Tower of Troi

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Noldor Clan Techniques

1) Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will causes the swords to no longer be infused with the silmarilis as all the chakra would have been released from them.

Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities corelatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching them counts as a move per turn
Note: Waves and arrows B rank and below can only reach mid range

2) Junsei Dageki | Holy shock

Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application. This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams

Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application.

C to B rank can be made without handseals just hand gestures, A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enermy
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns


3) Shigai no Seisen | Body of the Crusader
Type: Offensive/Supplementary/Defensive
Rank: A/S
Range: short
Chakra: 30/40
Damage: 60/80
Description: This jutsu goes back to the founding of the clan. The amber from the tree of light was sealed into the clan giving them their powers. The amber flows through them making them the light themselves in a sense allowing them to control their KG. This lets them become the Silmarilis, The Light, The Holy Fire, if you will. Their body becomes the element themselves of holy fire. This can be in part like just the arm (A rank) or in a surge of chakra turning their entire body to the light energy itself. In doing the full surge they purge themselves of all they feel to be negative. This can be done in part with the A rank also. In turning to the Holy Fire, they become the light itself, and blind all who look at them radiating heat from the holy fire. The feel they are the embodiment of the sun which they praise, they are pure, bright and purge the darkness. In this form, being energy itself, it breaks down all that is weak to the holy fire and allows them to enhance their close combat skills through this, burning and purging those who seem to do the elves harm.

Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled
Note: The S rank version turns the entire body to silmarilis, and in this form the user can only use energy based elements. This lasts up to 3 turns, can only be used twice per battle with two turns between uses. If the S rank is used the A rank can't be used for two turns also.
Note: In this form the user becomes vulnerable to elements that are strong to energy based elements such as the cannon Dark release element.
Note: Blinding lasts while this is active. Once this ends the targets remain blind for one more turn.
Note: only be able to use elements that compose Holy Fire when in full body mode


4) Consecration | houken
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - long
Chakra: 30
Damage: 60
Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. Standing on this will burn any and all unfriendly targets in the users eyes, with a single hand motion short range within the center of this technique a pillar of holy fire will errupt into the sky like a pillar of holy fire engulfing all and burning them with all the power of holy fire.

Note: Can only be used once every two turns for 4 usages overall.
Note: Lasts for the turn used


5) Ame no Junsei Seisen | Rain of the Holy Crusade
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is unique jutsu that gives of a holy feel in itself. The user will clap their hands together gathering a mass of chakra over the field releasing this jutsu. From that point on the chakra will fall bit by bit, similar to that of the hidden rain jutsu, but have it’s own unique properties. The energy is that of the Silmarilis or Holy fire as it has come to be known. It would fall down gently like snowflakes of energy dropping onto the field which as they touch the ground they will dissipate from the basic use of this. As it is with most of the holy fire jutsu this has the ability to react to dark chakras and negative intents. In this if it were to rain on those flowing with bijuu chakra it would act like a fiery acid on their skin burning them severely. Not only this but it will react to those not pure of their intentions. For example, if this were to fall on a ninja who made it rain or created a clone, it would have no effect. But if a person was intent on causes something negative like harm or death, the holy rain would burn through their skin like fire itself, making it a lot harder for them to perform jutsu and concentrate causing it to take twice as long for them to perform a jutsu, so what would normally be as easy as making a single handseal, due to the constant burning it would take twice as long for them to focus. Not only this, but for sensors and doujutsu uses it will make it very difficult for them to locate the user. This won’t affect the Byakugan as the byakugan can see through chakra, like how it can see through the hidden mist. Where as sharingan and the rinnegan will just see chakra all around them blocking their vision. The use can perform an addition handseal at any point while this is active, releasing more chakra into the falling energy in any given area to increase the power of the holy rain to burn any and all it touches as it gives off an even brighter glow, allowing one to notice this, starting ateast 5 meters above the target. This can have a 5m radius, and can only be used on one location per use of the overall jutsu. In doing this it will increase the power of the holy fire to S rank, taking up 1 of the three jutsu per turn.

Note: Useable 3 times, lasting 3 turns, 2 turns between uses
Note: Making it burn and increasing it to S rank can be done once per use lasting for that single turn, ending the usage of the full jutsu.
Note: Will not harm the user as the holy fire just becomes one with them once more


6) Obliteration | Heisoku
Type: Supplementary/Defense
Rank: A
Range: Short-long (blast short range)
Chakra: 30
Damage: 60
Description: This is one of the unique jutsu of the Elves created for a quick retreat or counter in dangerous situations. The user will release a surge of holy fire around their body turning their skin to what looks like a solid layer of holy fire, almost like glass made of fire. This would be extremely bright like all other holy fire jutsu and so would blind any that look at this for one turn. At any point the user can release this shell, which would burst outwards like shattering glass, where the holy fire would be the tiny fragments of glass. This burst would be A rank damage hitting short range around the user and releasing a more intense burst of light for those who weren't initially blinded. Any who see this (apart from the elves) would be blinded for one turn afterwards. The main part of this jutsu isn't the blast, the blast is a distraction, where as the user turns them self into one of the shards of holy fire that is shot off in a chosen direction. In doing this the Elves were able to blind their targets, distracting them and escape in the process. The user can only remain in the holy fire form shard for one turn then they reform in a puff of light, a small light, but enough to give away their location to any who weren't blinded. In this form, they would be weak to the natural weaknesses of holy fire.
Note: Useable 4 times per battle
Note: Must wait two turns between uses.
Note: Cannot attack while in shard form.




Hayabusa Clan

The Chakra no Ryujin (Chakra of the Dragon) is the name of the Hayabusa’s chakra. It is the chakra passed down from the Hagoromo through Ninshu combined with the spiritual beings of the Watatsumi Sanjin that exist within all Hayabusa. Through this chakra, the Hayabusa gain the ability to manipulate the state of existence. The Hayabusa manipulate existence through Wuji, the progenitor of all existence. Looking purely at the nature of existence itself, everything came into existence from nothing. Wuji is that “nothing” that gave birth to “everything.” The Watatsumi Sanjin possessed the ability to manipulate the state of their existence and thus, when they embedded themselves in the Hayabusa the latter became capable of doing the same. The Hayabusa manipulate existence, either erasing or bring into existence entities, through their ninjutsu which they call Neidan. The Hayabusa also combine Neidan with taijutsu and bukijutsu in Hayabusa Kobudo. The capabilities of Neidan and how Wuji is interacted follow a set of rules based on the limitations of the Hayabusa. The most basic fundamental traits of Neidan are developed in their passive traits of Wujin and Taijin and further elaborated with actual techniques (submitted techniques). As well, due to the Watatsumi Sanjin spiritual beings residing within all Hayabusa they possess heightened spiritual beings which manifest in their resistance to spiritual damage and minor physical traits that distinguish them from other people.

Passive Clan Traits:

Wujin (No-being): this is the ability of disengaging extra-sensory perception from our beings. In regard to the clan description define the scope of "extra-sensory." Wujin, one of the core passives of Hayabusa lineage. Available to us due to the power of Wadatsumi Kami inside each one of us. Concealment of existence is one of the core applications of Wujin. Though concealment may not be an appropriate term to define the ability. The passive ability involves manipulation of the Dantian to conceal the user's: Body/Physical essence, Spirit/Soul (Think outer path & human path) & Energy on an extra-sensory level. Meaning we cannot be perceived by others beyond what they can do using their basic 5 senses. The ability is passive and ingrained in every Hayabusa at the beginning of their training. Perception is basically in two broad categories; Sensory & Extra-sensory. Sensory involves use of basic 5 senses and there exist cases where basic senses are augmented and enhanced i.e. Enhanced smelling capabilities of Inuzuka. Extra-sensory methods involve going beyond the 5 senses such as Chakra sensing. Our passive ability makes it impossible to be perceived on an extra-sensory level. I would add 'within the scope of our abilities (mind, body and soul), but it already encompasses everything'

Examples of extra-sensory include but aren't limited to: Negative emotions sensing, Force Sense, and even Ganmi tasting (they can ‘taste’ our physical being but not our chakra, our chakra doesn’t have a ‘flavor’ for them to track us through this means) & chakra sensing.

Secondly, the active ability of Wujin (costs a move), allows us to erase out existence on the sensory level. The limits of the ability depend on the user's skill, skill itself is defined by rank.

Taijin (Supreme-being): our self-aware omniscient ability. I'll put this in terms of the Binkan's abilities as they are the closest in this regard. Anything that is part of our existence is known to us indefinitely be it physical, vital, or spiritual. Regardless of how minute of a fragment it may be. If we combine this with Wujin this essentially means only we are aware of our entire existence.

Spirituality: This ability is probably the most simple and concise of the three passives.

-Passive: Damage reduction
-Passive: Status affect tolerance
-Active: Complete immunity

The first part of the spirituality ability is as follows "the damage and effects are reduced by half" this is almost inconsequential in the grand scheme of the RP since a) there are very few non-genjutsu based mental techniques and b) damage points are incredibly difficult to quantify in terms of our RP ironically enough. It's not a matter of simply saying "reduce the hit points by half and subtract that from our health." The only real usefulness of this first ability is in reducing spiritual wave like techniques that come against us and do some form of damage to our mental or spiritual being. We resist the technique by saying half of it is nothing to us.

Nekura techniques for example. Assuming no damage multipliers. A-rank spiritual chakra against us, that amount of chakra at a base is going to do 60 damage, only half of that with the potency of their chakra would affect us. therefore, if we used a technique that could interact with it and weaken it by half, the technique would still hit us but have no effect on our mental or spiritual being. I used them as an example as they are the most prominent with a spiritual like attack. The damage multipliers become a problem as their potency of chakra produces a higher degree of damage. An A-rank that does S-rank level damage, we'd need to reduce the damage by half of whatever the respective power they are producing with their chakra.

Status tolerance refers to restrictions like "If jutsu is not released in x number of turns" or "exposure for y number of turns will cause whatever." Status effects (effects that place restrictions on a victim’s capabilities) would weaken by one rank. This is rather self-explanatory. If you're under a genjutsu that gives you 4 turns to break before passing out, you pass out after 5. If it says you require A-rank to resist this technique you need B-rank. If you are prevented from using A-rank and above because of a jutsu's affects that status affect becomes S-rank and above because you're essentially capable of doing more in that state than another ninja in the same position. If you're said to be driven to unconsciousness after 4 turns then it becomes 5 turns meaning you have longer to stay conscious. If the technique says it lasts 4 turns and in those turns you're incapable of doing x, y, and z, then you only have to worry about 3 turns.

Finally, the active aspect of this ability. Be it genjutsu, Nekura chakra, Yamanaka, any spiritual/mental technique shy of Yin Release/MS level can be completely neutralized and have no effect whatsoever. Even Sharingan genjutsu below MS grade can be adequately neutralized. This is essentially a "get out of jail free" card or at "take advantage of an unknowing opponent" card that allows you to get out of that one or two (depending on your level) hax gen or mental techniques or capitalize on an opponent who is unaware of this ability and they try to stop the progression of an attack by countering with some move like that.

Advance Abilities:

Wuji itself is not an entity, it is a state through which all that exists originates from and returns to upon its imminent erase. A Hayabusa’s chakra (Chakra no Ryujin) manipulates existence by intermediating between the birth from and return to Wuji. Simply put Hayabusa can manipulate the physical essence, vital energy, and spirituality of what exists and either erase it (return it to Wuji) or bring it back into existence (rebirth it from Wuji). A Hayabusa accomplishes this through their Dantian which interacts in an incorporeal sense with Wuji to affect the targeted entity. For example, to erase the physical existence of a stone, the Hayabusa would utilize the chakra from their lower Dantian to interact with the Wuji. Wuji then returns the stone to nothingness and thus the rock ceases to exist. To bring the stone into existence again the user would use the same chakra to interact with Wuji to pull the stone from Wuji (nothingness) back into the plain of existence. For energy, ethereal, and non-physical/spiritual existences, the Hayabusa would use their middle and upper Dantian respectively. The Hayabusa’s chakra is the medium by which the existence of an entity is manipulated. The style of ninjutsu that the Hayabusa use to achieve this is Neidan.

Neidan is the name of the ninjutsu that Hayabusa use to manipulate existence through Wuji. Neidan follows a series of rules that dictate what is and what is not within the power of the Hayabusa. The first rule of Neidan is in accordance with a Hayabusa’s passive abilities of Wujin and Taijin. Due to Wujin and the fact that a Hayabusa’s Dragon Chakra only interacts with Wuji (nothingness) when using Neidan, the mechanics of a technique cannot be detected by any means until their effect manifests. For example, if a Hayabusa were to erase their hand, there would be no indication of chakra build up or conceivable technique used at all. Another shinobi would only be able to tell that the hand was erased through the visual disappearance, the slight auditory distortion, and/or physically feeling that the hand itself was no longer there. There are physical signs, rather than chakra or readable extra-sensory indications that a technique was used. This rule only applies to non-Hayabusa shinobi and weaker Hayabusa. The second rule of Neidan is explains what a Hayabusa is capable of achieving with it. Once again, the Dantian of the Hayabusa control the physical essence, vital energy, and spiritual proponents of existence. A Hayabusa has greatest control over the three properties in themselves, second most toward external inanimate and/or non-sentient existences, and weakest control in other sentient life. Hayabusa can do much more with their own existence than then another’s. Typically, Hayabusa are less capable of manipulating the physical existence of other sentient life until high level of mastery is achieved and at a high cost to the Hayabusa themselves. However, manipulating their own physical existence is much easier. Likewise, Hayabusa have an easier time effecting the vital and spiritual existence of other entities (submitted techniques will reflect this). The third rule of Neidan dictates the scope of its interaction within the plain of existence. Neidan techniques cannot be absorbed or sealed but because Neidan techniques manifests in the plain of existence, they can be engaged, seen and perceived clearly. Ninjutsu is, unlike Genjutsu, "real" and as such manifests itself and exists in the physical plain. Neidan is nothing else than a very advanced form of Ninjutsu. There is always a range and scope of technique whether it be a physically defined diameter or radius or simply the quantity of what is being effected. Countering Neidan is a matter of producing quantity greater than their scope and/or range like most other techniques, overpowering it with a stronger technique, etc etc. Obviously, the more skilled a Hayabusa is the more powerful their abilities become but there are still grand risks for high tier usage.


Hayabusa Kobudo:

Before obtaining chakra and becoming what they are, the Hayabusa was a village of farmers turned guerrilla warfare. They learned old martial combat which taught the arts of war and killing. Prior to introduction to chakra the Hayabusa had become experts in various martial arts. In that time the Hayabusa have integrated several core weapons into their style of fighting. When they gained chakra and utilized Neidan, the Hayabusa integrated their Neidan techniques with their martial fighting style. The name for this style is Hayabusa Kobudo. Hayabusa Kobudo follows the same aforementioned rules of Neidan, however, emphasizes martial and weapons application.

1) (Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness:

Way of Nothingness is one of the oldest and most significant Neidan techniques. It involves manipulation of the 3 dantians, each of which respond to physical form, life spirit, and spiritual energy respectively. Each dantian has an internal and external component where internal component usually comes off easier to us. Primarily because of the piece of Wadatsukami inside of us, whose energy also acts as a third component for our chakra. Because our bodies, spirit and life force are naturally aligned to the practice of wujin. More skilled Hayabusa can manipulate multiple dantian at a time. Lower Dantian responds to physical form. It involves every physical part of our being even malicious elements inside our body. The ability can be focused externally via physical contact.

Lower Dantian:

"Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope."

-Objects like weapons, solid and liquid elements like earth release, water release, Wood Release, variants of those techniques, etc.

"This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being."

-If poison and other biological pathogens enter the body you can remove those entities specifically and not just entities of the body around them. Medical shinobi and puppet using poison can be countered with this technique.

"The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique."

-shapes: swords, spears, balls, animals, etc. If you think of this technique as: Like Rasengan you have a single shape and there is sporadic chakra spiraling all inside it, our technique works in a similar fashion. Think of the shape and the center of that point is the point where the void is converging/collapsing (like kamui) within that defined shape.

"This technique has the ability to combat against techniques of equivalent rank or chakra input."

-Look at the chakra before anything else. This technique follows ordinary rank progression 10 (D), 15 (C), 20 (B), 30 (A), 40 (S). You do not get to arbitrarily get to choose your chakra amount.


Middle Dantian:

Middle dantian reacts to energies. Unlike physical objects energies are intangible and middle dantian deal with intangibles, including plasma (despite its state as matter). Same as lower dantian, there are internal and external components, where internal is comparatively easier to perform. Voids can be created at close range but not directly over the opponent unless physical contact is established. Depending on the rank. Should the opponent come in contact with a middle dantian void. Entirety or a considerable portion of his chakra would be erased. Like lower dantian, you could launch a void towards the opponent, so long it created at close range to the user. Do not assume that by draining the chakra from something like swamp of the underworld would erase the actual technique. In a case like that the chakra that drains your energy, according to the swamp's description, would be erased. However, the previously specified depth of the swamp and your sinking would not change through the use of this technique.


Upper Dantian:

Now this technique is probably the strongest (if used right) between the 3 dantians of Wuji Dao, cause it can directly affects your opponent. Not many can accurately break this technique so be careful how you use it. For example, if we’re trap in a mid-range arena, one can knock out their opponent within 4 turns unless the opponent has some valid way to purge themselves of the technique. Keep in mind if we keep them within range and our sensory perception (good thing about this is we can use Taijin for this since our chakra is within their body) it’ll be nearly impossible to break.


2) (Neidan: Taiji Dao) Internal Alchemy: Way of the Supreme

A key aspect about this technique that is consistent with the rules of our clan is anything we create with this technique is also immune to any form of sealing and absorption jutsu as well. Incredibly useful against people whom have very sealing intensive fighting styles. This also extends to any jutsu that entities/familiars we create use. Since they are only capable of using Neidan, they are bound by this rule as well. First and foremost, this is our clan's "Swiss Army Knife." Wuji Dao is a good fundamental for getting rid of things we don't want but Taiji Dao brings tangibility and, I'd argue, more versatility than the former. With this technique we can also bring things back that we erased with Wuji. I'd personally extend this to people/living beings that have been completely erased through Wuji Dao since there is no real negative connotation to this. They would not be dead or alive in any case, they simply wouldn't exist so bringing them back once they've been erased in the previous state they were in would be within the bounds of this technique. (Shoutout that boy Shady for bringing me back in the NW like this). Notice hand seals are still only necessary for the external component/usage of this jutsu. In other words things created directly related to us; limbs, organs (if med), etc, require no hand signs. Like Wuji dao, this technique is built similar. One removes while one creates. Always remember that.


Lower Dantian:

Through the Taiji Dao Lower dantian we can create any physical object or familiar we want within reason. A familiar created through this application would be able to use Wuji Dao (Lower dantian), Kumite & Taiji Dao (lower dantian). Note that with this application we can create things like wings or lost limb. We can even add it to an ally of ours (I won’t say enemy, because why would we add something of importance to an enemy? Lol) We can also create things internally too. An organ or perhaps a bone. Keep in mind all of these require medical knowledge. This created thing also have a different appearance compared to normal flesh btw. All these creations are non-sentient.

Can also create simple objects like a magnet to capture all metal things on the field (like against minato, would be useful).


Middle Dantian:

Through this application we can create energy base creations. These entities have a plasma like form like Lightning and/or fire and appear as a translucent black energy. Gives it a cool appearance imo. Unfortunately, with the middle dantian we don’t have that much options when it comes to the state of the thing, we create with this middle dantian compared to lower dantian. BUT on the bright side these black energy-like constructs give off a high energy type thing, making it hot and capable of burning our opponents. All these creations are non-sentient.


Upper Dantian:

Now like it’s Wuji Dao Upper dantian counterpart, this is another unique application of the technique where can directly affect our opponent. This technique lets us create sentience without a physical form. With the internal aspect, we can create a spiritual entity within our own conscience to whatever shape or design we want. We can even have it as a partner that can talk with us. This partner of ours is not only good for talking though. Once created, it can use upper dantian techniques (From Wuji Dao and Taiji Dao) and can also defend the user and itself passively from spiritual/mental techniques. This defense varies with the rank used to create it. As for the external component of this, one can create a spiritual entity within someone else. Instead of it protecting them from spiritual/mental techniques, it prevents them from using certain spiritual/mental ranked techniques. The rank on which the opponent can’t use depends on the rank the Hayabusa ninja creates it at.


Multi-dantian:

Now for the most unique part. A technique where can create life (not literally now but basically). We can either create a physical construct (lower dantian) with a conscience (upper dantian, a energy based one (middle dantian) with a conscience (upper dantian) OR one that combines all 3 dantian together (Lower, Middle & Upper Dantian)


3) (Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting

This CCJ is our own 'canon' unique fighting style, its branched off into 4 styles. Namely; Huquan (Tiger Fist), Shequan (Snake Fist), Longquan (Dragon Fist) & Wuquan ( No Fist).

Huquan (Tiger Fist):
Power is pulled from Wuji and infused into our body using the lower dantian. This gives us an increase in things such as str, speed, and our other reflexes. Makes us stronger and more agile basically. While utilizing this fighting style, one can only use lower dantian base techniques and non-elemental base techniques. With this speed and power, you really don’t need to be using range fighting, so entering short range with this and using chakra-less tai would be ideal. Combos are wild too; all depends on how u fight and your own ideas. One can coat their body parts with dragon chakra to make a simple punch pierce through one’s body (Through coating said limb with Wuji Dao – lower dantian ofc) or can blitz them with using the x3 speed increase movement u can do.

Shequan (Snake Fist):
With this style, we utilize all 3 dantian to erase ourselves from the opponent's basic 5 senses. This style works heavily on our ability to control our existence; wujin. Since the opponent wouldn't be able to perceive us through the basic 5 senses, every successful physical hit will do 2x dmg (critical hit).

Longquan (Dragon Fist):
This is the only ranged canon one of ours. The user can infuse their dragon chakra (lower & middle dantian) into an object of their choosing. They then throw it and upon the said object reaching a foreign chakra source (we can also passively active it on our own before hand), it would spawn a void like creation like kamui to erase the opposing object. Think of this as our very own technique like what obito (or was it kakashi? idk) uses when he throws those shuriken thingy to erase things. What makes our one better though, is that we can actually bring back the object in its previous state using Taiji Dao and it's respective dantian (lower or middle dantian).

Wuquan ( No Fist):
This is the final canon form of ours, and unlike the other three; this one is more of a defensive style. The user would surge their entire body with dragon chakra to give them a -20dmg protection from physical & mental/spiritual base techniques. It can also be used to increase the rank of a defensive technique of ours too.
 
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(Ototon: Shinfonikku Hebun) - ☪ Sound Release: Symphonic Haven ☪
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will focus chakra into their vocal cords and let out a small shriek, unleashing their Ototon around them in a bubble/dome shape fashion. This dome is of a slow traveling, high frequency wave of sound, slowly traveling from the user, up to short range. The purpose of this jutsu is to black all incoming attacks with its constant vibrational waves. Because of its sluggish outward movement, after the user shrieks, it does not need to be sustained once casted for it to last (the turn of the cast and the turn immediately following). Example being the user shrieks and moves on with their move. This happens instantly given how fast the properties of sound are. This technique blocks all kenjutsu or weaponized attacks A rank and below as well as taijutsu attacks A rank and below while not in eight inner gates. A rank and above earth techniques and variants are able to break the barrier and continue towards the user however it will be slowed drastically, taking a -10 damage reduction. Wind, water and fire based techniques are unable to break the strong frequency barrier as it will vibrate these techniques off of their linear paths. Lightning techniques pass through this barrier unscathed as its quick and erratic movements are un-catchable by the sound waves but they do not break or stop the barrier. These same rules apply to the caster, not able to send anything through the barrier that the opponent couldn’t. And although supplementary, if the opponent(s) (or user) were to step through this barrier, or get yanked past it by any means, it would cause their flesh to vibrate at such a rapid rate that it would rip it right off the bone. This jutsu cannot be canceled to avoid such things from happening. Once in motion, it is done.

Can only be used twice per battle
Can only be taught by Karui.

(Ototon/Fuuinjutsu: No Koe Damudo) - ☪ Sound Release/Sealing Arts: Voice of the Damned ☪
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The fuuinjutsu user will place a desired seal on a solid object. Example: earth, sword, summon, etc. The seal, containing an extremely large scale of sound, will release on the user’s signal of a single-handed seal. This technique affects everything in its surrounding area from short to mid range. This is meant to not only deafen any opposing hostile for two turns upon release, but the scale of the blast of sound is so big that it could impact a summon the size of Gamabunta. That being said, this technique is capable of easily destroying and terraforming any land in its wake. Once deafened, this will leave the opponent highly disoriented, slowing them down minus one rank for the duration of the deafness and cancels and/or restricts any sound based senses and boosts that the opponent(s) may have activated, having them needing to be activated again on a separate occasion. The user of this technique is immune to the sound waves of this technique as it contains their chakra, as the sealer. This differs from Voice of Midas as this technique does not paralyze the opponent, only slows them and adds a small debuff for two turns.

Can only be used three times per battle
No sound or fuuinjutsu techniques the next turn
Can only be Taught by Karui.

(Kuchiyose no Jutsu: Fusei Kōi) - ☪ Summoning Technique: Malfeasance ☪
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Malfeasance is a smaller barracuda about a foot long that is summoned by the user in a small body of water that goes from short range from the user (however Malfeasance himself can go anywhere water is present). Malfeasance's job is to swim around and make it to any surrounding water sources and taint it with its urine filled with its chakra which is connected with the summoner. This makes it to where the water source is unusable for the match for the opponent and usable only for the summoner however this source could be cleared of the urine by extra means or if Malfesance is dispelled either by turn limit or damage. Being a deadly swimmer and having an affinity for sound, Malfeasance is able to swim around undetectable by basic eyesight and sound as it makes little to no sound by molding its sound chakra in a specific way while swimming and makes precise motions while swimming as to not cause any ripples or waves above water. However he is detectable by extrasensory, doujutsu, etc. He can also taint a water-based kekkei genkai source, making it usable for the summoner and not the user of the kekkei genkai. However, only this specific source shall it be on the field and if Malfeasance can make it to this source by means of swimming. However this does not grant the summoner access to the specific techniques of the kekkei genkai, the summoner would only be able to perform canon water based techniques with the properties of the captured kekkei genkai, not the kekkei genkai techniques themselves. Ex: the summoner captures a specific water HA, KG or CE, then the summoner could perform something like water dragon whip or stormy blockade with the properties of that captured element, not the techniques specific for that element as the summoner nor summon has been taught such techniques. He would also be able to sacrifice himself to taint and urinate in a water source containing heat, acid, etc. that would ordinarily harm a living being but would dispel due to the damage. If this were to happen, Malfeasance will not be able to be summoned again for the rest of the battle. If Malfeasance takes a hold of a water based kekkei genkai, the summoner is not able to use any other water based techniques for as long as they have a hold of this. Malfeasance is able to drink its own urine from the water source to release it from the summoner's use on command. Being an A ranked summon, once a water source is captured, the summoner may only use A ranked techniques based off the water source. Malfeasance doesn't communicate much and is a very mean Barracuda. He seems to only talk to Karui.. However only when necessary and usually only passing mean comments.

Must be a signer of the Barracuda contract to summon
Stays on the field for three turns before dispelling
Capturing a water source counts as a technique slot during your three technique turn
Must wait a turn before summoning again
Can only be taught by Karui.

Contract Approved here [x]

(Howaitodesu ) - ☪ White Death ☪
Type: Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: White Death was crafted and blessed (or cursed, rather) by the witches of Togagakure who worshiped the evil Juubi and the Otsutsuki clan. It was passed down from generation to generation of Togegakure shinobi, but landed in the hands of shinobi foreign to Togegakure numerous times who eventually met their ends from the pendant due to not understanding the pendant's Seasons. As it's name suggests, it comes with gifts... But all gifts come with a price... The pendant blesses the user with multiple attributes however, they all come with a respective price, and a price for using the pendant overall. The amulet gifts different Seasons to the user. Based on these seasons, the user gains different abilities. The Seasons are as listed. Gift of Spring, Gift of Summer, Gift of Winter, Gift of Fall.

Gift of Spring: Upon holding the pendant in their hand, the user is granted x2 speed. This stacks on top of whatever passive and active boosts the shinobi may have. However, to keep this boost active, the user must have one hand on the pendant. So this disqualifies the user from using any ninjutsu with handseals involved. However, any ninjutsu, kenjutsu or taijutsu that may be able to be performed with one hand is available to the user. If the hand contact with the pendant is lost or broken, the gift of the season is lost and must be reestablish.

Gift of Summer: Upon touching the pendant, the user gains a +20 boost to their primary elemental affinity and one other element or ninjutsu of their choice. The pendant auto-grants the boost to the affinity and the user can choose what other element/ninjutsu they choose to boost. Much like the Gift of Spring and other gifts, hand seals may not be performed while utilizing the Gifts. The affinity or choice can also be genjutsu. But instead of getting a +20 boost, genjutsu gains different properties of strength. For example, if the genjutsu needs a chakra surge to break, it will now take two seperate chakra surges. Also, if the genjutsu normally lasts for one turn, it lasts for two under the effects of the pendant. It will always last an extra turn. Ex: Last one turn, now lasts two. Two turns, now lasts three. Unlike the Gift of Spring, the user does not need to keep in touch with the pendant once the genjutsu is casted. They only need to hold the pendant while casting the genjtsu. After that, they are free to do as they please however it requires the user to touch the pendant to activate the Gift of Summer for another cast of a genjutsu. If the user has a genjutsu layering specialty, the Gift of Summer applies to both of them simultaneously as they are done in the same time frame.

Gift of Winter: The Gift of Winter, also known as the Gift of Death which is the real gift of the pendant, is the pendant's "hourglass". This is a Gift that is Passively activated once the user chooses to touch and activate a Gift. Once the Pendant is touched to gain a Gift, the Gift of Winter starts to eat 10 points of the user's chakra each turn. It also makes it to where every technique, under the effects of a Gift or not, costs five extra chakra. Once at 25% chakra, the user will start to lose double this, losing 20 chakra points per turn. At 10% chakra, all of the user's techniques that are performed will be of B ranked strength due to the pendant's costant exhaustion of the user and their chakra, unable to apply the Gift of of Summer to boost this. This will continue until the hourglass runs out and the user dies of chakra exhaustion, is killed, or the battle ends. The Gift of Winter is avoidable if the pendant is separated from the user by any means. However, if the user chooses to take the pendant off, its abilities are unusable for the duration of the battle.

Gift of Fall: The Gift of Fall activates upon the user's passing or when it is removed from the user. When the user passes away or the pendant is taken off or falls off against the user's will, the pendant will spew out Stygian Water at the pace of a giant water fountain, melting anything around it from short to long range. This is to prevent any evidence or techniques of the pendant from being stolen or examined and also to keep witnesses of the pendant from speaking of it. If the user willingly takes the pendant off, this technique can activate on the user's command. When the user passes away, the Stygian Water will burn the user's body as well as it will no longer posses the chakra affinity necessary to be immune to the element. If taken off before the user's passing, the user will be immune as their chakra is still flowing, possessing the necessary immunity to the element and its nature. The Gift of Fall activates and acts fast enough to where if the enemy of the user or those around them are in close range and has no active speed boost, such as Sage mode or Yang State, they will not be able to get away in time, falling to the hands of the Stygian Water. This can also be avoided if the enemy or those around have S/T techniques, able to teleport away (kamui, FTG, etc.). If not in close range of the pendant when this takes effect, and they are mid to long range, they have one turn's worth to remove themselves from the surrounding area before it is flooded with Stygian Water.

Note: Gifts last indefinitely as long as the hand is on the pendant. Gift of Summerr (genjutsu) is activated upon every touch but does not stay activated indefinitely. It needs to be touched every time the user wishes to use the gift of Summer with genjutsu.
Note: Can only have one Gift activated at any given time and initial activation of a gift counts as a technique used during the normal three technique turn.
Note: Each activation of a gift costs 10 chakra points and if the pendant is let go of, costs 10 chakra to activate again as once the hand is removed from the pendant, a gift is lost. Gift of Summer (genjutsu) costs 10 chakra points per activation.
Note: Whatever affinity the user chooses to utilize as well as either the primary or secondary affinity the user has MUST be stated on the bio along with this custom weapon. These affinities are not interchangeable based on what you want to use that battle. It is locked to whatever choice and affinity is on the bio as approved. Ex: Water is my primary affinity and fire is my second, I must choose between either of those (1) and one extra (2), such as Rain Release or Smoke Ninjutsu (if learned/on the bio). If the user has a primary affinity AND a secondary affinity, such as water and fire, they can choose those as well, but lose the option to choose an extra for the Gift of Summer. However, the first Gift of Summer must be at least the first or secondary affinity the user has. If the user has affinities outside of the basic 9, then they only get to choose one Gift of Summer which would have been their choosable option anyway. The user may only have two ninjutsu connected to the pendant at all times. If genjutsu is chosen as a gift, it counts as one of these, whether an affinity of not. This is also applicable to ninjutsu, taijutsu and kenjutsu which can take up one of the two slots if the user so chooses.
Note: If the user has not learned Stygian Water, the Gift of Fall will not activate. However, White Death is still usable otherwise.
Note: The Gift of Winter can be negated if the user is separated from the pendant whether willingly or unwillingly, however the user cannot use the pendant's abilities for the rest of the battle once separated.
Note: Must be given to others by Karui.

Co-creator of Stygian Water, approved here [x]

Current submissions: https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-30#post-22062040
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-30#post-22062040
 
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(Sabaku: Basuteto no Maito) - ☪ Sand Release: Bastet's Might ☪
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will release a tremendous amount of sand from their gourd or conjure a tremendous amount of sand from the ground and raise it up sky high. After this, the sand will form up to eight fists of sand that will rain down wherever the user pleases. The force of these fists are so great that they crack the ground with their strikes, leaving broken terrain and crevices in their aftermath. The sand, making such strong contact with the ground bounces back up and becomes stationary for a very brief moment able to be manipulated by the user at will for other sand techniques and purposes.

Note: Only usable three times per battle
Note: Only usable by sand bios
Note: Can only be taught by Moxxi

Approved here [ ]

(Katon: Kakushi Tekunikku: Basuteto no Radiansu) ☪ Fire Release: Hidden Technique: Bastet's Radiance ☪
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to sand)
Description: Using their preferred sand container, the user will release katon chakra into their container (considering it can be heated) and heat their sand to a very hot temperature. This will allow sand attacks to not only be capable of blunt force, but harsh burning towards skin. This adds +10 damage to further sand techniques. Although you cannot control other elements while utilizing this or use the sand while heating, you can control the hot sand by other means (the use of Yin-Yang release, by a weapon, etc.). This sand is hot enough to evaporate C rank and below water techniques. As this is a supplementary technique, it can be done in the same time-frame as another technique.

Note: Cannot use any other elemental technique (except sand and fire) while this is in use
Note: Can only be activated twice per battle
Note: When deactivated, the sand stays hot for two turns
Note: No fire techniques A rank and above the next turn after deactivation
Note: Can only be taught by Moxxi

Approved here [ ]

(Sabaku: Basuteto no Kodai Ikari) - ☪ Sand Release: Bastet's Ancient Wrath ☪
Type: Offensive
Rank: S
Range: Short-Medium
Chakra: 40
Damage: 80
Description: The user will weave a handseal and raise their opposite hand. By taking advantage of the existing sand in the ground below their opponent, they will mush the ground downward, creating a deep crater this is inescapable by normal physical means (extremely deep and wide). After this, from the edges of the crater, several vines of sand will launch up and dive down into the crater, smacking, bashing and bluntly bludgeoning the opponent. After this they rise up again and form spiked tips and dive down once more, aiming to pierce the target multiple times. Keep in mind these tentacles are of great width and length so if pierced, it is liable to tear the victim apart. The potential blunt force and piercing force of the tentacles is so major that when they strike the ground, they leave giant mini craters in the aftermath of their path. After these two phases occur, these vines stay stationary after contact with something while more sand vines pop up along the crater, and criss-cross across the entire crater, covering the overhead view of the opponent completely. The crater size and amount of sand and sand vines used is big enough to completely encase and damage a summon the size of Gamabunta. After the giant sand burial is finally closed completely, the user will close their fist and the sand roof will cave in and line the firstly caved in crater, smoothing, smothering and violently squishing anything and everything under it. The technique is so massive in size that it greatly taxes the user.

Note: Only usable once per battle
Note: No B rank and above sand techniques the next turn
Note: Can only be utilized by sand bios
Note: Can only be taught by Moxxi

Approved here [ ]

Given to me:
 
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Stygian Water

Custom element Japanese name: Suteijian Suiton

Custom element English name: Stygian Water

The element is based on: Water + Fire

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

Summed, up the addition of Water to a heated nitrogen oxide creates the needed conditions for nitric acid to exist. In the Naruto verse, this is easily achievable due to the obvious notion that the body produces Nitric Oxide alone and the addition of Suiton chakra to this mix would create the needed Hydrogen bond to create Nitric Acid.

Stygian Water is based on the nitric acid, a highly corrosive mineral acid that stems from nitric oxide. Nitric oxide, also known as Nitrogen Dioxide ( NO2 ) is a molecule that our body produces to help it's cells communicate with each other by transmitting signals throughout the entire body. The interior surface ( endothelium ) of your arteries produce nitric oxide. While Nitric Oxide is naturally produced through the body, the addition of water to Nitric Oxide creates HNO3, or in other words, Nitric Acid. Summed up, the addition of Water to a heated nitrogen oxide creates the needed conditions for Nitric Ccid to exist. In the Naruto verse, this is easily achievable due to the obvious fact that the body produces Nitric Oxide alone and the addition of Suiton chakra to this mix would create the needed Hydrogen bond to create Nitric Acid.

How it works:
Stygian Water is an acidic and corrosive liquid dark in color, a somewhat contrast from it's real world counterpart which is colorless in nature. This is created through the mixing of Water and Fire elemental chakras, producing an element that is heated to temperatures above normal water temperature. The heat of the Stygian water reaches its boiling point, which is about 83 degrees Celsius (181 degrees Fahrenheit) which allows it to cause searing damage on contact, capable of causing severe burns to the body as it corrodes through solids.

A dangerous element, Stygian Water is capable of quickly corroding solid based defenses, the fire chakra that is mixed allow for the element to maintain it's corrosive nature, eating and burning through matter at a swift pace. Existing purely as a corrosive liquid, Stygian Water's black color is due to the impurity of the liquid and it's "dark" nature though this is simply cosmetic.

Jutsu Usage Examples:

( Suteijian Suiton: ) Ξ Stygian Water: The Cursed Warrior's Gift
Rank: A
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: N/A ( + 20 to Stygian Water and +20 to Taijutsu )
Description: The user channels large amounts of Stygian Water chakra through his body except for one place, keeping this one place hidden somewhere on his body. As this chakra is gathered, it emanates in the form of a black chakra shroud around the user's body. As this forms, the Stygian Water begins to pump through the user's tenketsu and body, effectively flowing through him. This impure water affects his chakra paths by altering them, turning him into a humanoid body of black Water, akin to the Hozuki Hydrification jutsu. This increases the user's Stygian Water usage by imbibing it with more excess Stygian Water chakra pumping the power of it. As this happens, the user's taijutsu likewise increases, due to stronger water flowing through him, allowing for him to be faster and deal more damage by increasing the amount of water created. The user is also able to create basic bursts of water using his body as a source of Water, creating up to A rank structures. The natural limitation to this jutsu involves the one spot that wasn't covered with Stygian Water chakra. This spot is left weaker and more exposed than other spots, causing it to be vulnerable to direct taijutsu blows of A rank and higher, causing the pumping of Stygian Water to exit the body, bursting out of the user in a backwards explosion, spraying the opposite direction of the opponent and causing the user to be unable to use A rank and higher Stygian Water for two turns.
Note: Lasts up to 5 turns at a cost of -10 chakra per turn
Note: Can be used twice
Note: Water structures created are of A rank power.

( Suteijian Suiton: ) Ξ Stygian Water: Black Rain of Death
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Forming 3 seals, the user spreads his Stygian Water chakra through the atmosphere, forming clouds to form in the sky that rain Stygian Water very quickly. This corrosive water washes over the enemy, burning him as the user forms it into an ever growing scythe of water that slices through the opponent, causing searing and deadly internal burns.
Note: Can only be used 4 times

Conditions to be able to use it:

Mastery over Suiton and Katon is needed, as well as great chakra control.

Is weak to:

Wind: Stygian Water has a high temperature, capable of evaporating other low grade Water techniques and overpowering other ones. Wind on the other hand is capable of blasting through the water with pure impact force and "cooling" the water's heated aspect overall.

Lightning: Stygian Water still being a form of water will definitely still be a great conductor for electricity, though as electricity is conducted throughout Stygian water it will become ionized.

Crystal: Stygian water would have a relatively hard time corroding the properties of Crystals, thus the Crystal element and things similar (diamonds etc) would be able to overcome Stygian water altogether.

Is strong against:

Fire based elements: The fire alone would only serve to heat the black water, raising its temperature as the water overtakes it, moving on with little power loss. Along with simply adding heat to the water, Stygian water is still water, thus would be able to douse the fire and put it out accordingly.

Earth and Some other matter based attacks: Due to it's corrosive nature, Stygian Water is able to corrode and burn through some solid based elements with ease, burning through them to give the liquid a temporarily "chunkier" form, similar to lava as it burns and breaks the item down fully in a relatively quick process. This works on most solid structures, unless they have some sort of high resistance to the corrosive properties.

Wood release: Stygian Water's corrosive properties would be capable of burning straight through wood techniques and elements similar to it. This includes plant life and other inorganic materials that have properties similar to plants and wood.

Neutral to:

Water based elements: Water itself wouldn't really be affected by Stygian water overall. In head to head clashes, the two would be neutral to one another, though if in contact long enough the two would most likely mix together, thus giving regular water acidic properties of Stygian water. This could prove to be dangerous for the user also in some cases.

Co-creator: Moxxi

Students I passed this custom element on too: None


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:

Shady Doctor, our loyal member, gave on the date December 13th 2016 a request for a Patent on his custom element (Stygian Water); 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;


Suteijian Suiton

Powered by Lord of Kaos

Copyright © 2016, Shady Doctor, NarutoBase.net



Approved here [ ]

Stygian Water Techniques:

Rank: D - S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: This is the basic technique of the Stygian water Element. Using both fire and water chakras in conjunction, the user is able to create or manipulate existing Stygian Water to use as a tool of War. This allows the user to create basic or slightly intricate tools/shapes of the water to use for offensive, defensive or Supplementary purposes that may be at hand, limited only by the user's imagination. These tools and shapes can range from waves, swords, Cubes etc. but will be split in power according to rank and quantity of the tools created. These are created directly from the user's body, whether it's through the mouth or directly from a limb or can even be crafted from existing water (pond/lake/puddles) . Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations due to their chakra controlling them, thus enabling him/her to hold the tools himself whenever his chakra is present. A rank variants of this will need to be used with a hand seal while the S rank variant needs 3 hand seals. The B rank and lower can be used without a hand seal but will need hand or body gestures such as a wave of the hand or a kick etc. The maximum size for an S rank is 3x the size of the user.

Note: S ranks can only be used up to 4 times with no S rank Stygian Water in the following turn.
Note: A ranks can be used 4 times

Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 ( +10 to Water jutsu )
Damage Points: N/A
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including A ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties. Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques. Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.

Note: Can only be used 4 times with a two turn cool down

Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.

Note: Lasts 3 turns each use, reducing enemy jutsu during that time.
Note: Can only be used 3 times with a 2 turn cooldown period between usages

Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: 60
Description: Similarly to the Water Release: Water Prison Shark Dance Technique, the user creates a small pool of Stygian Water around and under him. As he moves, this water jutsu likewise moves to keep up with his positioning at the same speeds. This means as long as he moves, this jutsu will move with him while in use. Alongside the pool of water under him, a thin and barely visible mist is created, a mist that carries no corrosive capabilities and covers a short range radius around the user . What this mist does, much like the The Rain Tiger at Will technique, is detect foreign chakra that enters it's depths but doesn't give the user himself awareness nor any sort of sensing. Once Something is detected, Stygian Water immediately rushes the target to combat and eat away at whatever enters it's realm, even if the user himself isn't aware . It can also be used as a way to cause direct harm if needed. Similar to Mei Terumi and her corrosive element, this water would not directly burn the user himself, but if he were to somehow be bluntly hit by it, he wouldn't be immune to be damaged as such.

Note: This jutsu lasts 3 turns with a 2 turn cooldown period and can only be used twice.
Note: After ending, the user cannot use S rank or higher Stygian Water jutsu This turn or next

Type: Offensive/Defensive
Rank: S
Range: Short
Chakra 40 (-5 per turn)
Damage: N/A (80)
Description:
After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud of Water though this is not all; in addition to this, the user would simultaneously compresses the water at incredible levels, turning it hard and almost crystalline in nature to form a black armor that protects him. This is very similar to the "Hidden Waterfall Style: Water Slicing Blade" technique used by normal water users, and comes with high amounts of durability. The armor resembles that of a black knight (see depiction below) with a light Stygian Water mist pouring off of its backside. Though the armor is dark in color, it is also transparent due to its crystalline form that it has taken on. Though the armor is mainly used as a defensive mechanism, it can also be used similar to the earth release hardening technique in order to create spikes, blades and other tools that protrude from the armor as an offensive mechanism. These protrusions would cost a move to do and would be S rank (80 dmg) in strength overall, being able to extend into the edges of short range (5m). Due it being made of compressed Stygian Water, it can also be used as a source for other Stygian water techniques, thus making it that much more versatile in its usages. The user will also have full control over the armor to the point where he/she is able to create openings on portions of his/her body so that they can release attacks from there. I.e. retracting the armor from the hand in order to do a rasengan etc. This control in itself comes as a passive ability.

Note: Can only be used 2 times, lasting 3 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Stygian Water during that period.
Note: Can't use any elements besides Stygian water and the ones that combine to make it while this is active
Note: The protrusions to attack can only be used 3 times overall.

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Rank: D-S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10-40 ( -10 per turn / 15 per turn for S ranks )
Damage Points: 20-80
Description:
This technique is simple in nature, yet proves to be a very useful asset to the Stygian water element. The user, by the proper amount of Chakra sacrifice, is able to create and maintain creatures of all sorts that hold a form of sentience to them. These creatures can vary In shape, size and form, which are limited only by the user's imagination and knowledge on animals. All the creations would still hold their usual anatomical features such as flight if they had wings etc. Of course, these creations would be capable of being brought to life from either the user directly, a body of water (regular or Stygian) or any other source that is high on water. Any B rank or higher usages will require 3 hand seals. Once a creature/creatures is created, it can maintain itself with limited sentience (attacking/differentiating friends foes, defending etc) and can stay active either untill destroyed or the user doesnt have enough chakra to sustain them.

Note: S rank variant can only be used 3 times and A-rank only 4
Note: Using A-rank variant will require a one turn cool down after the creation is gone, and S rank will require 2 turns.
Note: Multiple creatures can be made with a single use, but power will be split accordingly.

Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( -10 per turn )
Damage Points: N/A
Description:
Sutikusu zettai shidō is the sister technique of , though instead of focusing on a defensive mechanism this focuses entirely on offense. As in the above-mentioned technique, Sutikusu zettai shidō creates a light mist of Stygian water around the battlefield which can be created from Water sources, other mist, rain and Stygian water itself (or directly from the user). The mist itself is too light to Carry any corrosive properties and is barely visible, but it does carry the same Chakra detection properties as its sister technique. What this Chakra detecting mist does is react to foreign chakra; Again, like its sister technique, which gives the user himself no sort of sensing or detection. This allows the mist to navigate other Stygian Water techniques used within it; Guiding the attacks to the largest mass of foreign Chakra detected within. This gives the user an almost "absolute" assurance that their attacks won't be evaded when they need to surely finish the job. Although the techniques would “follow” the biggest foreign chakra source, it wouldn’t be capable of bending around or avoiding things at will. It would mindlessly move towards its target in a linear fashion. A unique feature of this technique is that through the use of the "Chakra per turn" it passively saps from the user, the mist will continuously spread and re-form unless completely gotten rid of. This simply makes up for the weakness it has against low rank winds, allowing it to maintain itself against inadequate responses to it. When reforming it also doesn’t regain full power. It would still be weakened depending on the clash, but would simply still spread and take effect accordingly.

Note: Lasts 4 turns
Note: Needs a 2 turn cool down between uses.
 
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- Sound -

Made by me:

Given to me:

24.) (Ototon: Touben Ganmou) Sound Style: Deaf Wish
Type: Offensive |Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a (20 due to hearing impaired)
Description: This technique was developed in order to use their surroundings as a mean to fight. Using natural causes to their advantage the user learn to incorporate sound with rain. This technique can be used with pre-existing rain or the rain the user creates (Rain will of tiger). The user will clap their hands sending their sound chakra into the rain clouds above. By doing this, this will cause every single rain drop to be infused with large amounts of sound chakra. This technique makes it that once the rain hits the ground, the sound of the rain drops amplify to a huge degree. The sound chakra from within the rain will be released in conjunction with the rain drops making it sound as if large explosions are being detonated all around being really useful for diversions and distractions as well. Due to the constant chain of explosion noises, it would not only deal mild damage to the opponent causing their eardrums to bleed but it will throw the opponents equilibrium off, making them dizzy and knocking them off balance as the loud noise take place while also have their hearing impaired causing them to go deaf for 4 turns after this technique is done. This technique is a double edge sword as the user is not protected from this and must take precautions before using this technique or he too will be effected by this technique. This technique does not release sound waves so the offensive part of this technique does not come from that part of this sound jutsu, but by constantly having loud noises near the opponents ear (similar to shooting a cannon or a shotgun near somebodys ear)

Note: This technique can be used on any rain source (Thus does not require the knowledge of the rain element but the rain will of tiger technique to be active or just natural rain)
Note: This technique can be used 2 turns with a 3 turn cool down period
Note: This technique last a total of 1 full turn
Note: Cant use any sound jutsu in the same turn as this or the next turn above A rank

26.) (Kuchiyose/Ototon Genjutsu: Magdala Curtain) Summoning/Sound Illusionary Art: Magdala Curtian
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-20 per turn)
Damage: N/a
Description: This sound technique dwells in the realm of illusions, tricking the opponents eyes. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon The opponent will see a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria". Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymm from her mouth inducing the opponent into the genjutsu. As the opponent hears the singing/hymm from maria, in the blink of an eye the user and whomever else the user decide will have disappeared from the opponent line of sight. This is due to the hymm producing a "barrier" around the user. Which in short, effects the opponent in two ways. Even though the opponent cant see the user, if the user was to step out of the 5 meters (The barrier covers that far only), they will become visible to the opponent once more, making the genjutsu break. Grave of Maria Though a summon, she is very durable, able to fully tank one A rank jutsu without any damage. Though S ranks will destroy her, or after 2 attacks of A rank damage. She will continue to sing long as the user pumps chakra into her. Though this technique is useless against dojutsu users, and sensors as they can still sense your location. If the opponent was to throw something out of the area (barrier), it would risk giving out their location but it will not stop the effect of the genjutsu. This technique is also used to trick the opponent into thinking they also left or even to protect a loved one.

Note: Can use twice with a 4 turn cool down
Note: Last 3 turns before it ends
Note: Can be used to make allies invisible as well
Note: No sound jutsu in the same or next turn.
Note: While active this constantly takes up one of the three jutsu per turns

27.) (Ototon/Kenjutsu: Jinsoku Urusai) Sound Style/Sword Style: Swift Screech
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is used in conjunction with sword arts of the user. The user will begin by initiating a sword strike towards the opponent. The moment the sword is in motion it will give off a very loud and powerful screech till the sword strike is finished. This technique is used to throw off the opponents equilibrium while in the middle of a strike, causing the opponent major dizzyness causing the opponent to stumble and lose balance while the screech echos in their ear. This technique is a double edge, as if no precaution are made the user is just as effected by the screeching effect.

Note: The Screech lingers in the opponent ear for 2 turns
Note: This technique restricts the opponent from using techniques based on alot of focus (Genjutsu, Yamanaka techniques, etc) S rank and above
Note: Can use a max of 3 times
Note: This technique can be used in conjunction with other kenjutsu techniques (Doing this will pair the techniques together and will count as a single time frame , but still counts as 2/3 moves if used)

32.)(Ototon Genjutsu: Sakurifaisu Reigen) Sound Illusionary Style: Heartless Sacrifice
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This technique is used to trick the opponent effecting their sense of sight by inducing them through hearing. The user will snap their hands instantly inducing the user enemy(s) into a genjutsu to where they use the user suddenly violently explodes. This technique is used to throw the opponent off as if the user committed suicide, and thus perfect for situations such as stealth missions and getting caught etc. As the genjutsu is going on, the only difference the opponent will see is the death of the user while everything else around is normal. Reality wise, the user is wide open for an attack as they are caught stuck inside the genjutsu.

Note: Can use a max of 3 times
Note: Technique last until broken
Note: Cant use any S rank genjutsu or above for two turns

33.)(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte

Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in releasing high sound frequencies into the opponents brain via their ear canal, being the brother technique to Magdala Curtian, by casting them into a painful genjutsu. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon causing a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria" The casket is very sturdy and durable being able to sustain damage up to S rank unscathed. Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymn from her mouth that is directed into the ear canal of the opponent inducing the genjutsu. As the opponent hears the singing/hymn from maria, it will release sound waves that produce a very high sound frequency in their ear that will cause a excruciating mental strain in the opponents head causing unbearable pain. This will not only serve as decoy but will result in muscle paralysis as the hymn is being sung, still causing pain towards the brain region, sounding like a very loud screech in their brain they cant get rid of. If grave of maria is summoned before hand for the other technique, the user is able to switch hymns without needing to summon her over again. Due to grave of maria being real and not a genjutsu, if she is attacked or destroyed the genjutsu is released/stopped

Note: Can use twice with a 4 turn cool down
Note: Last 2 turns before it ends
Note: If the opponent dont escape this jutsu by the end of the second turn, they will pass out due to a huge mental strain
Note: No other genjutsu in the next two turns
Note: No sound jutsu above A rank after the turn this is used
Note: No sound jutsu as this technique is being used
Note: While active this constantly takes up one of the three jutsu per turns.
Note: Switching hymns between the brother technique (Magdala Curtain) counts as a move but dont have to worry about summoning.

34.)(Ototon: Oujou Ganmou) Sound Style: Death Wish
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This technique is the parent technique of Sound style: Deaf Wish, being purely offensive, and much more powerful. This technique must be utilized on a rain source, be it pre-existing rain, or chakra infused rain. The user will do two handseals sending their sound chakra into the clouds with the exception of the clouds five meters around the user. This is to protect the user from the full brunt of this technique. By doing this, it will amplify the rain drops with sound chakra. Unlike the child technique where it releases noise and not sound waves, as the rain drops fall from the ground, on the users command the sound that resonate within the rain drops will release powerful and destructive sound waves that has incredible force outwards which deals major blunt damage, enough to cause craters into the ground. Even though the user will not be in the line of attack, due to the force and aggressive nature of the attack, the aftermath of the "detonations" will reach the area the user is in, feeling like wind blunt damage hitting the user as long as the sound waves explode (Minor wind blunt damage) This technique causes a large strain on the users body due to him channeling his sound chakra into the clouds all around him, and then detonating the sound within the rain.

Note: Can only use once
Note: Last for one turn only
Note: Due to the huge strain, the user cant mold S rank or higher jutsus for the next two turns
Note: The user cant use sound for the next two turns
Note: If the user was to leave the 5 meters around him, or be at the edge of the 5 meters, he will take the full brunt of this technique

36.) (Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing a very high pitch screech enough to damage said person ear drums distorting said person vision while causing the screech to vibrate on said opponent body causing a violent reaction to their bones dealing damage that way as well Another way the user can use this is The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The great thing about this technique is that once the sound orbs explode they let out a very devastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn
Note: Can only be used 1 meter and beyond from the opponent
The Damage come from both the screech and the vibrations from the sound to the opponents body.

All learned here [x]
 
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- Prototypes (CJ rough drafts) -


(Porisuchiton: Shiro Usagi no Henkan) - • Polystyrene Release: White Rabbit Conversion •
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: N/A
Description: White Rabbit Conversion is a varying and simple application of using your polystyrene chakra nature. What the user will do is focus on the technique of the opponent, and use their own polystyrene chakra nature to convert the opponent's technique into polystyrene. This is a multi-layered technique as not only does the user convert a source or oncoming attack into polystyrene for a source of polystyrene for the user, it also protects the user from any oncoming attack by turning it to soft polystyrene which will only lightly hit the user and cause no harm. However, there is a catch. The oncoming technique or source must be an element that polystyrene is strong to, or neutral to. It cannot be an element polystyrene is weak to. If it is an element combined of two natures, the polystyrene must be strong against both natures. If it is an element combined of three or more natures, it must be strong against at least two of the said elements. This is done by overpowering the opponent's chakra composing the element with your own polystyrene chakra and forming the Ploystyrene based on the elements it is composed of and also coming from. That being said, if you want to convert an E rank, you must use D rank. If you want to convert D rank, you must use C rank. C rank, B rank. B rank, A rank. A rank, S rank. There is an exception to this method as an S rank can be converted by the S rank version of this technique. However F ranks cannot be converted at all.

Note: Usable 4 turns per battle

(Porisuchiton: Shiro Usagi no Ame) - • Polystyrene Release: White Rabbit Rain •
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will perform two handseals and release a large amount of their Polystyrene chakra into the air. In turn, it will immediately start to rain tiny balls of polystyrene from short to long range. The amount of polystyrene that is falling from the sky is equal to that of a snowstorm, completely covering the field with polystyrene. This serves not only as making a giant source for polystyrene techniques, but it also makes the user undetectable by sight, smell, sound, as well as chakra sensory as the user's chakra filled polystyrene is all over, both raining and all over the area. But similar to Rain Tiger at Will, this allows the Polystyrene user to detect exactly where the opponent is while the polystyrene is falling onto them. This can be seen through with dojoutsu with doujutsu users able to see where the polystyrene user may be, but outside of doujutsu, the user cannot be sensed by any ordinary means. As the polystyrene is falling and building up, it will make a loud crackling noise as well as loud squeaking noises as it falls on top of each other and rubs together, masking the user's sound. Being that Polystyrene is an industrial grade plastic and the rain will be so heavy that it will be in such an abundance, it will fill the area with a heavy plastic smell, as if in a Polystyrene factory, masking the user's scent as well.

Note: Lasts Four turns
Note: Has two turn cooldown
Note: Can only used twice per battle

Polystyrene Learned here [x]
Polystyrene Approved here [x]

I have permission from Skorm to submit Polystyrene techniques.



Custom element Japanese name: Anchimondasutoton

Custom element English name: Antimony Dust Release

The element is based on: Earth + Fire + Lightning

Facts that prove the element to be possible (in the manga context): Natural resources, elements and metals have been widely discovered and used. The series takes place on earth, where all of these elements are found and antimony is indeed found on earth as it is an actual element that must exist in the Narutoverse as do other elements like, silver, gold, copper, etc. It is just another element found on earth. Also to further this claim, kunais, swords and shuriken as well as many other things (ex: iron sand) are made from the metals they find and can be found all over the ninja world from ninja, to samurai, to common thief to cyborgs. Also, the elements that make Antamony Dust exist in the Narutoverse, Earth release, Lightning Release, and Fire Release.

How it works: Antimony itself is a naturally occurring metal that was discovered as far back as the 1700s. It was used for many things upon first being discovered, however, as the element went under further studying, it was discovered that the element is highly toxic when ingested or inhaled causing lung failure, diarrhea, heart failure, vomiting and stomach failure. Also causes rapid skin irritation and numbness. The way the user uses this element is in a crushed form, thus gaining the name Antimony Dust release and not just antimony as antimony as a solid would be about as useless as a pet rock. The crushed form (dust) will not act as a brute force/overwhelming element but a strategic element to debuff the enemy. Being released as antimony dust particles will leave the element open for unwanted ingestion and inhalation, causing said side effects previously mentioned, however not to all be done at once. Each technique will have their own purpose depending on what the user of the element is trying to accomplish and for what. I will explain the strengths and weaknesses here to give a detailed "why". Antimony Dust Release is weak to earth and water because earth is capable of straight up blocking the particles and water will capture the particles as the dust is small and flaky and will submerge in the water. It is strong to lightning, wind and fire. It is strong to lightning because it is a natural conductor of lightning and the lightning will only super charge the effects of antimony dust, giving it a wider range of effect, much like being charged by radioactivity. It is strong to fire as like lightning, it will just heat up the element and give it a wider range of effect. It is strong to wind as the wind will just further scatter around the toxic dust, making it more widely accessible to inhale or ingest. Although weak to water, it is neutral to and can carry with vapors and the vapors wouldn't drown the dust but carry it, much like wind would.

Jutsu Usage Examples: (to be submitted as official techniques) Users of this release can either exhale antimony dust, as their lungs are coated and immune to the elemental chakra nature as is the rest of their bodies, or they can have a pre-existing container containing the antimony dust. It is meant to be used in small amount, as that is all it takes so the user does not need to carry an entire gourd, but a pouch if they so choose. This does not necessarily limit how much they can use based on their container.

(Anchimondasutoton: Hera Tsūru) Antimony Dust Release: Hela's Tools
Type: Offensive/Defensive/Supplimentary
Rank: D-S
Range: Short-Long
Chakra: D-S (example)
Damage: D-S (exmaple)
Description: This is one of the more basic applications of Anatomy Dust as the users can create tools and weapons to throw, shields to defend (akin to how sand works), or supplementary as to cover the ground or air with Antimony Dust. The purpose of the weapons and shields is upon contact, the held together dust will explode, releasing all the original antimony dust the creations were composed of and spread short range from where the weapon or tool exploded. The object itself can be thrown or ejected from short to long range but the dust itself occupies the near area of impact. The side effects of this dust, as this technique is the most generic and general application of antimony dust, can be chosen from these three:

Loss of vision: If not properly defended from and the antimony dust gets into their eyes, this will result in a loss of vision for three turns.

Inhalation: If not properly defended from, the target will inhale the antimony dust, resulting in lung failure. This will cause 5 health to be lost per turn, as well as any techniques stemming from being blown from the mouth unavailable for the duration of the battle.

Numbness: If not properly defended from, the target will have the antimony dust rub on them, highly irritating the skin and making area numb to the point of non-usage of area/limb for three turns (ex: seal forming, kenjutsu, taijutsu, etc.)

One of these three debuffs must be chosen as the technique is being utilized, not after, unless used for its supplementary form that grants the user a wider access to antimony dust. However any offensive action of this technique must be stated as per technique used and if the user chooses to defend with this and have it disperse into the air, unless supplementary, same rules apply as the offensive use.


Conditions to be able to use it: Completion of the lightning, fire and earth elements as well as Jounin rank to be able to properly control Antimony Dust Release. This release can be learned by lower ranked ninja however each use has a 40% chance of backfiring due to their lack of rank to properly be able to control the element and its effects, making it both a dangerous and beneficial game for chuunin and below ninja. Jounin have an 20% chance of the element backfiring and Sage's have a 10% chance of the element backfiring. The current owner of the element does not have to worry about any drawbacks having completely mastered the element and its unpredictability.

Is weak to: Earth, water, Earth based CE/AE, water based CE/AE

Is strong against: lightning, wind, fire, vapor-based CE/AE

Co-creator:

Students I passed this custom element on too: ? & ?

(Rozaria no Yubi) Rosaria's Fingers
Type: Tool
Rank: D
Range: Short
Chakra: 10
Damage: N/A
Description: Rosaria's Fingers are studded mechanical chakra pins placed in the top portion of each of a shinobi's fingers in the form of intradermal piercings. There are two ways of using the receptors: one is to transmit signals and chakra from one hand to the next. Its main purpose is to enhance the scope of seal usage in favor of the shinobi in which Rosaria's Fingers are placed in. This means that even though you would normally need to join and intertwine your hands and fingers in order to make a seal to perform certain jutsu, you can do this without having to join your hands and/or fingers. So you will be free to hold objects such as weapons like katana and spears, etc. while performing said seals. Like the tiger seal, for example. You can hold your sword in one hand, gripping it with your thumb, pinky and ring finger and moving your pointer and middle finger outwards and do the same with or without an object in your other hand and the seal will activate due to the signal and chakra connection between all of Rosaria's Fingers. However, like anything else, this comes with the price of -10 chakra per use. This tool can also passively store a portion of the user's chakra per turn and be used to enhance the damage of a jutsu using handseals by +20. However this tool can only store a maximum of 200 chakra. Once a total of 200 chakra has been stored, it is not able to store chakra for the rest of the match. You also cannot consecutively enhance a jutsu, one technique per turn, and must wait a turn to do so again. Again, jutsu must be activated via handseals for the enhancement to be applied. The damage enhancement that is applied is drawn from the stored chakra pool which is what causes it to run out. This ninja tool must be posted on the user's bio to be available for usage in battle.

(Kiyoshipou: Bijon no Uta ) - Kiyoshi Art: Song of Vision
Type: Supplementary
Rank: B
Range: N/A
Chakra: 30 (-10 per turn)
Damage: N/A
Description: A technique based on the Aspect of Spirit but a lesser, more supple jutsu. The user is able to passively focus their Kiyoshi energy into the optic nerves and eyes, causing them to dimly glow a certain color. Instead of their entire physical becoming one with nature and spirit, this technique allows their mental and visual to become one with nature and spirit. While this is active, it allows the user to see the souls or spirit of their opponent as well as any lingering spirits within eyesight. And because of their becoming one with nature as well while this technique is active , they are still able to see the terrain. This technique, however, does not let the user peer into other realms. For example: the realm of the dead, void, etc. Nor does it enhance their vision by any means. However, the user can see their opponent's soul or spirit move when they do. It is centered around seeing what would already be in the eye's view otherwise. So things such as weaving seals or the likes is apparent. However if an element stems from such actions, like water or fire, the user is unable to see it. If the opponent throws a kunai, the user can see the action being made, but not the kunai itself. If what is coming towards them is spiritual based or infused, the user is indeed able to see it. The user is able to passively turn this on and off at will but it costs 30 chakra every time the user wishes to activate this technique.

Note: Must wait one turn after deactivation to activate again
Note: Universal Song must have been activated at least once before this technique can be used

(Kiyoshipou: Puranetarīsongu) - Kiyoshi Art: Planetary Song
Type: Offensive
Rank: S
Range: Short-Med
Chakra: 40 (-20 per turn)
Damage: 80 (-20 per turn)
Description: Upon the user focusing their energy at a selected location from short to mid range of the user, the user will raise both of their hands outwards, both palms facing each other. This allows for a dome or globe of energy to be made around that location. The dome or globe is extremely dense in energy and is made and manifests at once. Not inward to outward or outward to inward. This causes whatever is in it to rapidly compress as it was manifested strictly around whatever target location the user had placed it and it can also be streamed, forcing the dome to stay where it was placed and continuously compress whatever is inside of it. If used in conjunction with Energy swamp, this technique gets a flat damage bonus of +20. This only applies to the first turn of activation and not the damage which would stem from streaming the technique if the user chooses to do so. This technique is not instant however it manifests as fast as an A rank lightning technique. If used in conjunction with energy swamp, the speed is equal to that of S rank lightning technique.

Note: Can only be used twice per battle
Note: No Kiyoshi techniques next turn
Note: Greater Energy Pulse must have been activated at least once before this technique can be used

(Kiyoshipou: Senshi no Eishō) - Kiyoshi Art: Warrior's Chant
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (See Description)
Description: The user will let out a howl and release integral particles of their energy and spirit into the atmosphere from short to long range. These particles of energy and spirit serve to enhance techniques that inherently have no color. For example: wind and sound inherently have no color, as well as water and vapors. Through this, such techniques from the user gain a boost of +10 damage however they are now able to be seen by the opponent given that they carry the user's energy within the technique which would show glowing speckles of the user's energy within the technique. When the user howls, releasing their energy and being that it is integral energy and part of their spirit, the user starts to lose -5 health per turn for the rest of the battle. This does not stack shall the user need to howl again but does linger from the first howl onward. This technique lasts for 4 turns and the user must howl again should they want this to prolong. If the howl is used right after the 4 turns the technique is active, it can be activated passively. This technique also results in a -10 debuff to the damage of the opponent's techniques shall they be carried through the air as the energy particles and spirit particles serve to protect the user to some extent.

(Kiyoshipou: Reisu no Sokumen) - Kiyoshi Art: Aspect of the Wraith
Type: Supplementary
Rank: F
Range: N/A
Chakra: 50 (-10 per turn)
Damage: 90 to user
Description: The Aspect of the Wraith is a highly dangerous and advanced Kiyoshi art, mastered by only one. To perform the Aspect of the Wraith, the user will gather their energy and focus on their own spirit for two whole turns. On the third turn, they may release a Wraith version of themselves which separates from their body, sacrificing both 50 chakra as well as 90 health as this Wraith is not only composed of the Kiyoshi's energy but their spirit as well. This wraith is dark grey in color but a complete copy of the user and is used to help the user in battle as a clone. The wraith is able to use all of the Kiyoshi abilities that the user knows, able to perform two Kiyoshi techniques a turn: one actively and one passively or any variation thereof. However, because of the spirit that makes up the wraith, it is not only susceptible to elemental ninjutsu as a physical entity but also susceptible to spiritual based attacks such as genjutsu and the likes, and must deal with things such as that accordingly. This wraith acts on its own as a teammate as well as acts on the will of the user. Because of the user sacrificing some of their spirit to make the wraith, they lose 10 health per turn as long as the wraith is active. The user and the wraith share a spiritual link and thus can communicate freely through this method. The chakra cost and damage done to user through this technique is done upon the full activation and completion of this technique, ie the wraith must make it out onto the battlefield. The user can dispel the wraith at any point in time. While gathering their energy, the user is unable to waste it on Kiyoshi techniques, unable to use them for two turns before the wraith is summoned so that they may have the adequate amount of energy stored to complete this technique upon the third turn shall they choose to do so.

Note: Can only be used once per battle
Note: Universal Song must have been activated at least once before this technique can be used

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(Utsukushī Hāpuāto) - Beautiful Harp Arts
Type:
Ototon/Ninjutsu/Archery
Background: Beautiful Harp Arts were made by Knight Tristan. Originally going to be sat as someone who was going to be a knight specializing in close quarters combat, as a youngling he had precise aim and was gifted with bows. Extremely gifted. This art, at base, works like any other art revolving around bows however it of course incorporates different entities into play. Knight Tristan being the creator and sole practitioner of the art, carried a certain bow in which this art revolves around and why it is called the harp arts. He carries a large bow with several strings on it for several reasons. Two of the main reasons being that more strings equals more resistance and more force in which the bow can fire arrows and two: to fire arrows at an exceptionally alarming rate. Masters of this style, like Tristan, able to fire arrows with a finger each with very smooth transitions, hence its name "Harp Arts". Delving into how the weapon looks which all users of this art are to use, another reason that this is called Beautiful Harp Arts is because the bow, unlike others, have several strings, not just one. The bow is large and heavy, all traits resembling the harp, a musical instrument. But mind you, it plays no songs. And if it did, it would be pain to the victim's ears and pleasure to the musician's ears. This art can be both very strategic or very brutal, being one of the most unique and beautiful styles hidden in the ninja world. Tristan, however, would not be found to be outdone by utilizing bows. The bows given to practitioners of this art, usually referred to as Failnaught bows, come with spiked notches all along the spine of the bow, facing outward. This means that the bow can be used in CQC as a sword and perform sword-related techniques or techniques requiring a sword or blade. How the bow looks below.

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Description on the Abilities and Inner Workings of the Style: This style serves two main purposes with a bow. The first being rapid fire incorporating Ototon chakra. Of course, when you pluck the string of the bow it vibrates. Sound being composed of just that, vibrations, is able to take the form of an arrow and be able to strike an opponent ever so swiftly and with deafening or even cutting potential. In which case, the first form of this style has both cutting and deafening potential. Being that the "arrows" coming from the bow are composed of pure sound from the vibration of the strings themselves, attacks utilizing this style are extremely fast and able to be done in rapid succession, both deafening those it comes into contact with and cutting or piercing them. This style is called Graceful. The arrows, being composed of sound, are of course invisible to the naked eye. The second primary function of this art is utilizing the bows specially made for Beautiful Harp Arts with their many strings, drawing them all back at once and incorporating a more devastating and volatile arrow of sound. These techniques are called Wrathful, with more amplified vibration and force as well as more concentrated. Each technique for this style will clearly adhere to one of the two functions of the style: Graceful or Wrathful.

Example Techniques: (to be submitted with style... Maybe...)

(Utsukushī Hāpuāto: Tenshi no Sutoramu ) - Beautiful Harp Arts: Angelic Strum
Type: Offensive
Rank: D-A
Range: Short-Long
Chakra: 10-30
Damage: 20-60
Description: One of the more common jutsus of this style, the user will strum their fingers across their unique bow, rapidly releasing five arrows of sound at a target location, one after another. The user will then either let them come into contact with something and they will explode rapidly, causing mini-lacerations as well as a mini-sound vortex that deafens anything within short range of the point of contact or the user can also re-strum their bow forward, causing the same effect but on command rather than point of contact. The mini vortexes cause a subsequent -10 damage to anything within its short range if not properly blocked separately as opposed to the piercing and slicing potential of the arrow itself, causing deafness for one turn if not properly defended against. Each arrow fired has the potential to cause the damage chosen by the user so although not a collective multiplier, the damage does not fall off per arrow blocked or evaded. Each arrow can be sent to different location, all arrows adhering to previously mentioned fall off. [Graceful]

The user will pull back all strings together and fire three larger arrows at the same time. One going straight forward, the other two going wide to either side. All arrows meet at a target location and detonate on impact or during a forward strum of the bow. This causes a mini explosion from the location of detonation to mid range and creates a lingering field of vibration and sound for the turn the move was used and the next, causing a subsequent -20 damage to the target if not defended against the sound field itself. [Wrathful]

Note: A rank can be used 4 times per battle

Reference:
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(Utsukushī Hāpuāto: Kami no Koe) - Beautiful Harp Arts: Voice of God
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80/0
Description: The user will roughly strum their bow, aiming at a target location and release a monstrously large arrow of sound. Upon point of contact or upon the user forward strumming, the arrow will explode, causing both deafness (-20) in the vicinity, as well as a sound resonating field from short to mid range upon contact or forward strum. This field causes subsequent damage to unprotected victims as the sound echoes and resonates in this location for three turns. This is not a streamed technique as the vibrations from the point of contact and string release/forward strumming itself keeps the field of sound active until the sound waves dissipate (three turns). The point of contact is one damage pool (80), the subsequent lingering vibration is -20 per turn the victim remains unprotected from the sound. If any part of this jutsu hits the target, their bodies will be shaken violently and their chakra system disrupted. This will make them unable to perform jutsu A rank and up as well as streamed techniques for as long as they are within this field upon initial contact or detonation. [Wrathful]

Note: Can only be used thrice per battle

The user will strum their bow towards the air and let off dozens of arrows at once. They go up quickly and come down even quicker, with the vibrations and sound expanding and making a connected field of vibrations and sound between all of the arrows. The purpose this serves is that it will flatten and neutralize (within reason) any opposing technique on the field. This will last for two turns as the vibrations continue to go up and down until they fully disperse. [Graceful]

Note: Usable four times per battle

(Utsukushī Hāpuāto: Pāfekutohāmonī) - Beautiful Harp Arts: Perfect Harmony
Type: Offensive/Defensive/Supplementary
Rank: N/A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Using a single strum, the user will fire off an arrow that upon contact or after a forward strum, will detonate carrying a genjutsu of their choosing through the sound waves of the arrow. This detonation affects anything within mid range of the point of contact or detonation. This genjutsu can be any the user wishes so long as it is not a visual doujutsu-based genjutsu. Like other techniques involved in this art, the point of detonation releases a mini-sound vortex causing 10 damage to the victim as well as deafness for one turn if not protected against, serving a unique, double edge sword. This technique, when performed, adheres to the genjutsu in which the user chooses. So that means the damage, chakra costs, etc. are applied that way instead. Of course, whatever genjutsu the user uses must be posted for reference. No matter the range of the genjutsu, it is short to long range due to the arrow being the medium.

Note: S rank genjutsu can be used 3 times per battle, A rank 4 times per battle

Additional effects and Restrictions: While practitioners of this art are able to use both stances, Wrathful and Graceful, true masters of this style have honed in on one of these two styles. When someone has mastered and specialized in this style, they can pick a stance to have mastery over. Being a master over the Graceful stance means that the user's flexibility and senses are much heightened from their excessive target training, agility and ability to fire off arrows much faster, gain a 2x speed boost due to their graceful nature in the art and their tireless training under very athletic circumstances. If they are a master over the Wrathful stance which requires not only a deadeye shot with bows but full mastery over Ototon as they have completely synergized their Ototon chakra with their beautiful deadeye shot, they gain a +20 damage enhancement to all sound techniques, including the Graceful Harp Arts. Depending on which you choose, this is passively applied to the user. Shall a user of this art choose to master it and specialize in a stance, it must be stated on that bio that they specialize in Beautiful Harp Arts [Graceful] or Beautiful Harp Arts [Wrathful]. You do not need sound on your bio to utilize this art but you must have learned or purchased it at some point in time.




(Porisuchiton: Shiro Usagi no Henkan) - • Polystyrene Release: White Rabbit Conversion •
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: N/A
Description: White Rabbit Conversion is a varying and simple application of using your polystyrene chakra nature. What the user will do is focus on the technique of the opponent, and use their own polystyrene chakra nature to convert the opponent's technique into polystyrene. This is a multi-layered technique as not only does the user convert a source or oncoming attack into polystyrene for a source of polystyrene for the user, it also protects the user from any oncoming attack by turning it to soft polystyrene which will only lightly hit the user and cause no harm. However, there is a catch. The oncoming technique or source must be an element that polystyrene is strong to, or neutral to. It cannot be an element polystyrene is weak to. If it is an element combined of two natures, the polystyrene must be strong against both natures. If it is an element combined of three or more natures, it must be strong against at least two of the said elements. This is done by overpowering the opponent's chakra composing the element with your own polystyrene chakra and forming the Ploystyrene based on the elements it is composed of and also coming from. That being said, if you want to convert an E rank, you must use D rank. If you want to convert D rank, you must use C rank. C rank, B rank. B rank, A rank. A rank, S rank. There is an exception to this method as an S rank can be converted by the S rank version of this technique. However F ranks cannot be converted at all.

Note: Usable 4 turns per battle

Declined: How does just overpowering a technique's innate chakra with your own result in your element replacing theirs? This almost reads like a Fuuin technique, since it works based on chakra, but even that wouldn't really work here. It just outright treads into Yin Release, at least on a superficial level, since it can alter physical properties.

(Porisuchiton: Shiro Usagi no Ame) - • Polystyrene Release: White Rabbit Rain •
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will perform two handseals and release a large amount of their Polystyrene chakra into the air. In turn, it will immediately start to rain tiny balls of polystyrene from short to long range. The amount of polystyrene that is falling from the sky is equal to that of a snowstorm, completely covering the field with polystyrene. This serves not only as making a giant source for polystyrene techniques, but it also makes the user undetectable by sight, smell, sound, as well as chakra sensory as the user's chakra filled polystyrene is all over, both raining and all over the area. But similar to Rain Tiger at Will, this allows the Polystyrene user to detect exactly where the opponent is while the polystyrene is falling onto them. This can be seen through with dojoutsu with doujutsu users able to see where the polystyrene user may be, but outside of doujutsu, the user cannot be sensed by any ordinary means. As the polystyrene is falling and building up, it will make a loud crackling noise as well as loud squeaking noises as it falls on top of each other and rubs together, masking the user's sound. Being that Polystyrene is an industrial grade plastic and the rain will be so heavy that it will be in such an abundance, it will fill the area with a heavy plastic smell, as if in a Polystyrene factory, masking the user's scent as well.

Note: Lasts Four turns
Note: Has two turn cooldown
Note: Can only be used twice per battle

Declined: This technique won't make the user undetectable by sight, smell or sound, as those don't really make much sense. Neither does the internal logic of this throwing off chakra sensory but not Doujutsu. This isn't like the Hiding in Mist technique, where the molecules are so tightly packed together to form dense bodies of vapour. Both sensory and Doujutsu would be able to pick out your much larger body of chakra moving amongst the many, much smaller pieces of chakra.

Polystyrene Learned here [x]
Polystyrene Approved here [x]

I have permission from Skorm to submit Polystyrene techniques.
[/QUOTE]

Resubmitting the above:

(Porisuchiton: Shiro Usagi no Henkan) - • Polystyrene Release: White Rabbit Conversion •
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: N/A
Description: White Rabbit Conversion is a varying and simple application of using your polystyrene chakra nature. What the user will do is focus their chakra on a source of one of the components of polystyrene (earth or fire, excluding wind), and use their own polystyrene chakra nature to convert the said source into polystyrene. This can range from turning the earth beneath your opponent into soft polystyrene and getting them stuck in it, or turning a nearby tree into polystyrene for a source of future polystyrene techniques. No matter in which way it is used, whatever the user uses this technique on forms a source for polystyrene techniques. The size specs of this technique can range from anything like turning a pebble into polystyrene or turning a giant statue into polystyrene. It is up to the user's discretion.

Note: Must wait a turn before utilizing again.

Note to checker: Changed almost everything about the technique so no bold has been included.

(Porisuchiton: Shiro Usagi no Ame) - • Polystyrene Release: White Rabbit Rain •
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user will perform two handseals and release a large amount of their Polystyrene chakra into the air. In turn, it will immediately start to rain tiny balls of polystyrene from short to long range. The amount of polystyrene that is falling from the sky is equal to that of a snowstorm, completely covering the field with polystyrene. This serves not only as making a giant source for polystyrene techniques, but it also makes the user undetectable by naked eye sight. Similar to Rain Tiger at Will, this allows the Polystyrene user to detect exactly where the opponent is while the polystyrene is falling onto them.

Note: Lasts Four turns
Note: Has two turn cooldown
Note: Can only be used twice per battle

Note to checker: Took out all the stuff about the senses and limited it to naked eyesight

(Porisuchiton: Fuyu no Tsume) - • Polystyrene Release: Winter's Claws •
Type: Offensive
Rank: A
Range: Short - Med
Chakra: 30
Damage: 60 (+10 if use with earth)
Description: Utilizing an existing source of Polystyrene, the user will exert their chakra into the source and raise their hands, both in a clawing position allowing thousands of pellets of Polystyrene to rise up. They then swipe their hands across each other, overlapping the two. This will cause the risen polystyrene to gouge into the target, piercing them thoroughly from left to right and right to left simultaneously. This is especially strong against an earth defense as not only can it pierce through the earth with ease but the earth will end up further sharpening the polystyrene pellets, giving it an additional 10 damage. This technique is exceptionally quick to perform.

(Chi no Megami) - Goddess of Blood
Type: Weapon
Rank: F
Range: Short
Chakra: N/A
Damage: N/A
Description: Goddess of Blood is a specialized katana of unknown origin. It is a sleek and sharp grey blade with a very light red tinted hue along its edge. The handle, which is also bladed, is wrapped in black ribbons which flow from it elegantly as well as the case holding it being bloodshot red. The blade and hilt have a circular carving in between them, suggesting it is used for “unordinary” techniques as well as an attachment which allows it to run along the user's arm, concealing it at a frontal view until whipped forward and revealed... It is not necessarily sentient, but “loyal” to its wielder in the sense that it can sense foreign chakra within short range of it in which is not the wielder's and it will start to vibrate, warning the user of potential thieves looking to steal Chi no Megami away. The Goddess of Blood is quite the unique weapon, as its primary function is to cause bleed to a target equivalent to 20% of the target's health upon a successful attack landed with this weapon which would be a bleed burst with a flat bleed rate resulting in -5 damage every turn the bleed effect is not healed. Obviously incredibly sharp, it goes without saying this sword is capable of cutting through even the sturdiest of metal, able to cut through any solidified element once per turn freely or even the sturdiest of armor without yielding. Secondly, this sword is able to pierce the user from the hilt by the hilt being bladed itself, causing -20 damage to the user, as well as -5 damage to the user for three subsequent turns, able to boost the user’s kenjutsu-related or weapon-based techniques by +30 damage, but only for those four turns which would be the turn of activation and the three subsequent turns. This can be done two times per battle, with a one turn cooldown in between usages but can be done passively when the user wills it, posting the sword as a reference upon activation. When the sword comes into contact with foreign chakra, such as someone else’s grasp, the bladed handle will begin to fully protrude through the ribbon wrapping however with no benefit to be seen. This will cause 80 damage to be done to the victim as well as -20 damage per turn that this wound goes untreated. This is where the Goddess of Blood would seek to kill thieves and those seeking to separate the sword from the master. Besides its bleed effect, this is generally where the sword got its name. This sword is unable to be sealed by normal means, due to its pulsating chakra effect which would scramble any encryption necessary to seal the weapon unless it is an advanced fuuinjutsu technique or an Uzumaki (advanced) to be sealing the weapon away. The weapon is not indestructible by any means as it can be overloaded with chakra and broken, left as just a normal sword and it also cannot defend against other elements outside of earth as it would not break, but would not stop or defend the user from the oncoming technique. Chi no Megami is naturally neutral to raw chakra and raw chakra-based techniques due to its natural properties with chakra and foreign chakra but when defending against such things, costs a technique used in that turn and can only be done once per turn. If the user chooses to use the primary ability of Chino Megami for a second time, the user themselves will suffer continuous drawbacks and continue to bleed for -5 damage for the rest of the match until the match is concluded or the user dies. The user of Chi no Megami is able to stack a blood burst and a bleed if the bleed happens to go untreated, however this would inherently cap at 40% of the target's health and -10 damage per turn (a total of two uses of the primary function on top of each other) and of course requires a successful hit with an appropriate technique utilizing Chi no Megami. After this, the user must wait until the opponent is fully healed from the bleed effect to be able to bleed burst or bleed the opponent again, regardless if the user is still attacking with Chi no Megami.

(Gurētāōgumentēshon) - Greater Augmentation
Type:
Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Greater Augmentation is a secret technique used amongst samurai to augment their samurai sabre technique even further but with an element. That being said, when this technique is used, one of the basic five elements can be applied to the samurai sabre once it is active, taking on that element's strengths and weaknesses. This does not require chakra to activate, however this cannot be done passively. The augmentation can last for as long as the user wishes, however if it is to get turned off at the will of the user, it has a two turn cooldown before it can get activated again. When Greater Augmentation is at play, the samurai sabre, when used, takes on the obvious appearance of the element chosen (which is to be clearly stated during activation). So, if fire is chosen, you will have a large, flaming samurai sabre. If water is chosen, you will have a flowing blade of water, so on and so forth.

Note: Must be a samurai to use.

(Haretsu) - Rupture
Type:
Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will channel elemental chakra through their blade and swing it amongst the ground, creating a thin, elemental blade from the user to their target. Besides its cutting potential from the thin elemental blade, especially based on the element, elemental chakra, upon making contact with the ground, embeds itself within the ground itself in which it will then erupt akin to a volcano (but not nearly as massive) at the set location. The eruption would be whatever element the user chose which is to be stated during the use of the technique. How the eruption acts depends on the element. If fire is chosen, when the technique erupts, it will create a molten earth underneath that location and erupt fire, burning and slowly swallowing anything in its wake. If water is chosen, it will create a marsh-like swamp with quicksand capabilities which would seek to swallow anything above it, making grounded summons and clones disperse and immobilize the opponent(s) from the waist down. If lightning is chosen, it will create a small lightning storm among the ground, shocking any grounded target and rendering their legs immobile and unusable. If earth is chosen, large spike pillars will erupt from the ground, impaling anything in the immediate area from the eruption. If wind is chosen, a tornado will arise from the ground up, lifting anything in the immediate area off of the ground and dropping them down to the ground fiercely, doing an additional 10 damage to the target(s). Even though the user can choose where the eruption happens (short-long range), the eruption itself takes place in a short range vicinity, not throughout the entire strike or area. However, the entire downward swing itself is short-long range so its slicing potential does indeed adhere to the range of the technique.

Note: Usable twice times per battle.

(Kuranburu) - Crumble
Type:
Defensive
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: This is specifically a technique in which is used to counter a taijutsu or kenjutsu attack. The user will counterbalance an oncoming attack that is requiring the opponent to move forward and thus the user will shift their weight backwards, grabbing their opponent by the wrist on their way back and pulling the opponent to the user's side as the user also moves aside which would cause the opponent to slam into the ground face first behind the user. Now although this does not do damage, this immediately crumbles the defense of the opponent, allowing for a quick follow-up attack while the opponent is face down, ass up. This can be done to two opponent's at once with both of the user's arms, as long as the requirements of forward moment on the opponent(s)'s behalf is met. This technique is usable against techniques meeting said requirements up to S rank. This same thing can be done with the dull side of a blade or weapon in the same fashion, redirecting the frontal attack however the technique was not meant for this, so this would only be able to be done to counter up to A rank techniques instead of the normal S rank techniques.

Note: Requires a one turn cooldown in between uses and is usable three times per battle.
 
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Basic Information
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Name: Jack-O Valentine

Nickname: Unbalanced Scale

Gender: Female

Age: Unknown

Clan: Katsuryoku

Alignment: Chaotic Evil

Looks:
Jack-O' Valentine is a slender young woman with fair skin, red eyes and long white hair with red highlights on the underside that goes past her hips. Her most prominent trait is the compass-like pale yellow halo hovering above her head.

Jack-O's main outfit consists of a white skin-tight one piece that loosens up and has slits at her forearms and calves. She wears an ankh pendant, a black belt with a gold skull buckle on her waist, and her arms are decorated with similar belts. She also wears black and red gloves and matching heels. She also wears a -esque removable mask and prison weight chained to her left ankle. Both are black in color and give off a light green lantern effect in their skull-themed eyes, nose and mouth. At the end of Revelator, her hair becomes fully red.




Personality: Because she was awakened in an incomplete state, before she could download half of her soul from the main body, her memories and personality data are fragmented and unstable. This instability has resulted in the side-effect of a split "personality" of sorts: That of a cool and collected adult woman, and a child-like one that is playful and cheerful, with her voice changing accordingly. The way she refers to others changes as well: her child voice using the honorifics ちゃん (-chan ) and くん (-kun ), while her adult voice drops them almost entirely and uses a more neutral tone. Despite the changes, Jack-O' does not actually become a child on the inside.






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Village Information

Village of Birth
:Unknown.
Village of Alliance: None.
WSE Clan: Hellsing






Rank and Chakra Information

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Ninja Rank
---: Jounin
Health -----------: 160
Chakra --------: 1,600


Specialty: Single Handseal Specialist [Genjutsu] | Advanced Tracking Specialist | Apex Layering Specialist [Genjutsu] | Seal Caster [Body Seal] | Bullet Arts | Katsuryoku Techniques
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Ninjutsu: Ninjutsu | Taijutsu | Kaito's Taijutsu | Genjutsu | Kenjutsu | Cloud Style Kenjutsu | Gorillas | Gorilla Ninjutsu | Cone Snails | Cone Snail Ninjutsu | Fuuinjutsu | Yang Release | Katsuryoku
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Custom Fighting Styles: Bullet Arts | Yo-Yos | Bolas
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Basic Information

History
:

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Other

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SNTs:


Skorm's Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has two different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The second type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory).
Note: Can only be taught by Skorm. Each Bullet can only be utilized 3 times each.

Scarborough Fair
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:

Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.

S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.

Ghosts and Goblins: Jack-O is able to cast genjutsu with just a single seal.
Eyes on the Prey: Malenia is a tracking specialist, this means her tracking capabilities are enhanced by x2.
Onions Have Layers: Due to her extensive training in genjutsu, Jack-O is able to cast multiple layers and levels of genjutsu in the same timeframe with ease.
Pew-Pew: Malenia is a master of the Bullet Arts, able to reduce the chakra amount used while performing the art.
Tatted: Jack-O has a body seal on her that activates upon death so stay away from her.
Ghouls and Goons: Katsuryoku.





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Dark Vacuity Release

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Custom element English name: Dark Vacuity Release
The element is based on: Doton, Raiton, Katon, Fuuton

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

Notably, the Explosion Release is a combined nature transformation suggested to be made up of Doton and Raiton chakra to give the wielder the ability to utilize explosive chakra. Therefore, by this analogy, as it relates to the logical possible entities that formulate to attain explosive natural attributes. However, this is still all based on the elemental tendencies to happen within the natural world.

Coincidentally, this element focuses on fixation of natural correspondences that in turn which is able to happen if given the set fields in the natural world. Where when if a lightning bolt was to occur upon to striking a mineral, that strong electric current field will cause the mineral around shutter at a greater force that a "breakdown," would happen to allow a current to flow in an attempt to neutralize the charge separation provoking an ionization process.

How it works:
The Dark Vacuity Release is based on lightning ionization of air and earth implosive-empowered ash minerals. To initiate, the user controls their fire-based chakra allowing him to control ash segments which to be ionized with lightning-based chakra while the earth-based chakra gives it form, meanwhile the wind chakra supplementing the heat slashes within inside. In-turn gives the cubes erratic abilities, thus producing a new element of physical and implosion properties from their own body or surrounding area. The ionized ash may be formed either from the user's body directly or even using the surrounding terrain as a source to produce the element. They may also utilize the ionized ash through direct physical contact with the object in question. Through microscopic vision, it appears as glowing cubic particles that jumble to formulate together as a single form, a much larger cube about 1 ft wide and tall (standard form). Using shape composition, it can also be shaped to any desired form of the user's choice in any way possible. While in countless in numbers as sand, the segments ultimately as one single entity hold near to no impact in their implosion but, however, if when flooded together as a sum (i.e, Cubic-standard form) their cumulative implosion is remarkably astonishingly deadly. Guided by the user's will, this collective numberless amount will swiftly come together to be used as an implosive entity at which upon contact with an object of aim. The ash’s coloration is very dependent on the user’s desires, coming in an array of colors but this color must be within the coloration perception of the human eye, thus it cannot be “invisible” or any other color the human eye cant perceive.


Dark Vacuity Release has 2 main abilities; ‘Wave-light Distortion, and Implode ignition’. These three characteristics come from the very nature within the element’s chakra mixtures, for each chakra element residing within has a ratio mix that influences the element deriving such abilities.

[Implode Ignition] inherited from Fuuton, Raiton and Doton chakra mix, gives Dark Vacuity Release of net-zero electrical charge. Given all matter is composed of energy, having a net-zero charge allows these Ionized Ash segments to transcend through matter for a limited period of time before disappearing.This process starts as it ionizes the target to basically convert it into an ionized source of energy, that it assimilates into itself. However, it cannot attain advantage through this form. The solid ash-state collapses upon itself (generally being crushed by the force of air drafting inwards) resulting in the element acting like the “ball of lightening” phenomenon. Always disappearing quickly. Creating a situation of when the CE assimilates another object of aim, by ionizing it and reducing it to energy. That target becomes caused to having a less pressure on the outside causing that target/object of aim to collapse in on itself. In a sort of "erasing" them, shrinking away rather than expanding into an explosion.

[Wave-light Distortion], inherited from Raiton, Katon and Doton chakra, gives the element Mie scattering. Initiated by releasing ionized-ash particles into the air around an area, these particles then scatter more wavelengths of light in the color spectrum, creating "hazy air". These particles in the air can make the sky appear gray or even white. This is due to the particles being able to scatter the light to produce these colors. This phenomenon is called Mie scattering. To sum it up, the way light is scattered determines the color of the air. The flumes from these particles can make it difficult to breath once inhaled.

Jutsu Usage Examples:

(Dakuiton: ???) – Dark Vacuity Release: ???
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60 (+10 to other DakuitonJutsu)
Description: The user will release Dakuiton chakra through their hands as they create the glowing ash to form from their hands, which in-turn forms into one huge cube before dividing them in smaller cubes to shoot. Once they aim at their target(s), they can mentally initiate a course of a path for the cubes, the range, speed, and size of implosion impact of their cubes shot, all depends on the user. While also the user can merge and combine this Jutsu with another Dakuiton projectile-alike jutsus, to create even more powerful implosions. However once released upon, the user can only undo the just returning it to hot segments and cannot direct it away from its course.

(Dakuiton: ???) – Dark Vacuity Release: ???
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/a
Description: The user will release Dakuiton chakra as they create the glowing ash spores to form from their hands, which makes a glowing fog scene in the terrain before dividing them in even smaller forms. These cubes lose their explosive ability which allows the user to change the trajectory of their cubes as they are floating throughout the area around them, allowing the user to sense their opponent whenever these floating spores interact with them or even if they attempt to dodge them, the spores will take in the change in air flow giving feedback to the user of the opponents whereabouts. These spores are even capable to phasing through objects as like the known "lightning ball" phenomenon.

Conditions to be able to use it: Jounin Chakra level. Katon, Doton, Fuuton and Raiton Mastery.

Is weak to: Wind Release + Fire Release
| Elaboration | The basic Wind/ Fire release can simply overpower this element. This interaction occurs when wind slices through the element's core or wind the gust shreds layers of the element as it's also redirected away. While when interacting with flames, this element cannot ionize fire, resulting in the element getting devoured.

Is strong against: Water Release + Earth Release + Lightning
| Elaboration | The basic Water, Earth and Lightening release succumb to the power of the ionization and wind draft that comes with the element's implosion. When interacting with liquid based elements, it reduces those elements into itself vaporizing them almost instantaneously. While earth (all-solid) based elements collapse upon themselves, failing altogether, meanwhile lightning would usually fail to overcome the ash.

Co-creator: Hokusai
Students I passed this custom element on too: Ryoma & Koto

Approved CEJ
(Dakuiton: Shinkai Kairou ) Dark Vacuity Release: Abyssal Corridor
Rank: N/A
Type: N/A
Range: N/A
Damage Points: N/A
Description: Abyssal Corridor is a not a traditional technique in the sense of manipulation of an element. It’s rather a basic outline of what occurs when the human body or other sentient creatures such as animals make contact with the ionized ash of Dark Vacuity Release. This is always active in battle, simply posted in the beginning or whenever a Dark Vacuity Release technique is used, being completely passive and not costing a move slot. The outline of exposure to the element follows as such:

D Rank: This is considered the weakest level of exposure, which due to how insignificant the damage is, the technique in question doesn't cause any residual damage and simply deals its intended damage to the opposing human/sentient being. They however due to the hazy like nature of the ash, can cause blindness if exposed to his eyes. As long as exposure is remained with the source, the target won't be able to see up beyond mid range.

C Rank: This is considered the second weakest level of exposure; thus has the least effect on the skin. However, despite this; the ionizing process does in fact still cause irritation to the skin – akin to a constant need to itch at the area. This in turn causes the opponent a bit of difficulty in attempting to perform hand seals without the need to scratch at the zone, causing them to be unable to perform a technique if it possesses more four or more hand seals. It should be noted however that exposure will still also cause damage to the skin, which in turn causes the opponent to suffer -5 DMG per turn. Due to this being the weakest level of ionizing on the skin, it only lasts for two turns if separated from the technique though constant exposure to the initial technique will cause these effects to persist.

B Rank: Similar to the previous exposure level, B rank exposure causes more irritation to the skin as more layers of it is removed. This causes other to be unable to make more than three hand seals for a technique without wanting to completely scratch at the area of exposure, due to the immense irritation. This also causes -5 per turn as well, akin to the C Rank Usage, while also causing the same blinding affect if exposed to the eyes.

A Rank: This is fourth stage of exposure; which causes the effects to be far worse than beforehand. Of course; at this level of exposure the ionizing process is far more severe as layers of the target’s flesh will start to become more ionized as well. These levels the upper layers of flesh to be eaten away – capable of exposing bones should the ionizing process persist. Much like before, this causes high level of irritation and pain to the skin, preventing those exposed to unable to utilize techniques with two or more hand seals without wanting to scratch or deal with the pain from the ionizing skin. This in turn causes more passive damage over time, causing -10 DMG for two turns unless constant exposure to the technique remains established.

S - rank: This is fifth stage of exposure; which causes the effects to be the worse among the technique. Of course; at this level of exposure the ionizing process is far more severe as layers of the target’s flesh will start to become more ionized as well. These levels the upper layers of flesh to be eaten away – capable of exposing bones should the ionizing process persist. Much like before, this causes high level of irritation and pain to the skin, preventing those exposed to unable to utilize techniques with one hand seal without wanting to scratch or deal with the pain from the ionizing skin. This in turn causes more passive damage over time, causing -20 DMG for two turns unless constant exposure to the technique remains established.

Abyssal Corridor’s effects however are reflected once the Dark Vacuity Technique within the damage threshold. This means; should an A – Rank technique be increased in damage to that of 80, the S rank effect will those trigger instead. It’s the same for when the user is afflicted with a technique that reduces the damage; including after clashes with other techniques will cause the effects if contact is made to lessen.

(Dakuiton: Sakusei no Mukou ) Dark Vacuity Release: Void of Creation
Rank: D - S
Type: Offensive, Defensive, Supplementary
Range: Short-Long Chakra Cost: 10 - 40 ( - 10 Per Turn)
Damage Points: 20 - 80
Description: Void of Creation encompasses the basic formations of the element. Exploiting the ionized ash particles, the wielder is capable of forming it into its standardized cubic form or in any form he/she desires. This includes, but not limited to, basic constructs such as tools, body surges, waves, weaponry, spikes etc. It is only limited to the imagination of the user, as the formation can begin/manipulated from anywhere in the terrain (though must be spawned at least five meters away from the intended human), directly from the body and or through direct contact with solid material. The structures forged imitate their realistic counterpart with an array of coloring detail, thus making the creation made from the ionized-ash quite realistic.

As outlined in the element however, should the ash come into contact with solid material/water etc, the ionized ash will cause it to collapse upon itself. Should the ash be stronger – it’s capable of ionizing the target before assimilating it within itself and returning back into its compact form, although a bit weaker. The user can control the implosion not to trigger, remaining inert if he or she chooses too. During a process of implosion there’s two types of interactions that occur under certain circumstances; A) when this jutsu physically interacts with a solid object, the ionizing of the targeted object of aim happens in a process of it being ionized (short-range subjects will be pulled into the wind drafts created by this implosion) before it’s broken down into energy becoming ionized ash altogether, B) when this jutsu interactions with a non-solid element, unlike regular interactions this will cause ionized particles fumes which are able to change the area’s illumination to the user’s choice (perceivable to the human eye), upon overcoming the interaction as it assimilated it within itself. If this jutsu was countered/ if that interaction results in this jutsu becoming overwhelmed, segments of ionized ash will succumb and remain mundane in the area of effect and with no inherit chakra. It should be noted that these effects are outlined for all Dark Vacuity based techniques, requiring the user to post this technique as a reference each time or simply mentioning it at the start of the battle.

Note: This technique needs one handseal to form the B rank version, two for the A rank and three for the S ranks. In the case of the S ranks being used, the user is unable to use Dark Vacuity Release techniques A rank and above for the same and next turn, while A rank use causes them from using above S rank for the same amount of time. A rank may be used thrice per battle, while the S ranks twice per battle with each use having a cool down of two turns. Fumes utilized to creating an area illumination are hazards to the opponent, if they so much so in inhale them, it would result in -10 dmg to their health per turn, for each turn they're inhaling them. The user may create multiple constructs, however the power is divided evenly among them based on the rank used.

(Dakuiton: Chikou Tai no Hokou ) Dark Vacuity Release: Rift Walker
Rank: A - Rank
Type: Defensive, Supplementary
Range: Short-Long
Chakra Cost: 30 ( - 5 per turn )
Damage Points: N/A
Description: Through the swift formation of two hand seals – the surges their Dakuiton chakra. This willingly turns the user’s body into that of the iconic ionized ash. The ash is formed into an avian form of the user’s choosing, be it insects, birds or any winged creatures in a swarm like formation as they move. Due to their bodies natural weight being reduced, as they move in this state they are moving twice their base speed. The intentions of this technique is to act as a gap closer or inherit dodge, using the transformed state and speed as a means to achieve such a feat. However due to the user being in this state of form, they are restricted to the elements that compose of Dakuiton, alongside other basic non elemental abilities. In terms of dodging, due to the user’s small form – is capable of avoiding most techniques though those with wide range can prove to be troublesome. Techniques that overpower the transformed state will cause the user to shift back into his/her human form while taking the rest damage after interaction; while technique's which doesn't fully overcome it - the user remains in said form if they so chose thought weakened. The unique part of the user’s transformation, is that when interacting with elements weaker to Dakuiton(up to S-rank), those elements are ionized as norm – but the user remains unharmed and simply reverts back into their human form having dealt with the opposing technique. This may be used three times per battle, with a cool down of three turns between each use. The user is capable of sustaining the form for three turns, and may dodge a technique using its sheer speed once per turn at the cost of a move.

(Dakuiton: Naraku no Soko Kunshu ) Dark Vacuity Release: Monarchs of the Abyss
Type: Offensive, Defensive, Supplementary
Rank: D - S
Range: Short-Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: Monarchs of the Abyss encompasses the formation of familiars composed of ionized ash. Through the generation of one's chakra into the surrounding terrain or from their body or through physical contact with the object, the user is capable of sculpting the ash. This allows for partially sentient familiars to be created, ranging from humanoids, down to demonic like creatures one would expect out of a nightmare. These creatures are compact in composition, capable of easily slicing through material should they desire it with their body parts, tearing them with talons etc. The creatures are capable of performing the Dark Vacuity Element without the need of hand seals up to its rank. Thus an S rank familiar is capable of using S ranks and below at the cost of a move slot.. Much like it's sister technique "Void of Creation" certain applications apply here.

As outlined in the element however, should the ash come into contact with solid material/water etc, the ionized ash will cause it to collapse upon itself. Should the ash be stronger – it’s capable of ionizing the target before assimilating it within itself and returning back into its compact form, although a bit weaker. The user can control the implosion not to trigger, remaining inert if he or she chooses too. During a process of implosion there’s two types of interactions that occur under certain circumstances; A) when this jutsu physically interacts with a solid object, the ionizing of the targeted object of aim happens in a process of it being ionized (short-range subjects will be pulled into the wind drafts created by this implosion) before it’s broken down into energy becoming ionized ash altogether, B) when this jutsu interactions with a non-solid element, unlike regular interactions this will cause ionized particles fumes which are able to change the area’s illumination to the user’s choice (perceivable to the human eye), upon overcoming the interaction as it assimilated it within itself. If this jutsu was countered/ if that interaction results in this jutsu becoming overwhelmed, segments of ionized ash will succumb and remain mundane in the area of effect and with no inherit chakra.

Note: This technique needs one handseal to form the B rank version, two for the A rank and three for the S ranks. In the case of the S ranks being used, the user is unable to use Dark Vacuity Release techniques A rank and above for the same and next turn, while A rank use causes them from using above S rank for the same amount of time. A rank may be used thrice per battle, while the S ranks twice per battle with each use having a cool down of two turns. Fumes utilized to creating an area illumination are hazards to the opponent, if they so much so in inhale them, it would result in -10 dmg to their health per turn, for each turn they're inhaling them. The user may create multiple constructs, however the power is divided evenly among them based on the rank used. Familiars from D to B needs a sustained cost of -5 per turn, A and S require - 10. Each familiar lasts three turn regardless of rank

(Dakuiton/Fuinjutsu: Kuusou no Sekai Kii ) Dark Vacuity Release/Sealing Technique: Otherworldly Keys
Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
Through the formation of a single seal; the user will produce a sealing script. This script latches unto a technique the user has performed (within the same time frame of this) forming the word kanji for void. Upon reaching within short range of an enemy technique, depending on which variation of the seal is produced it will provide a following buff/debuff or counter seal. These variations are simply known as “ The Keys”.

Key of Oblivion: This variation of the seal acts as a counter seal; to which once the infused technique is within short range of a foreign technique – it will release a plethora of ionized ash. This will seek out the technique; swiftly causing it to collapse upon itself in the case of elements neutral/weak to Dark Vacuity’s ash while simply interacting with techniques strong against it. The amount of released ash is equivalent to a A rank technique; which in the case of S rank and below techniques weak to it will be reduced into nothing – allowing for the infused technique to continue without hindrance. Technique’s neutral towards it will lose power in accordance to the damage interaction (i.e 80 vs 60; opposing technique loses -20 damage) while techniques strong to it will be the same.

Key of Larceny: This variation of the seal acts as a buff; to which applies the concept of chakra absorption into the ash. Once released after coming into short range of the opposing technique – the ionized ash released will cause the opposing technique to collapse onto itself but rather than simply clashing and leaving nothing behind – it would instead absorb the chakra within it and seal it back into the script. This causes the opposing technique to lose some of it’s chakra but still retaining some its power, while using the seal to transfer the chakra into the infused technique. This increases it’s power by one rank; allowing to become more potent as it clashes afterwards with the opposing jutsu. This however cannot be applied to techniques that cannot be ionized i.e fire or wind. This does not affect the rank of the opposing jutsu

Each variation can be used once per battle, with an overall usage of two times per battle. Once applied, the effects of the seals are passively released without the cost of a move. Cannot use any Dark Vacuity Techniques above A rank while the technique still has the seal on it and requires a cool down of two turns after the seal ends.

(Dakuiton: Mariana no himitsu ) Dark Vacuity Release: Mariana’s Secret
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: + 10 Per Infusion
Damage Points: N/A
Description: Through the use of a single hand seal; the user is capable of activating this infusion. Upon performing the an earth based technique; the additional hand seal will cause the user to further manipulate the earth’s structure instantly – causing it to break down immediately into the iconic ionized ash. This effectively turns any of the user’s earth based techniques into that of the Dark Vacuity Element and gains all of its properties such as the same S&Ws and the likes. While it doesn’t empower the technique, it does causes those which intermittently does no damage such as defensive or supplementary to deal damage in accordance to the range of the applied technique. This technique may be used four times per battle; with a cool down of two turns between each use and unable to use Dark Vacuity Techniques above A rank in the same nor next turn.

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Polystyrene Release

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Custom element Japanese name:
Porisuchiton
Custom element English name:
Polystyrene
The element is based on:
Wind + Earth + Fire
Facts that prove the element to be possible (in the manga context):
Polystyrene is one of the most commonly used plastics, mainly for usage of isolating buildings and used in the construction areas. Not only that, but the elements that build up polystyrene is hydrogen and carbon and both of these elements are found in the narutoverse in either other custom elements or seen in the manga context. I think there's even a very large possibility that the element is even shown in the manga as its also used in the fast-food industry as it is a great insulator of heat. This means that the mixture actually is present in the narutoverse.
How it works:
Polystyrene is made by hydrogen and carbon, creating a chemical compound that resembles that of both rubber and plastic. It is a natural insulator, like paper, plastic and rubber. While polystyrene can come in various shapes, this initial element is always going to have it formed by miniature pellets about 5mm thick. The surface of the pellets, or grains, are quite thick and even if the material is quite spongy, hard to squeeze together as they are pressurized by the wind element. The fire and earth release has almost always been necessary to compose excavate elements from underground and convert them to other materials that require heat and or pressure to be created. The regular carbon release is an example of that while the wind element is used to pressurize the pellets and give them an extremely dense composition. Polystyrene, like many other organic materials does decay but very slowly. It is easy to burn it however, and since the pellets are packed with pressurized wind they will burn very easily and consumed by the heat. However, polystyrene does have a very low thermal conductivity and for instances like boiling water or freezing temperatures it does have an advantage. It's not uncommon to have house isolation made from polystyrene for that reason. As pellets, the polystyrene has the capability of being manipulated like the sand release and effectively take any form the user wants really. The pellets can also travel quite fast and can be regarded as miniature bullets as far as impact goes. Since they very light they can be accelerated faster than normal sand or regular variations and thus exceeds in speed compared to those elements. At about 100 C, polystyrene faces it's glass transition and will become a sort of semi-fluid. Since it is highly pressurized in this release form, it outperforms regular soil and rock formations in terms of hardness. When grinded together, the pellets also creates thermal heat which can be used for a slightly burning application. Naturally, since it's an element that exists of components in the earths crust it can only be formed from the user directly or from the ground.

Existing Source Usage: The user will focus the wind, earth and fire chakra to produce polystyrene from existing sources of carbon and hydrogen. Using the wind and earth elements will gather the elements to produce the polystyrene while the fire element will be able to mix the two together along with the users chakra. The polystyrene will be formed underground as the carbon and hydrogen is mixed together. This means the user can chose to "erupt" polystyrene from underground and form it into different shapes. These constructions are most likely based on larger constructs such as pillars, plateaus, hills or other structures.

Self Source Creation Usage: The user will focus wind, earth and fire chakra into themselves in order to produce polystyrene through exhaling sources or extrude them from their body. It could be used to be able to take on greater blunt damage and "harden" the users body as well as creating hand-held items such as shields or weapons.

Jutsu Usage Examples:

(Porisuchiton: Yugudorashiru no Tsūru) - Polystyrene Release: Tools Of Yggdrasil




Conditions to be able to use it:


Completed Wind, Earth, and Fire

Is weak to:
Fire
The pellets are dense since they are highly compressed with the wind element, this makes them very flammable and frankly explosive. High temperatures, that of above 100c is also bad news for polystyrene as it will melt and become uncontrollable by the user.

Water
Polystyrene is more dense than water but it's essentially carrying no weight against it and can thus easily be defeated by masses of water.
Is strong against:
Earth
Polystyrene in this form is more dense than naturally occuring earth and can pierce through it like the sand release.

Lightning
Polystyrene is a natural insulator and since each pellet is very pressurized and dense by the wind element, they cannot easily be blasted through by the lightning element.

Wind
The mass of polystyrene is greater than that of pure wind, the hardness and speed of each pellet can also pierce through hurricanes. Polystyrene can freeze but does so poorly and can therefore be considered strong toward cold applications of wind as well, such as ice, dry ice etc. Sound is basically vibrating wind and faces the same fate.

Dark
Polystyrene is solid and is not easily absorbed through the applications of dark release.

Co-creator:

Gajeel Redfox

Students I passed this custom element on too: ? & ?

Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: N/A
Chakra: 40(-20/turn)
Damage: N/A
Description: Tesseract is an advanced application of the porisuchiton release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into polystyrene pellets while still maintaining their original size they become extremely light, sturdy and fast but also sharp. This is an extremely good technique when the user needs to move fast and having to tank jutsus that porisuchiton is strong to. The user will become stretchable as they are now in a "white sand" form and while their charactersics such as facial appearance etc has dissolved in the new form they still pertain the same volume. However, due to the extremely light material the user now consists of they can move at exremely fast speeds, up to twice their normal speed while gaining extreme flexibility of evading techniques. The pellets can also grind techniques that passes through the user to dust(within reason and S/W of porisuchiton). The downside of the technique is that the user cannot perform any elemental techniques except from porisuchiton/fire/earth/wind techniques. The user can reform at any time and if they continue to be in this form they need to spend additional chakra.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Porisuchiton and no S rank and above Fire/Earth/Wind techniques after usage.
Note: Can only be taught by Skorm.
Note: Can only be used to dodge techniques(within reason) once per turn.

Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40(-20/turn)
Damage: 80(+20/in combinations)
Description: The user performs three handseals and then slams their hands on the ground. They will then channel massive amounts of porisuchiton chakra through it to gather up a miniature sea of the material underneath a certain area. This amount of polystyrene will then replace the earth underneath the target and due to the lightness of pomystyrene, most targets will fall through the material down to a depth of several meters. As they fall, the surrounding pellets will smack into them with high speeds and crush them into a pulp, similar to some sand techniques. This technique can be sustained at the cost of additional chakra. The technique gains extra damage if the user adds weight into the crater to push the polystyrene down on the target harder and thus gains a +20 dmg boost if combined with earth/water or other heavy elements that can be concentrated into the pit.

Note: Can be sustained for up to three turns per use.
Note: The user is only able to use earth/fire/wind- based elements up to A-rank while sustaining this technique.
Note: Requires a cooldown of two turns and can only be used twice per battle.
Note: Can only be taught by Skorm.
Note: No Polystyrene Above A-rank after this technique ends.

Type: Supplementary
Rank: S rank
Range: N/A
Chakra: 40
Damage: 80
Description: This technique is simple but very effective. The user places a seal that contains compressed polystyrene quantities inside of it on a physical object and when it is triggered the mass of polystyrene will expand rapidly and while it does deal blunt damage it will also create a knockback AoE effect towards the area affected by its expanse. Because of the shock absorbing and repelling properties of polystyrene the concentrated mass will behave like a huge spherical trampoline and knock everything back in the opposite direction of their relation to where the expansive mass of polystyrene originates from. The mass expands up to mid range from wherever the seal activates from in a huge sphere. The seal is the source of the mass and so the seal and anything that the seal touches initially is unharmes as the mass expands from the top of the seal. This makes it ideal for protecting goods or make a troll kunai for example. The user cannot use polystyrene techniques above B rank while the seal is in place, active or not as well as hindering the user from fuinjutsu above A rank. The mass will disperse after being on the field for one turn. The seal is triggered by spending a move and performing three hand seals.

Note: Can be used 4 times per battle and requires two turns after one seal is triggered and a new seal can be placed. The user can only have one seal active on the field at one time.
Note: The user can passively place the seal but to activate the seal requires a move.

(Fuuinjutsu/Porisuchiton: Torasoruteotoru Sūhai) - • Sealing Arts/Polystyrene Release: Tlazolteotl's Adoration •
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short | Short-Long
Chakra: 30
Damage: 60
Description: Tlazolteotl's Adoration is a technique in which a seal is placed on a custom weapon or tool of the user's choice. Upon the command of the user or the seal being touched by excess foreign chakra, the seal will release an enormous amount of polystyrene at a rapid pace which can either be soft or hard upon release by nature. This polystyrene can be bent to the user’s will to harden or soften upon the user’s command as well as the user being able to mold this into whatever they please. Things such as walls, spikes, orbs, etc. The seal creates enough excess polystyrene for there to be a source left on the ground from the activation of the seal. These constructs can be no larger than 5x5 meters in size. Although this technique is to protect the user and protect their weaponry from being taken by others without consent and consequence, it can also serve as protection such as if the user is falling from a great height, the seal can be activated and soft polystyrene can pour out and cushion the user’s fall. So the technique and seal is quite useful in many ways. The seal can be activated every other turn and is of course an active technique used in that turn. Usable four times per battle.

Note: Must be posted on user’s bio and state what it is placed on.
Note: Requires one turn cooldown after use

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Dangan Geijutsu - (Bullet Arts)
Type:
NinTechTaijutsu
SNT:
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
  • Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.
  • S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.


Rank: D-S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks or chakra bullets. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them for a single turn.
Note:
  • S-Rank Application causes Scarborough Fair to enter a two turn cooldown cycle.

Rank: D-S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: In response to an oncoming close quarters attacks, the user will quickly dive and begin twirling on their backs as they release chakra bullets from Scarborough Fair. These chakra bullets propel the user up to mid-range from their original position while also counterattacking. The effectiveness of this technique depends on the level of chakra spent to perform it.
Note:
  • S-rank variation only usable three times per battle, causing Scarborough Fair to enter a two turn cooldown cycle


Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has two different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The second type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory).
Note: Can only be taught by Skorm. Each Bullet can only be utilized 3 times each.

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- Kiyoshi -
(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.

(Konki Shuuha)- Energy Wave
Type: Attack
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: 30-40 (depending on rank within the clan)
Description: This chakra wave can shoot short or long and causes the opponent to be burst away from the user while taking severe damage.
Note: Must be a member of the Kiyoshi Clan to use

(Konki Yari)- Energy Spear
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15
Damage: N/A
Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
~Must be at least a Kiyoshi Warrior

(Konki Kashou: Inpurovaizexishon)- Energy Song: Improvisation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Using their ability to manipulate pure chakra and energy, the user forms that energy into a highly concentrated mass of pure chakra, creating any weapon (normal sized) of their desire (i.e. hammer, sword, ect.). This is a technique well known by Kiyoshi Warriors and above. The weapons can either be made in such a way that they create a pulsing effect, pushing the opponent away violently, when the weapon makes contact, or they can greatly concentrate it to increase its cutting ability.
~Must be a Kiyoshi Warrior and up

(Haru no Nori: Gojiki)- Ride of Spring: Five Seasons
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage: (+10 to energy techniques)
Description: The user focuses elemental chakra into their energy and pure chakra, while at the same time keeping it pure. This causes their energy to be stronger and also have an effect based on the 5 elements (fire, water, earth, lightning, wind). The user can only focus one chakra at a time and needs a 1 turn period in-between without using energy related attacks to shift energy elements.
Fire- Energy will be able to burn things
Water- Energy will be able to douse out fires as well as possibly drown (if one can)
Earth- Energy will have a tough, solid composition.
Lightning- Energy will be able to shock and electrocute
Wind- Energy can slice/cut or blow away
~Must be at least a Kiyoshi Warrior

(Yuuen Konki Shuuha)- Grand Energy Wave
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to violently scatter an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands. When used by a Master, this particular technique carries enough Energy to vaporize a large hill and toss a large summon a considerable distance (while only resulting in a few bruises and scratches).
~Must be at least a Kiyoshi Captain.

(Konkinuma)- Energy Swamp
Type: Supplementary
Rank: B
Range: N/A (or long)
Chakra Cost: 20
Damage: None
Description: This jutsu enables the user to channel the chakra concentrated in the air and within themselves to produce a whole lake/swamp of energy that can be used to attack with or for other techniques.

(Shin Konki Myaku)- Greater Energy Pulse
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: Depends
Description: Usable by only Kiyoshi Masters, this technique employs the skill of one who has truly mastered philosophy and the Kiyoshi art. They are able to greatly enhance their ability, causing their hands and feet to glow constantly and more brightly with a more explosive or implosive effect when attacks connect. Also, they will be able to control and manipulate much larger amounts of pure chakra and energy, such as creating a large wall to block some attacks and things of that nature.
~Last for rest of match, as it is the signature technique of the Kiyoshi Clan Masters.

(Yuuen Bakuhatsu)- Grand Explosion
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user strikes the opponent in a selected area and quickly channels large amounts of chakra into the opponent’s body while the opponent is unable to move from the impact. The selected area then explodes from the inside-out. This attack can blow off body parts.
Note: Must be a member of the Kiyoshi Clan to use
~Must be a Kiyoshi General to use

Seishin no Sokumen | Aspect of Spirit
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A (+20 Kiyoshi Techniques)
Description: The Aspect of Spirit Technique is an ability that is an integral part of the highest form of training a Kiyoshi can undergo. It is a complex technique based on the principle of enlightenment. The process involves converting one's body to Energy, essentially turning the user into what is known as an Energy Spirit, completely in tune with nature and spirit. Because there is no physical component to this technique, as Kiyoshi Energy is entirely different from chakra, the user does not technically exist in the physical realm but remains in a state of being in a spiritual world that is both adjacent to and overlaps with the physical world. This concept is central to the Aspect of Spirit. Namely, because the user does not exist in the physical world, they cannot interact with the purely physical world either. This serves as both an advantage and a downside to the technique because the user can only interact with natural or spiritual entities; thus, purely physical attacks are entirely useless against the user and will appear to pass through the user as though he/she is not present. More importantly, as chakra consists of both spiritual and physical energies, when the user interacts with any such Ninjutsu, they will only be able to feel the effect of the spiritual aspect of said technique, effectively halving the damage of all Chakra based Ninjutsu. Conversely, because the user does not exist in a physical state of being, he/she is also incapable of utilizing Ninjutsu or Genjutsu, trading their physical aspect for natural and spiritual harmony (essentially heightening their sense, agility, and increasing the strength of all Kiyoshi Techniques by 20). The technique reacts oddly to Genjutsu, as the effects indeed manifest but do not put any mental strain on the user. Taijutsu and Kenjutsu are almost completely useless against the user in this state, as the user's spirit cannot interact with physical constructs; however, Taijutsu and Kenjutsu techniques that are charged with chakra, such as the Samurai's Sabre Technique, can and will damage the user through the chakra itself. Kenjutsu and Taijutsu techniques with a clear emphasis on spiritual energy will thus be fully effective against users of this technique, though this does not include the Eight Celestial Gates. While utilizing the Aspect of Spirit technique, basic Taijutsu is altered. Because the user cannot interact with opponent’s physical body, successfully landed attacks have the effect of instead sapping the opponent’s spiritual energy from them, resulting in a loss of mental fortitude, willpower, and stamina. This is, however, a dangerous endeavor for the user to embark upon because the opponent cannot be staggered physically and the user is still susceptible to any chakra-based Taijutsu or Kenjutsu techniques used by the opponent. Senjutsu, due it’s use of natural energy, is fully effective against users of this technique as well, forgoing all other physical components (for example, a Frog Kata enabled punch will phase through the spirit but the natural energy aura will take full effect). Genjutsu that work by oversaturating the targets senses with stimuli (like pain based Genjutsu or Fear related Genjutsu as well as other forms of over stimulation of the senses, basically, "mayhem" inducing illusions), S-Rank and above, will be twice as effective against the user if he doesn't revert to his physical form, inducing heavy mental strain, extreme difficulty seeing (as the colors the user perceives will be too vivid and vibrant), and a great lack of stamina which causes the user to drag in speed and reduces the length of this technique by a full turn.As the spiritual world has a multi-layered structure that is not bound by physics, the user is capable of traversing the battlefield as a spirit does, without regard for gravity. While they may, thus, move to different altitudes freely, this aspect of the technique is less like flight and more accurately described as phasing through the fabric of space without hindrance. The user is also able to move through the ground, albeit for only a few seconds at a time, but phasing through space cannot be used to avoid techniques with wide ranges (i.e. the user must still properly defend or correctly evade).
Note: This technique can be used twice and for a for a maximum of 4 turns. The user may enter and exit the form as he pleases, but once activated, the user must remain in this form for at least two turns before exiting it.
Note: Cannot use Kiyoshi techniques in the turn after this form is exited.
Note: Can only be used by Kiyoshi Generals and requires extensive training.
Note: Universal Song or Greater Energy Pulse must be activated at least one turn before utilizing this technique.
 
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Volcanic Storm Release

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Custom element Japanese name:
Kazan Arashi

Custom element English name:
Volcanic Storm

The element is based on:
Lightning|Fire|Earth|

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

Volcanic Storm exists as extremely hot lightning existing in a form akin to that of ash. In the manga, we clearly see that charka can be used to produce ash through Fire Release, such as through Asuma's flammable ash and Madara's ability to quickly release a cloud of ash as both an offense and defense. The element's existence is further supported by the existence of Darui's Storm Release. The latter element functions as lightning given the ability to flow as though its physical form is that of water, proving that it's possible to create advanced elements through granting one element the physical state of another. Therefore, using Earth and Fire chakra to facilitate the ash-like form granted to Lightning chakra is fully possible.

How it works:

This Elements works by combining the three above elements together into a single medium, to create ash in the form of lightning. Rather than the typical solid remnants of combustion that make up ash, the particles in Volcanic Storm consist of electricity, given shape and form through the user's chakra. Produced through Fire and Lightning Release, Volcanic Storm is extremely hot to the touch and also capable of inducing shocks to the target. The physical form of the element also grants it an advantage in that the element is highly malleable. Similar to normal clouds of ash, the element's form lacks rigidity and is fluid. Its shape is capable of being altered and compressed to suit the user's needs, granting it a dexterity not unlike that of Gaara's sand. Examples of this are compressing the size of an entire building into a single long cylindrical pipe the size of a shoe, by folding it in on itself.

Jutsu Usage Examples:

(Kazan Arashi: ???) Volcanic Storm: ???
Type:
Defensive/Offensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: The user will expel volcanic storm through their mouth to create a dragon. This dragon will come swoop down on the opponent dealing moderate damage. The amount of chakra inputed into the dragon determines the output of the dragon

(Kazan Arashi: ???) Volcanic Storm: ???
Type:
Defensive/Offensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: The user will create various structures of Volcanic Storm. Be they waves, blasts, or spikes, as long as it makes sense within Volcanic Storms usage.

Conditions to be able to use it:
Must have learned Lightning, Earth and Fire.

Is weak to:

Lightning and Lightning base Elements:
Volcanic storm is weak to lightning due to the opponent electrical currents. When a secondary current comes into contact with Volcanic storm, the two currents will cancel out, halting Volcanic storms progression, and destroying the Ash due to the combined clash of particles from the outside source.

Wind & Wind Based Elements: Volcanic Storm's physical form is highly susceptible to Wind Release, as the lightning can be neutralized by Wind's insulation and the ash form can be scattered by the wind's force.

Is strong against:
Earth & Earth Based Elements:
Consisting of Lightning, Volcanic Storm can destroy and penetrate through Earth Release and elements whose physical form consists of Earth.

Fire & Fire Based Elements: Volcanic Storm would engulf Fire techniques and elements whose physical form consist of fire, the heat being absorbed into the ash and simply being dispersed within the storm, becoming one with the storm, and being overpowered.

Co-creator: Delta
Student(s): Strix

(Kazan Arashi: Ikari no Orinposu)Volcanic Storm Release: Wrath of Olimpos
Type:Offensive/Defensive/Supplementary
Rank: D-S
Range:Short-Long
Chakra:10-40
Damage:20-80
Description:Volcanic Storm release: Wrath of Olimpos is the basic usage technique of the Element. The user will channel their chakra, weaving the necessary hand seals for each rank, and produce various constructs, waves, blasts ect of Volcanic storm, either from their hands/body, from pre-existing Volcanic Storm entities, or through the ground. The shape and size of these various constructs can be anything you user imagines, so long as the necessary requirements have been produced.

Notes:
A-rank constructs can be created four times per battle, and S-rank constructs can be created thrice
-B rank requires 1 Handseal, A rank 2 handseals, and S rank 3 Handseals.
-S rank constructs require One turn cooldown between usages
-Constructs Cannot exceed a 10x10m overall size.

(Kazan Arashi : Chadora no ikari) Volcanic Storm Release: Chandra's Fury
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (-10 per turn)
Damage Points: +20/60
Description:
Channelling chakra to coat the users weapon, Volcanic Ash begins to form around the chosen weapon creating a heated and crackling ash to covering it. Depending on the application, the user can either cause the weapon to remain coated or to use it as a one off to either use as a strike or send a wave of Volcanic Storm at the opponent, dealing A-Rank damage at the cost of a move. When coating the weapon, the users strikes upon contact will emit an outwards short range explosion away from the user. While the weapon is coated, the user can only use Lightning, Fire or Earth elements and related AE/CE etc.
Notes:
-While coated, gives user +20 to bukijutsu while costing 10 chakra per turn to maintain.
-Coating lasts 4 turns with a 2 turn cooldown inbetween
-This technique can be used thrice per battle
-The user can prematurely end the technique by releasing the coated chakra as a wave
 
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Fuuinjutsu

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(Fuuinjutsu: Āsenaru ) - Sealing Arts: Arsenal
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: This technique is made to where it makes it easier for a puppeteer to get more puppets on the field to use in an faster fashion. The user will either bring out a scroll with the puppets sealed inside it or exert their chakra whether it be short or long range and form a seal to release 1 to 3 puppets onto the field wherever the seal is placed. These puppets can be generic puppets able to perform generic puppet techniques or custom puppets that were made or obtained by the user.

Note: Only usable by puppeteer bios
Note: Must have basic fuuinjutsu

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- Djinn Clan Techniques -
Kyozetsu no bogu ✽ Borg of Rejection
Type: Defensive | Supplementary
Rank: A / S
Range: Short
Chakra: 30 / 40 (-10 to repair)
Damage: 60 / 80
Description: Borg is the only rukh technique that acts on its own, as it responds to the rukh around the user if they are in any danger. The user activates the protection by spending chakra (30 or 40), the rukh would then remain dormant only activating when the user is in danger. Once an attack is launched towards the user (Outside of the user's range of awareness), the rukh will respond in order to protect the user and form/erect a borg, or what others may perceive as a spherical barrier yellow in color. The borg however only reacts to non rukh techniques. The borg expands several feet outwards(up to 5 meters) in all directions protecting the user from oncoming threats, if enemies are caught in the range they'd be damaged and sent flying backwards. This allows for attacks of equal rank or below to be easily defeated. The borg can alternatively be activated by a user to defend an attack or as a means of transportation, allowing it to float and/or soar through the air by controlling it. Should the borg not be completely destroyed, it'd leech 10 chakra from the user to repair itself before remaining dormant once more.

Note: Spending the initial chakra cost doesn't count as a move however forming the borg(A or S rank) does.
Note: The A rank version can be activated 5 times per battle however it can be made to lay dormant for up to 4 turns.
Note: The S rank version can be activated 3 times per battle. It can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid
Note: When S rank version is used, no S rank and above djinn techniques can be performed in the same turn.
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Har-Har Infigar ✽ Scorching Heat Double Palm
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50 (-30 to user)
Damage: 90
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis
Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn
Note: This technique takes two move slots
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Danjon Djinn ✽ Dungeon Of Djinns
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.

When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

Dorīmukonbājon ✽ Dream Conversion
Type: Offensive |Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)
Damage: 30-80
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique.
Note: A and S rank can be used a max of 5 times collectively with one turn cool down
Note: Cant create below the earth but is able to be created above the ground, and even under water.
Note: A Rank requires two handseals, S rank requires three handseals

Jin sōbi ✽ Djinn Equip
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh

✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).

✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)

✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)

✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)

✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed

Jin sōbi V2 ✽ Djinn Equip V2
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.


✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called : Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)

Soromon saigo no negai ✽ The Last Wish Of Solomon
Type: Supplementary
Rank: Forbidden
Range: Self
Chakra: 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques)
Damage: n/a (-15 per turn)
Description: This technique is the last technique to ever be used by the Djinn clansmen, needing to either be uncious via health, or chakra exhausting, in which the technique automatically activates. This technique is essentially a forced activation of Djinn equip, but more unique in its usage. By doing this, they forced their bodies inside the user and take it over due to them always having a mental link. This is similar to that of Kurama when he took over naruto body to speak. While in this state the Djinn is able to speak to the unconscious mind mentally. Unlike the brother/sister techniques they dont take on any physical traits of the Djinn being. The area around the pupil turns black while the eyes become oval in shape and deep red. Several Scar markings on their face and body. The personality depends on the Djinn being used to take over (The Djinn must be approved via the Djinn Equip techniques in which they will mimick the tone and personality that way). Due to the Djinn essentially having their own body as a vessel their rukh becomes alot more powerful, causing them to glow constantly and even move via levitation. Though this does not come without great cost to the humans body. As this technique is active, the users body constantly takes damage. Once damage reaches it limit again or chakra consumption the Djinn is kicked out of the body, losing the battle indefinite. If the user became unconcious due to Chakra the djinn will take over with 1000 chakra and whatever the amount of health they normally had. If its due to health, they will spawn in with 150 Healty and however else chakra they left off with.

Note: Can only use once
Note: Technique ends once health depletes or chakra depletes
Note: Cant use any form of Djinn Equip in this form as Djinns cant merge together
Note: Each turn the user takes Damage, while every attack dealt to the user deals an additional +10 Damage.
 
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Basic Information
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Name
: Malenia

Nickname: Blade of Miquella

Gender: Female

Age: Unknown

Clan: Yakuza

Alignment: Chaotic Neutral

Looks: Malenia is a tall, well-built yet fairly slender woman with free flowing long red hair that reaches down her back. Her body is infected by an unknown rot which causes cracks to appear on various parts of her body. The rot infested Malenia's eyes, which leaves some to assume she is fully blind. She wore samurai armor but of a different time, resembling more of a medieval knight in armor which was accompanied and adorned by what appeared to be a flowing dress. Her special blade (CW) is attached to her arm on a swivel device, allowing complete rotation the retraction of her blade.

Personality: Not many have been around Malenia as she is too rare to appear amongst the everyday people. However as of late and in the era of warring states, people have said to have seen her but very briefly and and vaguely. Its as if she is a ghost.
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Village Information

Village of Birth
: Land of Iron
Village of Alliance: None.
WSE Clan: Hellsing






Rank and Chakra Information

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Ninja Rank
---: Jounin
Health -----------: 160
Chakra --------: 2,600


Specialty: Increased Speed Resistance | Advanced Tracking Specialist | Apex Speed Specialist | Yang Specialist | Bullet Arts | Yakuza Techniques
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Ninjutsu: Taijutsu | Kaito's Taijutsu | Kenjutsu | Cloud Style Kenjutsu | Samurai | Bushido | Dokkodo Techniques | Yang Release | Yakuza Clan
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Custom Fighting Styles: Bullet Arts | Yo-Yos | Bolas
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Basic Information

History
:

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Malenia was one of the fabled children of a prominent Samurai queen and legendary Yakuza head. She was considered an empyrean, due to her absolutely unique lineage. Empyreans were very powerful candidates to one day replace the current leaders of the Ninja World as rulers of the "Lands Between". Despite being beloved by many, her brother suffered from a curse which halted his growth and stopped his body from progressing passed infancy. Malenia was also born with a curse in the form of a disease classed as "rot". Which was a lethal blight that slowly degraded her body and infected anyone close to her.

Despite the affliction that wrecked her body, Malenia was never defeated in a duel and became renowned as one of the most skillful and powerful warriors in the Ninja World.

Eventually, another massive civil war in the ninja world broke out and the world as they knew it was declared in a warring states era. As numerous factions vied for power, Malenia sought to use her martial might to reunify the "Lands Between" and the ninja world as a whole to put an end to the chaos. However she came into conflict with a savage general of the same power and who was also an Empyrean. The general was revealed to be one of her half brothers, whose own goal was incompatible with Malenia's. A titanic battle commenced between the Blade of Miquella and the general, during which Malenia unleashed the full and true power of her lineage. Ultimately there was no victor but the legendary battle would live on the tongues of many.


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Other

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SNTs:


Skorm's Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has two different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The second type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory).
Note: Can only be taught by Skorm. Each Bullet can only be utilized 3 times each.

Scarborough Fair
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:

Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.

S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.

Molasses: Malenia naturally emits a distortional aura around her in short range, forcing opponents to slow down by one level.
Eyes on the Prey: Malenia is a tracking specialist, this means her tracking capabilities are enhanced by x2.
Jaguar: Due to her rigorous cardio training and samurai training, Malenia has a speed increase of +4 to her base speed.
One with Yang: Being a Yang Specialist, Malenia has an increased chakra pool due to her mighty vigor and is capable of performing certain Yang techniques that are unavailable to others or are only usable in a way a Yang specialist can use them. She also has access to her Yang State.
Pew-Pew: Malenia is a master of the Bullet Arts, able to reduce the chakra amount used while performing the art.
Traditional Values: Unlike past Yakuza, Malenia chooses to still wear the traditional samurai armor but recreated it in her own image for it to befit an Empyrean. This means she is capable of being immune to gas based Poisons and is able to reduce 25 damage from physical attacks. However, the use of this armor counts as one of the allowed Ninja Tools.
Yakuza: Being a member of the Yakuza, Malenia has pills, syringes and medicine hidden all throughout her person, including in her mouth and a lot of the medicines/drugs on her person are ready to go. She access to a unique form, which the Yakuza refer to as Transcendence.





Theme Song and Background Music:

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Updating [
x] due to recent discoveries. Permission for Yakuza found at the top of Mudo's profile.

Basic Information
Basic Information


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" If you’re not coveted and envied, how will you feel the value of beauty? "

Name: Leda Kiyoshi

Nickname: Beautiful

Gender:
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Female

Age: 21

Clan: Kiyoshi
Alignment: Chaotic Neutral


Looks: Leda is constantly described to be a beautiful woman, and the self proclaimed most beautiful. She is a beautiful half-cyborg with long, purple tinted hair and dark crimson red eyes. She can also be viewed as a female version of Dio or Casshern since their shape is nearly identical. She wears a skin tight battle suit like her counterparts with a large collar that is red and black in color. She also had her own battle helmet, more unquiet then Casshern's and Dio's, still revealing her hair while being able to become a mask.​

Personality: Leda was originally a loving, caring and happy woman who awaited the birth of her forsaken child. But after this failed, she became a vindictive, selfish and manipulative woman who only sought to take revenge on the world by transforming it into her own image.
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Village Info
Village Info

Village of Birth: Unknown
Village of Alliance:
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Remnants of the Hidden Sound
WSE: Hellsing


Rank/Chakra Info
Rank/Chakra Info

Ninja Rank: Jounin
Health: 160
Chakra: 1,600

Specialty:

Elements:

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Water
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Fire
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Wind
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Lightning
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Earth
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Sound
Stygian Water
Polystyrene
Perfume
Volcanic Storm

Your Ninjutsu:

Ninjutsu | Taijutsu | NB Tai | Genjutsu | Kenjutsu | Cloud Style Kenjutsu | Fuuinjutsu | Yang Release | Gorilla's | Cone Snails | Kiyoshi


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Background Info
Background Info

History:






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Other
Other


Earth Affinity: Due to Casshern's high level of mastery over earth techniques, he can perform all earth techniques with only a single hand seal.


Fire Specialty: Casshern has displayed amazing talent in fire release, making him capable of performing seals for the element at a faster rate than normal.


Close-Combat Capabilities: Casshern has trained many years in taijutsu and kenjutsu, aiming to perfect his close combat skills. His physical strikes carry deadly force, and his weapon strikes fall like the hammer of a god.


Weapons: Casshern carries a variety of weapons. In his ninja pouch, he carries shuriken, kunai, explosive tags, flash and smoke bombs, ninja wire, and all the other items essential for a ninja. Casshern also carries a pair of katana that are crossed on his back. Placed vertically near the normal katanas is a single, reverse blade sword. This is used to execute one of Casshern's signature styles. The basic ninja tools are concealed in multiple pockets and pouches located around his waist. Wrapped around Casshern's arm, his custom weapon is placed.


(Uchū)- Universe

Type: Weapon
Rank: S

Range: Short-Long

Chakra: 40

Damage: 80

Description: Universe is simply a large collection of segments of chakra metal, with the entire length taking the form of a long rope, while also capable of connecting at the ends. Along the length of Universe are a collection of seals that can siphon in chakra and then distribute it, regardless of origin (expanded upon below). In a resting state, this rope is divided up into several hundred, miniscule, square segments of metal that all connect directly to each other. When being utilized, Universe becomes animated and is able to separate her individual segments (or detach them completely) in order to form complex, 3-D shapes or objects. She also gains a “sense” of the battlefield around her, giving her the ability to act independently of the user (is not capable of sensing chakra, speech, mental projection of thought, etc). This sense only applies to her ability to act on her own without the user’s direction by utilizing the chakra composing her. The separation of segments is achieved via chakra. When two segments separate from each other, a thin but powerful strand of chakra connects the two pieces (think almost like Renji’s original bankai from Bleach if the description is unclear). This process is then repeated over the length, allowing Universe to extend herself to form larger/complex objects. Universe is a defensive and offensive weapon. Universe can form a variety of shapes to defend the user while also capable of physically attacking/binding the opponent. The damage is equal to that of the chakra currently being utilized by her (Universe was formed with A-rank fire chakra, she does A-rank damange + a burning quality on touch).


Forging:

When used with basic chakra, this figure forming is S-ranked. When used with an elemental chakra, this figure forming is A-ranked (the object also takes on the basic qualities of that element). Regardless, initially forming Universe counts as a move of the user. Universe can take on almost an infinite number of forms, from simple shapes like a sword or glove, or form a 3D creature like a wolf or a second person (If Universe forms into a sword, it can trade blows equally with a normal katana in terms of stability, the same applies for other objects). Universe – If formed into an object capable of its own movement (like an animal) – can act independently from the user for up to three turns before the chakra sustaining Universe is depleted. Additionally, Universe can re-arrange herself into a new shape once per turn. By doing so, Universe is capable of escaping enemy techniques (logic dictates if/how she can avoid a technique) or adapting herself to changes in the battlefield.


Harnessing Seals:

Universe can be used through direct physical contact. Through this method, the user can simply “charge” the seals for three turns by flowing chakra into Universe (does not require an actual technique to charge). These seals act like a self-sustaining battery, having a set length of time that they are able to sustain Universe’s actions. If not connected to the body, Universe only needs to be within short-range of a technique being utilized in order to siphon chakra from it and re-charge her seals (Up to S-rank basic chakra or A-rank elemental chakra). If Universe is successfully hit by a more powerful enemy technique than the chakra she has been made with, she deactivates and is immobile until recharged by a technique.


Seals: Casshern has a single wrist seal on his left arm that contains multiple windmill shuriken. On his upper chest, is a summoning tattoo for Jellyfish. On both palms, he has an Orangutan tattoo that he also uses for summoning his creatures.


(Fuinjutsu/Awaton: Qalupalik no Aijō)- Sealing/Foam Release: Qalupalik’s Affection

Rank: A
Type: Offensive/Supplementary/Defensive

Range: Short-Long (Released short range from the user)

Chakra cost: 30

Damage points: 60

Description: A technique based on the concept of “Earth Release: Mud Wolves”, this technique is a dormant trap set by the user through the placement of several seals located on the user’s body. These seals have the ability to detect foreign chakra utilizing a complex formula (chakra belonging to an entity other than the user/user’s techniques, allies, or present summons). If the user chooses to not consciously utilize the seals, he can simply suppress their release on whim. Once used, the seals automatically unseal the contents within. The seals release bursts of foam (equivalent to A-rank), which can be used to form constructs appropriate to the situation, with each construct being able to reach up to long range upon creation. The constructs are simple in fashion (spears, pillars, shields, walls, and other basic objects) and are able to be controlled with great precision, allowing the seal to create something such as spears which would expand outwards, but are able to turn, spin and make other complicated movements. In a situation where foreign chakra is located short ranged from the user but he is unaware (such as chakra located behind him or chakra not visible to the naked eye such as a colorless gas) this technique would create a super-thin, spiked, foam bubble with the user located inside. The spikes would extend rapidly outwards throughout the entirety of short range in order to defend the user from the opponent/opponent’s technique. Additionally, the foam bubble is transparent which allows the user to see the battlefield around him. Due to the chakra seal’s inherent automatic release when detecting chakra, the user is able to use separate techniques simultaneously to when this technique is activated.

- Usable four times per battle

- No other sealing techniques used in the same turn

- Must be placed on the user’s biography


Leg Weights: Close-Combat Capabilities: Casshern has trained many years in taijutsu and kenjutsu, aiming to perfect his close combat skills. His physical strikes carry deadly force, and his weapon strikes fall like the hammer of a god. In order to increase his speed in battle, Casshern trained with leg weights. These leg weights are worn on the outside of his suit, utilizing a flatter and more sleek training weight that are unnoticeable to those without similar training. They can be removed on a whim during battle by simply clicking a small clasp on the sides.


(Katai Omori: Doroppu) Leg Weights: Drop

Type: Supplementary
Rank: A-Rank

Range: Short

Chakra: N/A

Damage: N/A (+20 to Kicks, 2x Running Speed)

Description:

The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nulified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.


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Battles
Battles


Won: 0

Lost: 0
Battles

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Basic Information
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N
ame: Toka Senju
Nickname: Goddess of Genjutsu
Gender: Female
Age: Unknown
Clan: Senju
Alignment: Lawful Good

Looks:
Tōka had light-coloured eyes, an oval face, and wore a very stoic expression. Her dark hair was tied in an elaborate and intricate top-knot, and a dark shade of lipstick, with a long bang covering the left side of her face. She also wore a dark suit with the standard armour of that time over it.

Personality: Toka's personality is rather cold, as she is known as a very stoic woman amongst all of her peers, but those closest to her experience a still cold but lighter side of her personality All-in-all, she is not to be tampered with as she can go from light to cold-blooded warrior within a moment's notice, knocking down anything in her path without saying a word.
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Village Information

Village of Birth
: Konoha
Village of Alliance: Lightning Mountains
WSE Clan: Hellsing






Rank and Chakra Information
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Ninja Rank
---: Jounin
Health -----------: 200
Chakra --------: 1,600


Specialty: Single Handseal Specialist [Genjutsu] | Advanced Elementalist [Earth] | Apex Layering Specialist [Genjutsu] | Lifeline [Health] | Bullet Arts

Ninjutsu: Fire | Water | Earth | Wind | Lightning | Stygian Water | Polystyrene | Perfume | Volcanic Storm | Ninjutsu | Taijutsu | Kaito's Taijutsu | Genjutsu | Kenjutsu | Cloud Style Kenjutsu | Barracudas | Barracuda Ninjutsu | Cone Snails | Cone Snail Ninjutsu | Fuuinjutsu | Yang Release

Custom Fighting Styles: Bullet Arts | Yo-Yos | Bolas






Basic Information

History: Senju. Toka, one of the founders of the Hidden Villages before the warring states era, has a very mysterious past. While being close associate to Hashirama Senju, Toka would serve her purpose in creating the Village Hidden in the Leaf along with several other small ninja villages before their demise. Thought to be dead in battle which took these villages away, Toka now resides in the Lightning Mountains, planning the annihilation of the Uchiha clan whom she ultimately blames for not only the destructions of Konoha but as the root of the evil in the world in general as well as the start of the warring states error, calling them a cursed and hateful clan in which only destruction follows in their wake... She especially seeks out to kill Madara Uchiha...

TBC...






Other

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SNTs:


Skorm's Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has two different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The second type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory).
Note: Can only be taught by Skorm. Each Bullet can only be utilized 3 times each.

Scarborough Fair
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:

Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.

S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.


Queen of Illusions: Toku is able to cast genjutsu with just a single seal.

Gaia's Grace: Toka is able to perform Earth techniques with more potency behind them, upping their damage to +20.

Dreams Upon Nightmares: Due to her extensive training in genjutsu and her advanced understanding and knowledge in the field, Toku is able to cast multiple layers and levels of genjutsu in the same timeframe with ease.

Pew-Pew: Toka is a master of the Bullet Arts, able to reduce the chakra amount used while performing the art.

Lifeline: Being a member of the Senju clan, Toka has increased vitality in the form of enhanced life.

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(Akuma Homura) Satan’s Flame

Type: Nin Ken-Taijutsu
Background: During the reign of Tobirama Senju the Second Hokage, members of the Uchiha clan began growing increasingly jealous (for lack of a better word) of the Taijutsu prowess of Konoha’s own Hyuuga clan. Their Gentle Fist style and Doujutsu showed exceptional capability, and this truck fear into the hearts of the proud Uchiha clan. With fear on their hearts that they, the great Uchiha clan of the Leaf would soon be overshadowed by the lesser Hyuuga, they began developing their own fighting style to combat the Gentle Fist. This fighting style included the use of the fire element, which they were known to have exceptional mastery over, earning it the title of NinTaijutsu. The new fighting style allowed those of the Uchiha clan to coat their own bodies in protective “blankets” of fire chakra in order to defend from the close range attacks of those their enemies. As it served as a powerful defense, it also serves as a hot offense.

Although it was originally meant to stay within the Uchiha clan, on one unfortunate night, a member of the clan was stolen away from his home, by shinobi from Kumogakure in an attempt to steal the Sharingan. The kidnapped clansmen fought hard, defeating many of the shinobi with this fighting style, which they have never been exposed to and therefore were unable to effectively defend. Before being overwhelmed by sheer numbers and being captured, the shinobi of the leaf committed suicide in order to protect the style, and the Sharingan from falling into enemy hands (He destroyed his Sharingan as well). Several years later, the Uchiha clan was massacred and thought to be gone along with their style, but this was not the case. Few members of Konoha still use the style, having been taught by their former allies, the Uchiha (Before their elimination of course). The style is now only passed on to those who are deemed worthy and taught by a master of the style.

Description on the Abilities and Inner Workings of the Style: The style allows one to focus fire element chakra to certain body parts, and even in some cases the entire body, in order to deliver heat damage on impact with a target. The use of this fire chakra will also increase the strength of ones punches and kicks. Users affected limbs will take on a slightly different appearance emitting bright red or blue flames (cosmetic). These flames are also capable of engulfing the user's bladed weapons when using this style, allowing them to strike with heated blades to slash and burn on contact. Users of this style are capable of coating their whole bodies in fire (while leaving them unharmed) hat increases their hand to hand offensive and defensive power as well as holding the properties that allow the user to burn targets on contact.

Below is an image of what the complete style release would look like:

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Example Techniques:

(Akuma Homura: Rushifaa no Kigen)Satan’s Flame: Origins of Lucifer

Type: Offensive
Rank: A -rank
Range: Short
Chakra: 30( -5 chakra per turn)
Damage: N/A(+10 Tajutsu/Satan’s Flame)
Description: This technique encompasses the mastery of the entire style of Akuma Homura, being the full mastery jutsu of the technique. This technique starts off by the user channeling his/her chakra around their body, causing the limbs around the body to become invoked with the flames of Akuma Homura. The fire then spreads from head to hands, all the way to their legs. On the forehead of the user, small flames which are slightly brighter than most of the areas appears as small horns showing the true devilish intent of the style as well as mastery of it. The flames emitted are bright red or blue for those who has placed Akuma Homura as mastery in there bio. Once activated the users body becomes harder to touch due to the resonating heat around from the flames. Anyone that touches them will take-10 damage and will leave slight burn marks on the skin. The user’s taijutsu prowess is slightly increased, giving them a +10 in physical hits. While active the user is only able to mold fire chakra due to the constant need of having to keep the fire fueled but can use other techniques taijutsu, genjutsu etc as long as it’s none elemental. When activated lasts three turns, needing a two turn cool down afterwards to utilize once more. Can be used three times per battle.

Additional effects and Restrictions: Masters of this style are capable of activating the "Satan's Flame: Origins of Lucifer" passively or due to their training, gains a - 20 DMG Reduction Against Fire Release Techniques.

Approved Techniques
(Akuma Homura: Rushifaa no Kigen)Satan’s Flame: Origins of Lucifer
Type: Offensive
Rank: B -rank
Range: Short
Chakra: 20 ( -5 chakra per turn)
Damage: N/A (+20 Tajutsu/Satan’s Flame/Kenjutsu)
Description: This technique encompasses the mastery of the entire style of Akuma Homura, being the full mastery jutsu of the technique. This technique starts off by the user channeling his/her chakra around their body, causing the limbs around the body to become invoked with the flames of Akuma Homura. The fire then spreads from head to hands, all the way to their legs , while also engulfing weapons such as swords that are in contact with the user.. On the forehead of the user, small flames which are slightly brighter than most of the areas appears as small horns showing the true devilish intent of the style as well as mastery of it. The flames emitted are bright red or blue for those who has placed Akuma Homura as mastery in there bio. Once activated the user's body becomes harder to touch due to the resonating heat around from the flames. Anyone that touches them will take-10 damage and will leave slight burn marks on the skin. The user’s taijutsu/physical kenjutsu prowess is slightly increased, giving them a +20 in physical hits. While active the user is only able to mold fire chakra due to the constant need of having to keep the fire fueled but can use other techniques taijutsu, genjutsu etc as long as it’s none elemental. Mastery of Satan’s Flame must be mentioned in bio in order to change fire to blue, affecting all Satan’s Flame/Fire Techniques used by the user. This technique is capable of lasting as long as the user sustains the chakra per turn cost, though deactivating it sends it on a cool down of three turns before reactivating again. Reactivation can only be done thrice per battle.

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(Akuma Homura : Kaku no Iburīsu) Satan's Flame: Horns of Iblis
Type: Offensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: Through the manipulation of chakra along the lines of the forehead, the user will conjure large pair of horns resembling that of a demon's. As like most techniques within this style, the horns will manifest in a bright red color( blue for those whom have mastered the style), in which the user will then proceed to charge at the enemy, or if they where awaiting them - ramming the horns into the target. They have a form of tangibility, enough to stab into the target's skin and deliver immense burns. This technique can only be used four times per battle, needing one turn cool down after each use before reusing again.


(Akuma Homura: Azazeru no Tsume ) Satan's Flame: Claws of Azazel
Type: Offensive
Rank: B/A - Rank
Range: Short
Chakra: 20/30
Damage: 40/60
Description: The user starts by manipulating their fire chakra towards their desired limb(s) allowing for it to be engulfed in crimson red flames (blue if one is a master of the style). Through applications of the user's chakra, the user will add a sort of "tangible" feeling to the engulfed limb, allowing for them to not only burn the target but also deal blunt damage. The user will proceed to attack the enemy with strikes that usually resemble that of the Hyuga's Clan Gentle Fist, striking fast but hard. This allows this follows up on a simple twelve hit combo (User can choose to perform less actions i.e only two punches if they desire) all together but each strike is unique in the fact the user is not limited in their choice of attack, ranging from a full barrage of kicks or punches, a mix of both or even replicating free form movements from other styles they might know. The power of this technique depends on the amount of chakra used by the practitioner but will always amount to a B/A Ranked Attack. The A-Rank usage of this Jutsu can be used three times per battle, with the B-Rank being four times per battle. Additionally, if the A-Rank usage of this Jutsu is performed, no A-Rank or higher Satan's Flame Jutsu can be used in the same turn.

(Akuma Homura: Puraimarureiji no Hachiou ) Satan's Flame: Primal Rage of the Eight Kings
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user first begins to channel chakra across their entire body, soon followed by their body being completely engulfed in fire; a bright blue color if having mastered the style. This technique relies on a single strike, leaving a devastating result on contact, preferably by hand but can be done by any part of the body. The user performs a simple but sturdy strike. on contact, the user manipulates the flame around their body to rapidly travel to the point of release, as if being forcefully sucked in to that single point. After a very brief pause, a blaze of fire violently explodes & spreads out from the point of contact. the intensity of the flame is enough to swiftly burn the opponent alive, though alternatively, the user can release the fire from the ground by punching/stomping and releasing the fire. This cause a large amount of stone, debris and other material in the ground to fly outwards, potentially obscuring the vision of the enemy, as well as stoning them with heated rocks etc . The user does suffer a slight burn from the initial release, but it fades over a single turn. The user is able to manipulate the form of the blaze to somewhat of a monstrous image, as if roaring, though this would be purely cosmetic. After usage the user is unable to use Taijutsu above S Rank in the next turn, while being able to only to be used twice per battle. Requires a two turn cool down after usage before reusing this technique.

(Akuma Homura: Irukara Hasakuhin) Satan's Flame: Irkalla Bladework
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (- 5 Per Turn)
Damage: 60
Description: The user must first channel chakra across either both arms or a single one, completely surrounding it. Soon after a blaze of fire then erupts & spreads across the entire arm. The user begins to manipulate the fire & shapes it into a long sword that is able to extend up to 2 meters from the elbow onward. The fire is compressed to a more concentrated form which adds a given solidified property to it though not able to actually clash with solid objects, it does however carry an acidic nature which allows it to burn through objects with great ease as it comes in contact. Covering the sword is a faint aura of heat; ripples that radiate from the sword itself & as the sword makes contact with an object the "aura" leaves a corrosive effect behind. While active the user is only able to use fire release and other non elemental based techniques while sustaining. If "Origins of Lucifer" is already active, the user simply needs to mold the flames around themselves into the fiery weapon. Can only be used thrice per battle with a cool down of two turns.

Approved Here:

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