as​ ​there​ ​are​ ​no​ ​outward​ ​signs​ ​of​ ​its​ ​use​ ​though​ ​once​ ​it's​ ​effects only​ ​apply​ ​to​ ​things​ ​it​ ​touches.​ ​This​ ​can​ ​be​ ​applied​ ​through​ ​direct​ ​contact​ ​with​ ​an​ ​object, hexing​ ​it​ ​and​ ​then​ ​removing​ ​contact​ ​with​ ​the​ ​object with it's​ ​effects​ ​being​ ​triggered​ ​or​ ​through release​ ​of​ ​a​ ​orange​ ​jet​ ​of​ ​energy.​ ​Year​ ​6​ ​and​ ​up​ ​Kisei​ ​are​ ​able​ ​to​ ​add​ ​the​ effects​ ​of​ ​Flagrante to​ ​other​ ​spells​ ​or​ ​jutsu​ remotely ​at​ ​the​ ​cost​ ​of​ ​a​ ​jutsu​ ​per​ ​turn​ ​and​ ​can​ ​only​ ​be​ ​done​ ​three ​times​ ​per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant).​ ​Can​ ​only​ ​be​ ​used​ ​overall​ ​5​ ​times,​ ​each​ ​with​ ​a​ ​turn​ ​break​ ​in​ ​between.​ ​
Reductor​ ​​ ​Hex:​ ​​ ​-​ ​Defensive/Offensive​ ​

  • The​ ​Reductor​ ​Hex​ ​(​ ​Reducto​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​can​ ​be​ ​used​ ​to​ ​blast​ ​solid​ ​objects​ ​into pieces.This​ ​spell​ ​differs​ ​from​ ​Bombardment​ ​as​ ​Bombardment​ ​creates​ ​an​ ​explosion​ ​through force;​ ​Reductor​ ​insteads​ ​heats​ ​the​ ​object​ ​until​ ​expands​ ​through​ ​heat,​ ​reducing​ ​it's​ ​form​ ​into ashes,​ ​rapidly​ ​heating​ ​through​ ​and​ ​melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.
S rank
Sectumsempra​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​

  • Sectumsempra​ ​(​ ​Sectumsempra​ ​)​ ​is​ ​a​ ​curse​ ​whose​ ​effect​ ​is​ ​the​ ​equivalent​ ​of​ ​an​ ​"invisible" sword;​ ​it​ ​is​ ​used​ ​to​ ​slash​ ​the​ ​victim​ ​from​ ​a​ ​distance,​ ​causing​ ​rather​ ​deep​ ​wounds.​ ​The​ ​slash follows​ ​the​ ​user's​ ​wand​ ​movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. ​ ​Due​ ​to​ ​the​ ​depths​ ​of​ ​the​ ​cut,​ ​the​ ​victim’s​ ​run​ ​the​ ​risk​ ​of dying​ ​from​ ​blood​ ​loss​ ​if​ ​medic​ ​treatment​ ​is​ ​not​ ​applied​ ​in​ ​time,​ ​if​ ​the​ ​wounds​ ​are​ ​not​ ​instantly fatal.​ ​Though​ ​the​ ​aforementioned​ ​medjutsu​ ​may​ ​heal​ ​the​ ​wounds​ ​and​ ​may​ ​prevent​ ​scars,​ ​any body​ ​parts​ ​that​ ​have​ ​been​ ​severed​ ​by​ ​this​ ​curse​ ​cannot​ ​be​ ​grown​ ​back​ ​(​ ​a​ ​trait​ ​of​ ​dark​ ​magic's permanent​ ​effects​ ​).​ ​This​ ​can​ ​only​ ​be​ ​used​ ​4​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range,​ ​it's​ ​effectiveness​ ​and​ ​lethality raised​ ​through​ ​closeness.​ ​After​ ​using,​ ​the​ ​user​ ​cannot​ ​use​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher​ ​next turn.
Crucio​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​

  • The​ ​Cruciatus​ ​Curse​ ​(​ ​Crucio​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister​ ​spells known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully,​ ​the​ ​curse​ ​inflicts​ ​intense,​ ​excruciating​ ​pain​ ​on the ​victim.​ ​To​ ​successfully​ ​perform​ ​this​ ​curse,​ ​merely​ ​uttering​ ​the​ ​incantation​ ​is​ ​not​ ​enough. The​ ​wizard​ ​or​ ​witch​ ​must​ ​possess​ ​a​ ​deep​ ​desire​ ​to​ ​cause​ ​the​ ​victim​ ​pain​ ​and​ ​strike​ ​the opponent​ ​with​ ​a​ ​red​ ​jet​ ​of​ ​energy.​ This​ ​curse​ ​seemingly​ ​targets specific​ ​parts​ ​of​ ​the​ ​opponent's​ ​brain​ ​when​ ​landed,​ ​overloading​ ​the​ ​pain​ ​receptors​ ​with intense​ ​and​ ​great​ ​unimaginable​ ​pain.​ ​This​ ​pain​ ​is​ ​so​ ​intense​ ​that​ ​the​ ​target​ ​cannot​ ​react rationally​ ​while​ ​under​ ​it's​ ​effects.​ ​In​ ​order​ ​to​ ​sustain​ ​the​ ​pain,​ ​the​ ​user​ ​cannot​ ​use​ ​any​ ​other jutsu​ ​or​ ​attacks​ ​while​ ​it's​ ​in​ ​use.​ ​Doing​ ​so​ ​will​ ​cause​ ​the​ ​curse​ ​to​ ​end,​ ​leaving​ ​the​ ​target aching​ ​but​ ​conscious.​ ​This​ ​can​ ​only​ ​be​ ​used​ ​3​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range​ ​and​ ​no​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher next​ ​turn.​ ​
Forbidden rank
Avada​ ​Kedavra:​ ​​ ​-Offensive​ ​

  • The​ ​Killing​ ​Curse​ ​(​ ​Avada​ ​Kedavra​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister spells​ ​known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully​ ​on​ ​a​ ​living​ ​person​ ​or​ creature,​ ​the​ ​curse causes a​ ​quick,​ ​painless​ ​death,​ ​without​ ​any​ ​signs​ ​of​ ​violence​ ​on​ ​the​ ​outside​ ​body.​ ​This​ ​happens
    by​ ​the​ ​spell​ ​having​ ​being​ ​so​ ​comprised​ ​of​ ​mahou​ ​that​ when​ ​it​ ​strikes​ ​the​ ​opponent,​ ​it​ ​passes through​ ​the​ ​body,​ ​the​ ​energy​ ​destroying​ ​the​ ​heart​ ​on​ ​a​ ​cellular​ ​level while​ ​blasting​ ​them​ ​backwards​ ​10 meters.​ ​However,​ ​one​ ​may​ ​dodge​ ​the​ ​green​ ​bolt​ ​or block​ ​it​ ​with​ ​a​ ​physical​ ​barrier​ ​of​ ​equal​ ​power.​ ​An​ ​explosion​ ​of​ ​green​ ​fire​ ​may​ ​result​ ​if​ ​the​ ​spell hits​ ​something​ ​other​ ​than​ ​a​ ​living​ ​target.​ ​The​ ​Avada​ ​Kedavra​ ​curse​ ​is​ ​recognizable​ ​by​ ​the flash​ ​of​ ​green​ ​light​ ​and​ ​the​ ​rushing​ ​noise​ ​emitted​ ​from​ ​the​ ​caster's​ ​wand.​ ​When​ ​the​ ​curse​ ​hits a​ ​living,​ ​organic​ ​target,​ ​it​ ​is capable of killing ​them​ ​without​ ​noticeable, outwards​ ​injury.​ ​However,​ ​when​ ​this curse​ ​hits​ ​an​ ​inanimate​ ​target,​ ​it​ ​produces​ ​short range greenish​ ​explosions​ ​of​ ​small​ ​fire.​ ​Can​ ​only​ ​be​ ​used twice​ ​per​ ​opponent,​ ​preventing​ ​usage​ ​for​ ​3​ ​turns​ ​after​ ​usage​ ​and​ ​no​ ​S​ ​rank​ ​and​ ​higher​ ​Dark Arts​ ​for​ ​two​ ​turns.
Note:​ ​Nearly​ ​all​ ​Dark​ ​Arts​ ​take​ ​the​ ​form​ ​of​ ​​ ​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Dark​ ​Wizards​ ​can​ ​use​ ​Hexes​ ​and​ ​Curses​ ​while​ ​Light​ ​Wizards​ ​can​ ​only​ ​use​ ​Jinxes.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

4. ( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank
Impediment Jinx: - Supplementary

  • The Impediment Jinx ( Impedimenta ) is a jinx that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Langslock: - Supplementary

  • Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.
A
Shield Charm - Defensive

  • The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.
Knockback - Supplementary/Defensive

  • The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.
S
Patronus Charm - Supplementary/Defensive

  • The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.
Maximum Shield Defensive

  • An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.
Note:​ ​Nearly​ ​all​ ​DADA spells ​take​ ​the​ ​form​ ​of​ ​​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Light Wizards​ ​can​ ​use​ ​all DADA jutsu ​while​ ​Dark ​Wizards​ ​can​ ​only​ ​use​ B ranks.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

A rank

5. ( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

6. ( Occlumency ) - Occlumency
Type: Supplementary
Rank: A - S
Range: Short
Chakra: 30 - 40 ( -10 chakra per turn )
Damage: N/A
Description: Occlumency is the act of using magical defense of the mind against external penetration. This allows an Occlumens to block forces and entities from affecting his mind and penetrating it in any way, effectively shutting down any mental connection with the user and opponent. Ideal for blocking high grade chakra attacks on the mind/spiritual energies, the most basic form of Occlumency involves clearing one's mind, making it blank and empty in order to prevent an attack or end one. More advanced Occlumency involves shutting one's mind completely to outside forces, preventing their minds from being injured or tampered with by anything of S rank and below, a magical ‘barrier’ existing around their spiritual energy. This can be akin to a pocket dimension where the external forces are blocked, preventing them from actually penetrating the mind and affecting/afflicting it negatively.
Note: A rank usage works on same rank jutsu and below and prevents the same rank from affecting their minds for 4 turns each use and can only be used three times.
Note: S rank usage works on same rank and below jutsu and prevents the same rank and higher from affecting the mind for 3 turns per use and can only be used twice.
Note: After any usage, the user cannot use for three turns.
Note: Must place within bio stating the user is an Occlumens.

7. ( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.

8. ( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir


  • An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.

Ravenclaw's Elixir

  • A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.

S rank

Gryffindor's Elixir

  • A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.

Slytherin's Elixir

  • A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.

Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

S rank

Forbidden rank
 
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Sasori

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Name
:
突然変異拳 | Totsuzenhen'i ken| Mutation Fist​

Type:
FuinPuppetry​

Background:
This is a unique style of fighting that Sasori developed shortly after becoming a puppet himself. His inhuman body allowed for him to become an expert at close range battle as well long range with the help of his hidden mechanisms. Along with his inhuman body he was capable of surpassing normal human abilities. Sasori noticed how in certain aspects that he was able to do things with his body that he would inordinately do such as placing sealing tags on his body. Not having to worry about internal organs or anything of the sort it allowed for him to freely place seals on his puppet body without having to worry about them harming his body considering he was simply an inanimate weapon. All the seals were scattered throughout his body except for his Heart because it was his one weak spot. Sasori realized that with the help of seals on his body he could greatly increase his puppet and taijutsu prowess. Located inside of the tags along his body are puppet parts such as arms,legs, and heads as well other puppet entity that can appear in any location and number of the user's will. Along with his control over the limbs it enables him the ability to freely control the parts for puppetry attacks/techniques or even simply to wield them as additions to his body for that turn or longer. Sasori also made sure to add a dangerous side to tags by including a variety of weapon such as: swords, knives, and other creations . There is also another application of this style Sasori developed that involves replacing bodily limbs or adding them. It is possible for the user on one of their limbs such as their arms to replace it with an entity such as a sword or tentacle or other unique and creative puppet parts that are up to the user to decide. He included this in his style in order to overwhelm enemies with a variety of attacks while also creating unique strategies of attacks by using said puppet replacement which can be done in just the nick of time. With this version of Mutation Fist it enabled Sasori the ability to change up his style of fighting adding his own sort of uniqueness to it that can also give him lithe movements as well as unique abilities depending on what it was. It is also possible for the user to focus chakra or an elemental chakra through specific entities sort of how Sasori could use a scroll to generate fire and water streams or even to use basic puppetry if applicable . Sasori also is capable of using a variety of puppet entity up to his imagination such as snake like puppets for attacks.​

Description and Inner Workings of the Style:
Mutation Fist is a style of fighting that involves the usage of sealing and unsealing objects in order to hold or release puppet material. With the tags the user could control them in order to release attacks and weapons in a larger number and in places then where they would not normally come from. Mutation Fist allows for the user to overwhelm ordinary Humans with a barrage of attacks in places that would not be normally possible. Also, in a way it works by throwing feint attacks only to surprise the enemy with the strike in a different location. Not only is the puppet material capable emerging from the user's body it is also possible for the user Sasori with his mastery of puppetry to wield the limbs and if possible control them to use puppetry attacks. Since the protrusions are physically connected to the user's body it is possible for Sasori to control them as a sort of add on like a ordinary part of his body. With this style of fighting it is also possible for the user to control the quantity of weapons/parts that come from the scrolls depending what they want. With the part of this style that involves replacing bodily limbs in order to emerge just about any puppet based entity from their body it is possible for them to change multiple limbs and can also be sustained for longer periods of times while it can also be just for that instant in time. This style which was mainly created in order to give the user unique abilities that ordinary humans couldn't fathom to gain on their own opened up a new window of a new style of fighting. In most cases the user will reseal one of their said limbs such as their arms in order to summon an arm entity swiftly that has a sword already imbedded in its hand. Mutation Fist also gives the enemy a lack of time to react making it a style that serves the purpose of attacking the enemy in ways that would be difficult to avoid. The seals are usually activated by the use of chakra.​

Example Techniques:
(Kakusareta himitsu) Hidden Secrets
Type: Offensive
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: The user starts off by throwing a punch directly at the enemy aimed at their face. As the punch is closing in the user will swiftly and fluidly raise their closed fist so that their arm has their forearm aimed at them inches from them. The punch turns out to be a feint attack while the user will then activate a sealing tag in their forearm causing for a wooden arm to protrude from it and punch the target in the face.

(Senju no bōei) Thousand Hand Defense
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This is a form of Mutation fist that involves controlling the quantity of puppet material to come forth as well as controlling it in order to perform basic puppetry functions. To start the user will activate a seal across their body causing for a variety of puppet arms to protrude all over the user's body and let it be noted they are all in even pairs. Due to all of the arms being connected to the user they will then control the puppet parts to have their arms open up into four different parts enabling the user of the basic puppetry move known as the chakra shield. With the arms all throughout their body it provides the user with a decent protection from all angles and due to the sheer quantity of them all it allows for the user to take up to the same amount of damage equal to the rank of the technique.

(Shivu~a no ikari) Shiva’s Wrath
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Here we have a mutation fist technique that involves overwhelming the enemy with sheer numbers as well as manipulating the puppet parts in larger number than normally. This technique is actually based off of one seen in the anime by the Third Kazekage puppet. The jutsu is based off of the Kazekage's ability to open a compartment on its body to release a wide array of arms. In the same way the user opens releases a tag somewhere on their body releasing a wide array of extendable puppet arms that can be directionally controlled in order to attack the enemy. With this it is used to crush the enemy with overwhelming force and it can also be used to release the basic puppetry move known as the Poison smoke screen in order to spread smoke through the area.

(Kenshi no himitsu) Swordsman’s Secrets
Type: Offensive
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: The user starts off by throwing a punch directly at the enemy aimed at their face. As the punch is closing in the user will swiftly and fluidly activate a seal on their arm that resummons their arm and instantly replacing it with a sword that already has a hand in it so if done correctly could give the enemy less time to react.​

Note: Can only be taught by Sasori

Note: Can only be used by a Human Puppet
Note: Must have started Fuinjutsu and Puppetry training.


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

Sasori, our loyal member, gave on the 14th of October 2016, a request for a Patent on the Custom Fighting Style GTotsuzenhen'i ken| Mutation Fist. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Totsuzenhen'i ken| Mutation Fist
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Copyright 2017, Sasori, NarutoBase.net

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1) (Senju no bōei) Barricade of The Huntress
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: NA
Description: This is a form of Mutation fist that involves controlling the quantity of puppet material to come forth as well as controlling it in order to perform basic puppetry functions. To start the user will activate a seal across their body causing for a multitude of puppet arms to protrude all over the user's body. Due to all of the arms being connected to the use; they will then control the puppet parts to have their arms open up into four different parts enabling the user of the basic puppetry move known as the chakra shield. With the arms all throughout their body it provides the user with a decent protection from all angles and due to the sheer quantity of them all it allows for the user to tank up to any damage of any A-rank attacked.
Note: Can only be used three times, with a cool down of one turn between usages.

2) (Kigen) Genesis
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Mid
Chakra: 10-30
Damage: 20-60
Description: A Mutation Fist technique that incorporates a basic and advanced application into the style. This technique is essentially another basic application that allows the user to adjust their body as they see fit. By simply sending chakra into seals across their body up to four at max the user is able to resummon a limb if wanted and replace it with an appendage to further suit their needs or just summon an appendage from anywhere on their body. The capabilities of this technique is near limitless, but the attachments must still be logical. At most the attachments can deal up to A-rank damage however, if the user has more than one limb then the rank will be split between said limbs. If desired the user can choose to coat said limb into any elemental nature they know with the help of sealing tags that the style is composed of. The user is also able to create attachments that can act as a shield or other supplementary tasks. An example of this technique in action would be the user using it to replace one of their arms with a snake entity that can be protracted up to a foot in length and replace their other arm with one that has a sword in it; the snake can be used to restrain or grapple on to opponents depending on its rank. Like what Mutation Fist is based on it essentially allows the user to direct attacks at the enemy giving them little time to counter. Let it be noted, that these replacements will essentially become physically modified onto the user’s body and can be permanent. However, the user can always choose to passively return their body back to its original state if wanted, but if choosing to keep their modified body the user can always choose between wielding their body as freeform tools or by spending a move they can apply the damage of the rank of the technique they originally used. The user can also send chakra in up to four tags located on their limbs and resummon them, but can only last one turn and can't be used on the user's heart itself, and if doing so then the usage is equal to D-rank and five additionally chakra point are required for each limb resummoned. There is also another version of the D-rank ability that allows for the user to resummon their limbs. Instead of resummoning the limbs themselves, the user can choose to adjust the sealing tag with Fuinjutsu and with their skills in Mutation Fist and adjust the seal so that it activates on its own. The user will set the seal to activate whenever the user is faced with an opponent or attack that is moving faster than they can track and in response to this the seal will resummon the limbs that are in the way of the attack, but the user must is still only able to resummon up to four limbs. Without input from the user, the seal will have the limbs resummoned for up to one turn, but they will/can be resummoned back sooner if the threat that activate it vanishes. This version of the technique, must be posted in the user's biography as a seal and if the user decides to use this version then they are unable to resummon limbs on their own anymore. This version also takes chakra equivalent to the original version. If wanted, the user can choose to passively start a battle with certain attachments as long as it is stated in the user's biography or beginning of a battle. There is also a passive function of this technique that enables the user to produce limbs such as hands or legs in order to perform hand seals or jutsu requirements. For example, if the user's hands are preoccupied they can use this to passively produce hands in order to perform the hand seals requires for the jutsu to be activated. In no way can this be used in order to use another jutsu at the same time as the user is currently performing one. This will only allow the user to more conveniently perform the requirements for certain techniques and the process of summoning the hands and performing the jutsu requirements happens pretty smoothly. With this version the user can also create passive attachments equivalent to free form, but the attachments must still follow the rules stated above.

Note: A-rank version can only be used four times with a turn cool down between usages.


3) (Maraudā no tsubasa) Wings of The Marauder
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15 (-10 per turn)
Damage Points: NA
Description: By activating a sealing tag on the user’s back they cause for a pair of eloquently crafted wooden wings that possess a metallic base to appear from it. Located along the surface of each wing are an abundance of flaps located along its exterior. The main purpose of the wings are to allow to the user a method of flight via pumping chakra into the wings allowing the user to sustain a mode of flight. Of course the puppet must be connected to a source of chakra in order for it to initiate its flight. If desired the user can choose to attack an opponent of Short-Range away by extending the wings in order to lash out at them with C-rank strength, but this costs a move. In the same time frame as this technique is activated it is possible for the user to also use it in order to initiate flight. By spending a move, and ten chakra points the user can release a surge of chakra into the wings in order to propel the user in a specific direction up to Mid-range allowing them to potentially avoid incoming attacks.

4) (Aigisushīrudo) Aegis Shield
Type: Offensive/Defensive
Rank: S
Range: Short (Short-Mid)
Chakra: 40
Damage: NA (80)
Description: A form of Mutation Fist that involves controlling the quantity of puppet material protruding from the user’s body. By infusing chakra into just about all of the sealing tags located along the user’s body a multitude/abundance of puppets including things such as: arms, heads, and legs will continuously be expelled from their body. In a matter of seconds, the user and everything short-range of them (besides the opponent(s)) if wanted will find themselves encased inside of a thick and dense wall of puppet material from all angles. Each puppet limb by itself is fragile, but when amassed together alongside each other it provides a decent/dense meat shield. This puppet defense works by sheer numbers in order to slow down attacks; due to the large quantity of puppet material present on the field its serve as a decent shield to slow down the impact of nearly any incoming attack due to the material present. Essentially, this defense allows for the user to tank up to any damage of any S-ranked attack. On the other hand, there is another method of utilizing this technique that does involves an offensive attack. This version of the techniques follows the same principle of releasing an abundance of puppet material, but instead of having it form around the user, a large abundance of puppets limbs will be expelled from the user’s body at an incredible pace, and it is due to the sheer quantity/force of material present here that it will hit a target with the blunt force of a S-rank attack. Let it be noted that this offensive attack covers a wide range making it difficult to out run. If wanted the user can choose to release the basic puppetry move known as Poison Smoke screen, while the attack is in progress but it will cost one of the users three moves even though it occurs in the same time frame.

Note: Can only be used twice regardless of usage.
Note: No A-rank or above Mutation Fist after any usage.

5) (The revu~iatan no tenpesuto) Tempest of The Leviathan
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: Here we have one of the most powerful techniques offered in the entire arsenal of Mutation Fist. It is due to the sheer quantity/size and chakra required to summon forth and control the puppet protrusions involved that this is considered a F-rank attack. By first activating every seal on their body with a large surge of chakra it causes for the user’s body to glow a white light momentarily as in a matter of seconds their entire body is submerged inside of massive protrusions expelled from the user’s body. Once the seals have been activated, the user's body will be engulfed inside of massive serpentine/hydra creations that are expelled from the user body from multiple angles. Each serpent/hydra are released in an omnidirectional manner with the user in control of all of their movement. These extensions of the user possess a metal surface with a wooden core allowing for them to easily bombard and tear right through any targets in the way. Due to the scale that this technique effects it is nearly impossible to out run, and because of the sheer size of each serpent an opponent is easily dwarfed by the hydras due to how they each outsize ordinary humans beings and familiars easily. The main offensive portion of this technique comes from how the user manipulates each entity to slam/pulverize a target with numbers and force. It is also possible for any of the hydra to utilize any basic puppet techniques such as endless rain of senbon or the Poison Smoke screen from any one of the hydras but will cost one of the users three move slots. Alternatively, there is another method that the user can choose to release and utilize this technique which involves them summoning forth the massive hydra entities from all angles around them engulfing themselves and anything short range of them inside of a barricade of puppets. This version of the technique involves the user utilizing hydra entities as protrusions of their body that span up to long range in the air and short range across. Instead of using this technique as a one time move the user can choose to control the hydras at the cost of twenty chakra points each turn for a max of three turns. By spending a move the user can choose to propel a hydra up to long range towards a target in order to deal to them the blunt force of an S-rank attack. Even while alone each individual hydra still dwarfs a human easily. Let it be noted that the user can choose to release two or all of the hydras at once in order to deal damage equivalent to F-rank, but will end the user's control over the prolonged usage of the technique. Let it be known that the user can adjust the protrusions when first summoning to avoid bombarding with anything nearby them such as teammates or anything of the like.

Note: Technique can only be used once against an enemy regardless of usage.
Note: No Mutation Fist for two turns after first usage and after using the second method
Note: No Jutsu S-rank or above next two turns after usage.


6) (Nasushī) Nascency
Type: Offensive/Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: A form of Mutation Fist that takes advantage of the user’s innate ability to summon forth protrusions such as extra puppet limbs and utilize them in order to release elemental blasts. By activating any sealing tag scattered across their body they will summon forth a head protrusion depending on where the seal was summoned from. Upon summoning a head the user must specify which elemental tag is located inside of it ranging from: A fire, water, earth, lightning, or wind tag or any KG/CE the user possesses. When activating the sealing tag the user is able to release a streamed elemental blast ranging from Short-Mid range.The user also has some leeway with the direction of the blast, meaning they can adjust its trajectory within reason. Every time the elemental blast is activated one must spend a move, but upon spending a move to summon forth the head, the user is able to release the elemental blast upon its protrusion in one move if wanted. While the head is not in action, the user can choose to manipulate the heads to release basic puppetry techniques or act as simple attachments of the user, that can act alongside the user at the same time as themselves or disperse them. At the most two heads can be summoned at once, but costs two moves if doing so. Let it be noted, that if using two heads at once they cannot be of different elemental natures, simply meaning it could only be used with two wind heads for exampleor if its a KG/CE then the user can use that specific element as well as an element that the Custom Element is based on.

Note: Can only be summoned four times.
Note: Only two heads can be present on the user at one time.
Note: Heads/limbs disperse after they release a singluar elemental blast/use a single puppetry technique.

7) (Karon no fukushū) Vengeance of Charon
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: NA (80)
Description: By first sending chakra into a seal located on their back the user summons forth a massive mechanical doll that will burst forth hunched over the user's body. This mechanical doll rises at least five meters across and above the user. Due to how large and hunched over the puppet is, it provides an excellent defense from aerial attacks. The main purpose of this technique is to act as a sort of extension of the user simply meaning that once that once the puppet is on the field the user can use it to lash out its limbs to do blunt damage at a target who is at max ten meters away. At most the user can have this extension on the field for a maximum of three turns, but can be destroyed by an S-rank or higher attack. By spending a move the user can manipulate the puppets massive fist to deal the blunt damage of S-rank damage which will be divided upon the two fist so each one individually will be A-rank. Along with simply crushing a target, it is possible for the user to utilize the puppets hands in order to restrict a target/object by gripping it with the puppets hands. When gripping onto an object the user will be able to grab hold of objects around the size of a large boulder. Let it be noted that the user is able to utilize this mechanical doll to release basic puppetry moves such as Endless Rain of Senbon or the Poison Smoke screen as long as a they spend a move to do so. Lastly, when using the puppets arms it is possible for the user to place both arms side by side in order to create a frontal shield of anything five meters in width. Any of its actions cost a move.

Note: Can only be used once.
Note: If using for prolonged usage, No A-rank or above Mutation Fist the following turn.

8) (Hentai) Metamorphosis
Type: Offensive/Supplementary/Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Here we have one of the more unique techniques available in Mutation Fist that invokes the user's ability to produce puppet protrusions shaped after different animals. By sending a surge of chakra through seals located on their body the user will instantly replace just about every one of their puppet limbs which will mainly be aimed at the major appendages such as arms. Legs, head etc. The user’s entire body will essentially undergo a full body Mutation as they are transformed into that of a obsidian colored serpentine dragon around fifteen meters long. This dragon dragon is covered in several layers of metallic plates and wooden puppet material. If wanted the user can simply submerge their puppet body inside of the dragon. Essentially, the user will have transformed their puppet body into that of a dragon instantly. Located along the surface of the dragon are a pair of wings that have flaps located along their surface. By pumping chakra into the wings it allows for the user to initiate a mode of flight allowing the user to easily traverse the field, by simply willing themselves in a certain direction. The flight is activated instantly as the user has transformed.

This Mutation Fist technique is mainly utilized in order to give the user additional maneuverability and for navigation. While mutated, the user is gifted the passive ability of flight, but due to how the user does not possess any hands it makes it difficult to perform any techniques that require hand seals; however the user can find ways around that such as relying on other Mutation Fist techniques or emerging their body from the dragon if it was submerged. Due to how the dragon is constantly flying around it makes it difficult in a way to hit it with a pinpoint strike. If wanted the user can choose to spend a move and ten chakra points to release a concentrated blast of chakra from the dragon's body allowing for the user to thrust themselves into a specific area up to ten meters ahead. Offensive wise, it is possible for the user to utilize sealing tags located across their body or more specifically, if wanted, their mouth area and choose to release a concentrated blast of an elemental nature the user knows into a certain direction. These elemental natures are equal to S-rank/long range and the user must spend a move each time that they are utilizing an elemental nature. If wanted the user can choose to release the blast as a stream or in a wide scale manner similar to simply breathing it out. If desired the user can carry a multitude people on their back.

Note: Can only transform once
Note: Can last up to three turns .
Note: If simply submerging their body inside of a dragon, the user can choose to emerge their puppet body from any place on the dragon.
Note: If the user's body is submerged inside then the dragon is capable of being destroyed by an S-rank attack, but if the user's body itself has been mutated, then any attack could harm them.

9) (Mokushiroku) Apocalypse
Type: Offensive/Supplementary/Defense
Rank: Forbidden
Range: Self
Chakra: 50 (-10 per turn)
Damage: NA
Description: One of the more advanced techniques available in the Style of Mutation fist. This technique calls for the need to manipulate a plethora of puppet material and intensive control when utilizing them which is why this technique is considered Forbidden rank. First off, in order to initiate this technique, the user will focus chakra throughout just about every seal located across their body, therefore, causing a lot of puppet parts to be released from their body. In a matter of seconds, their body will be submerged inside of a multitude of puppet materials until their body resembles that of a grotesque humanoid monster. While this technique is active the user's core body will essentially be concealed inside of a thick layer of wooden and metallic based puppets. Once the technique has been completed the user's semblance can be noted to have a wide variety of several types of limbs and tendrils as well as just about anything the user can fathom as long as it is feasible can be modeled on to their body.

One of the most basic abilities made available while this mode is active is the user's innate ability to regenerate and regrow any missing appendages. This just goes to say that while concealed inside of Apocalypse if the user's arm were to be severed it would be possible for them to use the available material to instantly and passively replace the limb. Due to how Sasori's puppet body functions there is no exact limit to how much damage it can regenerate against. Essentially, Sasori's only weakness will be his core as always. Of course it is still possible for the armor to be offensively overpowered simply meaning that it is possible for an S-ranked attack directed towards any part of the user’s body can penetrate and reach the user’s core through the armor; however the user is free to regenerate from an S-rank if for example it only damages something such as an arm or leg, but regardless, if doing so costs forty chakra points. However, the user is left immune to any damage of any A-rank and below attack due to them not possessing the necessary strength to plow through the armor in one go without its regenerative properties coming into place, but still require chakra equivalent to the attack used. As a last resort, the user can expel a bundle of puppet material into an area Mid-ranged away which manifests itself into a rudimentary humanoid puppet. While expelling the material the user's heart contained will be contained inside of it and allows the user to escape potentially dangerous attacks.

On to Armageddon's offensive abilities, due to the puppet material able to be called forth while in this mode it is possible for the user to release wide scale or concentrated stream of puppets with simple hand gestures alone or by simply releasing the material from the desired location such as their back.The type of attacks the user can release is entirely up to the user as long as it is reasonable. The attacks, however, will never exceed that of S-rank and up to Long range and will always cost a move. Depending on what's needed the user can simply create and manifest puppets to suit the situation such as wooden tendrils in order to grapple onto objects. For example, by swaying one of their arms from left to right the user can release a wide scale array of wooden arms that cover a wide range and race after its target aiming to trample them. Or the user could point their arms towards and release a concentrated bundle of tendrils that can easily pierce or grapple into a target. It is also possible for the user to make use of the Fūinjutsu tags involved in Mutation Fist in order to passively coat one of its attacks in a layer of a specified elemental nature. Lastly, Armageddon holds the ability to create puppet protrusions which will mainly be designed after animals, off of its body such as snakes or other puppet-oriented creations, when doing so they can never exceed being two meters in length and width; the purpose of this can be to passively protract protrusions up to mid range in order to attack with free-form damage. It's main purpose, however, will be to utilize sealing tags located in the puppet's mouth in order to release concentrated elemental blasts at the opponent and is S-rank and extends up to Long range.

Note: Can only last Five turns at most
Note: No jutsu above A-rank next two turns after Jutsu ends.


10) (Shīringu/ iryō geijutsu) Gluttonous Manifestation
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A (+5 each time activate)
Damage: N/A
Description: A Mutation fist technique that involves the user summoning forth puppet limbs and things of that nature. This technique, however, involves basic puppetry and Fuinjutsu, something that the style is based on. Sasori created this technique to allow him to manipulate his puppets with greater control and precision without the need of chakra threads and without having to worry about another individual such as his puppets. Gluttonous Manifestation is a technique that involves the user sealing up to three puppets of their own inside of a sealing tag that will be placed on their body like any other Mutation seal. The thing so special about this seal is that the user will be able to passively spend five chakra points to activate up to three seals on their body and release one of the sealed puppet’s limbs. For example, if the user were to seal the Hiruko puppet inside of their seals, the user would be able to passively spend five chakra points to activate the seal and release from it one of Hiruko’s body parts like his tail. While the seal may be passively activated it still requires for the user to spend a move in order to actually utilize one of the sealed puppets abilities or limbs. The puppets that are sealed by this technique cannot be used by any other means so they cannot be summoned to the field and also the user must post this technique in their biography with the puppets that are sealed inside. Since this technique can be passively activated, up to three of the seals can be activated at once, but it would still cost a move for the user to utilize the attachments that emerge from them. Additionally, the strength and range of attachment simply depends on the puppet the user is utilizing. Essentially, this technique allows the user to become one with their puppets and fight along side them as they normally would. Since the seal is able to passively activate up to three seals it allows for them to logically release up to three puppet attachments at the same time, but if choosing to use three at the same time it would take up three moves. If choosing to release only, say, two seals passively the user could release those puppet attachments at the same time as they would be using one of their own ninjutsu attacks in the same manner as ordinary puppeteers would.

Note: Must be stated in the user’s biography as a seal
 
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Sasori

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Custom element Japanese name: 燐 Rinton

Custom element English name: Phosphorus release
The element is based on: Earth, Fire, Chakra control

Facts that prove the element to be possible (in the manga context):

In Naruto series, we have come across many ninjas using smoke bombs for smoke screens to hide their movements or as a distraction or to escape from the tough situations. Also we have seen many ninjas using paper bombs, incendiary bombs to destroy their opponents, buildings or equipments and set them on fire.
From these above observations we can conclude that some sort of chemical substance or reaction is involved in creating smoke bombs or explosive tags which leads to the conclusion that a chemical substance which produces smoke and produce explosions exist in Naruto world. Phosphorus fits all these usage description for being able to produce smoke screens, explosions on ignition. Which strongly suggest that Phosphorus may actually exist in Naruto world.
Also in the Naruto manga, we have seen fire works during festivals or special occasions like the fire works show during the beginning of chunnin exams (Part I). Also we have, in several instances seen in manga, many glass materials in form of drinking glasses, window glasses, spectacles (worn by Ebisu, Killer Bee, etc). Phosphorus salts are one of the important components in making those glass & fire works, which again points towards the possibility of existence of Phosphorus in Naruto world.
Phosphorus is 11th most abundantly element present on earth's crust, mainly as inorganic phosphates in rocks and as impurities in other metal ores, making it one of the easiest available element on earth. As we have seen in manga/anime, Naruto world is similar to ours with abundance of mountains & rocks, water, trees, swamps, desert, etc with several metals (eg: Iron) and non-metals that are obtainable from the ground or water or air as much as like in real world. Since iron (in form of kunai, swords, shurikens) exist in Naruto world, iron ores must exist & which indirectly provides the proof of existence of phosphorus as impurities in that metal ores.
Apart from these above proof, we have also seen porcelain (fine china) ware exist in Naruto manga like sake jars, plates, etc which also contains phosphates along with several other materials.
From manga we know that ninjas in Naruto series are humans with flesh, bones and blood. We have seen in manga medical ninjas like Tsunade, Sakura talk about cells, healing fractured arms and Kabuto speaking about DNA for impure world resurrection. Though not in large quantities as compared to that present on earth, human body contains phosphorus as phosphates in very small amount, especially in bones, cells and in DNA. This provides additional proof that phosphorus, as phosphate exist in Narutoverse.
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How it works:
Phosphorus - Properties:

  • Phosphorus is a waxy solid, non metal, highly flammable & emits dark gray-black smoke on burning which is an irritant to eyes, mucus membranes, throat, lungs.
The Phosphorus element is created by the user by mixing up their fire chakra and earth chakra along with chakra control.
This element can be created & utilized by the user in two ways. By focusing the earth and fire chakra in their body & creating phosphorus or by channeling their chakra into the ground creating Phosphorus from out of existing ground (earth).
Phosphorus is highly flammable & can be easily ignited with fire jutsus or explosive tags. Phosphorus once ignited can burn with intense flames and will release a dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
Usage Examples:

Phosphorus Release: Phosphorus Earth (Rinton: Rinton Doton)
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage: N/A
Description: The user will perform the Ram -> Ox -> Snake hand seals while focusing their chakra and slam both of their hands on the ground. They must keep their hands on the ground surface for 5 seconds. As they do that, the earth surface (up to 5 cm from surface) turns into phosphorus (at their desire location within range) allowing the user to use this created source of Phosphorus for future jutsus instead of making it.
Phosphorus release: Exploding bullets (Rinton: Kibaku dangan)
Type: Attack
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: The user performs a Ram hand seal while focusing their chakra and shoots out 5 spherical balls (each 10 cm in diameter), of phosphorus towards the target which can be made to explode by igniting it with fire jutsus or explosive tags.
Phosphorus release: Hidden smoke (Rinton: Hitoshirezu
Type: Defense/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: The user after performing Ram -> Ox hand seal will create and spread phosphorus as a thin layer over the ground. The user can then ignite it using fire jutsus or exploding tags causing a reaction with air, which releases thick blackish-gray smoke which causes irritation to eyes, nose, throat on contact or inhalation.
Conditions to be able to use it:

  • Must be Kage ranked
  • Earth - Mastered
  • Fire - Mastered
Is weak to:

  • Fire & its CE (Can ignite & destroy phosphorus)
  • Lightning & its CE (Can destroy Phosphorus)
  • Strong metals & minerals (Eg: Titanium, Diamond, Iron, etc - Can easily pierce through Phosphorus)
  • Ice (Will freeze Phosphorus)
Is strong against:

  • Water & its CE (Phosphorus is insoluble in water)
Neutral to:

  • Wind & its CE (As wind does pretty much nothing to Phosphorus & vice-versa)
  • Earth (Phosphorus can be created from earth itself)
Co-creator:
Students I passed this custom element on too: Mudo and Sasori



P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:
-Jiraiya-, our loyal member, gave on the date January 21st 2013 a request for a Patent on his custom element (Phosphorus); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;

Rinton
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Copyright 2013, -Jiraiya-, NarutoBase.net

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Phosphorus Release: Craft technique (Rinton shugi no jutsu)
Type: Offense/Defense/supplementary
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: The user focuses his phosphorus (earth+fire) chakra and creates phosphorus from the existing earth or from the user's body to create spikes, pillars, shield, tools, wall, weapons etc. The user can also spit or shoot balls or spikes or any object (within reason)of phosphorus from his mouth and hands with good accuracy. This a versatile jutsu and is only limited by the user's imagination. The created structures can be ignited using the user's fire chakra by performing a confrontation hand seal. S rank usage of this technique can not exceed that of 10 meters high and 10 meters wide
Note(s): A and S rank can only be used 3 times with a 1 turn cool down between usages and requires two handseals
Note(s): S Rank usage disables the user from using Phosphorus above A rank in the same turn
Note(s): Igniting cost a move slot and happens in the same timeframe as the technique, or the user can activate it later at a later date, posting this technique as reference. The power of the explosion will be the same as the initial creation
(Rinton:Honba Makai) Phosphorus Style: Home Of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will start out by slamming their hands on the ground causing the earth beneath the opponent to transform into red phosphorus causing a large dome to erect from around the opponent that reaches 7 meters wide and 5 meters wide. The User is able to leave the dome open (Open lid dome) Or completely encase the opponent in the dome. (No opening at the top Once the dome is erected, the user can ignite it with explosive tags, fire jutsus, or infusing it with fire chakra which produces a massive explosion causing severe third degree burns along with the release of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the eye it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes difficulty in breathing making the enemies unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.
Note: The opponent once inhale will faint from the chemicals entering their body (Unless they get the chemicals out of their body
Note: Can only use 3 times per battle
Note: No S rank Phosphorus or above technique in the same turn as this
Phosphorus release: Land of Hades (Rinton: Rando Yomi)
Type: Supplementary/Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs a set of 3 hand seals and slams his hand on the ground and spreads his Phosphorus chakra into the ground turning the regular earth into phosphorus up to a maximum of 8 meters radius around the target. As the ground turns to phosphorus the user will then use an explosive tags or fire jutsus or channel his fire chakra over the created phosphorus to ignite it.
When the opponents comes directly in contact with the ignited phosphorus covered ground, they'll suffer severe third degree burns.
Further the combustion releases a large amount of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the opponent's eyes it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes intense burning pain inside the chest and results in difficulty in breathing leaving the opponents unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.
Note(s):
Can transform any patch of natural earth into phosphorus within the range with the exception of patches being used or used by other techniques.
Can be used 3 times per battle with at least one turn apart.
The user can't perform any other S rank phosphorus jutsus in the same turn and the next turn.
Channeling fire chakra to ignite counts as a move.
Phosphorus release: Kamikaze beasts (Rinton: Kamikaze kemono)
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user takes 2 explosive tags, one in each hand and places them on the ground and creates two monsters made of phosphorus out of earth while simultaneously inserting the explosive tags into the monsters. The monsters are created in the short range of user and can reach up to long range.
The monsters are shaped like Chinese stone lions about 1 meter in length and height and proceeds running towards the target with the speed of ninja hounds and they can jump up to 3 meters into air or on the ground.
Once near the target, the user will perform a confrontation seal and ignites the explosive tag which was embedded within the monsters making them explode creating a crater of 3 meters each (each produces B-Rank damage).
Note(s):
Can only be used 2 times per battle and the monsters can stay for 3 turns.
The beasts' movements can be controlled by the user to avoid or jump small obstacles/pits within logic and reasoning.
Performing confrontation hand seal to ignite the explosive tags counts as a move
Phosphorus release: Domino Effect (Rinton:Domino Sawaru)
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their phosphorus chakra into the ground and creates very fine granules of waxy whitephosphorus over the ground surface (up to mid range around the opponent) out of existing earth particles.
Once created, the user stomps their feet on the ground which causes the fine phosphorus powder to quickly rise above the ground forming a transparent, yet visible, cloud of phosphorus dust around the opponent.
This will cause small phosphorus particles to linger in the air and be deposited on the opponent's clothing and over his body surfaces like skin, eyes, nose, etc.
Once the phosphorus particles are shot up in the air forming dust cloud around the opponents, the user can perform the confrontation hand seal channeling fire into one of the phosphorus particles that is closest to him from his place and can ignite it creating a fire spark which will ignite the particles next to it thus growing larger in near instant time producing a violent cascading explosion. This is similar to the domino affect. Due to one of them got ignited, the rest did as well. The explosion reaches up to extent of the phosphorus dust.
Notes:
Can only be used twice per battle
This technique last for 2 turns before the phosphorus powder fades
Jutsu officially ends after 2 turns
The user can't use any S rank and above Phosphorus jutsu in the same turn.
(Rinton kuchiyose: Rosuto funbo) Phosphorus Release Summoning: The Lost Tomb
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80 when made to explode)
Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent underground explosion up to short range on all sides of the phosphorus tomb.
Notes:
- Can be used 2 times per battle, at least 2 turns apart from each use.
- The user can't use any phosphorus jutsus in the following 2 turns after its use.
- The use can't use any jutsus above S rank in the immediate next turn.
- Igniting the tomb using fire chakra counts as a move.
(Rinton: Onchou Bakuha Kokuou) Phosphorous Release: Grace Of The Exploding King
Type: Supplementary / Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is a unique type of jutsu, only used when the opponent physically hits the opponent. The user will engage in physical contact with the enemy on any part of the opponents body. Once done the user will channel their phosphorus chakra onto the point of contact causing a small phosphrous patch to grow on said part that is 12 inches in both width and height. The user will then do a conformation handseal causing the phosphorus patch to ignite on said body part. The explosion is strong enough to blow off said body part and can be lethal depending on where it has struck. If the opponent somehow removes the patch from their body, it can no longer be ignited/detonated.
Note: Can use 3 times per battle
Note: Technique can stay lingering for 3 turns before the phosphorus patch fades away
Note: This technique can be chained with a taijutsu technique aswell
Note: Cant use any phosphorus techniques of S rank and above in the next turn
(Rinton: Onchou Bakuha Kouhi) Phosphorous Release: Grace Of The Exploding Queen
Type: Offensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is the sister technique of Grace Of The Exploding King but instead of using taijutsu, the user utilizes it through kenjutsu with several noticeable differences. The user will will channel chakra into any weapon (Preferbally a sword, but a scythe, dagger etc will work) Causing the weapon to take a waxy black silver-ish look infusing the weapon with phosphorus chakra. This gives the weapon the durability and strength of phosphorus thus able to break through regular ninja tools but will easily be destroyed by lightning (following the S/W of the element). The user will swing the weapon in the direction of the opponent in attempt to slash through the opponent. The unique thing about this is several things. The user can allow the phosphorus blade extend 3 meters long to give it a greater reach. The weapon (if the user chooses to channel fire chakra into it) can ignite, giving the sword sword a now burning element to the strike, thus giving the opponent 2nd degree burns upon contact. Or shall they decide not to ignite the sword, the sword strike (even if its the tip) once come in contact with the opponent will cause a phosphorus patch 12 inches wide and long to form where the sword struck. Allowing the user to ignite it with fire chakra, blowing off said body part.
Note: This jutsu can be chained with kenjutsu techniques, acting in 1 timeframe
Note: Can only use three times per battle
Note: Technique can stay lingering for 3 turns before the phosphorus patch fades away
Note: Cant use phosphorus techniques S rank or above for 2 turns after use
(Rinton: Tentou Mayu) Phosphorus Style: Heavens Cocoon
Type: Offensive | Supplementary
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will do a set of 3 handseals, following right after palming their hands on the ground This will cause phosphorus from five meters in every angle from the opponent to rise up from the ground around them enclosing them inside what would seem to look like a cocoon that is infused with the users chakra. Inside the cocoon is pitch black due to no sunlight bypassing the phosphorus. This technique can be used in two ways, both initiated by the confirmation handseals sending fire chakra into the phosphorus. The user could send a moderate amount of fire chakra into it, causing the inside of the cocoon to be filled with the fumes from the phosphorus, causing mass irritation not only to the eyes hindering your eye sight, but to the throat, hindering techniques used from the mouth. If the opponent is not out of the cocoon after two turns, the fumes would have settled inside their system causing the opponent to collapse, and require medical attention or the phosphorus will cause lung failure. OR The user can send fire chakra into the phosphorus unrestricted (meaning he sends alot) , this will cause the phosphorus to violently ignite, setting everything inside the cocoon in a a wild blaze of fire inside as it remains contained inside, burning the opponent alive
Note: Can use twice per battle
Note: The user cant use both effects of the phosphorus in one usage
Note: The phosphorus cocoon stays on the field for a max of 2 turns unless destroyed
Note: Cant use phosphorus S rank or above in the next turn
Note No jutsu S rank or above in the following turn
(Rinton: Sozens Kometto) Phosphorus Style: Sozens Comet
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This is one of the stronger techniques of the phosphorus style. The user will do 3 handseals while slapping their hands together. Very similar to how (Doton: Nentsuchi Otoshi) and (Doton: Otoshibuta) are initiated. A portal will open up in the sky above the clouds releasing a huge waxy white Phosphorus boulder 10 meters wide to come crashing down onto the location of the opponent. The user will then ignite the Phosphorus boulder with fire chakra, causing it to resemble a real comet, or an earth boulder that was caught on fire. This takes one whole turn to fully crash down onto the opponent. Once the phosphorus comet crash down onto the surface of its destination, it will not only explode due to the fire reacting to the phosphorus (the fire will coat the phosphorus but only react on impact when the fire ignites the entire comet) but create an impact so powerful that a crater 20 meters deep would be created. The best part about this technique is that, once the comet crashes down, It will begin emitting chemical smoke that envelopes the battle field up to long range causing somewhat of a smoke screen and irritation to the opponents eyes. This jutsu is considered forbidden due to the overwhelming amount of chakra used to create such a large technique.
Note: This technique can only be used once
Note: This technique takes two turns for it to strike due to the distance
Note: The user only need to post this to initiate the technique while the next turn all it does is effect time frame but doesnt cost a move slot
Note: Due to the huge strain of such a large technique. The user is not able to mold phosphorus chakra for 3 turns after use
Note: The user isnt able to mold chakra above A rank for 2 turns after use
Note: Due to the strain the user loses 2 ranks from their base speed for two turns.

(Respira) ☯ Breathe
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a (-20 per usage)
Damage: N/a
Description: Respira is a ring that was forged decades ago that is very unique in its own way. The ring itself is made from special phosphorus chakra infused with the users chakra at all times, creating a link to the users chakra system and heart rate. The ring is able to pick up and sense phosphorus no matter how little or big the amount. The ring has an eye pendent in it which is also infused with phosphorus chakra which changes colors upon what type of usage is being done by the user. Yellow, Red, White, and Silver. Only those who are granted the blessings of the ring is able to harbor it (Those with the phosphorus element). This ring has 4 functions which grants the user different types of power.

If the eye inside the ring turn yellow it will causes the ring to amplify the users earth and fire chakra, overall actively boosting the phosphorus techniques released from the user by +1 Rank up to 3 times per battle by sending a surge of chakra into their chakra network being somewhat of foreign chakra that completely boost the users own chakra This will be applied to a phosphorus technique as it forms, being in the same timeframe as said phosphorus technique but counts as a turn .
If the eye inside the ring turn white it allows the user to send fire chakra into any phosphorus the ring can sense.The fire chakra would act as a "spark" to ignite the phosphorus Phosphorus is even found in the ocean (Water), and the Earth (Rocks, and minerals). This serves as a defensive purpose more than offensive but does allow for offensive purposes, allowing the user to ignite the phosphorus overall breaking down the jutsu or cause a small explosion. The defensive portion can be done towards things that contain phosphorus (except entities) of similar rank or lower. While the offensive purpose can only be done on non jutsu fueled elements. I.E Water source, the ground, or anything that contains phosphorus with an A rank ignition explosion up to short range.
If the eye inside the ring turns silver, it allows the user to create C rank earth spikes from an already existing phosphorus source. This is very similar to the craft technique but it does cost a move slot and wherever phosphorus is present which doesnt need to be a jutsu, a spike can emerge. The spike is as powerful as the C rank earth spikes. The great thing about this though is since its emerging from an already phosphorus source, it doesnt shake or vibrate the ground as it emerges Counts as one of the users turn but can activate this alongside other techniques, allowing it to be in the same timeframe as another technique shall the user wish
If the eye inside the ring turns red, it means the user is dead. Due to the ring is linked to the users chakra and heart beat. It has a self trigger. Once the users chakra been fully depleted, or he dies, the eye in the ring will turn red. Once it turns red, it will flood the users whole body and chakra network with phosphorus within mere seconds. As It does this, the ring will catch fire, igniting the users whole body causing the body to violently explode in flames, catching anybody within mid range of the violent explosion
Note: Can only use one of the special ability functions of the ring at once
Note: Cant use each special ability back to back (One turn cool down)

(Rinton/Fuin: Udenonai Kingu) Phosphorus/Sealing Arts: Armless King
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-70 to user)
Description: This technique is considered one of the most dangerous techniques and considered a last resort technique and even the ultimate technique of the Phosphorus style. Utilizing both Phosphorus and sealing arts, the user will simply do three handseals while creating a seal on either their right or left arm (up to the user) doing this, the user will gather incredible amounts of phosphorus into that whole arm while maintaining stability to a degree. Doing this will be painful but not as pain as the output. Once three turns has pass the user will have enough phosphorus in their arm to where they can execute the technique. The user will come in contact with the opponent body instantly releasing the seal. Doing this, it will flood the opponents body with phosphorus. As this happen, the users arm and the opponents body will violently ignited, creating an massive explosion afterwards, obliterating any objects beyond the users arm up to 20 meters back and five meters wide. The users arm makes sure to not have the explosion not backfire towards the user, making the ignition an outwards affect.
Note: Can only use once
Note: No Phosphorus while technique is charging
Note: No techniques that require handseals
Note: This technique sacrifices the users arm, thus dealing -70 damage and -20 per turn unless the wound is healed somehow.
Note: No Phosphorus techniques A-rank and above for the remainder of the battle, and no S-rank techniques of the elements that constitute it for two turns
 
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Rījentoāmā | Regent Armor
Type: Tool
Rank: A
Range: Self
Chakra: (-10 per turn)
Damage: N/A
Description: The Regent Armor is a scientifically modified underarmor worn by shinobi, fitted and designed to supplement the body while also monitoring the chakra source within, linking the suit and its user together. It resembles a divers suit in appearance, all black hugging the body close, but this armor leaves the hands and head exposed. Woven from a lightweight, flexible metal that is also highly dense and durable, this scientifically modified suit is further altered to passively negate paralyzation factors via electrical currents due to its minor ability to seperate and ground itself to the earth with small cable like cords that extends from the feet area. However, that feat is only accessible when in contact with the ground. The suit is embedded with a CPU integration system that allows the armor to easily connect to other systems, not only on a processing level, but physically to the suits surface as an attachment if desired. Once foreign chakra enters the user's system from another source, the suits defense protocols activates and releases a repetitive beeping sound from a part of the suit near the neck area, alerting the user to the imminent threat within. That is when the user has the ability to activate the suits defensive feat. Holding pre-stored water chakra within, the Regent Armor's defense system upon activation releases the held water chakra out into the user's circulatory system, infiltrating it as it cycles throughout the enitre body cleansing the system before releasing out from the body via the suit as a force of expelled mist. This water ninjutsu acts as a body cleansor from all foreign sources like Kai, able to combat illusions of all ranks, excluding the usually higher bared illusions via MS.
NOTES
►Defense activation counts as a move and can be done 4x per battle
►Fueling the suit contributes to the armors ability to register the body's vital signs, and stops when ceased
(Fūinjutsu: Mugen Kyōsaku) – Sealing Technique: Infinite Constriction
Type: Supplementary
Rank: C
Range: Short – Mid
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to the Infinite and Multiple Infinite Embraces. When created the Embraces, both B and A-Rank versions, create a cuboid structure around its target(s). With the supplement Infinite Constriction the cuboid construct is modified to become far more malleable and instead fit itself around a single target trapping them within it. In order for this supplement to operate generic black sealing script will spread on the barrier produced; the script, while plainly visible, will not obscure vision of the target trapped within the Embraces. This can be best visualized as a tightly fit spandex suit which forms around the target and traps them within it, effectively making the Embraces a far more potent restricting technique. Because of this technique’s nature it can be applied within the same time frame as the Infinite Embraces and its variants. Infinite Constriction does not supplement the strength or durability of the Embraces and its variants.
(Fūinjutsu: Kōsoku Fantajia) – Sealing Technique: Restraints of Phantasia
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The walls restrain the target by pressing and squeezing down on the target; while they exert great pressure and effectively prevent the target from moving under normal circumstances they are harmless themselves. The barrier itself can fit to the size of its target, however it cannot reach sizes equivalent to boss summons. It can only be used to trap targets up to three times the size of an average human. The barrier is simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used three times per battle within two turns in between applications. No fuuin above A rank in the following turn
(Fūinjutsu: Butsuri Kyōsaku) – Sealing Technique: Physical Arctation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. Physical Arctation is based on the principles of Sealing Technique: Artifice and Revision. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Living Barrier. Through an infusion of chakra the applied adjusted script will release an intangible barrier on its target, much like an armor. Those entrapped within will experience the disruptive effects of the Living Barrier, but to a lesser degree. The barrier creates a seal which effectively seals away 40% of the target’s maximum chakra reserves while also preventing the target from using techniques above S-Rank. Unlike the Living Barrier, Physical Arctation will remain active until the seal which it has adjusted is destroyed. Because of the nature of this technique it can be used within the same timeframe as the technique it is applied to. Physical Arctation can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.
(Gizen mushi) Sealing Arts: Fiendish Neglect
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform two hand seals and cause for a magenta colored barrier to peel off of their skin and continue moving up to ten meters away. This barrier will take the form of a spherical and translucent barrier that continues to expand in size as it moves away from the user. For example, once released from the user the barrier will begin to expand towards everything ten meters around where it was released. The thing so special about this barrier is that in the turn it was released the user will select a specific target for it. For example, the user could choose the Fire element and by doing so would cause the barrier to push away all signs of the fire element near the user. This is basically a technique the user can use to push away attacks that happen to form very close to their person, in fact, due to how the barrier is emitted from their body it can affect just about anything nearby. Essentially, the specified target will be pushed up to ten meters away. It is important to note that this technique does not cause damage to the target, but instead just pushes them away. Logically speaking though, this technique can be used to neutralize attacks. Of course, this technique has limits, it can only affect techniques up to A-rank and can be opposed or stopped by attacks above that rank. Additionally, when selecting a target for the technique, it can be any of the five base elements or any Custom Element. This technique also does not affect any other person or jutsu besides the ones chosen and will simply phase through it.
Note: Can only be used four time with a turn cool down
Note: No Fuin A-rank and above next turn
(Juno) Artemis

Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: In ancient stories, Artemis was known to be the goddess of the hunt. Artemis is a rather average puppet height wise due to it being only five feet tall. It is clothed in rudimentary fabrics that run throughout her entire body. The most distinguishing feature about Artemis would have to be her holster used to carry a large amount of spear tipped arrows. In her holster, Artemis holds a variety of different arrows, some attached with sealing tags or explosion tags. Upon being summoned to the field, Artemis will hold in its arms a wooden bow that it will use to release arrows throughout the field. These arrows, for the most part, can reach up to long range with the help of the chakra the user uses when the arrows are released. There are specific arrows that Artemis has, but the user is also free to release free form arrows of the falling choices: wooden arrows by themselves or arrows with explosive. The user is free to release up to four arrows of freeform nature at once. Regarding its specialty arrows, the user is free to release up to two of any kind in different directions if wanted but at the cost of two moves. If by any chance, Artemis’s bow is destroyed, the user can retrieve up to three spare bows from inside of her body.
Abilities:
Sacred Arrow: The first ability of Artemis calls for the user to attach three arrows to its bow where it will then propel the arrows up to long range with the help of its chakra infused bow. The arrows will all be arranged into the formation of a triangle around whatever it is nearby. Instantly, as contact has been made the Fūinjutsu tags will activate and begin emitting a magenta colored barrier that will attempt to close in on whatever it is around. The point of this barrier will be to entrap enemies in a barrier that constantly closes in on them until they are crushed. If desired due to how these arrows work the user can instead use it as a protective shield to stop incoming attacks by surrounding themselves in the barrier or by placing the barrier in front of them. Let it be noted, that each arrow is placed at least five meters from its target, but if the user is placing the arrows around themselves then they can cover any allies five meters around them. If the arrows are removed from the ground then the barrier will be dispelled. (A-Rank)
Chaos Arrow: The next set of arrows have more of an elemental touch them. By first placing a string attached arrow laced with a Fūinjutsu tag, the will the propel it up to long range. While it is in mid-air the tag will activate unsealing a wide array of stringed arrows that cover a wide range and are hard outrun. A special thing about these arrows is that they can be coated in the lightning element and are able to be controlled via a string in order to allow for directional control. (A-rank)
Exorcism Arrow: The Exorcism arrow is one that has a sealing jutsu imbued inside of it. The seal is set to activate whenever the arrow makes contact with foreign chakras such as the enemy or the enemy’s technique. Upon expulsion of this arrow, the arrow will glow in a bright white light. The thing so special about this arrow is that upon contact with a surface the user will be able to seal away impurities and foreign chakra upon contact. For example, the user can use this to target poisonous smoke clouds or other toxins and upon the arrow making contact with the source it will seal all of it away. In regards, to enemy techniques, this technique can be used on A-rank jutsu within reason in order to seal them away. For instance, if this seal were to make contact with the Stone Golem technique, upon the arrow touching the creature, ethereal arms can be seen manifesting from the arrow and will begin to submerge the technique from all angles until the beast has been sealed inside of the arrow. This ethereal arms can still be countered logic wise with an opposing technique, and if desired the user can choose to shoot the arrow at a piece of the ground in front of a jutsu or person and release the ethereal arms from there, but they can only extend up to five meters (A-rank).
Miasma Arrow: The last arrow is one that has a lethal part attached to it. This arrow has at the end of it a poisonous smoke bomb that is filled with the puppeteer's poison. Upon the arrow making contact with a solid surface it will release a poisonous smoke cloud up to ten meters around where it went off. The user can release up to one arrow of this kind at once and upon them making contact with the ground smoke will be dispersed everywhere.
Note: Each arrow has a one-turn cooldown but do note that Exorcism Arrow is only useable four times per event.
(Abigōru) Abigor
Type: Puppet
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: NA
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.
Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it the lightning element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long range.
Goo Cannon: The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)
Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal up to S-rank jutsu.
Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. This poison will have the effects and properties of the puppeteer poison. (A-rank)
Notes:
~Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~ Each cannon has a one turn cool down except for Absorption cannon which has a three-turn cool down.
(Shiru tame ni) Saber
Type: Puppet
Rank: A
Range: N/A
Chakra: 30
Damage: NA
Description: Saber is a rather tall puppet being around six feet tall. Saber is a wooden puppet crafted in the image of a man. Image-wise, Saber wears an armor with metallic plates which is purely a cosmetic part of its design. The thing that is so special about Saber is that he was crafted to be a sword specialist. He owns up to the name by carrying two ordinary katanas in his hands and other than the swords that he carries when he is summoned to the field there is nothing else unique about the puppet upon first glance. Saber, however, has Fuinjutsu seals scattered across its body that allows it to summon forth unique swords that are combined with Fuinjutsu in order to make deadly combos. If desired, the user can even passively activate a seal on the puppet with a surge of five chakra points and summon forth up to two ordinary katanas.
Abilities:
The first ability of the puppet involves the user manipulating the swords in Saber’s hands and pointing them in the desired direction. The swords can be pointing in different directions, but once a direction has been found the user will charge their puppet with raw chakra and upon doing so the puppet will release from the tips of its blades a thin stream of chakra. This chakra is refined so that it can easily cut through objects or pierce them. When using this ability, the user is free to manipulate the chakra in order to make abrupt turns or to move the arms of the puppet in order to allow for the chakra streams to move into another direction. If desired, the user can pierce the ground with the swords and cause the chakra streams to travel underground and emerge to attack the opponent. This particular ability is equivalent to A-rank and can extend up to long range.
The next ability of the puppet requires the puppet to retrieve two katanas from somewhere inside of its body or utilize the ones in its hands in order to place on the ground directly below the puppet. Upon the tips of the swords being placed on the ground, a fuinjutsu tag located on the puppet will activate and from it, an emerald barrier will spring forth from the swords. The barrier will extend up to five meters of where the swords were, but the special thing about this barrier is that upon its emergence the user can control the barrier to repel foreign chakra sources around it. This just means that the user can use the barrier in order to push away an enemy to the outskirts of the barrier which would be five meters away, but they could also use the barrier in order keep their allies inside. The barrier can also be used to push away other techniques such as smoke or mist that are around the swords when they release the barrier. Otherwise, the barrier is able to sustain up to A-rank damage but can be canceled if the opponent finds a way to remove the swords from the ground.
The last ability of Saber is the ability of the user to open a compartment on Saber’s left arm and send chakra into a seal located on the puppet in order to release a barrage of katanas from the seal that will be attached to a string. With the help of the strings, the user can manipulate them to alter their directions suddenly which can be useful to attack multiple targets at once. If desired the user can also choose to attach a poisonous smoke bomb filled with a poison of their choice and once the swords make contact with an object the user will release a smoke cloud up to a meter of where the sword was. This particular ability can extend up to long-range and covers a wide range making it difficult to outrun especially with the help of the strings. This technique, essentially, could allow the user to fill a good percentage of the battlefield with smoke. The poison used can only be the puppeteer's specialty poison.
Notes:
~Chakra stream ability is equal to A-rank, has a one turn cooldown
~The barrier technique is equal to A-rank, has a three-turn cooldown
~The barrage of Katanas technique is equal to A-rank, has a one turn cooldown


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+400 Maximum)
Damage: N/A
Description: Resonance is a unique application of Fūinjutsu created for those who possess multiple individualistic personalities; each with its own very unique set of beliefs, memories, emotions, and attributes. In its purest essence this sealing technique brings to life one’s own multiple personalities by enabling a form of organization and structure. A personality is generally defined as the individual characteristics which defines one; their memories, beliefs, ideas, personal skills, mannerisms, and habits. It has been shown throughout the series that various forms of Ninja Arts are capable of controlling, manipulating, transferring, and even changing memories. It has also been shown that chakra, Fūinjutsu, emotion, and memory all play intimately and are connected with one another. The most striking example of this is Minato Namikaze’s use of his chakra to seal his own personality within Naruto when he sealed the Nine Tails; this is at times called a ‘consciousness imprint.’ Karin Uzumaki noted that chakra carries the ability to reflect emotion and personality; she described Naruto’s chakra as warm while Sasuke’s was cold. There also exist techniques such as the Loss of Memory Technique which allows the user to block memory sets with their chakra. Fūinjutsu is also capable of sealing metaphysical phenomena such as chakra, souls, memories, and even emotions. With this in mind it is reasonable to extend the ability to seal entire personalities away into a vessel. Thus, Resonance is a seal which seals the users multiple personalities. It grants structure to chaos within one’s own mind; organization to a torrential storm of personalities, emotions, and beliefs.
Resonance is applied to one’s own personality; as such the seal must be stated in the user’s personality section of their biography. Resonance can seal up to seven individual personalities. These personalities are listed within the user’s biography. Each must have characteristics which are distinct from one another. For example, one personality can have a tendency toward violence and bloodshed while another can be prone to kindness. The user is granted great versatility with the customization of each personality, each being a cosmetic choice. Personalities can be named differently and even possess different perceived genders. This means that while the body’s physiological gender will remain static the personality can operate differently to the body; essentially the personality believes it is the opposite gender to the body. Personalities can also have distinct memories, skills, emotions, motivations, thought patterns, movement patterns, and mannerisms. The possibilities are nearly limitless in regards to defining traits of a separate personality. Personalities can also be structured into hierarchies with one typically dominant over the others; although this is largely a cosmetic feature. The inner workings of the seal itself are simple. The seal treats the user’s own body as the vessel for the sealed personalities. All of the user’s personalities are sealed by Resonance, including the original personality along with a portion of the user’s chakra before the seal is performed. Each personality, now sealed by Resonance, will be able to communicate with each other in an environment granted structure. This environment is much like Minato and Kushina’s communications with Naruto. Each happened within his imagination and mind allowing for numerous forms to be created. The user is able to shape the environment to take the appearance of anything the user so desires and all occurs within his or her mind. While sealed the personalities will be able to communicate with each other and watch each other, much like how Minato’s consciousness imprint was able to watch Naruto’s growth and development throughout his life. In terms of usage the seal possesses two release states. They are as followed:
Partial Release; The first state is a partial release state which is performed passively. Through this method the seal will be partially opened allowing for the fluid transitioning between separate personalities. It offers no true combat benefits and is purely a cosmetic ability which is inherent to the biography that Resonance is used on.
Full Release; The second state is a full release state which is performed at the cost of a move, but instantaneously, exempt or within the same timeframe. This second application is the combat-favored variant allowing for numerous benefits associated with the release of the user’s personalities. This state can be used for as many personalities as the user possesses, up to seven. As previously mentioned each personality is fully sealed with a portion of the user’s chakra, each laced with the personality’s essence of existence. Between all seven potentially sealed personalities a maximum of 400 chakra can be stored in Resonance. This chakra is split between each personality; each personality requiring a minimum of 50 chakra stored. The amount of chakra stored per personality is stated within the user’s biography in the personality section. When fully released the chakra will flow from the vessel of the user’s body back into his or her chakra network along with the personality; this effectively creates a full body surge equivalent to the quantity of chakra released. In addition to this the user will experience a refreshing surge of energy as their body is replenished and a personality is released; this is largely a cosmetic feature but can numb relatively moderate levels of pain and grant clarity to the mind.

(Fuuinjutsu: Yomigaeri no Mikoyose) - Sealing Arts: Resurrection of Sorcery
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 to the main two affinities of the user)
Damage:N/A (-10 to the main two affinities of the user)
Description: This seal must be either stated in the user's bio or placed on him before battle. This seal is linked to the users two strongest elemental abilities and only seeks to make them weaker in order to increase the power of the users Sealing Arts. When passively activated it will drain the user's two main elemental affinities of 10 points of chakra and damage automatically every time they're used, storing it within itself, and making the users techniques using those affinities weaker until its deactivated. It's true purpose will be triggered whenever the user utilizes the art of Fuuinjutsu, it will convert and release this stored power into any Fuuinjutsu technique whenever it is used, filling the technique with the energy it took from the user's elemental prowess. This results in every Fuuinjutsu technique the user uses gaining +1 Rank (if they’re A-Rank or below). On the other side, the main two elemental affinities of the user will automatically lose 10 damage and chakra each when they are used. Elements which are a combination of both of the weakened elements will also be weakened in the same way. This lasts until deactivated.
Spoiler
-Can only be used or activated once per battle
-Can't be used on bios without two elemental specialties
-Can’t be used on S-Rank and above Fuuin
-Can’t be used on Multiple Infinite Embraces

(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation

Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji 否定的同化 that automatically activates upon the user being struck with a fuuinjutsu from an alternate chakra source to their own I.e an enemy sealing tech. A barrier will form almost instantly over the user taking the form of a rapidly spinning sealing script. The effect of the barrier is to reduce the power of other sealing techs by forcibly assimilating the users chakra in to them to undo the sealing. Much like the canon seal destruction. However this version is autonomous, should the enemy fuuin be equal to or below the rank of this tech it will be completely cancelled. However it will only lower the power of higher ranked fuuin by one rank. Lowering S to A for example.
Note: Can only be used thrice per battle
Note: Only applies to fuuinjutsu techniques
Note: Requires a two turn cooldown between uses.
Note: When activated, the user is unable to perform Fuuinjutsu above A-Rank in the same and following turn.

(Teikoku guntai) Forgotten Diadem
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: This is a unique weapon that the user will wear around their necks giving them a special bond with it. This weapon takes the form of several voodoo dolls that have been made in the form of an accessory and has a special bond between the user. The necklace takes the form of two distinct Fuinjutsu related abilities that occur when certain requirements have been met. This weapon is similar to the First Hokage’s necklace which was able to imbue objects with a sealing technique. In this case, too, the user will have imbued a sealing technique inside of their “Voodoo doll”. The necklace has two distinct abilities and once activated, the eyes of the voodoo will proceed to glow a crimson color.

The first ability of the necklace activates upon foreign chakra being inserted inside of the user’s chakra system. Upon activation of foreign chakra being inserted inside of the user’s body, primarily genjutsu, the doll will open its eyes in response to it. The eyes of the doll will glow a crimson red color upon activation and will begin to seal off a portion of the user’s chakra. The crimson glow of the doll will also appear physically so anyone could know that it is activating. Once activated a portion of the chakra flowing inside of the user will be absorbed into the doll. Any chakra that has entered inside of the doll will become "purified" in a seal and all remnants of it being the user’s chakra signature will be wiped away from it. When inside of the doll, the chakra will transform into that of raw chakra. Immediately, after the chakra has been sealed inside of the doll, it begins to release the chakra back into the user and by doing so, will allow for the user to essentially insert a foreign chakra into their chakra system and release the use of any genjutsu bar Mangekyo level. This ability of the doll is only able to be used three times with a chakra drainage of twenty points being taken from the user and costs a move. The process of sealing and unsealing the chakra has pretty quickly.

The next ability of the weapon is passive in nature (with an upkeep of 5 chakra per turn) and serves almost as a guide for the user. Upon detecting foreign chakra being present anywhere up to eight meter radius away from the user, the necklace will activate. The necklace will perform its ritual of glowing its eyes and begin to passively absorb fifteen chakra points from the user. Once this is done, the doll will begin to vibrate sporadically as it responds to the foreign chakra. In a matter of seconds, the collection of dolls on the user’s neck will begin to point in the direction of the foreign chakra. If there is only one source of the chakra then only one doll will point in that direction, but if there are multiple sources of the chakra around the user then the collection of voodoo dolls around the user’s neck will begin to point in the direction of each foreign chakra and even if a bit ambiguous at times it will give the user a general idea of where the attack is coming from. The dolls involved in the detection can continue to do so for a price of five chakra points each turn and will only stop once the foreign chakra that activated it is dispersed or out of range. Let it be noted, that the dolls cannot respond to any new foreign chakra while it is already activated in response to one. This ability also can only be used three times with a turn cool down.

(Fukitsuna ito) - Sealing Arts: Ominous Threads
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user will first perform a hand seal at the end of one of their physical or projectile techniques. After doing so, kanji transcripts will begin to spread across said object or technique. For example, if this is used on a free-form kunai then it will cause the kuna to be covered in kanji transcripts. The purpose of this technique comes into play once said object strikes a physical surface. For instance, if the user has a kunai and throw it at the grown in front of them it will cause the kanji transcripts to activate. Once activated the transcripts will release a small scale sealing jutsu that seals everything one meter from its location all directions. As a result this will seal even the affected object. At the most, the seal could create a small cylindrical hole in the ground or whatever it made contact with. This technique can seal objects up to the chakra input of this jutsu, and does not work against living opponents. Kanji created by this technique are in plain view, and cannot be obscured to an opponent aside from being out of line of sight.

Note: Can only be used five times with a turn a cool down

(Akuma no hitsugi ) – Sealing Arts: Devil’s Casket
Rank: A
Type: Supplementary, Defensive,Offensive
Range: Short-Mid
Chakra cost: 30 (-5 per turn)
Damage points: N/A
Description: The user will perform three hand seals and cause a transparent red spherical barrier to glow around the user up to five meters away. The thing about this barrier is that it will glow around its user upon being summoned but will become invisible to the naked afterwards. An opponent would not know the barrier was present unless they witnessed its creation or if they had a form of chakra sensory. The only other way the barrier will become visible is when the user activates it or the opponent attacks it. The first ability of the barrier is that the user can control the chakra inside the barrier to passively lift and move the user around. While moving around the barrier will become visible and the user will appear to be flying. The next ability is the user’s ability to passively create openings in the barrier to release attacks or to allow them in. The main ability of this barrier is to deflect incoming attacks. Whenever an attack strikes a focal point of the barrier it will cause the barrier to become visible. Afterwards the barrier will begin to generate and focus energy at the location(s) of where the attack comes from. After doing so the attack will be pushed back into the opponent direction. The barrier can only deflect one jutsu per turn. Also, since this barrier relies upon its own strength to deflect it is only able to deflect techniques up to this techniques rank, and will require an attack higher than its rank to destroy it. The only exception to this is if the barrier is struck by two techniques of equal rank within the same turn, leading to the barrier's destruction.

Note: Can only be used three times with a turn cool down.
Note: No Fuin above A-rank after it ends.

( Hotaru ) – Sealing Arts: Firefly
Rank: A
Type: Supplementary, Defensive,Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will first perform three hand seals and form around their body an emerald spherical barrier. This barrier can span up to five meters from the user and encompass allies or it can be skin tight. The user will activate this barrier in response to an energy based attack up to the rank of this technique. Upon said attack coming into physical contact with the barrier it will be sealed inside of it. Moments later the barrier will be seen glowing a bright yellow light that is blinding to anyone not inside of the barrier. After absorbing the energy the user will use this energy to replicate a bright flare. Once absorbed the barrier will begin to expand off of the user’s body and up to Mid range. The body will cover a mid-ranged distance from all angles. The main purpose of doing this is to affect enemies with a bright flare that will block their site and blind them if they do not cover their eyes. The flare will prevent the enemy from seeing through it and also will radiate a meter off of the barrier as it closes in on the target. This barrier carries no physical damage and will pass through objects without any interference. If, however, the opponent does not shield themselves from the bright light then they will be blinded for one turn.

Note: Can only be used four times with a turn cool down

(Ningyō yōshiki: Shōmetsu-hō) — Puppet Style: Disappearing Act
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: A puppetry and fuinjutsu based technique that the user will use on their puppets. This jutsu was created to help the user protect their puppets from incoming attacks or things of the like. This is because it can be quite difficult for a puppet user to protect themselves and their puppet. The user will place this seal on all puppets and must mention the seal either in their bio or at the start of a fight. Now, when foreign chakra comes close to them the seal will automatically activate by sapping 30 chakra points from the user puppeteer. Once activated, the seal will seal all of the user’s puppets(with the seal placed on them) within eight meters of the targeted puppet and seal them into a scroll. After the threat has disappeared the user will be able to passively return their puppets to their original locations in the same positions.
Note: This will not seal the puppet that has this seal placed on it.
Note: Usable three times per battle

(Teikoku guntai) Sealing Arts: Eye of the Witch
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15 (+5 each turn if activated for longer than one turn)
Damage Points: N/A
Description: As we have seen in the past, it is possible to seal abstract things such as emotions or spirits. Eye of the Witch is a seal that will be imbued inside of the user and has no real “tangible” form. Eye of the witch is a technique that activates whenever the user is faced with an energy based attack. This seal activates passively and is usually activated in order to inform the user of energy based attacks that are used to surprise attack the user or not visible to the untrained eye. When an energy based attack comes within ten meters of the user the seal activates and releases a burning white image that will appear inside of the user’s head. This burning image causes no real pain but instead is an intense sensation. This sensation is used in order for the user to know when an attack is near. In the user’s head they will see a small white patch appear that will refuse to be ignored. Whenever an energy based attack is on the field, two things will happen, the burning white image will increase in size when the energy attack is near them and will decrease when it is farther away. Additionally, once activated, the seal will in a way “guide” the user towards the source of its activation or rather lure them towards it. Also, in order to help the user, the burning image in the user’s head will guide/inform the user of the location of the energy based attack by forming cardinal directions or rather arrows pointing towards the one or multiple locations of the source. The seal only deactivates when the energy attack that activated it is dispelled.
Note: Must be posted in the user’s biography as a seal.
Note: Usable 4x a battle
Note: Requires a turn cool down after deactivation.

(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns

(Fūin Wana Bakuhatsu ) – Sealing Arts: Long Live The King
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A/60
Description: The user will first perform five hand-seals and form around their target a red opaque barrier. The barrier can entrap objects up to six meters in width and height. This barrier can also be used to entraps target who is in mid-air and stop them in their tracks. The main purpose of this barriers goes into place when the user has trapped their target. Once done, the user will be able to guide the barrier with gestures or movements of their body such as waving or nodding their hands. There are multiple reasons and purposes for doing so. For instance, if the user were to raise and lower their hand then they can cause the barrier to rise into the air and slam into the ground. By doing this the user will be able to deal concussive damage equivalent to this technique’s rank to the opponent. If using the barrier in this manner then the barrier will be destroyed in the process.

The user can also choose to passively and quickly wave their hands back and forth which will cause the barrier’s position to be in constant flux. As a result, the user can cause the opponent to feel dizzy and make it difficult for them to maintain their footing. Lastly, the user can choose to passively create an opening in the barrier, so that they can release objects from within. This property of the barrier is especially useful if the user were to swipe their hands really fast because then the barrier would be sent flying somewhere far away. This is useful in conjunction with the barrier’s passive ability to create openings because the user can essentially send the opponent flying out of the barrier, and into a far away location. At the most, the user can move the barrier up to mid-range distance. Also, this barrier can be destroyed by an attack equivalent to this technique’s rank.

Note: Can only be used four times with a turn cool down
Note: Can last up to four turns
Note: The user can choose to crush the opponent with the barrier in the same turn they activate this barrier so that it only costs one move

(Kurasshā) Crasher
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: NA
Description: The Crasher is a ninja tool that takes the form of a wristband the user will wear on one of their wrist. At the center of the wristband is a monitor/screen the user can use to possess two passive abilities. The first purpose takes advantage of a property of the wristband that occurs passively after the wristband is on the user. Once connected, the wristband will begin to scan the user’s chakra, and begin to download it into its databases. The purpose of doing this will be to throw off opponents with sensory based sensing. This works because the wristband will be able to project the user chakra source at multiple points throughout the field. In reality, there will be nothing in these locations, but opponents who having sensing that is reliant on sensing the user’s chakra source or nature will be thrown off. The user can choose to utilize this ability to project their chakra at specific locations or all over their battlefield. The next passive ability involves the wristband sending out an electromagnetic wave throughout the battlefield. Once the wave encounters an object or person with a heart-beat a small dot will appear on the user’s wristband indicating their location. This wave can expose the location of any affected by it, but it cannot sense things that do not have a heart rate such as an earth golem. This ability continuously sends out electromagnetic waves in order to update its processors as soon as possible if a new life force is on the field.

Note: Must be posted in user’s biography or at the start of a battle.

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

Type: Supplementary/Defensive
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger in size. This specifically is meant to destroy the source of a sealing jutsu(like marks and tags) placed on the user only, instead of negating the effect of the seal itself. By sealing the external sealing source within himself via devouring, Arachne is able to neutralize a sealing technique.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
NOTE: Can devour a single fuin sealing marks/tag. However the user can sacrifice 20 chakra to repair/refresh Arachne's sealing ability. Refreshing Arachne can be done 2x per battle
NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive

Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment the relics)
Damage: N/A
Description:
To use the Relics of Helena, the user must have a unique sealing mark while each has its own duty. The sealing script is in the form of a small crucifix tattoo on the user's back. The relic's aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". however this particular relic only works for Power of Resistance.

Arc of Abstinence is a sealing script that is in the form of a small crucifix seal. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to radioactive decay. Elaborately, this means, one's resistance to the effects now are enhanced and would even shield the user if it were enemy techniques, though the only thing that won't affect the user is the effects(venom, disease, bioharzards, etc) within the technique, the user is still susceptible to anything else like heat, shock, force, sharpness, impact etc., that might come with the technique.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control, false emotion implant and emotional effect arising from infusion of foreign chakra. This however does not resist genjutsu but would resist residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from S-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. The user's chakra also is influenced by the power of resistance, however, it only resist external phenomenon from siphoning away or sealing off the user's chakra, unless the user has something to do with it or with the user's consent. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.

NOTE
Though the seal is merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.

(Shīringu/ iryō geijutsu) Forbidden Arts: Necromancy
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: After becoming trained in the Forbidden Arts, Sasori became more knowledgeable about his puppet physiology and was able to experiment with it. This particular Kinjutsu technique is considered forbidden because it violates the laws of nature. Ever since Sasori converted his body into that of a puppet with only his heart still intact it was possible for him to take on different puppet bodies. Since he had a convenient way of transplanting his consciousness into differents host bodies via his core he was capable of taking on any form he wished. This technique is a forbidden seal that Sasori created in order for him to take his puppet physiology to the next level. Instead of a core/heart is the life force to his body, he would instead have bestowed his entire human soul inside of a host puppet. Inscribed on the inside of his body will be a sealing formula that will take the place of Sasori’s physical core. This sealing formula will essentially become the driving force behind Sasori’s mechanisms due to how it maintains a bond between his chakra system and his puppet body. Also, this forbidden technique involves sealing the abstract components of Sasori inside of a puppet such as his emotions, memories, etc. In this case, Sasori will have sealed his consciousness inside of a puppet body allowing him to operate as he normally does. This forbidden seal allows the user to essentially force their soul inside of an inanimate object and said object will serve as the force that binds the user to the physical plane. The cons of this seal are that the user loses the ability to easily shift from one body to another. The advantage is that Sasori no longer has to worry about protecting his heart container anymore. He does still need to protect his body from attacks, but most attacks he is capable of recovering from. Due to this seal, he will become able to regenerate from any attack as long as the pieces of his body are not completely destroyed which just means that some of the few ways to stop him would be for someone to incapacitate him or to completely eradicate his body. With this version of his body, it will allow for Sasori to survive large scale attacks as well as pinpoint ones. Most concussive and force-based attacks such as elemental ones will become ineffective if they only survive to knock apart Sasori’s body; this is because no matter how many small pieces that his body is shattered into, Sasori will still be capable of regenerating from it due to the parts of the puppet still being intact physically, just separated. There are, however, exceptions to this because if Sasori was hit with the Mountain Smash technique he would be incapable of regenerating due to how his body would essentially be incapacitated. Sasori’s main weakness with this body would be an attack that could obliterate his body such as a wide-scale fire attack that has the ability to burn his body to a crisp instantly. An attack that can obliterate his body would refer to something that leaves only small remains of his body like a finger. For example, if his body was hit with a Dust release technique or any other destructive technique and there was nothing or very little for him to recover. This is not to be compared to if his body was simply shattered and the remains of his body were nearby. If, for some reason, Sasori’s body parts become separated over a long distance (forty meters or more) then the sealing formulae will lose its effect and Sasori will be rendered immobile; this also applies if the majority of Sasori’s body has been destroyed and there is only a small fragment left like a singular limb. This also means that if his body parts are separated then they can be called back together by the user’s will. Lastly, due to how Sasori is capable of regenerating his puppet body the user will also be able to recover his puppet body back to prime conditions if it was destroyed. However upon regeneration the defensive capabilities of the puppet body are lost as explained in the Notes section. This applies if the user’s body is not completely destroyed. For example, if his body was hit with a C-rank it would regenerate back to normal (assuming the original defensive capabilities of the puppet were B rank and lower). Only higher ranked attacks would completely dismantle the user's body.

Note: The user can reform passively following the above rules up to two times afterward it will cost a move and the user will not be able to recover any innate defensive properties of the puppet. This means that anytime the user recovers from this point on their body will simply be equivalent to free-form. Also, at this stage, the user will begin to feel reductions in their health from physical attacks compared to when they were not because they were defending against most attacks with the full power of this technique.
Note: Normal health rules do not apply to this body like a regular human. This means that the user does not suffer from normal ailments like fatigue, critical attacks, or subsequent effects of being hit in places like their arms, torso, or legs, etc. This is mainly because the user lacks the organs or actual ability to be physically harmed in the manner these effects describe.
Note: Reforming does not recover the user from health damages from attacks that can actually harm them like other forms of attacks besides the ones this jutsu allows the user to defend against when this technique is at full power.
Note: User must state in their Biography or at the start of a battle which puppet has this seal inscribed inside of it.
 
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Earth


(Doton: Anubisu no mon) - Earth Style: Anubis's Gate
Rank: Forbidden (arms are A)
Type: Supplementary/Attack/Defensive
Range: Short - Mid (created short)
Chakra: 50 (-30 per arm to respawn)
Damage: N/A (-20 to user)
Description: The user weaves 5 hand seals while channeling chakra into the ground. This causes a 5x2m statue of the Egyptian God Anubis to spiral upwards from underneath the user. Once fully formed Anubis's arms open wide, eyes glow, and lets out a roar extending up to mid-range. This roar causes arms to form(4 max) which can drag anything the user wills on/in the ground to the depths of the earth. The user can create, shape(Max size =Akimichi partial expansion), and manipulate the arms as he sees fit. While the arms can be destroyed they can continue to respawn every turn as long as Anubis remains. Due to the shape manipulation, creation, and need for chakra this jutsu will cause some physical fatigue. If Anubis is damaged but not fully destroyed it will repair itself upon the following turn, this can be done once taking up one the users three moves per turn. Its arms are A rank each and can be respawned, at the cost of 30 chakra and one move per arm.
Notes:
~Can only be used once per battle
~Can't use A Rank or above Doton for 2 turn after use
~No jutsu above A-rank in the same turn
~After this jutsu ends, the user will lose 2 ranks to their speed due to exhaustion
~Can only be taught by Keji

(Andeddo no kuni) ☠ Earth Style: Land of the Undead

Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique, the user will first perform three hand seals and gathers their Earth chakra across the field from Mid to long range. Shortly after this has been done, the ground around the enemy begins to shake as humanoid earth warriors emerge themselves from the ground similar to that as if someone was crawling out of a grave. Immediately as this has been done a pair of hands from an earth warrior will emerge from underneath the ground and grab hold of the enemy’s ankles. While this is being done it will essentially prevent the enemy from moving or cause them to fall if they were currently running, but if doing this technique while the target is running the user must still be capable of physically tracking them in order to be successful. Along with holding an enemy in place it is possible for the user to manipulate the arms to pull one or both of the enemy’s leg causing them to fall which can be useful to throw off any incoming attacks. The main purpose of this technique however, comes from the multitude of earth warriors that will propel themselves into the sky upon their creation which happens pretty quickly and even before the soldiers have fully emerged from the ground. Due to the wide array of soldiers, it makes it nearly impossible to count all of them, but from a quick glance one can see that all of them hold a variety of weapons in hand ranging from spears to axes. Once the soldiers have reached at least Mid-range into the air which happens pretty quickly, the warriors all while in mid-air will thrust their weapons down upon the battlefield which engulfs it a huge shadow rather fast. The wide scale of this technique makes it near impossible to outrun them. So at the time as the earth arms bind the enemy if successful, the weapons begin to rain down. However, before contact has been made the tools all begin to expand exponentially until it appears that they are going to burst; which they do. When the weapons explode, it sends a wide scale of earth like shrapnel across the field that really makes it hard to outrun then, and if contact is made the opponent will be pierced all over. After the shrapnel has reached the ground this leaves the earth soldiers to simply fall from the ground, but at this point the user has no control over them. As they are falling it, it becomes a hazard for any targets on the ground even though it is just free-form earth at this point, because it can still crush and harm someone following basic principles.

Note: Can only be used twice with a two turn cool down period.
Note: No Earth jutsu above A-rank next turn.
Note: The soldiers only last in the turn they are made.
 
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CW
(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.

Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used threetimes.
Note: Using 40 chakra points can only be used twice.
 
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Steel

(Koton:Shādo)-Steel Release:Shards
Type:Supplementary/Offense
Rank:C
Range:Mid
Chakra:15
Damage:30
Description:The user will gather chakra into his dominant foot and proceed to stomp the ground with it,releasing the previously gathered chakra into it.He will then use it to create a large amount of triangular black steel shards from the ground.The shards begin erupting first just in front of the users foot and then span outwards in the desired direction.As they come from underneath they move the soil as they are created and also are created like a wave moving in the same direction they can be spotted.They can either be erected so the unwary can step on them,piercing their feet.They are quite difficult to spot especially in the dark as they are black and don't reflect much light.Or they can just be created to lie latent on the ground like somebody left them there.In which case,the user can use some wind or water technique of adequate scale and form to carry the shards at the opponent,adding to the damage of his techniques.Depending on the strength of the carrying technique,the shards can shred skin and muscle from the opponents body as they cut him.However nothing prevents the opponent from utilizing the steel shards in the same way against the user.
~Note:Can be used three times.
~Note:The shards can be created to span up to mid range from the user,however as a technique picks them up,they don't effect that techniques range in any way.

(Koton:Ari)-Steel Release:Ants
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15 (+5 per turn)
Damage: N/A
Description: The user makes a handseal, then will create several hundred little, ant-sized creatures in their vicinity. They don't really resemble ants as they are just a small and hollow ball of steel with six little legs. The ants move in a group and there is enough of them to fill the whole area of short-range around the user, although they could be sent further in different formations.The ants have no battle capability but they contain small bits of the users chakra and are connected to the user. Their bodies are very weak and when stepped on,they break,allowing the user to pinpoint foreign movement.

~Note:Can be used three times.
~Note:Last for three turns unless destroyed or carried to long range from the user.

(Koton:Fenikkusu)-Steel Release: Phoenix
Type: Offensive
Rank:C
Range:Mid
Chakra:15
Damage:30
Description:Mostly used for distracting the opponent.The user will create a medium sized bird with a body length around 1 meter,not counting the long tail made from steel strings behind it.The phoenix is too small to enable the user to fly on it,but it flies fast (normal Kage running speed) and has a sharp,dagger like beak with which it can stab the opponent.The phoenix once destroyed can be reformed with the user performing another hand seal(doesn't count towards the 3 jutsu per turn limit).It can be reformed from no matter how small the pieces of steel but they have to be within mid range of the user.
~Note:Can be performed twice per battle, and each can be reformed twice.

(Koton: Gyanburā Shikake) - Steel Release: Gambler's Gimmicks
Rank: B
Type: Offensive,defensive,supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will clench his fist and in it create up to 3 regular sized,either coins,dice or cards made out of black steel.The user can then manipulate the creations and make them grow exponentially.As the growth is triggered,they grow to a fixed size.The sides of the enlarged dice are 2m,the coins have a 2m radius and are 30cm thick while the cards are 2.5x1.75m in size and around 20cm thick.For the user to trigger the growth he has to be in contact with what he decided to make,but he can trigger it and throw them and they will continue to grow in the air.They don't take long to grow,around the time they reach mid range from the user they would be full sized.They can be thrown as a weapon or to create an obstacle between the user and the opponent.The gimmicks always grow outward from the user.
~Note:Can be used three times.
~Note: Once they are created they have to be grown either in the same or next turn.

(Koton:Fuwatto tama hagane)-Steel Release:Floating Balls of Steel
Type:Defensive/Offensive
Rank:A
Range:Short-Mid
Chakra:30(-10 per turn to sustain)
Damage:60
Description:The user will perform the bird hand seal and creates up to 14 handball ball sized balls of black steel from the ground which can float around the user anywhere in short range.The user has full control over the balls and can direct them anywhere within short range,thus this can be used to intercept attacks.The user can also,after creating the balls,perform the Ram hand seal and release all the balls at once,towards the opponent.If they are not destroyed or released,the balls can remain around the user for 2 whole turns.
~Note:Can be used three times per battle.
~Note:No above B rank steel release techniques in the same turn this is used.
~Note:Requires a turns cool-down between uses.

(Koton:Barike-do Kei)-Steel Release:Barricade System
Type:Defense
Rank:S
Range:Short-Mid
Chakra:40
Damage:N/A
Description:The user will channel his chakra towards his dominant foot and after that stomp the ground with the same foot,releasing the previously gathered chakra into the ground.He will then manipulate the chakra so it forms a series of walls made out of black steel that will rise from the ground.The walls must be at least three meters away from each-other and they are created only in the direction the user stomps his foot.Because of the range of the technique and the needed spacing,there can be created a maximum of 3 walls at a time.The walls are three meters high and 30 centimeters thick,each having A rank steel strength.
~Note:Can be performed three times per battle.
~Note:No above B rank steel release techniques the same turn this one is used.


(Koton:Kusari Kanshu)-Steel Release:Chain Warden
Type:Supplementary
Rank:S
Range:Created shorth with long range reach
Chakra:40
Damage:80
Description:The user will perform a single hand seal whilst channeling chakra into his hands.He will then proceed to slam both his hands to the ground,releasing the previously gathered chakra into it.He will then manipulate it to create a large humanoid warrior made completely out of black steel with steel spikes for fingers.The warrior is two and a half meters big and quite massive.He can move around the battlefield at the users will.The inside of the the warrior is,however hollow,housing winded up chains.The chains exit the warriors body in each of his fingers along with the spikes on the top of them.The spiked chains can be directed to attack the opponent,stab him or bind him.The warrior can also spin them at great speed,creating a sort of shield in front of him,to block incoming attacks.The chains are quite long and they have mid range reach from the warrior,they are also thick and heavy,having A rank steel strength.All five chains from one arm can also be wrapped together into one big chain for the warrior to utilize a S rank attack.
~Note:No above B rank steel techniques for two turns.
~Note:Can be used once.
~Note:Lasts 3 turns.
Note: Using the chains to attack counts as one of the three moves per turn.

(Koton:Sentou Yanagi)-Steel Release:Whomping Willow
Type: Offensive/Supplementary
Rank:S
Range:Short-Mid
Chakra:40(-20 per turn to sustain it)
Damage:80
Description:The user will focus his chakra towards his hands and after that he will slam both his hands to the ground and release the chakra into it,creating a tree,namely a willow of black steel,from it.The main stem of the tree is about 10 meters high.It is composed out of several large chains (around 50cm width each) twined around each other.At it's top there can be up to five large branches (30cm width) and on each of them dozens of long but thin whip-like chains (up to 5cm width) that get swung around as the larger parts of the tree move. .The tree can swing the large branches and the whips on them at high speeds in order to attack the opponent,it can even bend the main stem and attack with it's whole body but that type of attack is only short ranged.If the main stem of the tree or one of the five main branches is destroyed,the user can channel his chakra to the whip-like branches and gain control of them.The user can control the branches as large vines of steel.He can move them around the battlefield and use them to attack the opponent by wrapping them around him,binding and suffocating him.The user can control the branches up to mid range from him.They have only C rank steel strength,however.If the user stops channeling his chakra to the tree it will remain on the battlefield but would be immobile.
~Note:Can be used two times per battle.
~Note:No Steel release techniques in the same turn.
~Note:Lasts for two turns.

(Koton:Kyojin Akuma)-Steel Release:Giant Akuma
Type:Supplementary
Rank:Forbidden
Range:Short on creation (Long Range reach)
Chakra:50 (-30 per turn to sustain)
Damage:N/A (melee attacks do 90 damage) (-10 to the user)
Description:The user will perform a sequence of 3 hand seals:Bird->Ram->Boar while gathering a vast amount of chakra which he then channels towards his hands.Once done,the user will slam both his hands to the ground and release all of the previously gathered chakra into it.Due to the large amount of the chakra focused,this would take a couple of seconds to do.Due to the large amount of chakra focused in a rather small area and then it being rapidly released,the users hands will suffer some damage while using this technique.As he is finished with releasing his chakra,the user will form a huge humanoid creature made out of black steel to rise from the ground behind him.The creature is half the size of Gamabunta(meaning around a 50 meters tall).Although the creatures movements might appear slow,his huge size allows him to cover ground quickly.It can move and serve the user as a basic warrior.It also has a special ability to create a dozens of huge black steel cables from it's back and launch them towards the opponent in a widespread attack (S-Rank damage, Long-range, counts as a move, usable twice).Each cable is around half a meter thick. It has incredibly tough armor and can fully withstand S-Rank techniques from Earth, Water or Wind undamaged. Once created,the creature stays on the field until it's destroyed.
~Note:Can be used only once per battle.
~Note:Can't use any technique above C rank technique,the same turn this is used.
~Note:No Steel release techniques same and next turn
~Note:Using this leaves the user in a drained state and he can't use above A rank techniques next turn
~Note:Due to the user being drained,he will be slower by one rank on the speed chart(if he is a Sannin he will have S-Class speed and so on).
~Note:Launching the threads counts as a move in the users turn.


 
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Storm
(Ranton: 10 Arashi no ryūsei-gun) Storm Release: 10 Storm Meteor Shower
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will do 2 hand signs and channel his Ranton chakra and sends it to the sky and starts creating 10 light blue balls made up of lightning and water chakra. The balls are the size of normal boulders. The user will then send the balls down from the sky at the opponent controlling where the meteors will hit.
Note: Usable 2 times a match
Note: No Ranton jutsus the next turn
Note: Raiton and Suiton jutsus are restricted to B rank the next turn.
Note: Must have storm release
 
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Genjutsu

(Kōan Genjutsu: Jōmyō Inin)- Koan Illusion: Mortal Dictata
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage: N/A
Description: The Jōmyō
Inin or "Mortal Dictata" is a Genjutsu developed by a skilled Uchiha during one of his episodes of meditation. The nature of the illusion was a paradox placed on his mind that tampered with how he perceived opportunity and misfortune. He later recorded these feelings and became able to replicate them in the minds of others through chakra, making it a Genjutsu. The technique begins with a Ram hand seal and placing the chakra on the opponent(s)' mind. The illusion has two parts; fortune or misfortune, and will be highlighted below.

Fortune | Kōun: This side of the illusion tampers with the opponent's visual cortex where it completely changes the appearance of the user and his techniques. The user will appear gravely injured and weak in the opponent's eyes. This can be anything from missing limbs to profuse bleeding. Again, this is a visual illusion is does not actually tamper with the opponent's cognitive perception of the user, it only provides visual stimuli that would lead him/her to believe the opponent is actually injured. The second use
to this side of the technique is how it affects the visual information of the user's jutsu as well. In other words, a grand fireball from the user may appear like a measly fireball to the opponent.

Misfortune | Fukō: This the second side of the illusion changes the opponent(s)' visual perception of the user and his techniques so that they appear much more superior to theirs. The user may appear godlike (as in vastly superior in strength and not looking all shiny and golden), in their peak condition and appear very capable of combat. This also applies to the techniques where a simple wave of water may appear even more devastating, like tsunami level. Of
course the illusion doesn't actually change the rank and damage of the user's techniques, it only changes the appearance and will go as meticulous enough to alter the terrain to compliment the false powered jutsu. Such as the trees being flung about from the water waves to houses being decimated.

Both sides, Kōun & Fukō, when used individually are S ranked in strength. However, they can be used simultaneously, but only on different minds. Meaning, the user may place Fukō on one opponent and Kōun on another at the same time they activate this technique. This can lead to incoherence between allies and further aid the user. However, it is impossible to cast both sides of the illusion on one person at the same. However, if this double use is used both the techniques Kōun & Fukō become A ranked in strength while the overall technique itself is immediately spent twice and hence can't be used again. But if the user applies one at a time he may wait a while before using it again.

Note(s):
- Can only be used 2x.
- Kōun & Fukō lasts 2 turns each on the opponent(s), with a three turn countdown between each individual use.
 
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Sasori

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(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materialising it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defence against things that form of poison is strong to for example a liquid shroud will allow for the defence of even Forbidden rank fire release as the liquid vaporizes into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.
Note:
Can be used twice per battle lasting three turns per use
Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation
Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.
no questions
 
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Water
(Poseidon no chūsei) Water Style: Loyalty of Poseidon
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user starts off by performing three hand seals and gathers their water chakra into their mouth. Moments later they will expel a copious amount of water forwards that manifests into that of a massive fifteen meter tall/wide wave of water. As this is done, the wave is commanded towards the location of an enemy. Once the wave takes off, a wide array of warriors composed of water can be seen morphing into existence on all around it,they are around 2 m tall. These constructs possess a variety of tools in hand such as swords and spears and constantly slide on top of the of the wave in a sporadic manner. When ready the user can command the warriors of water to leap into the air (Up to ten meters) and can control them to crash down upon the target hitting them with slicing and crushing force. If desired it is also possible for the user to control the wide array of soldiers in order to attack aerial targets by utilizing their tools which can be used for direct melee attacks or can be thrown up to ten meters as an aerial projectile. The user can also choose to control the array of warriors while still on the wave of water in order to deal precise damage towards a target close range of it, and can also throw their tools as projectiles just as previously mentioned. When leaping into the air, the soldiers create a massive shadow over the target as they quickly cover the target from all angles above making aerial escape nearly impossible. Immediately after the warriors have left the water,the rest of the wave just disperses uselessly across the ground.

Note: Can only be used twice with a two turn cooldown.
Note: No Water above A-rank next turn.

(Suiton: Hakai torentokomando)- Water Style: Destruction Torrent Command
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A unique and tricky technique, requires the finesse of a water affinity to be completed perfectly due to its complexity and range. The technique begins with two hand seals (Ram➡Boar) where the user will begin an uppercut motion with his dominant arm, as he does this a thin film of water flat and round spanning 5m in diameter and mere centimeters in height would condense from the air above him. As he punches, his hand passes through this film sending splashes of water into the air above. As the splashes fly upward they grow exponentially in size gathering moisture from the atmosphere while joining together until 4 dense comets of water each the size of an adult bear come crashing down anywhere the user wills up to long ranged. The user can choose to release all comets at once for maximum splash damage or one at a time for strategic importance, however at one at a time the user has to remain focused on the technique and is unable to perform any other chakra needed techniques until the move is finished.
Note(s):
- Can only be done 2×
- Bios with Suiton primary affinity can perform this without the need for hand seals
- Requires a turn cool down
 
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Sasori

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Available Ryo:1050
Transaction Log:
+1,000 - 4/07/2018 - Initial Ryo
+ 500- 4-22-18 Official battle -
+ 450 -5-17-18 - Official battle -
+ 500 - 5-17-18 - Official battle -

+500 - 6-01-18 - Official Battle -

+3350 - 6-05-18 -

-5550 - 6-11-18 - Bought
Current total: 350
+ 450 -7-4-18 - Official battle-
+ 500 - 7-4-18- Official battle -
-1200 - 7-7-18 - Traded CJ
+3000 9-10-18 Passed Mission
 
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