☯ Edward's Book of Secrets ☯

Edward

Active member
Legendary
Joined
May 31, 2013
Messages
12,820
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Nekura Clan Techniques


Nekura Techniques I created:


N/A


Nekura Techniques taught to me:



Type: Supplemenary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
Cannot be used on Keigoku attacks of S-rank and higher
Can only be used four times per battle


Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn


Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn


Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description:
Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.


Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 30 ( +5 per turn )
Damage: 60
Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.


Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.
 

Edward

Active member
Legendary
Joined
May 31, 2013
Messages
12,820
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Panda Kuchiyose | Panda Summons



Summoning Contract
Summoning Animal: Pandas
Scroll Owner: Scorps
Other Users who have signed contract: Wesobi, Scary Yamato, Jinbei, Edward
Summoning Boss if existing: Myoushu
Other Summoning Animals tied to contract: Shiroi, Kuroi and Ayaui no Maria
Description and Background:
Pandas are very wise and ancient beings, having lived for centuries in seclusion and meditation. Derived from Bears, they long abandoned their predatory instincts and habits, adopting a more peaceful and nature friendly attitude. Although they strive for peace, they are also known as being fierce warriors of great might and power.
You must be registered for see images
Pandas generally move around in a humanoid stance, supporting themselves in their hind legs and using their front paws as hands but can also run and move about in all fours. They all possess great physical strength and are excellent hand to hand fighters, using their strength to compensate their below average speed. As creatures in tune with nature, their elemental affinities varies, but as earthen creatures they generally tend to be more adept with Fire and Earth. The high panda sages have been known to master a wide varieties of special skills and arts only known to the most powerful and lucky chosen ones.


Summoning Animals
1.

Rank:S-Rank
Range:Short-Mid
Damage:40
Chakra:80
Description:
The Elder Ruler of the Pandas, Myoushu (Master) is about half the size of Gamabunta (about 50 meters tall) and looks like a normal giant panda (black and white). He's very harsh and outspoken but also very fair and wise. Strapped to his back he has a giant Staff (proportionate to his size) that he uses with great proficiency, when fighting upright on both his rear legs. He has Suiton chakra when most Pandas have either Doton or Katon chakras, allowing him to use any S-Rank Suiton technique the user knows but without the need to use handseals. Unique to him, he can be summoned anywhere within short to mid range of the summoner. Because of his size and strength he is immune to basic ninja tools and Fire and Water C-Rank and bellow.

Note: Can only use up to S-Rank techniques in the same and the next turn.
Note2: Must have signed the Panda contract and have its tattoo.
Note3: Can only be summoned once per battle
Note4: His moves count as one of the users normal 3 moves.
Note5: Can only stay in play for 4 turns.

You must be registered for see images

2.

Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra: 40
Damage: 80 (+10 if Kuroi is in play)
Description: White is a giant panda slightly smaller than the average giant panda (standing she's about 1.8meters tall) but her color is mainly white with the exception of two black circles around her eyes, her black tail and paws and the Kanji for Balance on her forehead. She can produce a shockwave of earth chakra that produces a short to long range S-Rank “Tsunami” of earth 120º in front of her once per turn (counts as one of the users 3 moves) and she can feel anyone standing on the ground or beneath it around her up to long range which can only be used 3 times and counts towards the users three per turn useage. She is a strong taijutsu warrior that can fight while standing upright on her hind legs, with a speed slightly above that of a Sage Rank Strong Fist Master.She has a very outspoken and loud personality that highly contrasts her pure angelic looks. If her brother Kuroi is in play, they both receive a +10 damage bonus to all their jutsu. Like all Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
Note2: can't be summoned with another panda except if its Kuroi
Note3: can only be summoned once per battle
Note4: can only stay in play 4 turns
Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn.


3.

Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra: 40
Damage: 80 (+10 if Shiroi is in play)
Description:
Kuroi is a Giant Panda that's slightly larger than the normal Giant Panda (about 3 meters high when standing up), but differs in his color: he's mainly black with the exception of two white circles around his eyes, his white tail and paws as well as the Kanji for Equilibrium visible on his forehead fur also in white. He can exhale a hot, dense, concentrated S-Rank short to long range fire stream from his mouth once per turn (counts as one of the users 3 moves) and is immune to fire up to B-Rank. He's a strong taijutsu warrior that can fight and move upright in his hind legs like a human, with a raw strength which makes him capable of incredible feets of strenght and competing with much larger summons, producing even small craters with his kicks and leveling rocks with his punches. He has quite a shy demeanor for such a big, menacing body. If his sister Shiroi is in play, they both receive a +10 damage bonus. Like all Pandas, he can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
Note2: can't be summoned with another panda except if its Shiroi
Note3: can only be summoned once per battle
Note4: can only stay in play 4 turns
Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn


4.
Panda Kuchiyose no Jutsu: Ayaui no Maria | Panda Summoning Technique: The Grave of Maria
Type: Offensive/Defensive
Rank: S-Rank
Range: Short to Long
Chakra: 40 (+20 per turn)
Damage: N/A
Description:
The user spreads blood through his summoning tattoo and makes the required hand seals and claps his hands. From a portal in the ground, a large rusty metal box completely engraved in Kanji spells rises, all tied up in chains, floating only a few inches from the ground: The Grave of Maria. The chains then release and retract, letting the box open and reveal Maria. Maria is a human size female panda with a very delicate and fragile look to her although having her body all tied up in rusty chains which are also engraved with kanji spells. The user must expend chakra to keep the chains restricting her and keep her controlled through the kanji spells. She has a demented, mad and slightly psychotic look on her face that is completely in tune with her own mad personality. The moment the box opens, Maria's chakra spills into the battlefield creating both fear and unease amongst all enemies, unleashing the effect of an S-Rank Killing Intent (Sakki). Although, like most other Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG) with great proficiency and speed (slightly above that of a Sage Rank Strong Fist Master), Maria's special ability is a wicked S-Rank Genjutsu that's inherent and passive to her and that she can use at will. Through this Genjutsu she can alter the enemys perception of the battlefield and his surroundings much like a stronger version of (Genjutsu: Kokohin) - Illusion Technique: False surrounding. This Genjutsu enables her to manipulate what the enemy can see, hear, smell or feel with any of his senses to create false "visions" of the environment/battlefield and other illusions she deems fit. When she activates her Genjutsu her eyes glow in white and a small high pinched evil giggle is heard through the battlefield.

Abilities and Restrictions:
-The genjutsu can only be used once per turn to a max of 2 times
-The genjutsu illusions can last as long as Maria is in play, unless dispelled, and can target multiple enemies
-This genjutsu can't make the enemy feel pain or any type of distress or damage the enemy in any way
-Low rank enemies (Chuunins and Genins) will feel nauseated and faint from simply feeling the enormous power and pressure of Maria's sick Killing Intent (Sakki)
-If Maria is attacked, her box can close and protect her from up to 1 B-Rank jutsu, keeping her in play but dispelling her already casted Genjutsu
-Maria stays in play for 4 turns
-While Maria is in play, the user is limited to S-Rank techniques and below due to the constant chakra drain
-Can't use Genjutsu while Maria is in play
-Maria can only be summoned once per match
-If the user loses his conscience, Maria is locked back into her "grave" and dispelled back to prevent her from getting lose and rampaging on NB
-After Maria comes out of play, the user has to wait 2 turns to summon another Panda
-Marias Genjutsu counts towards the users move count
-Can only be taught by Scorps and must possess the Panda Contract and Tattoo


Note: I have yet to learn the entire contract. Only the techniques that have a hyperlink on their title are the ones I learned.
 
Last edited:

Edward

Active member
Legendary
Joined
May 31, 2013
Messages
12,820
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Nine Verses of Shakujo


Shakujo no Kyū-Setsu (The Nine Verses of Shakujo)
Type: NinKenjutsu
Background: The Sage of Six Paths was a wandering monk who carried with him a type of staff known as a Shakujo. The Shakujo was a staff, normally used as a walking stick, with one end consisting of a large circle with other rings placed on the circle. As the Sage was preaching his teachings of chakra and ninjutsu, a small group of students noticed that the Sage carried with him his Shakujo, and were inspired to follow the path of the great man who was teaching them. The group of students each fashioned their own Shakujo and practiced their usage of hand-to-hand combat along with the usage of chakra, as taught to them by the Sage of Six Paths. While training for combat with the Shakujo, one of the members of the group discovered that by channeling his chakra through the staff, he could manipulate the rings on the end of his staff. Utilizing this new discovery, the group of men developed a fighting style based upon utilizing their chakra with their Shakujo. They then taught this style of fighting to others, who passed it down for generations.
After the first generation of Shakujo users passed on, the second generation began to notice a pattern in the people they met on their travels. It appeared that each one of them used ranged applications of chakra, allowing them to fight at a distance so as to preserve their bodies and health. This second generation of Shakujo users, scared at the fact that all practitioners of chakra they had met were either soldiers or soldiers-in-training, left the way of the monk. No longer were they to be peaceful, but instead the Shakujo users went into practice to make their fighting style more versatile. It was the third generation who eventually discovered that chakra, in concentrated amounts, could cause a ring to simply move through the Shakujo to which it was bound, and cause the ring to float in the air around them. This gave birth to a new fighting style based upon a Shakujo's rings as controlled projectiles. As the generations advanced further and further, the style became more and more refined, slowly becoming the powerful style it is now.

Description on the Abilities and Inner Workings of the Style: Shakujo no Kyū-Setsu is a fighting style based around manipulating the rings of a Shakujo with chakra for both offensive and defensive purposes. The way the user manipulates their rings generally fall into one of two main categories:
Bound Style - The Bound Style of The Nine Verses of Shakujo is based around the use of a Shakujo's rings while bound to the Shakujo. The user uses the staff itself as a regular staff while using the rings on it to augment attacks. By manipulating the rings with their chakra, the user can create multiple desirable effects such as rotating the rings at speeds great enough to allow them to cut clean through solid objects, causing the rings to clasp down on a sword so as to prevent its movement, among other uses.
Ranged Style - The Ranged Style of The Nine Verses of Shakujo is slightly more unorthodox than the Bound Style, and was developed after the first generation of Shakujo users had passed away. This style allows the user to fill each of the rings of their Shakujo with their chakra, and then cause the rings to separate from the staff and to hover in their air of their own accord. The user's chakra is constantly being drawn into the rings as they float in order to keep them suspended in the air, and as such, each ring is capable of generating chakra seemingly from itself, while actually being the user's chakra sent to it through the air. The floating rings can then be manipulated by specific techniques to achieve effects such as deflecting projectiles, joining together to form a shield, and many other uses. Because of the users of this style being drawn towards power and being able to fight at distances rather than up close, the Ranged Style has been preferred over the Bound Style, and as such has been perfected with many more techniques designed for it than the counterpart.

While both forms of Shakujo no Kyū-Setsu draw from the user's chakra reserve, the Ranged Style is more prominently ninjutsu-based, while the Bound Style is based off of the mechanics of kenjutsu.
Example Techniques:
(Saisho no Uta: Kaiten Burēdo) - First Verse: Rotating Blades
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user channels their chakra through their Shakujo, which causes the loose rings at the end of their staff to appear to "stand up", as if they were repelled by some force at the center of the ring which binds them to the staff. Each ring then begins to spin at high speeds, and as each ring spins the sheer speed the metal material gains appears to give it a sharp quality, allowing the spinning rings to easily cut through C-rank and below Wood Style techniques, and even more solid materials such as Earth Style and steel swords or Steel Style.
Note: ~Can only be taught by the owner of Shakujo no Kyū-Setsu
~Can only cut C-rank and below techniques and objects without chakra

(Saisan no Uta: Dansu Ringu) - Third Verse: Dancing Rings
Rank: C
Type: Offensive | Supplementary
Range: Short-Long
Chakra Cost: 15 (-5 per turn)
Damage Points: 30
Description: The user channels their chakra through the rings of the Shakujo and causes the rings to separate from the main staff and float around themselves. The user can then manipulate the six rings in the air to deflect average weapons or to advance on the opponent and spin to cut them with the sharpness of an average sword. Each ring individually has no more strength than a freeform kunai, but they may be manipulated freely and can hang in the air as the user performs other techniques.
Note: ~Can only be taught by the owner of Shakujo no Kyū-Setsu
~Lasts 3 turns, or until the user calls the rings back to their Shakujo

(Saishū-Tekina Uta: Rengoku) - Final Verse: Purgatory
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 50
Damage Points: N/A
Description: The user releases the rings of their Shakujo, which leave the main staff and fly through the air, each to a separate location in order to create a sort of "box" around the user and his opponent. Then, each ring will begin to spin and release the user's chakra from itself, the chakra being drawn to the four rings immediately adjacent to it (chakra will not travel from, say, the ring to the left relative the user, to the right relative the user) in order to form a barrier in the form of a black sphere of chakra around the user and his opponent. While inside the barrier, the only techniques which can be used are those which originate from the user; earth release techniques that manipulate the ground, water release techniques which require a water source, and wind release techniques which manipulate the wind in the atmosphere are a few examples of techniques which cannot be used within the barrier. The user may also manipulate the barrier to rotate or roll at their will, allowing the user to spin the barrier in order to shift either their own or their opponent's position (assuming their standing on the barrier's surface) in order to dodge to be hit by attacks. The sphere can move so fast that techniques which aren't large-scale can easily be avoided by simply adjusting the barrier's, and therefore the people standing on the surface of the barrier's, position.
Note: ~Can only be taught by the owner of the Shakujo no Kyū-Setsu style
~Must be a practitioner of Shakujo no Kyū-Setsu for at least two months before learning the Final Verse
~Only lasts 2 turns
~The barrier can only be destroyed by a Forbidden-ranked technique shot at the barrier, meaning all other techniques are contained within the barrier, making wide-scale attacks dangerous for the user as well as the defender
~Can only be used one per battle
~When the barrier disappears, the Shakujo's rings shatter, making it impossible for the user to use Shakujo no Kyū-Setsu for the rest of the battle
You must be registered for see images
Additional effects and Restrictions: -Can passively control the rings while bound to the Shakujo, not floating, in free-form
-The Ranged Style of the Nine Verses of Shakujo is bound by techniques, making it impossible for the rings to separate from the Shakujo without a jutsu
-Must have mastered kenjutsu
-Must have at least begun Ninjutsu and mastered the Tree Climbing and Water Walking exercises for proper chakra control



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

Sharingdork, our loyal member, gave on the 5th of February 2014 a request for a Patent on custom fighting style (Shakujo's no Kyū-Setsu ) Nine Verses of Shakujo. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Shakujo's no Kyū-Setsu | Nine Verses of Shakujo
Powered by Madāra Uchiha
Copyright 2013, Sharingdork, NarutoBase.net

You must be registered for see images
C-Rank:

Rank: C
Type: Offensive | Supplementary
Range: Short-Mid
Chakra Cost: 15 (-5 per turn)
Damage Points: 30
Description: The user channels their chakra through the rings of the Shakujo and causes the rings to separate from the main staff and float around the stationary ring which previously bound them. The user can then manipulate the six rings in the air to deflect average and basic chakra-infused weapons, the ring returning to the staff on its own afterwards. Each ring individually has no more strength than a freeform, chakra-infused kunai, but they may be manipulated freely and can hang in the air around the Shakujo as the user performs other techniques.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Lasts 3 turns, or until the user calls the rings back to their Shakujo

B-Rank:

Rank: B
Type: Offensive | Supplementary
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user channels their chakra through their Shakujo, which causes the loose rings at the end of their staff to appear to "stand up", as if they were repelled by some force at the center of the ring which binds them to the staff. With each individual ring flattening against the fixture they're bound to on the end of the staff (so that it looks similar to the picture below, with no overlapping rings), each ring then begins to spin at high speeds. As each ring spins the sheer speed the metal material gains appears to give it a sharp quality, allowing the spinning rings to easily cut through C-rank and below Wood Style techniques, and even more solid materials such as Earth Style and steel swords or Steel Style. Kenjutsu of any rank may be used with the "sharp", spinning rings, but if a section of the staff rather than the rings makes contact with something, obviously there will be no cutting power.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Can only cut C-rank and below techniques and objects without chakra
You must be registered for see images

A-Rank:


Rank: A
Type: Defense | Supplementary
Range: Short (of user)
Chakra Cost: 30 (-10 per turn)
Damage Points: N/A
Description: The user, after either having their rings already released from the Shakujo for a separate technique, or by releasing them specifically for this technique, will have each ring align itself in a hexagonal formation in front of them. The rings will then release chakra from themselves towards the other rings, creating a thin barrier of condensed chakra with advanced enough shape manipulation that the barrier can withstand up to A-rank attacks. The barrier may be adjusted as the user wishes, gesturing with the staff portion of their Shakujo where the rings, and by extension the barrier, will move, and can even be used to lift the user into the air and hover so long as they wish. The barrier's diameter is wider than the user's height by only a few inches.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu

Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Building upon the Shuriken Shadow Clone Jutsu, the user will release the rings from their Shakujo (or manipulate them once already released) towards the opponent. Then the user will strike the ground with the Shakujo's staff and clap the fist holding their Shakujo with their free hand. After making the improvised handseal, the rings will multiply and create a large wall of thousands of rapidly rotating projectile rings flying towards the opponent. After the barrage of rings, all but six will disappear, and those six will fly back to the Shakujo, reconnecting and falling limp afterwards.
Note: ~Can only be taught by the master of Shakujo no Kyū-Setsu
~Can only be used twice per battle
~The user cannot use any Shakujo no Kyū-Setsu techniques for two turns after using this jutsu
 

Edward

Active member
Legendary
Joined
May 31, 2013
Messages
12,820
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Sound Release Techniques


Sound Techniques I created:


B-Rank

(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user infuses any object capable of exploding, detonating, etc, or able to create an exploding sound with a coating of sound chakra. Objects coated by this technique gain a distinct sound that is easily heard. Once contact is made with another object (such as an opponent's technique, a landmark, etc) the infused object would explode like normal (unless it's an object that requires no physical contact to create an explosive sound, such as an explosive tag or smoke bomb). However, the infusion of sound amplifies the sound waves released in order to produce a screeching sound that can affect those who hear it. The effects created by the amplified sound waves vary by distance. If the target is within short range of an explosion they will experience deafness and moderate disorientation for two turns. If the target is within mid-range of the explosion they will experience deafness and have a mild headache for a single turn. If the target is long range from the explosion, there are no adverse effects. The user is capable of negating these adverse effects by coating his own ears within sound chakra. This will effect all targets within range of the explosion, with the exception of the user.
Notes & Restrcitions:
Note: Can only be used four times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama

Taught to: Selendrile, Jokey

Multi Rank

( Ototon: Ekō no hogo ) - Sound Release: Protection of Echo
Type: Defensive / Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: Protection of Echo is one of the few defensive techniques of Sound Release. The user will charge the index finger, and thumb of both hands with Sound chakra and snap his fingers, which would release the sound chakra as a sound waves towards the intended structure and/or target. The structure must be a tangible item, like mud, earth, ice, crystal, etc.; Fire and lightning, or any intangible elements would not work. The sound chakra is sent out and envelopes the targeted structure, shaping around its structure through shape manipulation. By performing a hand seal after the chakra has covered the structure, the user will order the chakra covering the structure to crush it with immense vibrations and force, reducing it to fragments of its original form. This is done by causing the seemingly harmless sound vibrations to dramatically increase in vibrations and molecular movements, thus causing it to become much more dangerous. The sound vibrations would crush the tangible object into fragments, forcing it to disperse and lose its shape thus losing its offensive capability. For instance, a boulder headed towards the user would simply crumble into smaller sediments and rubble, causing it to lose momentum and durability and gradually descend to the ground. The strength of the technique varies depending on the strength of the technique that the user wishes to destroy (In order to destroy techniques according to elemental strengths and weaknesses).
Notes & Restrictions:
Note:Can only be used 4x with a 2 turn cooldown between each usage & Can only be taught by EdwardSama
Note: No S-rank Sound Release in the same turn or next turn.
Note: If it is used to destroy other attacks, it still abides the elemental strengths and weaknesses. Cannot be used on humans.
Taught to: Venom, Lili-Chwan, Priest, Nathan, Vision, Scaze


Sound Techniques taught to me:


A-Rank


Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user would release high frequency and low energy sound waves, using them to catch anybody who's ears they fall on to induce a fear based genjutsu. The genjutsu would make the opponent believe they have Agoraphobia, a fear of open space and the outside. As soon as they are caught in this illusion, the opponent(s) would find themselves struggling to breath as a panic attack takes place, however, unlike their new fear, the panic attack is very real and a normal reaction to having a phobia of the open space and outside and finding themselves in such situation. This deals heavy mental stress which is only temporary, for as long as the genjutsu isn't released. Of course this jutsu will only be effective if used outside, and in open spaces and would not do anything if used in an enclosed space. The results of the stress on the mind and panic attack which ensue after the use of the Genjutsu results in the opponent not being able to focus chakra points of 30 and higher, but would allow every other jutsu to occur as normal, due to lack of chakra needed.
~ Can only be used three times and must wait two turns upon each usage. Those this jutsu is used on would struggle to control their bodily movements as they're in a moment of panic meaning organised hand movements are slightly harder to perform, however this does not mean they're impossible so the opponent can still move and function as normal, albeit with slightly more difficulty, they'd also struggle with their breathing, however chakra bursts and pain-related releases would work as normal.


Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user channels his sound chakra into his hand (either one) and quickly snap his finders to send a high frequency & high pitch sound wave out in a omnidirectional manner. Should the sound wave connect with his opponent's weapon (Basically anything solid; kunais, chains, shuriken that has direct contact with the victim(s) ) the vibrations will resonate through the weapon for 2 turns and if contact is maintain with the weapons, the vibration will pass along through to the opponent's weapon and then his body causing temporary muscle paralysis for two turns due to the sonic vibrations being released. Muscle paralysis can easily be avoided if the opponent loses contact with the said weapon(s) for a short time interval of when the weapon(s) starts to vibrate. This sound jutsu works similar to the canon sound jutsu; 'The voice of Midas' in which the opponent suffers a muscle paralysis after hearing the sound. This jutsu can only be used thrice per fight with a one turn interval. No S rank and above sound jutsu the turn this jutsu is successfully used and the next.

Forbidden-Rank


Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user [suffering internal damage, and little hand tremors)
Description: The user rises their hands in the air and sends sound wave and vibrations all over the field causing a rumbling sound, then he/she grips their hands and slowly lowers them as if they are pulling the sky down. As their hands lower, the rumbling sound continues rapidly. The opponent begins to loose their sense of balance and concentration due to the sound wave tampering their brain and the earth rumbling like an earthquake. Little by little, the sound turn slightly sharper and more waves enter the brain, making their ears bleed (resulting deafness) and their vision blurred & unstable. The user finishes the jutsu by gathering all the sound waves into one point, delivering a sonic blast that sends opponent flying. Any Lightning or Earth jutsus during this technique useless because of the enormous amount of sound waves through the air and ground which is able to disperse both elemental chakra.
Note: Damaged ears and eyes lasts 2 turns.
Note: Usable once per battle.
Note: No jutsu at the same turn.
Note: No sound jutsu for 2 turns.
 
Last edited:

Edward

Active member
Legendary
Joined
May 31, 2013
Messages
12,820
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Chop Hanging Rippling Fist


Updating

Type: Nintaijutsu

Background: This style was founded long ago by a man named Bacchus. During his journey he had passed through the Hidden Leaf and came by a Hyuuga training session. Bacchus was impressed by the proficiency at taijutsu that the Hyuuga clan displayed, but was put off by their rigid and precise nature. He was a free spirit and an avid drinker, he often lacked the balance and focus needed for such a style to be effective, yet he appreciated how a seemingly simple blow could be so devastating. The image of the quick and powerful palm strikes lingered in Bacchus' mind. After leaving the leaf Bacchus came to a large lake and he decided to sit and drink for some time. While drinking from his gourd and thinking, he threw a rock into the lake and watched as the water rippled outwards from the point of impact. This sight inspired him to create a new form of taijutsu where the practitioner's force would ripple outward from the point of impact.


Description on the Abilities and Inner Workings of the Style: This style focuses on using chakra to enhance the strength and destructive capability of the practitioner's strikes. When a practitioner strikes the opponent they release their chakra outward from the point of impact. This creates a ripple effect that can turn a seemingly small attack into a large damage zone. A good way of imagining this is to think of dropping a rock into a pond. When the rock hits the surface it's energy is dissipated along the surface of the water in the form of ripples. That same effect is replicated in this technique by creating those ripples with chakra. The spread of chakra increases the impact zone three fold causing a greater area of effect.

The actual physical movements of this style utilize swaying and long movements to generate a great deal of force, but strikes can be strung together in surprisingly quick fashion. The basic stance of a Chop-Hanging Fist practitioner involves crouching low with one leg fully extended out front and the arms held out to the sides with the palms up facing outwards. The main area of movement is through the waist and the "kua" which is the are of the body affects by movements of the pelvis and joints in that area. They then attack mainly with palms strikes or back handed strikes through sweeping movements. The fluidity and oddity of the movements make it a very difficult style to follow, making it hard for opponents to land their own strikes or parry incoming strikes. The fluid nature of this style also makes it very compatible with drunken boxing, which causes imbibing alcohol to improve the styles effectiveness greatly; a variation dubbed Drunken Chop-Hanging Fist.


Additional effects and Restrictions:
-Movements are more difficult to follow than normal taijutsu.
-Must undergo training before being able to use. The user needs 2 training sessions, the first being learning the stances and the style itself. If successful the user will then learn how to channel chakra into his strikes to increase the damage and create the Rippling chakra effect



Basically just removed the Hyuuga stuff so it wasn't so limited in its usage.

As this is simply you updating it...

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

Typhon, our loyal member, gave on the 1st of March, 2014 a request for a Patent on custom fighting style Hikasazanami-Ken | Chop-Hanging Rippling Fist. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Hikasazanami-Ken | Chop-Hanging Rippling Fist
Powered by Madāra Uchiha
Copyright 2014, Typhon, NarutoBase.net

You must be registered for see images

A-Rank:


Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: For this technique the practitioner will form two hand seals and then slowly assume the basic stance of the Chop-Hanging Fist style. This activates the illusion portion of the technique. The opponent will see the user slowly lower their body, leaving brief after images. Once the stance has been reached the opponent sees the user disappear in a swirl of wind. In reality the user will have been focusing large amounts of chakra to their legs and will burst forwards once the illusion activates, closing distance at high speeds and unleashes a barrage of eight palms strikes in the blink of an eye, never stopping their forwards movement. The strikes and the damage from them will break the opponent out of the genjutsu (should they still be in it) by the time of which the user will have moves past them by about three meters.
-Can be used three times per battle.


Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: This technique is used to counter strikes towards the upper torso or head of the practitioner. Using careful chakra control they'll momentarily reinforce the point of impact to minimize damage while allowing their upper body to move with the strike by swaying their hips. They'll then use their hips to convert the momentum of their body and rebound towards the opponent at high speeds while striking out with both palms releasing a ripple through the opponent's body that can encompass their entire torso.
-Can defend A-rank and below taijutsu.
-Can be used three times per battle
.
 
Top