☯ Moofy's Dojo ☯

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Moofy's Dojo!
You must be registered for see images


Regular Techniques:
01} (Ninjutsu: Kuchiyose's Kiri) - Ninja Art: Summoning's Mist 0/6
02} (Ninjutsu: Narisshumento) - Ninja Art: Nourishment 3/6
03} (Suiton: Kurisutaru Mizu) - Water Release: Crystalline Water 0/6
04} (Suiton: Kurisutaru Manipyure-shon) - Water Release: Crystalline Manipulation 1/6
05} (Suiton: Kurisutaru Ko-tingu) - Water Release: Crystalline Coating 0/6
06} (Suiton: Kurisutaru Gutaika) - Water Release: Crystalline Embodiment 0/6
07} (Suiton: Kiri Fukusou) - Water Release: Mist Convergence 0/6
08} (Suiton: Hanguri-Kiri) - Water Release: Hungry Mist 1/6
09} (Suiton: Suika Taijutsu) - Water Release: Hozuki's Body Modification 1/6
10} (Suiton: Suika no Jutsu II) – Water Release: Hydrification Technique II 0/6
11} (Fūinjutsu: Kirigakure Kurisutaru Sagefuda) - Sealing Arts: Hidden Crystalline Mist Tag 0/6
12} (Fūinjutsu: Kiyome) - Sealing Arts: Purification 0/6
13} (Suiton: Hozuki's Baku Taijutsu) - Water Release: Hozuki's Explosive Body Technique 0/6
14} (Suiton: Hōzuki) - Water Release: Demon Lantern 0/6
15} (Suiton: Kurisutaru Hari) - Water Release: Crystalline Shards 0/6
16} (Suiton: Hōzuki ll) - Water Release: Demon Lantern ll 0/6
17} (Suiton: Logiku Konjetsu) - Water Release: Logia's Conversion 0/6
18} (Suiton: Hōzuki's Saiyntu Spritū) - Water Release: Demon Lantern's Spirit 0/6
19} (Nan Kaizou: Gomu Gomu no Mi) - Soften Modification: Rubber Devil Fruit 0/6
20} (Nan Kaizou: Ranton Ranton no Mi) - Soften Modification: Storm Devil Fruit 0/6
21} (Nan Kaizou: Karakuri Raiushu) - Soften Modification: Evasive Assault 0/6
22} (Nan Kaizou/Taijutsu: Niiro Taka) - Soften Modification/Strong Fist: Red Hawk 0/6
Custom Weapon:
1} Za Kiri's Keiri Katana ⋩ The Mist's Executioner 0/6

Quincy Arts:
01} (Kuinshī Ninpo: Kousa Pendanto Junsei) - Quincy Arts: False Perception 0/6
02} (Kuinshī Ninpo: Kousa Pendanto Junsei) - Quincy Arts: Cross Pendant's Purification 0/6
03} (Kuinshī Ninpo: Kousa Pendanto Junsei) - Quincy Arts: Explosion/Implosion 0/6
04} (Kuinshī Ninpo: Sogekihei Danmaku ) - Quincy Arts: Sniper's Barrage 0/6
05} 0/6
06} 0/6
07} 0/6
08} 0/6
09} 1/6
10} 0/6

Mystified Fist:
01} (Gorimuchuu Genkotsu: Kiri Suika) - Mystified Fist: Mist Hydrificaiton 1/6
02} 0/6
03} 0/6
04} 0/6
05} 0/6
06} 0/6
07} 0/6
08} 0/6
09} 1/6
10} 0/6

Sensei Slots:
1} (Adamantin Henge: Kashu) - Adamantine Transformation: Flower State 0/6
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images

(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Rank: A
Type: Defence/Supplementary
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use
~ No water techniques of S rank and above next turn

(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Rank: A
Type: Defence/Supplementary
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.

(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.

Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.

(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi

(Kirigakure Hijutsu: Mujogihen) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Rank: Forbidden
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images

E-Ranks

(Suiton: Bochabocha Seme) Water Release: Splash Attack
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 5
Damage points: N/A
Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
Note:
-Requires a Water Source

C-Ranks

( Suiton: Fuka Irassharu ) Water Release: Hydrophobia
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Hydrophobia is a water technique that manipulates and takes advantage of the water molecule's inherent polarity and adhesion properties. The user will focus water chakra through the air of the battlefield creating a thin mist, visible only to doujutsu, where the water particles have a repelling polarity to current water. What this means is that, any water technique that the user creates within the mist will repel the thin particles of the mist. What was otherwise invisible mist now appears visible, bending the light in such a way that it augments the water technique that the user performed. In essence, as the mist is repelled, the water around the technique increases, and the volume appears to increase as well, though it is merely an optical illusion. Practical speaking, water techniques that the user performs within the mist will appear to have been boosted +20, or increased 1 rank, while it is not so. The mist will stay in place for 3 turns, before the user is required to recast the technique. Throughout that time any water jutsu by the user is affected.

Note: The mist only reacts to the user's chakra, or the user's summon's. The effects are merely illusionary, and this technique in no way increases the actual damage of the water jutsu. Only chakra or water sensors 1 rank above the user are capable of seeing through the minute differences between the mist and an actual boosting technique.
Note: Primary Water specialists can use this at 1/3 of the cost, spending just 5 chakra. If the user has no second Elemental Specialty, other than Water, then the apparent boost doubles, +40 or the same as 2 ranks.
Note: Useable twice
Note: Only one mist can be active at a time


Suiton: Mizurappa Shippuu | Water Release: Violent Water Wave Hurricane
Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: Water gushes out from the mouth like a waterfall and is manipulated to form a small water hurricane that surrounds the user, washing away the enemy at close quarters.

Note: Can only be taught by Kārin.


B-Ranks

(Suiton: Kurisutaru Mizu) - Water Release: Crystalline Water
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A (+1 Defensive Rank or +20 Defensive Points)
Description: An activation type technique that can be utilized before or after the release of a water-style technique. The user will gesture the Tiger hand seal or include it in the row of hand seals required for said water style technique. He will then compress the technique, making it seem almost solid and crystalline in nature, giving it a more blunt-force type of attribute. Due to the compression, the additional chakra utilized to perform the change, will also evaluate the volume of the water so that the technique in question does not reduce in size as it 'crystalizes'. Another alternative to the activation method is to compress the outer layer of the water technique in question whilst leaving the insides intact. With a mental command the user can further shape manipulate the crystalline layer of the technique converted in order to release jagged spikes or pillars that extend up to short range of the technique. The jagged spikes/pillars would be filled with the liquid of the water, depending on how the activation was utilized. The Crystalline layer will increase the technique's overall defensive capabilities allowing it to combat against stronger techniques than originally expected. If used prior to the release of the technique being affected, the utilization of both will share the same-timeframe.

⋩ Crystalline manipulation is equal to the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated by the user.
⋩ The Defensive Rank boost only works up to and including A-Rank techniques.
⋩ Defensive Points can be applied to S-Ranks three times per battle.
⋩ Defensive Points can be applied to a Forbidden Rank once.
⋩ Cannot be used on mist-based techniques


Taught to ~






(Suiton: Kurisutaru Manipyure-shon) - Water Release: Crystalline Manipulation
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The user will shape manipulate a pre-existing source of crystalline water technique created by the user. He will then either fully shape it, or partially transform it to apply a more versatile usage to the technique. This could range from erupting spikes from the crystalline source to fully re-shaping it to something entirely, limited to the user's imagination and within reason. The chakra utilized to activate this manipulation of this technique will gather moister from the air, allowing the technique being manipulated (For example to extend spikes) to retain it's original shape. This means that the technique in question will not shrink in size due to the external expansion of said manipulation, like spikes or something of similar nature. With a mental command, the user can cause the extended creations to be released up to mid-range of the technique, causing for a crystalline barrage of projectiles/objects. The speed in which the projectiles travel can be compared to a shot arrow. If the user wishes, the entire technique in question can be turned into a blast of projectiles/objects to release a full radius attack that reaches to the previously mentioned range. The user is free to choose the precise degree of the scattered radius, giving him a way to avoid danger if within range.

⋩ Crystalline manipulation equal to the damage of the technique that was converted.
⋩ Stays active as long as the technique in question, or until deactivated willingly by the user



Taught to ~






(Suiton: Kurisutaru Ko-tingu) - Water Release: Crystalline Coating
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20 (-5 per turn)
Damage: 40
Description: Inspired by the technique "Hidden Waterfall Style: Water Slicing Blade", the user will materialize a source of water around a weapon that he is holding or on his person and compress it to the point of creating a crystalline-like water defense around the weapon/object/limb. The thing in question can be either fully or partially coated in the protection depending on the situation at hand. Not only can the user increase the weapon/object's blunt force damage as well as protect it, but also it's cutting capabilities if a sharp edge is included in the manipulation, by either fortifying already bladed objects, or giving it bladed properties. (Ex: Coating the fist and giving the knuckles a bladed edge.) Not only can the coating be applied to objects or weapons but also to at least two of the user's limbs, for example his fists, his feet, an arm, leg, chest etc. In the case of coating limbs, the coating will hover one inch away from the user with the help of chakra, allowing for free-movement. For faster execution on limb coating the user can release the water from his pores to speed up the process within the moment's notice, similar to Gaara's Defense.

⋩ While active, the user can only mold Water Techniques along with non-elemental abilities



Taught to ~






(Suiton: Inryoukuken) - Water Release: Gravitational Pull
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: N/A
Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.


( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.

Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.


A-Ranks

(Suiton: Uruoi Kondensa) Water Style: Moisture Condenser
Type: Supplementary
Rank: A
Chakra cost: 30
Damage: None
Description: The user condenses the moisture in the air around the opponent and makes the moisture around the opponent into water and makes it stick onto them, the water will have a thick syrup-like feeling to it, the water will cover the opponents entire body not allowing them to move. It requires alot of chakra to maintain the waters condensed thick-syrup like form so it only lasts one turn and the user will only be able to use one other jutsu on the same turn this jutsu is used in, after that turn is over the water will evaporate.
~Can only be used 2 times per battle.


(Suition: Oiru Taiga) Water Style: Oil River
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user summons a river of highly explosive and flammable oil on top of the opponent that comes crashing down upon them, crushing them in heavy oil.
~Can only be used 4 times per battle.


(Suition: Oiru Numa) Water Style: Oil Swamp
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user summons a swamp of highly explosive and flammable oil beneath the target. The size of the swamp depends on how much chakra the user puts into the jutsu.
~Can only be used 4 times per battle.


(Suiton: Kurisutaru Hari) - Water Release: Crystalline Shards
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/A (+20 Damage to B-Ranks & Lower)
Description: The user will compress the moisture present in a naturally or self created source of mist in order to create shards of crystalline water that can be utilized to deal more damage. With body gestures the user can manipulate the mist in the form of a serpent/dragon, allowing them to deal shredding damage. The damage dealt by the crystalline shards would equal to the rank of the technique that it was utilized on barring B-Ranks and below which will gain an additional boost in damage. Must be used at least one meter away from targeted shinobi.

⋩ Can be used four times per battle.
⋩ Body gestures are required for the manipulation of the shards.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities

Taught to ~







(Suiton: Kurisutaru Gutaika) - Water Release: Crystalline Embodiment
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra: 30 (-5 Per turn)
Damage: (+10 to Physical)
Description: Inspired by the technique "Water Release: Crystalline Coating"; Instead of partially covering limbs, the user creates a full armor of crystalline water that hovers one inch away from the user's person with the help of chakra in order to allow free-movement. The technique can be activated by either manipulating nearby water or expelling it from every tenketsu point, oozing out, following the same speed as it's parent technique. The solidity of the water allows it to become air-tight, however the user will be unable to naturally breath if an apparatus isn't used. In order to avoid such situations, the user can willingly leave pores to allow oxygen to enter inside. This can be done passively, opening and closing the pores so long as the technique is active. If used during a sunny day, the crystalline particles of the armor will reflect the sunlight, giving the impression that they are glistering. At a long range distance the user would be seen glistering simply distracting. From a mid range distance, the reflected light would make it difficult to see the user, but not impossible, as the reflecting light hinder the eyes. In short range, the blinding effect would be more potent as the reflecting light would be stronger and easier to reach the target or even ally's eye-sight. The more the user moves, the more difficult it is to be accurately seen, specially if the user gestures his body in ways that would allow him to reflect the light easier. Not only will the crystalline coating increase the user's blunt-force damage, but also his slicing and piercing capabilities should he choose to manipulate the shape surrounding the coating. (Ex: Small spikes or needles that extend outwards, or even sharp knuckles or forearms, restricted only to the user's imagination and within reason) The constructs can not extend past 2.5 meters, nor can they be created into wieldable weapons (Ex: Like swords, knifes, staffs) unless third-party techniques are used. Not only was the technique used to enhance the user's offensive and defensive capabilities but also allow him to continue fighting even if his body wasn't able to. This was accomplished by forcefully causing the armor to move his body through the will and manipulation of his chakra, almost like a puppet if said body part was not functioning properly.

⋩ Can be used three times per battle.
⋩ Forcefully moving the body and/or limbs reduces the shinobi's speed by two ranks.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities.



Taught to ~






(Suiton: Kiri Fukusou) - Water Release: Mist Convergence
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (- 10 per turn)
Damage: 60 (In Mist Form)
Description: After releasing a water based technique, the user will manipulate the chakra inside the technique itself and spread out the water molecules of the technique, allowing the user to change it from it's current state into a mist of water vapor. The vapor can then be manipulated as a formless mass or in various shapes which is only restricted by the user's imagination. With the usage of a single hand seal, Dragon (辰, Tatsu), the user can compress the mist into it's original state, allowing the user to re-create his technique once again. Techniques that require constant streaming would turn to a source of water that can be used to splatter on the opponent to push them back (No damage) or manipulated in the same concept as their previous Mist-State. If left as a source it would simply be leftfueled with the user's chakra equivalent to the technique manipulated. The mist can also be spread throughout the terrain similar to hiding like mist. If that's the case, the technique will last up to 5 turns before dispersing naturally. The manipulation of the mist state stays active for as long as the user fuels it. The damage of the mist would be similar to that of a forceful gust of wind or compressed air bullet depending on the form created.

⋩ Mist's traveling speed is equivalent to "Water Style: Water Dragon Bullet Technique"
⋩ Technique can be used in combination with Summon or Clone
⋩ Reverting back to a liquid is a passive ability



Taught to ~






(Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Jutsu
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu.
Note: Can only be used 3 times.


(Suiton: Jinzouningen) Water Release: Prone
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal forming a basic Dome of water around them that is able to block incoming techniques of the appropriate rank. The dome is able to be maintained so after blocking the attack, the user will form another handseal causing the water to explode outward forming small hair like needle of dense water in all directions. These Needles cannot penetrate targets of greater density.
Notes:
-Can only be used twice per battle
-Requires a 2 turn cool down
-Requires a water source
-If maintained, the user spends another move.

( Suiton: Surunai ) Water Release: Thanatosis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Thanatosis is an entrapment technique that surrounds an opponent in a vessel of condensed water, in a almost crystalline structure, filled with a dense syrup based mist. This mist will create a sort of stasis that will prevent those entrapped from moving, and will slowly drown them over 3 turns, where they will lose consciousness at the second turn. The user is capable of either condensing the water in the air around an opponent, by performing two handseals, or utilizing an existing water source, be it liquid or in mist form, by performing one handseal. The user is capable of creating a crystalline dome/ball to target any target within mid-range, the maximum size being a sphere with a diameter that comprises the distance between arm's reach of the user and the edge of mid-range, though the user is capable of making it smaller.

Note: Can only be used 4 times per battle.
Note: Water Specialist can perform this technique with one less handseal than stated.


S-Ranks

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.


Water Style; Blessed Drop (Suiton; keitaku tekika)
Rank; S
Range: Short-Long
Type; Attack/Defense (can be both at the same time)
Chakra cost; 40
Damage points; 80
Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques.
Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb.


(Suiton: Hanguri-Kiri) - Water Release: Hungry Mist
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will manipulate their mist and activate water's signature ability of draining in order to sap the chakra out of chakra based seals or seals that are in the process of being activated. This means that if the drain is active, users/targets will be unable to activate things such as exploding tags or seals that are written and not made purely by chakra. Chakra based seals would be drained completely. Seals made by the user can also be drained if he so desires but by default, they won't be.

⋩ Can only be used twice per battle
⋩ Drain can be prematurely deactivated.
⋩ Drain ability stays active as long as the mist in question.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities



Taught to ~
⋩ Drackos





(Suiton: Omoi tatchi ) Water Release: Heavy Touch
Rank: S
Type: Supplementary/Defence
Range: Short - Mid (Mid when released from palms as a burst)
Chakra Cost: 40
Damage Points: N/A
Description: A simple Water jutsu which can be used in two different ways. The first way would be where the user makes contact with another being and uses his abilities his suiton chakra to manipulate the water which is released from his palms to have the same effects as the C-ranked Starch Syrup Capture Field (The sticky aspect to the jutsu). The user would simply release the water from his Palms onto whatever part of the opponents body he touches, spreading it all over the opponents body, allowing the sticky water to engulf the opponents body in the slime like substance at blazing speeds. Another way the user could 'catch' the opponent in the sticky water is by concentrating their suiton chakra at a point where the opponent may be touching them, allowing the sticky water to come out from that point rather than from just the users palms. The sticky water would have no dangerous aspects to it, however it'd have the ability to weigh the opponent down, as if a huge boulder was placed on their body, preventing them from moving properly, if at all, depending on where the slime is. The effects of this would begin from the point of the touch but proceed to spread to wherever the sticky water is spreading. Once even a tiny bit of the sticky water ('slime') is on the opponents body, the user can simply release more of his chakra into it and spread it, meaning prolonged contact is not required. Moreover, this jutsu can also in a second, different way. The second way is more defensive and allows the user to release the a burst of sticky water from his Palms, as it bursts out, the slime would take the shape of a net which would have holes just smaller than a Kunai, allowing it to trap the majority of things aimed at the opponent. The burst of Slimy water can be released from either one palm or both, however, when released from both, each burst of water would be equivalent to an A-rank jutsu. The size of the net released from both arms would be able to completely cover something twice as big as Gamakichi after time skip, whilst when released from each palm (separately), it'd cover something half that size. As a normal water jutsu, despite the sticky aspect to it, the water would still be able to be electrified by both user and/or opponent and would still be affected by the normal elemental strengths and weaknesses.
Notes:
~ Can only be taught by Erzo
~ Can only be used three times
~ No Suiton jutsu higher than A-rank in the next turn
~ Must wait one turn after use, before using it again.


(Suiton: Kiri Kawarimi) - Mist Replacement
Rank: S rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage Points: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.

Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.


Suiton: Senchinerupengin - Water Style: Sentinel Penguins
Type: Offensive/Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40 (-10 per turn to sustain)
Damage: N/A
Description: One of Tobirama's most diverse and unique techniques, Suiton: Senchinerupengin is a new take on suiton ninjutsu. With the rapid release and manipulation of suiton chakra, a suiton specialist will be able to form one hand seal and use the air's moisture to create two penguins of water, the same size of Shima and Fukasaku respectively, that fly around the user or stay on the user's shoulders. These penguins are special due to their signature techniques and composition, their names being Staryu and Starmie respectively.

Staryu - Staryu is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a chakra draining mist. Due to Staryu's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of chakra draining mist up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is b-ranked in power, but once the opponent is hit with this mist, they become significantly more sluggish due to chakra being drained from the opponent (speed drops by two ranks for two turns).

Starmie - Starmie is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a crystalline water. Due to Starmie's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of crystalline water up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is a-ranked in power, but has no other effects except for causing excess lacerations and having more power compared to regular suiton due to the crystalline like composition of said water, but still not enough to overcome it's elemental weaknesses.

Note: No S-rank or higher suiton for two turns after this jutsu is over
Note: Can only use suiton and non-elemental abilities whilst sustaining the penguins
Note: Can only be used by people who specialize in suiton
Note: Starmie and Staryu last a maximum four turns on the battlefield
Note: Only useable twice
Note: Can only be taught by Penguin.


(Suiton: Uzumaki Dri-Engai) Water Release: Dome of the Slashing Whirlpool
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.

Forbidden-Ranks

(Suiton: Koi Kihou) Water Release: Dense Pressure
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is withing the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle

(Kinjutsu Suiton: Itami Gisei) Forbidden Water Release: Sacrificial Pain.
Type: Supplementary/Attack/Defence
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 90
Description: Before or After making contact with an opponent the user will drawl water from there own body and form small thin yet dense spikes as thin as needles stick out throughout there body or designated area of the user. This will form a defensive lair of countless needles that can easily pierce into an opponent. When these needles stab into an opponent they take old keeping the opponent stuck in the connected area almost like glue, although this is causes by small barbs located at the ends of each spike. Upon the users will they can release the water outwards in a large blast that will blast back the opponent causing extreme crushing power and force sending them flying backwards. Because of the use of the users own water within his body this Jutsu causes extreme dehydration. This makes the user feel drained and dizzy as well as blurs his vision stunting his ability to see well. This will also cause the user to look slightly "aged" after use of this Jutsu.
Note:
-Can only be used one time per battle
-Dehydration last for two turns
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️

Custom Weapon


Type: Custom Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: ZKKK is a blade crafted out of a very rare and indestructible white alloy, however that does not mean it can defend against anything/everything. The sword itself is eight inches wide, consisting of a single sided sharp edge however the dull side of the blade contains two small curved teeth that stick out two inches. The teeth are evenly spaced apart between a hollow opening the blade has near the lower end, the opening is large enough to fit a human head/neck, designed mostly for decapitations with it's inner sharp edges. The sword's blade is five feet in length, having the one foot handle covered in a layer of rubber which is laced by a bandage to disguise it, this would prevent the conduction of electricity. The end of the handle consists of a small rectangle ring big enough to fit two fingers comfortably. A small chain of six inches in length is attached to the rectangular ring, something that could be used to handle the blade in various acrobatic ways by spinning it. At the end of the chain there is a small crest with the symbol of Water, displaying it's origins. The blade's decapitating core/opening can be fueled with chakra and use the sword itself as a water-natured catalyst in order to fill it with a syrup-like substance that could be manipulated to perform special water related abilities;

Syrup/Liquid/Mist Core - The user is able to shape manipulate the source and extend it to create various constructs, up to the user's imagination and within reason, most in the theme of limbs or whips of water that can extend up to mid range and are no thicker than a human's arm. The constructs can be condensed enough to bind targets or even release as projectiles. up to two whips of Syrup/Liquid/Mist-based water that could be used to deal lashing/blunt/piercing damage or bind a target(s) causing them to be trapped within the technique. With the usage of a single hand seal the user can cause the syrup/liquid/mist to expand upon a captured target(s) in order to bind them in place, this ability is B-Rank in strength/cost. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

Elastic String - By focusing chakra through the Water crest, the user can materialize a string of elastic water syrup. The string is long enough to reach up to a long distance and can be used to further enhance the manipulation of the blade in combat or bind a target. The string can be further manipulated to create miniature spikes and similar things to increase it's lethality. This ability is classified as B rank in strength/cost. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

Inner Mist - By feeding -5 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user, the vapor would escape from the core of the blade. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -5 no matter how thick or thin the mist is. The mist produced by the blade can be treated the same as the Hidden in the Mist technique and be used as a source for possible attacks. Not only can the sword produce a mist but it can also passively turn itself into mist. This ability is passive and is used in order to avoid certain tangible situations or to retrieve the sword from a distance, using mental commands and chakra manipulation to control the sword in it's mist form back to or away from the wielder. The sword can either turn fully or partially into a mist. If standing within a large enough source or the user has the ability to use water techniques without a source, the mist's range can be increased up to mid.

Mist Manipulation - The mist lingering around the user or the sword itself can be manipulated to form anything within reason that can be imagined by the user, excluding projectile based objects. The manipulated forms can extend up to mid range and are B rank in strength/cost. If fully compressed/manipulated the mist rivals that of a large size bear. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

⋩ While sustained, the user can only mold Water based techniques along with the Ninja Basics (Nin/Gen/Tai/Ken/Fūin)
⋩ All abilities count as the user's techniques per turn, excluding the sword's mist form manipulation.
⋩ All abilities can be active at the same time


Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.

*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle.
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Ninjutsu

(Ninjutsu: Kuchiyose's Kiri) - Ninja Art: Summoning's Mist
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (+10 Additionally)
Damage: N/A
Description: By studying the properties of the smoke produced by the summoning technique, the user found a way to manipulate the moister in the air around the summoned creature/object/person. This allowed him to exchange the 'smoke' and create a cloud of mist instead by taking advantage of the moister in the air along with chakra manipulation. This allowed the mist to be as big as the animal/object being summoned. The lingering mist resembles Kirigakure's signature technique in the sense that it stays until blown away and is infused with the user's chakra. This technique is a passive ability that is tied to all summoning techniques the user knows, however can be chosen not to be used.

⋩ Must be posted as a reference with the Summoning Technique used.
⋩ Technique must be placed in the user's biography(s).



Taught to ~






(Ninjutsu: Narisshumento) - Ninja Art: Nourishment
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: A passive ability that is activated before or during the creation of a technique that requires the user to constantly focus in order to maintain it's form. By gesturing the 'Boar (亥, I)' hand seal, the user will infuse his next technique with an additional supply of chakra so that it may sustain itself on it's own accord. This ability grants the user the possibility to initiate his technique while quickly moving onto the next one without waiting for it's completion. The additionally released chakra would act as a pre-set mechanism that would finalize the shape manipulation of the technique in question. Prison/binding-like techniques will seemingly stay active while techniques that resemble some sort of life form (I.e Water Dragon Bullet) can be further manipulated to change their course of action at the cost of one of the user's jutsu per turn. The manipulation is done by a mental command, giving the chakra life-form a specific set of instructions. (I.e Launching itself towards the target and wrapping around them.) Terrain based techniques like pillars, spikes or even platforms will rise to their natural height while having the infused chakra linger for the previously mentioned turns. This will naturally force the opponent to overpower the chakra (Being B-Rank of that element) to then manipulate that source. Not only does this apply to terrain based but also water related techniques. With a simple mental command the user can prematurely end the technique if he so desires. Caution is required when using this technique as it could potentially endanger the user as well when using it with techniques such as 'Earth Release: Antlion Technique', with the potential of drastically and continuously sucking in the terrain.

⋩ Can be used two times on S-Ranks
⋩ Can not be used on Forbidden Techniques
⋩ The technique will self-sustain for three turns
⋩ Re-directing life-form based techniques counts as a move
⋩ Can not be used on stream-related techniques that require constant release from the mouth.



Taught to ~
⋩ Xylon
⋩ Lord of Kaos
⋩ Crutch Kaguya (???)



(Kuchiyose Rirīsu - Bakuhatsu Tekunikku) - Summoning Release - Explosion Technique
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A technique in which when a summon returns to its homeland, the signature poof of smoke is instead replaced by a haphazard build up of chakra that's violently discharged, creating an explosion. The explosion itself stems no more than a few meters (3) away from the Summon's original silhouette, but when utilized by larger, or gargantuan summons, could potentially have devastating, perhaps even terrain changing effects. Should the utilizing summon have an elemental affinity, it would be capable of charging the explosion with said element, producing a elemental explosion. This technique can either be utilized by the summon itself, or activated by the user. The explosion itself starts directly after the summon disperses, building up from the centre and rapidly expanding outwards to the limits of its reaches - being clearly visible and also audible.

Note:
- Can only be used 2x
- Cannot be used on consecutive turns
- No Ninjutsu above S rank for the rest of the turn

Sound


Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: N/A
Description: A rather weak Sound jutsu, this is used to cause a foe small annoyance by lifting him in the air. This works by the user speaking a Sound (Levicorpus) and causing a set of waves to form around the opponent's leg, isolating the lower leg with a powerful wave. The purpose of this isn't to deal damage, however; after forming the wave, the user then causes it to move, the isolated leg moving with it, flipping him upside down in the process. Causing no damage, this hindering Sound jutsu is used to cause annoyance to the opponent as it lifts him into the air, slowly hoistering him higher and higher. This is ideal to use against an opponent as they perform handseals, interrupting them and forcing a momentary pause in their actions as they are flipped upside down. The user must also accompany this phrase with a jerking movement, done with their hand or a held item.




Type: Offensive
Rank: A rank
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: A Sound jutsu based upon Sectumsempra, but rather than amplify it's abilities, it is less powerful than the parent technique while offering greater versatility. By making a sudden slashing movement with his arm or a weapon whilst molding Ototon chakra, the user releases visible Sound waves that resemble a streak of purple jet like flames. Unlike the parent technique, the user isn't able to alter his arm movement's to direct the attack, instead acting as a direct projectile shot forward. However, just like the parent technique, the waves cause direct damage to the area struck, only this time below the surface and not visible. Causing no visible marks or bleeding, the wave vibrates and causes high pain within the muscles and tissues of the limb struck. If struck within a limb, the afflicted limb is left with deep tissue damage that leaves it unusable from the damage. If struck in the chest, the wave is capable of rendering an opponent unconscious as it constricts the muscles of the lungs and causes great pain, however not directly killing them.

Notes:
-Can only be taught by Detective L
-Can only be used 3 times at max.
-After using, the user cannot use S rank and above Sound jutsu the next turn.


Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: A powerful Sound jutsu, the user points his arm or a weapon forward while speaking the word "Sectumsempra". Upon speaking the words, the user triggers the gathered Ototon chakra to be released, following the user's arm movements. Upon contact, the waves create deep and profuse gashes across the foe's body, seeming like an invisible sword strike has afflicted the foe's body. Due to the depths of the cut, the victims run the risk of dying from blood loss if treatment is not applied in time, if the wounds are not instantly fatal. The user is also able to use this as a means to sever obstacles in his way as well as sever certain parts of the opponent's body.

Notes:
-Can only be taught by Detective L
-Can only be used 3 times at max.


Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: Sound ceremony is an advanced sound manipulation skill. The technique falls in the broad of category of body flicker techniques, techniques that involve use of chakra for a sudden burst of speed. Sound ceremony does not involve any hand seals, the user begins by channeling a wave of sound that goes deep into the ground and travels back to the user, the travel time (back and forth) of the first wave is instant much like hindering sound and is meant to analyze the area (up to long range), the wave comes back carrying the information of the innate molecular vibrations of the surrounding area. Following the first wave, the user charges himself with chakra and travels to a distance, in a single step, as he lands, he sends a wave that travels into the ground and comes back, bouncing him off the surface yet again. The user could repeat this process for a maximum of 6 steps, the distance of each step itself depends on the user’s desire as well as his mastery in Taijutsu (10m normally, 20m for taijutsu specialists or Nb tai users, and 25m for those who have mastered NB Tai). The speed of the user as he travels is nearly untraceable to naked eye akin to leg weights (defined by a multiplier of x2 in the speed formula). Each step sends ripples through the surface user is stepping on, crushing the area and crumbling it into gravel. Though the process takes time (occurs between one to two second after the user steps off) , meaning the user could be on his third step by the time the area around the first step breaks apart. The technique is similar to a destructive sound wave, but it does not crush objects from sheer force. The wave released after each step, has the specific frequency that breaks the molecular bonds of the object in contact, causing it to fall apart (Vibrating an object at a frequency similar to that of its molecular frequency, causes it to fall apart. I.e. an opera singer breaking a glass with her voice). After at least 3 steps (2 seconds for a master) of moving around, the user could hit the opponent directly releasing the wave into the body, crushing the bones in the targeted area or limb. The technique can seamlessly be combined with another taijutsu for maximum potential damage. First movement is considered the first step, the user crushes the ground beneath him as makes his first move as detailed in the picture below .
Note: Usable 3 times per conflict.

-Effective against solid elements (i.e. steel, and crystal) upto its own rank. Distorts the shape of liquid substances and allows the user to step off them, even when submerged.
-If used to attack the enemy on the first or second step, the damage is reduced to ½ and only causes mild numbness to the targets body (apart from the damage itself).
-The damage of the technique does not root from hindering sound waves. The area of effect of the destructive waves is circular of the same radial range as the travel distance (10,20 or 25m). Surface/objects caught between multiple waves is crushed into finer grain.
-Requires mastery of Sound ninjutsu and taijutsu.
-Visual depiction:



(Ototon: Avada Kedavra ) - Sound Release: Avada Kedavra
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: 90 ( -40 to user )
Description: The Avada Kedavra jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Generally considered the most fatal of the three, the Avada Kedavra is the jutsu associated with Death, as that is it's primary effect and objective. Beginning by channeling large amounts of Ototon chakra, the user begins releasing this chakra in two waves; the first wave is released by the uttering of the word "Avada". By speaking this word, the user releases several Hindering Sound waves of high frequencies, but low energy, causing waves to affect the target, causing localized paralyzation of certain parts of the target's body. This is achieved through the sound waves vibrating intensely and causing the targeted body part to be affected by alternating waves, essentially preventing movement ( the chosen body part can be limbs, such as the arm or legs, organs, such as liver or tongue, or even small digits, such as fingers and toes ). This doesn't include the heart nor lungs, however. While this effect is immediate, it's main goal is to prevent the target from moving while the latter, more destructive part of the jutsu is released towards the opponent. Upon speaking the word "Kedavra", a low frequency but high energy sound wave is released from the user's hand or weapon, moving towards the enemy. What is unique about this wave is that it is clearly visible in the form of a bright green wave that appears like a jet of light. Accompanying this bright wave, the sound of rushing wind can be heard, almost as if an invisible force was rushing through the air, though this is just the sound created that occupanies the Ototon jutsu. As the bright green wave travels, it causes no noticeable damage on contact with a foe, it's effect being more internal than external. Upon hitting a sentient, living target, the wave passes through the body of the target, causing high level vibrations in the targeted area, enough to cause minute and cellular destruction of such a level that the area is left unusable, it's cells fractured beyond normal repair ( this does not include high level Medjutsu, like Sakura's Yin Seal ). Upon ripping through a target, the sound wave forces a target backwards 10 meters, causing greater damage. The damage the user takes pertains to mostly the arms, preventing high ranking Taijutsu of A rank and above the same turn.

Note: This jutsu can only be used twice per battle but only once against each opponent
Note: After each usage, the user must wait at least 3 turns before using again.
Note: After using, the user is left unable to use any Ototon jutsu above A rank the rest of that turn and S rank and above next turn.

( Arresto Ikioi ) - Arresto Momentum
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: Creating a Sound wave that is used to decrease the velocity of a moving target, the user alters the speed of moving matter based objects by way of powerful waves. This Sound chakra is released via triggering of a sound that causes it to manifest as a wide wave that affects everything within the target area or the target itself. Vibrating at high frequencies with low energy, the waves work by creating resistance and pressure against moving objects, slowing the target(s) down rapidly until it is unable to continue moving forward, trapping the object is suspended levitation; if used on airborne objects, it is able to slow them until they stop completely, lifted by acoustic levitation ( or sound waves that raise an object to levitate ). The further the range, the weaker the the effect is, slowing objects to a complete stop within short range and if aimed at objects mid range away, it will slow down to speeds that allow the user to be able to mount an escape and maneuver away from it. It should be noted that it can be used on multiple targets, as well as on the caster himself.

Note: Can only be used thrice per battle
Note: Due to being a Hindering Sound jutsu and triggered via sound, the effects of the jutsu happen quickly yet that doesn't mean it cannot be broken.
Note: Cannot be used to attack or cause damage.
Note: Lasts up to 2 turns per use and cannot be used for 2 turns after using.

( Expulso ) - Expulso
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: An explosive Sound projectile, the user channels Ototon chakra to an arm or held item and releases a destructive wave from it that takes a light blueish color. This wave appears as a thing jet that is aimed at an object directly, based on Clapping Hands jutsu. What differs from the canon and this variant, however, is the lack of sound used initially and the usage of it; forming as just a jet of compressed sound waves, upon contact with an object, the waves will expand rapidly as their frequencies does as well, matching that of the object struck. This causes a loud, audible explosion as the release of the Sound waves trigger a bomb like blast radius of 7 meters, causing a massive release of shrapnel from the object that hit that also impacts this same area. Because the explosion impacts this area, it causes enough force to blast targets into mid range if hit directly with near lethal force, causing knock outs and broken bones.

Note: Cannot be used in subsequent turns.
Note: After using, the user cannot use S rank Sound the next turn.
Note: Can only be used three times a battle Max.

( Ototon Juinjutsu: Tabu Fuuin ) - Sound Release Cursed Seal: Taboo Seal
Type: Supplementary
Rank: C
Range: Short-Long ( applied on self, had long range capabilities )
Chakra Cost: 20
Damage Points: N/A
Description: A form of Cursed Seal based on the inner workings of the Tongue Twister Seal but inverted, the user instead of casting a seal on others places a seal on himself. The unique composition of this seal is that inside of it, is a kanji for a certain word, interchangeable at the user's will ( cannot be changed after placed, however ). When the word is spoken near the user, the seal is triggered, effectively creating a fleeting momentary connection between the user and the speaker, alerting the user to the location of the sound. The way this works is when the seal is placed, the dormant Sound chakra allows it to vibrate at a certain frequency, matching that of the word when spoken. When one speaks the trigger word, this seal is activated through the vibrations amongst the seal, the dormant Sound chakra activating and alerting the user to the location of the sound. Ideally created for the Ninja World, this seal is able to be used over an entire stage ( Borderlands, Inner Village, etc ) or inversely, if the landmark the user is stationed on is a single landmark, then up to 3 adjacent landmarks.

( Fuuinjutsu: Shukufuku no Macaria ) - Sealing Arts: Macaria's Blessing
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: Equal to jutsu
Description: When an energy wave touches the user, be it the effects of a foreign ninjutsu or a defensive pulsating effect, a dormant seal triggers. The purpose of this seal is simple in it's usage and execution: when the foreign chakra nears the user's body, this seal triggers and a thin, unnoticeable to the human eye, layer of adhesive like chakra is released. The purpose of this is to "catch" the chakra of the aforementioned ninjutsus and bind it in place, preventing it from continuing it's actual effect. By doing this, the user both stops it as well as holds the chakra in place while the adhesive chakra quickly corrupts and eats the chakra within the jutsu, before rebounding it as a pure of raw chakra (travels at the speed of an average Wind jutsu), aiming to blast backwards in the direction it was released. Should the jutsu the user contained with this be of a defensive or supplementary nature, this jutsu will cause no damage to the target, instead it will negate it's usage.
Note: This is able to affect Ninjutsu of S rank and lower.
Note: This seal can be released up to 4 times per battle with a two turn break in usage.

( Fuuinjutsu: Zōkyō no Bia) - Sealing Arts: Bia's Augmentation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: +20 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance

( Juinjutsu: Kyūshutsu no Soter ) - Cursed Seal: Soter's Deliverance
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 to opponent
Description: Based on the Sealing Trap Explosion, the user creates a cursed barrier around his person. This skin tight barrier is then made dormant until specific conditions are met. Should a jutsu of foreign chakra approach the user, the armor will react in such a way that, much like the parent jutsu, an explosion is generated. However, the difference between the two is that while the basic version is omnidirectional, this variant is a controlled outwards explosion generated towards the source of the foreign chakra. Due to the layer of chakra in the barrier around the body, the user is left unscathed as the barrier generated explosion disperses any attack of same chakra level or lower. Due to being an actual barrier and not a chakra shroud like with SM or Bijuu Modes, the user is left able to use other mode based jutsu while this lays dormant. Should an explosion occur in a direction, the user is able to release it from his fist instead of his entire front torso.

Note: Can be applied passively and pre-placed on the user's bio.
Note: After using, the user cannot use again for one turn and no S ranked Fuuinjutsu next turn.
Note: Can only be used or applied 4 times.
Note: User is able to release from two spots at once but requires two slots and the only way the user can have double usage at once but this requires one additional turn to the already 1 turn wait in between usages.
Note: Cannot be combined with techniques that increase the chakra cost of this jutsu

 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Turtle Summoning​

(Kame sukin shikke) Turtle Skin Moisture
Rank: A
Type: Defensive
Range: Short
Chakra: 30
Damage: N/A
Description: The user advances the process of his pores producing oil, but instead of producing Oil it produces water all over the user's body, boosting water attacks by +15. All lightning attacks used against the user causes an automatic death if hit by them. All Fire attacks used against the user have no effect whatsoever except A-rank and above
Note: can only be used once per battle
Note: lasts 2 turns
Note: must have a contract with turtles
Note: must be taught by Axle

Summoning Jutsu: (Kame) Turtle Summoning: Bubba
Rank: A
Type: Supplementary
Range Short-Long
Chakra Cost: 30
Damage: 60
Description: Bubba is the most artistic turtle, he has been with user so long that they have good chemisty and by stomping his foot he can perform A-rank and lower earth jutsus from anywhere on the field. He's 5 stories tall. Can only be pierced by A-rank and above jutsus.
Note: can only be pierced by A-rank and above jutsus
Note: Must have signed the turtle contract
Note: Must be taught by Axle

Summoning Technique: Turtle of Mass Destruction (Kuchiyose no Jutsu: kame messe kujo)
Rank: S
Type: Defense/Attack/Suplementary
Range: Short-Long
Chakra Cost: 40
Damage points: N/A
Description:The user wipes the blood on the seal of his arm, summoning a turtle beside the user, the turtle has giant spikes on it's back, and has a very hard body, that can only be pierced by S-rank and above attacks.This turtle is as big as Gamabunta.
Note: can only be used once per battle
Note: must have signed a contract with turtles
Note: only Axle may teach

(Kuchiyose: Kame) - Greed
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: Greed is a turtle that can never be full. He's as big as a trailblazer, he can eat any kind of attack of the elemental or normal chakra based techniques up to A rank but not Genjutsu. He can only be pierced by S-rank and above attacks
Note: can only eat 3 jutsus per battle
Note: Must have signed the turtle contract
Note: Must be taught by Axle
Note: Everytime he eats, it counts as a move
Note: Stays on the field for 4 turns.
(Kuchiyose: Kame) - Tut
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 50
Damage: N/A
Description: Tut is the best deffensive turtle alive, he's as big as a 7 story building, he has spikes on his back that are a story tall each. All lightning attacks used, are directed to his spikes, and are then shot back at the opponent. He can only be pierced by S rank jutsus. He cannot do any offensive jutsus. Yet he can use Earth Supplementary and Defensive jutsus S-rank and lower.
Note: Must have signed the turtle contract
Note: Must be taught by Axle

 

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Hozuki Clan

N/A - Ranks

(Suiton: Logiku Konjetsu) - Water Release: Logia's Conversion
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: +5 to Hydrification Activation Utilized
Damage: N/A
Description: This is a passive ability of the Hozuki Clan members that allows them to hydrify their belongings, like clothing and weaponry upon entering a hydrified state. These could range from sealing tags, to projectiles like kunais, or even weaponry like swords or armor, etc etc. The user is able to passively convert the objects back to their original self for strategic use so long as the situation calls for it. This technique is a mere add on to the nature of the Hydrification techniques and its variations, thus allowed to be performed in the same time-frame as aforementioned techniques. The user can willingly choose not to hydrify said belongings if he so chooses.

⋩ Requires a Hōzuki Biography
⋩ Must be placed in the User's Biography


(Suiton: Hōzuki) - Water Release: Demon Lantern
Type: Supplementary/Defensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Once a member master's the clan's hidden ability, he will tap into the passive and subconscious abilities of the Hydrification Technique(s). It has been proven time and time again that when a Hozuki Clan member is unexpectedly struck/attacked, his body instinctively turns into liquid by activating the Hydrification Technique(s), allowing them to avoid damage. It has also been seen that when a member is knocked unconscious, the body turns into a jell-like state that is also classified under the same category as Hydrification. This leads us to believe that a clansmen can always be in a hydrified state. This latent ability can be forcefully triggered by foreign threats to the user, like techniques that are too fast for them to detect or perceive. The user is so naturally in-tune with the overall moisture both around his body and his surrounding area that the body naturally detects the disturbances within the air's moisture as a threat travels through short-range of them, allowing the body to instantaneously turn into a Hydrified state to avoid the damage. Both the strength and weakness of this technique is that the user has no control over it, as the body is naturally programed for survival, activating on mere instinct. This however can be forcefully prevented so long as the user can perceive the threat himself. This technique will passively activate one of the user's Hydrification Techniques within his arsenal and be in tune with it, thus being performed in the same time-frame. This technique by no means offers any sensing capabilities directly as it is simply a passive & instinctive survival mechanism to ensure the safety of the user. When knocked unconscious or electrocuted, the user's body will turn into a jell-like state, following the hindering restrictions of the inflicting technique that was used upon them.

⋩ Requires a Hōzuki Biography
⋩ Chosen Hydrification Activation must be specified in the user's biography.
⋩ The selected Hydrification Technique will count towards the user's three moves.


(Suiton: Hōzuki ll) - Water Release: Demon Lantern ll
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (Dependent on the chakra necessary to reach desired Rank)
Damage: N/A (+1 Defensive Rank)
Description: The brother technique to the original 'Demon Lantern'. The user is so naturally in-tune with the overall moisture both around his body and his surrounding area that the body naturally detects the disturbances within the air's moisture as a threat travels through short-range of them. Not only that but it allows them to sense the level and severity of the threat that is being carried out when the body is instantaneously turned into a Hydrified state to avoid the damage by the original Demon Lantern Technique. If the threat is of higher value/rank than the Hydrification being applied, this technique will passively feed off more chakra from the user's reserves and effectively increase the original rank of the Hydrification Technique by one. This unconscious thought is an animalistic instinct for survival, avoiding being evaporated, more than anything but can also be applied in different scenarios. Just like the original, this technique will in tune with the Hydrification process, thus being performed in the same time-frame. This technique by no means offers any sensing capabilities directly as it is simply a passive & instinctive survival mechanism to ensure the safety of the user. This technique will count as one of the user's three moves if not used in tandem with the original "Demon Lantern" technique.

⋩ Requires a Hōzuki Biography
⋩ Can be used five times per battle.
⋩ Technique must be tied to the user's biography.
⋩ Must wait two turns before reusing.
⋩ Forbidden-Ranked will count as a move, regardless.
⋩ Forbidden-Ranked Defense can only be reached once per battle.
⋩ Doing so will cause a -15 Damage to the user from chakra strain.
⋩ An additional -5 Chakra per turn will be deducted for sustained hydrification. (-15 for Forbidden)

B-Ranks

(Suiton: Mizu Shibo no Jutsu) - Water Release: Water Entrapment Technique
Rank: B
Type: Offensive, Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: Through the use of the Hydrification technique, the user releases water from his hand towards the target that then binds them in a prison of water and restricting their movements.
Note: Can only be used by a member of the Hozuki clan.

(Suiton: Dekishi Mizu Burobu no Jutsu) - Water Release: Drowning Water Blob Technique
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: After liquefying a portion of their body, the user manipulates the resulting water to surround their target's head, preventing them from breathing in order to either: render the victim unconscious or ultimately kill them, if the suffocation is sustained.
Note: Can only be used by members of the Hozuki clan.

(Suiton: Suika Taijutsu) - Water Release: Hozuki's Body Modification
Rank: B-A
Type: Defensive/Offensive
Range: Short - Mid {Long}
Chakra cost: 20-30 (-5 per turn)
Damage points: 40-60
Description: Through the usage of this technique, the user will enter a hydrified state or manipulate his already activated state. Taking full advantage to manipulate one's body structure through the liquid state, the user will extend his limbs to deal ranged attacks, combining taijutsu and ninjutsu, being very similar to Gozu and Mitsuki's extending abilities to the normal eye (appearing as normal limbs that extend.) Not only can the user extend his limbs, but also artificially create new ones out of water, by materializing it or releasing it from his body. These could range from, extra arms that would function as normal ones, to even pair of wings to bestow the user the ability to fly or extra pair of eyes. When dealing long range attacks the user can materialize crystalline layers of water that hover in front of the striking limbs in order to increase the potency of the attacks or even combine it with a layer of adhesive syrup to stick targets and draw them in closer. Naturally, this technique allows the user to blend into other water sources, either naturally or self made, allowing him to use the source as means of extending the range and versatility of his attacks. (ie: Blending into a pond and extending a liquefied arm from afar). Blending into water sources will leave the user completely undetected unless found through sensory means.

⋩ A-Rank can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities.



Taught to ~






(Suiton: Hozuki's Baku Taijutsu) - Water Release: Hozuki's Explosive Body Technique
Rank: B-A
Type: Defensive/Offensive
Range: Short - Mid (Propel)
Chakra cost: 20-30
Damage points: 40-60
Description: Through the usage of this technique, the user will momentarily enter a hydrified state or manipulate his already activated state. By taking the concept used in the Hozuki Bullet Technique, the user will release blasts of water from limbs or joints/body parts, augmenting not only striking speed, but also strength. For example, the user can release blasts of water from his elbows, increasing the overall potential of punches. Or even release blasts from the soles of the feet, boosting thrust momentum to that of a traveling arrow or slower. Before or upon physical contact, the user can release another blast from his striking limb, allowing him to deliver great blunt damage.

⋩ A-Rank can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ Can be combined with Water Techniques along with non-elemental abilities.


A-Ranks

(Suiton: Hōzuki's Saiyntu Spritū) - Water Release: Demon Lantern's Spirit

Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description: Using their own body as a source, the user will manipulate their Hydrified state or momentarily enter one in order to release water from their back and shape manipulate it into the form of a large Demon Lantern fruit, the trademark of their clan. The size of the Demon Lantern is comparable to Gaara's Gourd. The Lantern is blessed with a sentient nature as its part of the user himself, allowing it to act on its own accord while leeching chakra off of the user. The Lantern is linked directly to the user's chakra system and basic as well as advanced senses (Like Chakra Sensory, Touch, Smell, Hearing, etc). The Demon Lantern is able to sense any disturbance(s) within the user’s system like genjutsu or any form of foreign chakra/substance. This ability is regardless of rank, however does not mean it can freely break the user out of said situation with some sort of chakra surge. (ex: From an illusion.)

The Lantern is able to turn into constructs up to the user's imagination and within reason, allowing for things such as; Dome Defenses, Whip/Tentacle attacks, platforms to climb on, wings to fly with, weapons, etc etc. The most prominent ability of the Lantern however is not it's ability to shape shift, but the special trait to create a pair of arms and hands in order to perform ninjutsu techniques, using them as an extension of the user’s chakra circulatory system. This allows the user through the Lantern’s arms, to perform all the ninjutsu (Including Water) techniques the user knows, (Very similar to the Tailed Best Chakra Arms) even the ones that require a blood ritual like the Kuchiyose techniques. This however will be limited on whether or not the Demon Lantern can draw blood from the user. This by no means offers the user the ability to multitask and mold other techniques as they are merely an extension of their body. The Lantern’s hands/arms are an extension of the user’s body and chakra circulatory system, and thus follow the same restriction when molding specific Ninjutsu techniques, following their own rules. The Sentience nature however, allows the Lantern to protect the user from threats that can be perceived by the user. A combination of two arms/hands & constructs can be created at once, with the ability of passively shape-shifting it to the user’s needs. (Ex: 2 arms for Ninjutsu & 3 tentacles for offensive/defensive measures.) The Demon Lantern has the ability to detach itself from the user and stay within a short range reach of them while assuming their own desired form. This however will void all sensing and aforementioned abilities that require a direct link to the user. (Like performing Ninjutsu) The Hands utilized for ninjutsu are classified as free-form in damage unless stated otherwise. This means that the overall power will not be factored into the division between the offensive/defensive constructs unless stated otherwise. Whether or not they are physically attached, the Demon Lantern will still be able to leech chakra off of the host to maintain its form.

⋩ Construct(s) are A Rank and divided in strength accordingly.
⋩ Must wait three turns before reusing.
⋩ Can be used two times per battle.
⋩ Requires a Hōzuki Biography.
⋩ Lasts three turns per use.


(Suiton: Suika no Jutsu) – Water Release: Hydrification technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique allows the user to liquefy the whole body at will, this technique makes it impossible to receive damage from physical attacks. From a single hair to the skin and muscles, everything can be liquefied and solidified at will. Be it to evade an enemy's attack during a short range battle, to infiltrate a structure, or to launch a surprise attack in a liquefied state, this technique boasts a high strategic value. Using this, the user can also re-shape their body parts for suitable situations. The only way to contain a user of this technique is to lock them up in an airtight container so they cannot move about. When the user passes out, they turn into a jelly-like state. As this technique turns the body into water, the user is vulnerable to lightning techniques. The Second Mizukage when using this technique has a more oily state allowing it to into Gaara's sand element and nullify the techniques. (this oily ability can only be used by the Second Mizukage).
Note: Can only be used by members of the Hozuki Clan.

(Suiton: Suika no Jutsu II) – Water Release: Hydrification Technique II
Rank: A
Type: Defensive/Offensive
Range: Short - Mid
Chakra cost: 30 (-5 per turn)
Damage points: 60
Description: This technique follows the very same concept as it's parent technique, "Water Release: Hydrification Technique" as a basis. The user can either infuse his already active Hydrification State, or simply activate and use this technique instead. The user will change the compounds of the liquid that make up his body, ranging from one to two at maximum simultaneously. Unlike it's parent technique, these conversions need to be sustained with chakra for prolonged usage. Specific body parts can be converted or even combined with two states within reason. (ie: Adhesive Mist.) Techniques released from the user's body acting as the source, will contain the same properties so long as the conditions logically allow it. In Crystalline form, the water is compressed to such a level that it appears to be almost crystallized in nature, increasing both defensive and offensive penetrating/cutting potential. Another variation will spread out molecules in the water, turning into a mist state. It can also be turned into a viscous and adhesive state, used to bind targets by sticking them or even an elastic-like functionality for more versatile usage in battle. Lastly, the absorption ability that takes advantage of both water's special traits as well as a Hozuki's natural talent for manipulating water. The user will absorb a source of water either naturally, or chakra-based in order to grow in size, equivalent to the technique/source absorbed (Up to the same rank). The user can choose to contain the water inside in order to maintain his enlarged form, or utilize it as a source for his next water-release technique. The user is free to create constructs out of his converted body, within reason. (ie: Turning his arm into a spear, extending a spike from his back, etc.)

⋩ Can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities.


(Suiton: Mizudeppō no Jutsu) - Water Release: Water Gun Technique
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: Using the Hydrification Technique, the user fires a single droplet of water at the intended enemy with a tremendous amount of force, from the finger-tip of one of their index fingers, after firstly shaping the respective hand in such a manner that it resembles a gun.
Note: can only be used by members of the Hozuki Clan.

(Suiton: Mizu Fūsen no Jutsu) Water Release: Water Balloon Technique
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
After using the Hydrification Technique to form a pool of water at their feet, the user then produces bubbles which float upwards from the ground. These are then launched at targets with such speed and force that they can cause great blunt-force trauma.

(Suiton:Koudai Bodi no Jutsu) - WaterRelease: Huge Body Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost:30
Damage points: N/A (+10 to taijutsu damage)
Description: Using the Hydrification Technique, the user merges with a large body of water and spreads their chakra out to take control of all of it then forms it to replicate a huge version of the user, equal to the size of Choza using his Multi-size Technique. -Can't use water techniques above A rank while this jutsu is active
-Can only be used 3 times per battle
-Only lasts for 1 turns.
-Can only be used by members of the Hozuki Clan.


(Suiton: Dokomo Metsuki no Jutsu) - Water Release: Everywhere Eyes Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost:30(+10every turn active)
Damage points: N/A
Description: The user concentrates chakra into his head and using the Hozuki's unique anatomy creates 4 eyes made of water that emerge from his skull,1 eye on each temple and one on the back of his head and finally one on the top of his head looking straight up, these are all connected giving the user 360 degree vision.
-Only lasts for 3 turns.
-Can only be used twice per match.
-Can only be used by members of the Hozuki Clan.


S-Ranks

(Suiton: Kyousei Mizu Kataino Jutsu)- Water Release: Great Water Leg Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: (+20 to physical attacks done with legs)
Description: By putting the Hydration Technique into practical use, the muscles in the user's legs are temporarily enlarged and strengthened. Moisture is gathered from the whole body and compressed into the both legs. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high.This jutsu gives the user slightly enhanced speed the user is also then capable of crushing both rock walls (c rank and below) and making large dents in steel doors with a single kick.
Can only be used 3 times per battle
Lasts 3 turns.
While in use the user can't use elements other than Water.
While in use the user's arms are weaker then normal, preventing Arm based taijutsu.
Increases user's running speed by x1.5 their normal speed

[/SPOILER]

(Suiton: Kyousei Suiton Bodi no Jutsu) - Water Release: Great Water Body Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A (+20 to physical attacks)
Description: By putting the Hydration Technique into practical use, the muscles in the user's entire body are temporarily enlarged making the user about the size of A and strengthened. Moisture is gathered from an outside water source and focused into the muscles. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is extremely high. This jutsu gives the user enhanced strength and slightly enhances speed.
Note: Must use Hydration Technique before hand and have a Hozuki bio.
-Once per battle, 4 turns.
-While in use can't use elements other then Water and can't use ninjutsu or genjutsu above C rank
-requires user to merge with a water source to use. (small lake or larger)
-after use the user can't use taijutsu for 4 turns and is slower then normal in those 4 turns
-Only taught by Professor Sarutobi.


(Suiton: Arshuki Sifenu) - Water Release: Acoustic Quieting
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-10 Per turn)
Damage: N/A
Description: The user will either manipulate his already hydrified state or enter one in order to counteract the effects of techniques that produce/release some form of shock, disturbance and/or sound wave/vibration through the air or ground, so long as the user is no in contact with it. Taking advantage of the highly conductive medium that is water, the user will manipulate their liquified state, crafting their body by hollowing out the insides and creating intricate paths of water within. This is done to guide the absorbed disturbances, allowing the user to re-direct them at the cost of lowering their original damage of the technique by ten damage points. The user has complete control as to the radius of the disturbance's release. If the disturbances are something sustained the user can maintain his hydrified state and re-direction so long as he fuels the hydrification if activated through this technique. The technique can be used to absorb disturbance/soundwave based techniques and hindering sound techniques of equal rank and below, destructive sound waves of one rank below. (Ex: Absorbing sound waves and releasing them outwards through the body outwards.) If the technique being absorbed is non-harmful, so will the re-release of said technique however will still carry the hindering consequences that the original technique had.. If the techniques absorbed are ranged, the redirection will be decreased by one effective range. (Ex: Mid range Sound wave could only be redirected up to Short range of the user.) This technique is unable to stop the waves/disturbances/shocks of techniques produced through kinetic energy as it is a virtue of the body/object being in motion. It can however counteract the effects of techniques that have produce after effects like shockwaves produced by a powerful punch that was released outwards without making physical contact with the user. (ex: A punch so powerful that releases shockwaves from a distance, or even sound waves.)

⋩ Can be used three times per battle
⋩ Can only be used by Hōzuki Clan Biographies.
⋩ Does not deactivate other sustained techniques.
⋩ While sustained, the user is limited to focusing on controlling said action.
⋩ The disturbances have to be perceived or anticipated before being affected if the user doesn’t already have his Hydrification active.

 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Fūinjutsu

(Fūinjutsu: Kirigakure Kurisutaru Sagefuda) - Sealing Arts: Hidden Crystalline Mist Tag
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (-10)
Damage: N/A
Description: A paper tag with the symbol for "Crystalline Mist" (晶霧). The tag is sealed with the user's chakra-infused mist which also contains crystalline particles mixed inside. The tag replaces the need for explosive notes and instead, releases mist instead of the ordinary smoke of an explosion. The crystalline water particles inside produce superficial piercing/shredding damage similar to shattering glass. The damage is equal to that of any ordinary explosive tag, barring the burning qualities in exchange for the shredding. These tags can be used in other Ninja Techniques that utilize explosive tags, as it replaces them, if the user wishes. After the explosion settles, the crystalline particles turn back into droplets of water as the mist spreads throughout a mid-range radius.

⋩ Must be posted as a reference when used.
⋩ Mist stays present in the field for four turns
⋩ Technique does not count towards Jutsu Count.
⋩ Technique must be placed in the user's biography(s).


( Fuuinjutsu: Hecate's Nekutai ) - Sealing Arts: Hecate's Binding
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.


(Fūinjutsu: Kiyome) - Sealing Arts: Purification
Rank: B
Type: Defensive/Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: The user will either activate a paper tag with the symbol for "Pure" (清) or artificially create it with chakra. The activation of the seal will work as a cleansing mechanism for water sources or techniques as well as substances around the user's person. If used on water sources the seal will absorb all the impurities, naturally turning it into pure water thus removing its conductivity. Not only does the seal absorb natural impurities but also external sources. These can range from things such as mud or earthen debris that may have gotten infused with the water. The seal can also be used on the user himself, absorbing things like a vacuum on his person. These could range from mud-like debris, to toxins/poisons/external liquids, adhesive substances, dirt, dust, grime and mainly all physical impurities that weren't percent before. Four times per battle, the seal can absorb up to A-Rank substances around the user's water/natural water within a mid range radius or his own person. (Ex: A mud binding, Syrup etc). This is also compatible with the Hozuki Hydrification techniques.



Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times


Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s base speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed. Constructs are at max 20 meters in height.


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:

Violet; perhaps the simplest infused barrier. This barrier acts in a similar manner to Shishienjin. When infused the Ethereal Guardian’s default color will instead become a violet/purple. Like Shishienjin when the Ethereal Guardian comes into contact with solid matter or an opposing force it will burn the target with violet flames. Much like Amaterasu the violet flames will spread and consume the target, should they fail to be dealt with. While the barrier itself will produce violet flames on contact the Ethereal Guardian will retain its default tangible abilities allowing it to still produce physical damage on contact. While potent and highly aggressive in nature the flames, to the user, remain inert allowing the user to come into contact with his or her Guardian without repercussions.

Blue; the Blue barrier represents the peace which water emulates and possesses no innately offensive qualities. The barrier will change the Ethereal Guardian into a magnificent ocean blue instead of its default translucent white. The Blue barrier sheds all tangible characteristics and thus will deal no direct damage on contact with an opponent becoming effectively intangible. Like the ocean’s ability to sap the strength of unsuspecting swimmers caught in rip tides the Guardian will become able to sap the chakra of those it phases through. For each turn or instance that the Guardian phases through a target this technique will effectively drain 100 chakra. Should the user make contact with their own familiar it will not drain chakra from the user. If the familiar has drained chakra prior to contact it will be able to return the chakra to its user. When used against summonings of equivalent rank instead of draining chakra the familiar will cause the summoning to disperse.

Black; based on the Barrier Shatter Technique the Black barrier possesses the default offensive tangible abilities that the Ethereal Guardian is created with. When infused the Guardian’s default color will become absolute black, much like a cosmic black hole. The Black barrier creates a twist of the Barrier Shatter Technique allowing it to interact with barriers and, instead of shattering them, absorb them like a black hole. The Black barrier is able to absorb S-Rank and below barriers regardless of their nature and will increase the familiar’s effective strength by +20 for the duration of the technique. Should the familiar come in contact with a barrier of the user’s it will remain inert at the user’s volition allowing the familiar to pass without absorption.

Magenta; based on the Elemental Sealing Method technique this familiar will retain its default offensive tangible abilities while also gaining specialized sealing abilities. When infused the Guardian’s default color will become magenta. The Magenta barrier creates a specialized pressure within the technique which allows it to interact with tangible elements (water, earth, steel, etc) in a unique way. The barrier will exert extreme pressure allowing it to pulverize the physical element within and then seal it within. This sealing method is capable of sealing up to Forbidden ranked physical-based techniques. Against intangible elements (wind, lightning, etc) the familiar will retain its normal S-Rank strength.

Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.


Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A seal with the word 'Maintain' will be placed somewhere on the users body. The seal will passively drain chakra from the user which it will then redirect into the surroundings so as to detect attempts at manipulating space (affords no other kind of sensory). When a technique that seeks to distort space/time is utilised within the users vicinity (Mid range radius) this seal will activate, passively draining chakra from the user to erect a barrier that will instantly spread outwards and prevent the space time continuum from being manipulated - in effect the seal will serve to neutralize space time techniques such as summoning jutsu, or techniques that utilise portals such as 'Stick Earth Drop' from being utilised as it forcibly maintains the fabric of space and time. The seal activates automatically upon detecting an attempt at space/time manipulation, and is effective against such jutsu up to, and including A rank. However it is wholly ineffective against S ranked space time manipulation (Such as S rank summoning techniques as the jutsu utilises more chakra than this technique to bring a stronger summon to the field, however it will still be effective against lower ranked space time techniques even if the substance that they attempt to bring to the field is higher ranked)

Note:
- The user can start the battle with the seal already placed, in which case it must be posted at either the start of the battle or in the users bio. Otherwise the user will have to manually place the seal, which counts as a move and can only be done twice.
- The seal can only activate once per turn, and the user cannot use Fuinjutsu above A rank the turn after it triggers.
- The seal passively drains 5 chakra from the user per turn
- When triggered, a barrier of the appropriate strength will be set up (i.e A rank to counter A rank S/T) that will prevent the space time technique and last for that turn. An A rank barrier can be set up once, and a B rank barrier can only be set up twice. For C rank and below however, on account of there being virtually no S/T techniques that weak barring the summoning of certain lesser animals, the barrier can be triggered continuously to prevent these critters from taking to the field.
- As activation is passive, (But does count towards move count) the user is free to continue as normal.
- Won't work on 'Flying Thunder God' as it is a S ranked Space-Time technique.


Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.

Notes:

-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle


Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + Damage absorbed
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
Appearance:

(Fūinjutsu: Ken'o) – Sealing Technique: Abhorrence
Type: Defensive, Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 per turn)
Damage: N/A
Description: An advanced defensive barrier technique employing special talismans on the user’s body similar to those used in the Protective Tag Technique. The talismans are adorned with the Kanji for ‘Abhorrence’ and will generally be used in conjunction when the user transforms his or her body into a particular state or element (Water, Energy, Earth, Steel, etc). The barrier produced by Abhorrence is highly malleable, intangible, and transparent and will act to ‘coat’ the user’s body very much like armor. The nature of the barrier is purely defensive acting to protect the user’s transformed body from techniques which attempt to seal or absorb it. These techniques include Dark Release Absorption and advanced Fūinjutsu although can include other advanced absorption abilities. The barrier is self-sustained acting to siphon the user’s chakra passively and cannot be absorbed itself by these techniques. Abhorrence can effectively prevent and repel S-Rank and below techniques which attempt to seal or absorb the user’s transformed body. Because of its malleability and intangibility the barrier can proactively shape itself to fit the user’s body should their shape or size change. The talismans act to react to the presence of the aforementioned techniques producing the barrier in response to their presence, happening instantly (in the same TF but still costing a move). Alternatively, the barrier can be actively used allowing for it to be used within the same timeframe as the user’s transformation or entirely independent of it. Although this second application requires the user use four hand seals and requiring one of the user’s three moves per turn. Once the barrier is erected it will remain active for four turns. Abhorrence can be activated three times per battle. Talismans must be stated in the user’s biography or can be equipped during battle.

(Fuuin: Bachi no Fukyuu) - Sealing Technique: Bane of the Immortal
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This can counter S-Rank and below sealing techniques. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts for four turns or until the ability attempting to seal or drain the user's chakra or abilities is no longer active, whichever is longer.

Note: Can only activate a maximum of thrice per battle


Sealing Arts: Summoning: Gourd of Sealing|Fuuin: Kuchiyose: Yuugao no Yuugao
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a string of handseals and summons a gourd onto the battlefield in front of him. The gourd is around the size of the gourd of Gaara's back and has five seals representing the five elements on the sides of it. The user then takes two of those seals and deposits them into the gourd. A bright flash emits from the seal (not of blinding proportion) and the two elemental seals deposited are sealed from use by both the user and enemy as long at the gourd is present on the field. The gourd has a very large, durable and strong shield and armor encasing it that protects it from attacks of A-rank and below, making it very difficult to destroy.*
*Can only be used once*
*After using, the user cannot using and Fuuinjutsu for the next two turns*
*The user nor opponent cannot use either of the two elements selected by the user for the remainder of the fight or until the gourd is destroyed, whichever is shorter*
*the shield stops all A rank attacks and below, one S rank though destroys the shield and gourd.


(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT



Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Only useable once the opponent has activated a chakra cloak of some sort, the user will make a single handseal and release a barrier from their body that expands at the speed of a standard sound genjutstu. This barrier does no damage, it doesn't block their vision (it's completely see through), and otherwise the opponent won't know it's there unless they have some sort of way to sense it or see the chakra of it. It's completely harmless to the opponent. However, what it does do is cut off the opponents connection to any type of chakra cloak they may be using. It drains any energy based chakra (Raw, Fire, Wind, Lightning, etc) on the outer side of the barrier. Note that it does not drain the opponents chakra from his body. It will drain the chakra cloak only and only until it is completely gone, after which the technique will end. The draining and ending of the cloak is almost immediate. This technique will only work on cloaks that can be classified as Supplementary, and will work on all of them regardless of rank due to the fact that these cloaks carry no inherent damage to them. To stop the opponent from simply reactivation the cloak, the barrier lasts 3 turns

Note: Does not work on solid armors
Note: Can be used 2 times per battle
Note: 2 turn cool down between uses
Note: Doesn't work on Jinchuuriki chakra cloaks
Note: Cannot be combined with techniques that augment/enhance barriers


Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: A Juinjutsu designed to work under the activation of other Fuuinjutsus, the user passively creates a seal that lays dormant until triggered. When a foreign barrier is eructed within mid range of the user, this seal is triggered and a first pulsing release of chakra in the form of a wave like barrier is released from the created seal. The purpose of this is to pulse through any activated Fuuinjutsu of the opponent, done in no time due to it's passive nature. Should it be of up to A rank, the pulse corrupts the opponent's link to it, their chakra essentially eating away at the opponent's chakra binding the Fuuin. As this happens, a second pulse released touches the seal and it's chakra of the user binds it and allows the user the ability to apply the seal towards his own person or if a harmful, rebound it's effects back onto the opponent. The user can only reverse certain seals, ones who's effects target the opponent in their effects, primary sensory based ones excluded. What this means is seals that hinder the opponent's speed or ability to use something, it's effects will reverse back onto the opponent.

Note: Only works on Fuuinjutsu activated in the last turn
Note: Initial pulse happens instantly as this is purely defensive and supplementary in it's usage. When rebounding and reversing Fuuinjutsu, the user is able to reverse up to A rank seals if he fits the requirements (i.e. able to use Sound if Sound if involved, ability to use Chakra Chains, or Fire for seals or barriers related, etc), costing a move per turn to do so.
Note: Can only be used to reverse Fuuinjutsu every 2 turns and up to 3 in total. These four seals can be placed on the Bio to avoid having to manually place during Battle, defeating the purpose of the jutsu. Despite activating passively/on it's own, it still requires a move in the 3 allowed per turn.


Type: Defensive
Rank: S
Range: N/A
Chakra cost: N/A (-40 on each activation)
Damage points: N/A
Description: The user will have two seals on their body with the Kanji for "Solitude" infused with their sound chakra. The seals are located inside the ear canal (must be stated in the user's biography) and will activate automatically upon any chakra infused sound (not just the element) or technique entering the user's ear. The seal will then emit a sound wave with an amplitude opposite that of the invasive technique so that destructive interference occurs and the two cancel each other out. The seals will maintain the frequency for as long as the sound is being heard/transmitted by the opponent, allowing this jutsu to counter not only momentary techniques but those which are sustained or prolonged. This technique's use lies only in preventing chakra-infused sounds being heard and as such it's use is largely limited to countering Sound Genjutsu and similar abilities. The activation of this technique is instant (but still counts as a move) so it can intercept and cancel sound-based techniques before they're heard. As such, the user is free to perform techniques in the same time-frame (even if the seals are still actively transmitting to cancel a sustained frequency). These seals cancel chakra-infused sounds before they can affect the body by stopping them as they pass through the ear canal and so it essentially prevents illusions from taking effect. This means seals which activate upon foreign chakra entering the user's body will not be triggered. This technique can only counter one technique at a time and only one technique per use (counters up to and including S-Ranks).

Notes:

-Can only be taught by Detective L
-Usable twice per battle
-No S-Rank or above Fuuin or Sound in the user's same and next turn
-The seal itself is A-Ranked
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Kenjutsu

Fukusuu Taka Dageki no Jutsu | Multiple Falcon Strike Technique
Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: User forces chakra flow to muscles and joints in the arm allowing user to perform several rapid strikes in quick succession.

Note: Must use with a sword, katana, or tanto.
Note: Can only be taught by Kārin

 

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Flowing River of Fierce Fighting

Ryuuchou Kawazoi Ryuujoukohaku -Flowing River of Fierce Fighting
Type: Taijutsu
Background: Developed by the Hozuki clan to combat the taijutsu clans of konohagakure, this style of fighting is based on the combining of the hydrification technique with taijutsu training. It has been said masters of the Ryuuchou Kawazoi Ryuujoukohaku have battled for weeks without either of them giving in or showing signs of fatigue.
Description on the Abilities and Inner Workings of the Style: The user combines the hydrification technique and taijutsu to enhance their blows's by focusing moisture and water chakra into the main muscles for the attacks, enlarging the muscles allows for a boost in natural stamina as well as a higher tolerance to pain. It can also grant the user additional stamina by diluting the acid that builds up in muscles with more water, letting them fight at full tilt for days.

Additional effects and Restrictions:
-The user will be very slow to use other elements to fight because of the heavy focus on water and taijutsu.
-Can't use kaito's tai that utilizes an element other then water the same turn a move from this style is used.
-Requires training by Professor Sarutobi to use.
-Can only be used by Hozuki Clansmen who have mastered Water Release and Taijutsu
-Masters of this style will be able to use water release in general much quicker as it is a fundamental part of performing Flowing River of Fierce Fighting techniques.
-Users can push their bodies to their limits constantly with help from the stamina increasing ability letting them train for days at a time, with this training regime the user gains great strength and stamina as well as endurance to pain and physical blows above average to that of Strong Fist masters.
- The user only has average speed when compared with a normal Strong Fist Master despite their increase in physical strength.
-The master of this style has an above average tolerance to pain.

Techniques:


Type: Supplementary
Rank: B
Range: Short
Chakra cost: 40
Damage Points: N/A
The user utilizes their knowledge of the body's muscular structure in combination with the special ability granted by the fighting style. The user will liquefy specific muscles or muscle group(s) in the body by entering a partly or wholly hydrified state. The liquefied muscles will then cause a rapid diluting of all of the lactic acids as well as other fatigue inducing substances within the body to fully cleanse one's self. This ability allows the user to fully recover from any fatigue induced state or otherwise paralyzed state by refreshing the muscles with water chakra. This technique by no means, heals the user in any way, it simply refreshes the muscles and removes fatigue as well as restores bodily functions from paralyzed states.

-Once per turn.
-Can't use for one turn afterwards.
- usable four times per battle.
-Can only be used to remove S rank and below drawback effects and paralyzing effects



Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user will enter a hydrified state with his arms and hands as he gathers the moisture in the air and focuses his water chakra in order to grow his muscles to abnormal size, rivaling the Akimichi Clan's Expansion technique. Using the increase in strength as well as body mass the user is able to use the enlarged limbs to either attack with standard Taijutsu and Hozuki Techniques or in combination with other Flowing River of Fierce Fighting style techniques to strike target(s), object(s) or other things with his hands for a deadly attack. The muscle enlargement allows the user to reach out to the maximum distance of short range for increased reach. (5m)

-Can be used four times per battle.
-Lasts Three turns per use or until Canceled.

(Ryuuchou Kawazoi Ryuujoukohaku: Suji Kakudai ) Flowing River of Fierce Fighting: Muscle Enlargement
Type: Supplmentary
Rank: A
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user focuses water chakra into their muscles to enlarge and strenghten them. This can be used on any combinations of muscle in the body. However, because it is essential to properly control the moisture balance inside the body, this technique's degree of difficulty is very high. This jutsu gives the user great physical strength in the enlarged areas, although he does lose some speed and agility in the process.
-Can only enlarge muscles for 3 turns in a row before deactivating.
-Cannot increase the whole body, only localized areas and only one at a time per use of the technique.
-Must be trained in Flowing River of Fierce Fighting to use.
-Only taught by Professor Sarutobi.
-Can only be used by Hozuki bios
-Usable 4 times

(Ryuuchou Kawazoi Ryuujoukohaku: Kasui Panchi ) Flowing River of Fierce Fighting: Stream of Punches
Type: Offensive
Rank: A
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user, after enlarging their arms and shoulders muscles, unleashes a flurry of up to 6 strong punches with great power and speed capable of cracking bones. After the punches land the user's muscles deflate and give off steam as the user sends water over the muscles and cools them down.
-Can only be used four times per battle.
-Only taught by Professor Sarutobi.
-Can only be used by Hozuki bios.

Ryuuchou Kawazoi Ryuujoukohaku: Akuma Dedoko) Flowing River of Fierce Fighting: Devil's Exit
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30 (-5 per turn)
Damage Points: 60 (Boiling Splash)
Description: The user will begin by entering a full hydrified state while maintaining a normal physical appearance as he focuses water chakra around them to gather the moisture in the air into their body. As the moisture is being gathered, the user would normally grow in size. However, by using advanced shape manipulation and concentration, the user forcefully creates a dense layer of chakra around his entire person, preventing his body from expanding outwards to enlarge his muscles. Once locked absorbed, the user begins to vibrate the moisture along with water that's pressurized inside the user's body, naturally causing friction to form, heating up the body to a boiling point. This would cause steam to escape from the user's "pores". The special ability granted by this state is the after-effect of taijutsu-related techniques or moves. Upon physical contact with something or someone whilst striking, the built up pressure will be released from said portion of the body, causing boiling hot water to be released outwards along with the blunt damage produced by the strike. The boiled water is hot enough to deal third degree burns. The water released is roughly a slash of about three gallons.

- Can be used four times per battle.
- State can only be maintained for a maximum of 2 turns.
- Must wait 2 turns before using again.
- While active, the user can only mold Water Techniques along with non-elemental abilities
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images


Scroll Owner: Ushiro
Other Users who have signed contract: Negative Knight, ᴍᴏᴏғʏ
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Vulcanus, Jupiter
Description and Background: The Hydra is a large serpentine water beast with reptilian traits and many heads (usually 5-9). Its body features two arms and legs with sharp claws, sharp spines/spikes and a long serpent tail. Hydras dwell in a vast swampland rumored to hold an entrance to the underworld. A trait unique to the Hydra is its ability to regenerate its heads. Each time a head is cut off, two more will grow in its place. Cauterizing the stump of the head with burning attacks like fire or lightning has been proven to prevent it from regenerating. The Hydra is also known for its deadly venom which it secretes from its fangs and claws. It is a slow-acting poison that seeps through the body of its victim and destroys their flesh via necrosis. At first it may be unnoticed until the victim gradually feels their body become burning hot. The victim suffers considerably until excessive movement or stress causes their flesh to tear and fall off.

Generic appearance:
You must be registered for see images

(Hidora Kuchiyose no Jutsu: Vulcanus) – Hydra Summoning Technique: Vulcanus
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Snake, Ram, and Monkey handseals, the user summons Vulcanus, also known as the King of Fire Hydras. He is completely red in color with a dark yellow underside, several scars near his eyes showing his years of fighting. He is roughly 70 meters tall with exactly 8 hydra heads , all which carry the regeneration ability of the contract. He is a harsh and cold hearted Hydra, even to his summoners and doesn’t treat them with respect unless they earned it. Vulcanus, as his name might suggest, is a Hydra of the fire element and is able to use S rank and below Fire release that do not require handseals except those released from the mouth. When utilizing techniques released from the mouth Vulcanus can split the attack between any of his heads to a maximum of 5, each one producing a weaker version which combined are the same strength as the original. Vulcanus is most known for his ability to create and wield giant weapons/shields made of solidified fire. This is done by at least 4 heads collaborating to condense, shape, and solidify raw flames; each creation equal to A rank. The number of weapons/shields he can create at once corresponds to the number of heads he has. (4:1, 8:2, 12: 3, etc) His great size makes Vulcanus immune to techniques B rank and below.
-Can only be summoned once per battle
-Lasts for 4 turns
-All techniques used count toward the summoner’s 3 moves per turn.
-Must have signed the Hydra contract to use

(Hidora Kuchiyose no Jutsu: Jupiter) – Hydra Summoning Technique: Jupiter
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Bird, Hare, and Ram handseals, the user summons Jupiter, the King of Lightning Hydras and supreme leader of all Hydras. He is 100 meters tall in height, rivaling Gamabunta in size. His scales are of a dark purple hue and he naturally carries the most heads of the contract; 10 in all. Jupiter is harsh, stubborn, and quite egotistical for a leader, but is still a highly respected figure of authority among Hydras. Related by blood to the other Kings, he is the eldest brother and by far the most powerful of them all. He is affiliated with the element of Lightning Release, and is able to use it up to S-rank without the need of hand seals (claws and tail can substitute the use of hands for jutsu like Raikiri), and is immune to the element up to A-rank due to his sheer size. Whenever Jupiter is summoned he passively leaks ration chakra into the air which creates dark thunderclouds composed entirely of ration chakra that are solely for his use and are merely supplementary (can't be used for Kirin). He is able to use the lightning from these as a source of his lightning and be able to attack with any suitable lightning technique from it. By passively spending one of the user's 3 moves per turn, Jupiter can utilize his mastery of lightning jutsu to increase the rank of his next lightning jutsu by 1. S ranks will not go up in rank but gain +20 damage. However, this can only be done once every other turn and twice per battle.
-Can only be summoned once per battle
-Lasts for four turns
-Lightning jutsu count as a move of the user
-Must have signed the Hydra contract to use

 

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images
Gorimuchuu Genkotsu ⋩ Mystified Fist
Type: Nintaijutsu
Background: The style was created by a member of the Hozuki Clan, heavily basing it on the Hydrification Technique. By spreading the molecules apart from the moisture in their hydrified state, the user is able to turn his body into a mist either fully or partially. The Style was developed in order to increase the versatility of not only short/close range combat but also ranged combat. The style not only allowed the user to defend, but also trick his opponent and counter in innovative ways that opened opportunities for attacks. Over time, that's when the name "Mystified Fist" surfaced, as the popular usage with it came from shocking and puzzling his opponents in battle at a moment's notice with the body conversions and applications.

Description on the Abilities and Inner Workings of the Style: The fighting style revolves around a mist variation of the hydrification technique that is tweaked in its applications by also using the liquid variation to deal the real damage. The user not only can fully or partially convert his body into that of a mist as thick or thin as he wishes, but he can also extend it by utilizing the moisture in the air as a source to expand his limbs/body to reach up to a mid-range distance.(Long, if Specialist) The fundamental usage of the style is dependent on the user's own imagination as it can be applied in countless situations. It is popularly used to confuse the target in close range in order to allow certain strikes to phase by their mist like state as they also attack at the same time. The style's ability to deal serious damage is largely dependent on the Hozuki Clan's main liquid hydrification variation, allowing the user to convert his hydrification back to liquid, either partially or fully on said portion of the body as he sees fit, balancing the two simultaneously. This opens the door to a whole lot of attacking combinations using the liquid as the more solid bases for attacks.The mist-state deals the same damage as well as has the same potential of manipulation as any other mist-related technique, within reason. (Up to the checker to decide of course) Not only is the user limited to turning his own body into a mist but also able to use it as a source for water-based attacks that require mist or even water, within logic and reason. (Following similar rules as the Hozuki Clan's Hydrification technique using the user's body as a source.)

Just like the Hydrification Technique, the user can make it seem as though he still retains his normal physical appearance until a physical interaction happens. (Ie: A pillar striking the user's body, causing the mist to disperse and show his real state.) Although partial applications can be used with this style, the user still possess the clan's natural ability to turn into water when unexpectedly struck or knocked unconscious.(As seen in the anime with Suigetsu) This means that if the user were to extend their mistified arm whilst retaining their hand as "normal", the hand would naturally convert into mist/water if unexpectedly struck, thus avoiding the irreversible danger. While fighting in the mistified state, the user found a way to replenish his cut off/sealed limbs by simply gathering moisture from the air or sources of water nearby, naturally allowing himself to replenish and reform lost part(s). The limit to this ability would be cutting off or sealing the user's head, disabling the ability to perform said action.

When fully or partially converted, the user found himself with the ability to sense any disturbance within natural or self made mist sources like walking, running, release of projectiles or sources of chakra present in said mist. This was very similar to the sensing rain technique in terms of chakra detection. (Chakra detection is not plausible on sources of mist that aren't infused with the user's chakra.)

Additional effects and Restrictions:
- Requires the mastery of Water Release & Taijutsu
- Primary or Secondary Water specialties to utilize.
- Specialists of this style have their have the ability to pin-point their targets or threats within a mist up to mid range away from him through the extensive training and usage within mist-conditions and environments.




Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20 (-5 Per turn)
Damage: N/A
Description: The core ability of the fighting style, allowing the user to turn into an enhanced Mist-variation of the Hōzuki clan's Hydrification technique, following the same key concepts. After activation, this Mist-Hydrification allows the user to passively turn portions of his body into condensed crystalline-like liquid in order to deal more sharp or blunt-force attacks should he choose to do so by solidifying the mist-particles, or even defend from certain situations. This state allows the user to apply all of the style's basic attributes and abilities, like utilizing the moisture in the air to absorb and produce a large enough source of mist for them to deal ranged attacks by extending their limbs/body parts. Or even disperse themselves into mist and infuse their body into already naturally or self made sources of mist/water vapor. All attacks dealt in this form without being enhanced in some shape or form (By other techniques) can be classified as dealing the equivalent of free-form damage. In this state, the user is able to disperse his body into a mist that can be manipulated by his own will. The thickness or thinness of the mist can be freely changed by the user with ease depending on the situation at hand should he choose to sport a mist-like appearance instead of their traditional 'human' look. The distance in which the user can extend their limbs/body part(s) is dependent on whether or not they specialize the fighting style.
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️

Type: FūinKenKyūjutsu
Background: The Styles revolves around the concept of weaponizing the Hydrification technique in a similar fashion to the Water Style: Water Gun Techniques whoever, enhancing it's usage through fūinjutsu by utilizing a combination of Kyūjutsu & Kenjutsu. The Hozuki Clan member knew that ordinary arrows weren't going to be enough in the battles to come. Thus, he figured out a way to not only enhance not only his ranged fighting potential but also his close-range defense whilst doing so.
Description on the Abilities and Inner Workings of the Style: The Style divides into Two sub-sections & Two Main-sections; Hydrification (Kyūjutsu ~ Range & Kenjutsu ~ Close Range) Fūinjutsu (Cross Pendant & Quincy Glove)

Hydrification

{Ranged} - The practitioner utilizes the Hozuki Clan's Hydrification technique to create bow(s) & arrow(s) made purely of water. Normally, a single bow is created which is held in the practitioner's desired hand. However, depending on the situation at hand, the user can manipulate and create several bows (Up to the Checker to decide) that can be manipulated like any ordinary water technique can, thus having the potential to hover around the user's short range. The arrows are not limited only to being released through the manifested bows, but can also be released from the user's hydrified body. When released through the body or through several manipulated bows, the speed in which the arrows travel are equal to that of the Hozuki Clan's Water Style: Water Gun Techniques. However, when released from a single hand-held bow, the projectile(s) increase in speed up to double the original momentum. The overall speed is carefully calculated/manipulated by the user's tension on the compressed water string and the forceful blast released. (From the Water Gun Technique concept.)

​​{Close-Ranged} - When confronted in close-quarters situations the user can manipulate his bow(s) to create shields of compressed water, as well as increase the size of his arrow(s), giving them a sharp edge that would mimic that of an ordinary sword to be wielded. This in turn allows the user to utilize not only basic kenjutsu techniques within reason, but also water-based kenjutsu techniques that will also require to follow logic.​

Fūinjutsu

{Cross Pendant | Defense} - The Quincy's Cross Pendant is a specially crafted amulet, two inches in diameter made up of an indestructible non-magnetic alloy material that can be hydrified alongside the user if he so wishes. The Pendant contains several small inscribed sealing formulas to utilize the style's sealing attributes. When the pendant is hydrified, the user is unable to utilize the sealing ability of the cross. The Pendant's main sealing ability is to seal away the impurities within the user's Hydrified state. This seal was created as a way to turn the user's body to the purest form possible, disbarring the possibility of being electrocuted through lightning based techniques. Not only does the pendant serve to cleanse the user but also seal away threads that may be headed his way, like projectiles and such. (Techniques to be submitted and the limit of what could be sealed up to the Checker to decide.)

{Quincy Glove | Offense} -

Perhaps the most important and dangerous part of the style. Just like the Quincy Pendant, the glove is made of a special malleable material that is able to be hydrified alongside the user if he so wishes. The glove is normally worn in the hand which wields the arrows & make-shift swords. All throughout the glove lays several inscribed sealing formulas pertaining to four elements. (Fire, Lightning, Earth & Wind.) Not only that but that Quincy's Glove can be further customized to include additional seals that the user may possess, like some of the basic sealing techniques. (Needs to be stated in bio.) Unlike the pendant, the Glove does not seal, instead it does the opposite and unseals previously stored elemental attributes in order to enhance the user's arrow(s), including make-shift arrow sword and shield. Just like the Pendant, the Glove is also indestructible. The enhancing abilities are as follows;

Lightning - A layer of vibrating lightning chakra that increases the penetrating force of the arrow making it equal in strength to a lightning technique of that rank. The second tied-on ability is unfocused lightning crackling around said arrow(s), giving numbing and paralyzing capabilities upon contact. This could also be applied to the shield, within reason, so long as the user is manipulating through a hovering fashion or is in a purified state.

Fire - The ability to infuse the arrow(s) with enough heat to have them reach a boiling point without full dissipating. However a higher temperature can be reached in order to turn the arrow(s) into pure steam, thus be used as a source for mist-related techniques or simply to obscure the target's vision. This could also be applied to the shield within reason.

Wind - A coating of wind allowing it to disperse lightning-related techniques by following the elemental interactions between wind & lightning. Not only that but increased cutting potential by having a tight sharp edge coating around the arrow(s) and/or shield.

Earth - The ability to either purify upon contact and turn to stone or increase/decrease the object(s)/person(s) weight. (The extent of how long will be decided by the checker.)​

Additional effects and Restrictions:
- Requires a Hozuki Clan Biography
- Mastery of Water, Kenjutsu, Fūinjutsu (Basic)
- No Physical Bonuses


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

ᴍᴏᴏғʏ, our loyal member, gave on the 9th of September 2016, a request for a Patent on the Custom Fighting Style Kuinshī Ninpo | Quincy Arts. I, Lord of Kaos of the Custom Fighting Style Bureau, 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;


Kuinshī Ninpo | Quincy Arts
Powered by Lord of Kaos
Copyright 2016, ᴍᴏᴏғʏ, NarutoBase.net

You must be registered for see images

Techniques:​

Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: By using a similar concept to the "Shuriken Shadow Clone Jutsu", the user will make exact replica copies of his arrows, bows, shields or even arrow-swords. Following the same quantity allowed by the original technique. The user is only able to clone a single object per usage, and no assortments. Strength will be divided evenly with the number of objects influenced.
Note: Enhancements to the arrows will not be multiplied


Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will activate one of the pendant's special seals, allowing him to be completely cleansed as all impurities throughout a short range radius around and inside the user are sealed inside the pendant like a vacuum. This is not only limited to purifying the user's Hydrified state but also anything foreign that may be lingering inside of him like chakra, or around them like binding techniques. (Syrup, Adhesive, Mud, Debris, etc)

⋩ Can't be used to release from Genjutsu
⋩ Four times per battle, A-Ranked Binding/Hindering/Infecting/Effecting/Affecting Techniques can be sealed.
⋩ Two times per battle, S-Ranked Binding/Hindering/Infecting/Effecting/Affecting Techniques can be sealed.


Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will manipulate one of his arrows, bows, shields, or arrow-swords and highly compress them to either explode outwards, or implode inwards. If the explosion is utilized, a barrage of crystalline-shards will be released with concussive force, piercing/damaging anything within a mid-range radius. The user is able to choose the radius in which the shards & concussive blast is released in. If the implosion is utilized, anything within within a one meter radius will be drawn in towards itself, ripping it to shreds (Similar to how Kamui would work, excluding the space/time dimension.) while also follow basic strengths & weaknesses.

⋩ Can be used four times.
⋩ Strength will be divided evenly with the number of objects influenced (Power of the jutsu is limited to A rank overall).


Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will enter his hydrification state or manipulate his already active state in order to release a barrage of condensed arrow(s). The arrows can be released from any point of the body so long as it is Hydrified and the size could range from as small and thin as a needle, to as large as an ordinary sword. The number of released projectiles will be divided in power accordingly.

⋩ Can be used four times per battle​
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images

[COLOR="#black"] "Humans use their god-given wisdom for evil and spoil our beautiful world." [/COLOR]

ʙᴀsɪᴄ ɪɴғᴏʀᴍᴀᴛɪᴏɴ
​ ​​ ​ ​​ • Name: Zamasu
​ ​​ ​ ​​ • Nickname: Kaiōshin, Kaiō
​ ​​ ​ ​​ • Gender: Male
​ ​​ ​ ​​ • Age: 100
​ ​​ ​ ​​ • Clan: Ōtsutsuki

• Looks: Zamasu stands at 195 centimeters in height, making him slightly above average. The tone of his skin is out of the norm, displaying a pale green skin, gray irises, white eyebrows, and white hair in the style of a mohawk, one of the most notable features besides the tone of his skin. He wears a violet long-sleeved shirt under a gray and yellow coat, a light blue sash, darker blue baggy pants, and white boots. He also wears crimson red earrings that contain his blood. On the left side of his blue sash is a get-black katana of average length, with a black guard & handle stored inside in a black scabbard with golden lining designs in the form of sealing inscriptions. On clan's symbol is largely displayed on the back of Zamasu's attire. Although Zamasu is 100 years old, his clan's longevity has allowed him to stay and look relatively long, somewhere along the lines of someone around their early thirties.

• Personality: Generally, Zamasu is a very calm and methodical person, as shown in combat when carefully perceiving his opponent's attack style and seamlessly countering in a fluid manner. While a man who cares for the development and prosperity of the universe, Zamasu often questions the worth of shinobi, not trusting in their ability to handle conflict as they are prone to commence war in a repeated cycle. Zamasu displays a very egotistical personality and sees himself above everyone else, putting all "humans" beneath him as he sees his extraterrestrial descendance above all else.

ᴠɪʟʟᴀɢᴇ ɪɴғᴏʀᴍᴀᴛɪᴏɴ
​ ​​ ​ ​​ • Village of Birth: Moon
​ ​​ ​ ​​ • Village of Alliance: N/A

ʀᴀɴᴋ // ᴄʜᴀᴋʀᴀ

• Ninja Rank: Sannin
• Specialty: Water & Taijutsu
• Element:
​ ​​ ​ ​​ Water - ᴘʀɪᴍᴀʀʏ sᴘᴇᴄɪᴀʟᴛʏ

• Zamasu's Ninjutsu
​ ​​ ​ ​​ Ninjutsu - ᴄᴏᴍᴘʟᴇᴛᴇᴅ
​ ​​ ​ ​​ Taijutsu - ᴄᴏᴍᴘʟᴇᴛᴇᴅ
​ ​​ ​ ​​ Genjutsu - ᴄᴏᴍᴘʟᴇᴛᴇᴅ
​ ​​ ​ ​​ Kenjutsu - ᴄᴏᴍᴘʟᴇᴛᴇᴅ
​ ​​ ​ ​​ Fūinjutsu - ᴄᴏᴍᴘʟᴇᴛᴇᴅ
​ ​​ ​ ​​ Medical - ᴛʀᴀɪɴɪɴɢ
​ ​​ ​ ​​ Puppetry - ʀᴇǫᴜɪʀᴇs ᴛʀᴀɪɴɪɴɢ
​ ​​ ​ ​​ Summoning - ʜʏᴅʀᴀs

​ ​​ ​ ​​ʙᴀᴄᴋɢʀᴏᴜɴᴅ ɪɴғᴏʀᴍᴀᴛɪᴏɴ
• History: Zamasu was born into the main-branch of the Otsutsuki family and thus shared Hamura's belief in wanting to destroy the Earth if humans were found to be unworthy of Hagoromo's teachings. From a young age, Zamasu observed the Earth from above, in the residence of the Moon, where their clan had stationed themselves after centuries if inhabiting the Earth. Even for a main-branch member, Zamasu's god-like complex was extra ordinary, his resolve was above everyone else's in his generation. For the first fifty years of his life, Zamasu studied ninshū in order to both understand his ancestors and current clansmen. After continuously witnessing with his own eyes the repeated cycles of war that had been going on down on Earth, Zamasu's resolve solidified. Just like the humans, he began to rigorously train his body and mind, moulding both spiritual and physical energies together in order to weaponize the art of ninshū, which was formally known as Ninjutsu. He spent the next fifty years honing his skills in both basic and advanced fields of ninjutsu, completely mastering all that was available to him through seeing. After spending one hundred years in seclution from the outside world, down on Earth; it was time for Zamasu to make his mark and initiate his "zero ningen plan", also known as the effective extermination of all live on Earth. Throughout the years that he trained, Zamasu find a naturally instinctive liking to the water element, even more so after seeing the impact that the moon had on the Earth's Ocean's. It appealed to him, along with his fluid movements, he could relate to it greatly. Always belittling humans, Zamusa thought of himself superior and thus, didn't need all five basic elements to exterminate the humans. When in conflict, he relies solely on the water through his own means and may access other affinities through his mythical animal contract. Ten years prior to his departure, Zamasu crafted a special blade from rare minerals in the moon, creating a special sword made of white alloy, called "The Mist's Executioner".
To be continued . . .

You must be registered for see images
​ ​​ ​ ​​ • Kenjutsu & Taijutsu - Zamasu's swordplay is quite formidable and go hand in hand with his body techniques, fluidly combining both in battle. Zamasu mastered using a special blade he crafted out of materials only found on the moon, also known as "The Mist's Executioner" that had special abilities related to his elemental affinity. His honed reflexes allow for easy prediction of limb and blade trajectory.

​ ​​ ​ ​​ • Fūinjutsu & Essentials - Zamasu contains several sealing tattoos throughout his body to utilize the Generic Sealing technique & The Lightning Blade Creation technique. (Wrists, Upper & Lower Arms, Back, Shins. He also carries empty scrolls to be utilized and pre-paired seals as wells scrolls for the Base 5 Sealing Method. A brush with black ink is stored for the creation of new seals in the mist of battle or traveling. Zamasu also carries his special Crystalline Mist tags that take over half of the original explosive tags he usually has in his position, having a mixed combination of both handy. Zamasu wields a jet-black katana along his left waist area. Zamasu carries small test tubes with his blood which are held in his ninja pouches for special situations. Aside from his seals Zamasu still carries weapon ninja weapons like kunais, shuriken, senbon, explosive tags, flash bombs, smoke bombs and wire etc. Directly vertical with his back, covering his spine is Zamasu's ZKKK blade, trapped with the blade pointing to the ground and having the handle poke out above his head.

Za Kiri's Keiri Katana ⋩ The Mist's Executioner
Type: Custom Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: ZKKK is a blade crafted out of a very rare and indestructible white alloy, however that does not mean it can defend against anything/everything. The sword itself is eight inches wide, consisting of a single sided sharp edge however the dull side of the blade contains two small curved teeth that stick out two inches. The teeth are evenly spaced apart between a hollow opening the blade has near the lower end, the opening is large enough to fit a human head/neck, designed mostly for decapitations with it's inner sharp edges. The sword's blade is five feet in length, having the one foot handle covered in a layer of rubber which is laced by a bandage to disguise it, this would prevent the conduction of electricity. The end of the handle consists of a small rectangle ring big enough to fit two fingers comfortably. A small chain of six inches in length is attached to the rectangular ring, something that could be used to handle the blade in various acrobatic ways by spinning it. At the end of the chain there is a small crest with the symbol of Water, displaying it's origins. The blade's decapitating core/opening can be fueled with chakra and use the sword itself as a water-natured catalyst in order to fill it with a syrup-like substance that could be manipulated to perform special water related abilities;

Syrup/Liquid/Mist Core - The user is able to shape manipulate the source and extend it to create various constructs, up to the user's imagination and within reason, most in the theme of limbs or whips of water that can extend up to mid range and are no thicker than a human's arm. The constructs can be condensed enough to bind targets or even release as projectiles. up to two whips of Syrup/Liquid/Mist-based water that could be used to deal lashing/blunt/piercing damage or bind a target(s) causing them to be trapped within the technique. With the usage of a single hand seal the user can cause the syrup/liquid/mist to expand upon a captured target(s) in order to bind them in place, this ability is B-Rank in strength/cost. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

Elastic String - By focusing chakra through the Water crest, the user can materialize a string of elastic water syrup. The string is long enough to reach up to a long distance and can be used to further enhance the manipulation of the blade in combat or bind a target. The string can be further manipulated to create miniature spikes and similar things to increase it's lethality. This ability is classified as B rank in strength/cost. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

Inner Mist - By feeding -5 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user, the vapor would escape from the core of the blade. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -5 no matter how thick or thin the mist is. The mist produced by the blade can be treated the same as the Hidden in the Mist technique and be used as a source for possible attacks. Not only can the sword produce a mist but it can also passively turn itself into mist. This ability is passive and is used in order to avoid certain tangible situations or to retrieve the sword from a distance, using mental commands and chakra manipulation to control the sword in it's mist form back to or away from the wielder. The sword can either turn fully or partially into a mist. If standing within a large enough source or the user has the ability to use water techniques without a source, the mist's range can be increased up to mid.

Mist Manipulation - The mist lingering around the user or the sword itself can be manipulated to form anything within reason that can be imagined by the user, excluding projectile based objects. The manipulated forms can extend up to mid range and are B rank in strength/cost. If fully compressed/manipulated the mist rivals that of a large size bear. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

⋩ While sustained, the user can only mold Water based techniques along with the Ninja Basics (Nin/Gen/Tai/Ken/Fūin)
⋩ All abilities count as the user's techniques per turn, excluding the sword's mist form manipulation.
⋩ All abilities can be active at the same time

(Fūinjutsu: Kirigakure Kurisutaru Sagefuda) - Sealing Arts: Hidden Crystalline Mist Tag
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (-10)
Damage: N/A
Description: A paper tag with the symbol for "Crystalline Mist" (晶霧). The tag is sealed with the user's chakra-infused mist which also contains crystalline particles mixed inside. The tag replaces the need for explosive notes and instead, releases mist instead of the ordinary smoke of an explosion. The crystalline water particles inside produce superficial piercing/shredding damage similar to shattering glass. The damage is equal to that of any ordinary explosive tag, barring the burning qualities in exchange for the shredding. These tags can be used in other Ninja Techniques that utilize explosive tags, as it replaces them, if the user wishes. After the explosion settles, the crystalline particles turn back into droplets of water as the mist spreads throughout a mid-range radius.

⋩ Must be posted as a reference when used.
⋩ Mist stays present in the field for four turns
⋩ Technique does not count towards Jutsu Count.
⋩ Technique must be placed in the user's biography(s).

(Ninjutsu: Kuchiyose's Kiri) - Ninja Art: Summoning's Mist
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (+10 Additionally)
Damage: N/A
Description: By studying the properties of the smoke produced by the summoning technique, the user found a way to manipulate the moister in the air around the summoned creature/object/person. This allowed him to exchange the 'smoke' and create a cloud of mist instead by taking advantage of the moister in the air along with chakra manipulation. This allowed the mist to be as big as the animal/object being summoned. The lingering mist resembles Kirigakure's signature technique in the sense that it stays until blown away and is infused with the user's chakra. This technique is a passive ability that is tied to all summoning techniques the user knows, however can be chosen not to be used.

⋩ Must be posted as a reference with the Summoning Technique used.
⋩ Technique must be placed in the user's biography(s).

(Kuchiyose: Raikō Kenka) - Summoning: Lightning Blade Creation
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: N/A (-5 per tool/weapon)
Damage points: N/A
Description: This is a special "ninja tool summon" that allows the user to seal basic ninja tools, like shurikens, kunais, swords, etc into sealing marks placed on their clothes or their body. The ninja tools can be summoned in an instant just by touching the sealing "marks". The greatest advantage of this technique is that the time between taking out a ninja tool, taking the right stance and actually throwing it is greatly reduced and one can unleash a barrage of weapons with great speed in a small time window. Also when a weapon such as a Fūma Shuriken is summoned, the time needed to throw it can be further shortened by having prepared the weapon in fully extended form beforehand. Sasuke even shown that you can have the weapons connected to wires and linked to their sealing marks and used the technique in sealing marks he placed in his wrist bracers.
Note: Can summon up to 30 basic tools per sealing mark and can have up to 2 sealing marks.

List:
- Circular Shield 1ft in diameter with kunai tips on it for piercing damage and a strap to hold it.
- Average size Katana(s)
- Wakizake(s)
- Dagger(s)
- Tanto
- Hand Blade(s), Knife(s), Trench Knifes
- Windmill/Fuma Shuriken, Expanded or Retracted
- Shuriken, Senbon, Kunais, Nails, Arrows or Bolts.
- Explosive Tags, Crystalline Mist Tags, Smoke Bombs, Flash Bombs or Combinations of them attached to projectiles either tied or wrapped.
- Spear(s), Maces, Hammers, Spiked Clubs, Chained nun chucks that can be attacked into a pole/staff
- Chained Scythe
- Ninja Wire, Rope
- Makibishi
- Projectiles w/ Ninja Wire attached to them
- Kusarifundo
- Bow
- Lighter
- Prepared sealing scrolls/tags
- Hard leather/metallic bracers to fend of basic weapon slicing attacks or shin guards made of similar material

(Fūinjutsu: Ken'o) – Sealing Technique: Abhorrence
Type: Defensive, Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 per turn)
Damage: N/A
Description: An advanced defensive barrier technique employing special talismans on the user’s body similar to those used in the Protective Tag Technique. The talismans are adorned with the Kanji for ‘Abhorrence’ and will generally be used in conjunction when the user transforms his or her body into a particular state or element (Water, Energy, Earth, Steel, etc). The barrier produced by Abhorrence is highly malleable, intangible, and transparent and will act to ‘coat’ the user’s body very much like armor. The nature of the barrier is purely defensive acting to protect the user’s transformed body from techniques which attempt to seal or absorb it. These techniques include Dark Release Absorption and advanced Fūinjutsu although can include other advanced absorption abilities. The barrier is self-sustained acting to siphon the user’s chakra passively and cannot be absorbed itself by these techniques. Abhorrence can effectively prevent and repel S-Rank and below techniques which attempt to seal or absorb the user’s transformed body. Because of its malleability and intangibility the barrier can proactively shape itself to fit the user’s body should their shape or size change. The talismans act to react to the presence of the aforementioned techniques producing the barrier in response to their presence, happening instantly (in the same TF but still costing a move). Alternatively, the barrier can be actively used allowing for it to be used within the same timeframe as the user’s transformation or entirely independent of it. Although this second application requires the user use four hand seals and requiring one of the user’s three moves per turn. Once the barrier is erected it will remain active for four turns. Abhorrence can be activated three times per battle. Talismans must be stated in the user’s biography or can be equipped during battle.

(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT

(Fuuin: Bachi no Fukyuu) - Sealing Technique: Bane of the Immortal
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This can counter S-Rank and below sealing techniques. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts for four turns or until the ability attempting to seal or drain the user's chakra or abilities is no longer active, whichever is longer.

Note: Can only activate a maximum of thrice per battle



ʙᴀᴛᴛʟᴇs
• Won: N/A
• Loss: N/A


Dropping:


























You must be registered for see images

Summoning Animal: Leviathan
Scroll Owner: ᴍᴏᴏғʏ
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Background Information: Eunice aphroditois (colloquially known as Leviathan for cosmetic purposes) is an aquatic predatory polychaete worm normally dwelling at the ocean's floor around the Kaijuu Ocean. An ambush predator, the animal buries its long body into an ocean bed composed of gravel, mud, or corals, where it waits for a stimulus to one of its five antennae, attacking when it senses prey. Armed with sharp teeth, it is known to attack with such speed that its prey is sometimes sliced in half. This translates to having the ability to easily swim and/or burrow/move through mud-like substances or even gravel/coral without being hindered. Leviathans can inject a toxin into their prey, which stuns or kills it. This is commonly done to catch much larger pray and eat it at twice the ordinary speed of the summon. (Decided by checker.) Leviathans are not commonly restricted to just dwelling on the ocean's floor as they can be summoned outside of the water to aid the user in combat. Each body segment has a pair of fleshy protrusions called parapodia that bear many bristles, called chaetae, which are made of chitin. Polychaetes as a class are robust and widespread, with species that live in the coldest ocean temperatures of the abyssal plain, to forms which tolerate the extremely high temperatures near hydrothermal vents. The basic annelid form consists of multiple segments. Each segment has the same sets of organs and, in most polychates, has a pair of parapodia that many species use for locomotion. The structure of chitin is comparable to the polysaccharide cellulose, forming crystalline nanofibrils or whiskers. In terms of function, it may be compared to the protein keratin. Chitin has proved versatile for several medicinal, industrial and biotechnological purposes. The Leviathan's widespread teeth are quite tough and sharp, easily slicing through the denist of coral and prey. Through enhancement of chakra, some Levaithans are able to play on equal terms with Shikotsumyaku, easily slicing them in half.

Special Traits:

- Polychaete: As a species, selective Leviathans have grown a high tolerance to extreme heats or even extreme colds. This is exclusively dependent on the where on the ocean they have been summoned from. If they are summoned from the Abyssal Plain, the Leviathan will carry extreme resistance, (Some even immunity, up to checker to decide) to cold. While others, if summoned from around hydrothermal vents will carry extreme resistance (Some even immunity, up to the checker) to heat.

- Chitin: Through the manipulation of their Chitin, some Leviathans have evolved to become arthropods which translates to having exoskeletons. Not only that but others have advanced their manipulation of Chitin to the point of applying for medicinal purposes. (To be taught by and exclusive to Medical Shinobi)

- Antennae: Antennae are connected to the first one or two segments of the Leviathan's head. They vary widely in form, but are always made of one or more jointed segments. While they are typically sensory organs, the exact nature of what they sense and how they sense it is not the same in all. Functions may variously include sensing touch, air motion, heat, vibration (sound), and especially smell or taste. Antennae are sometimes modified for other purposes, such as mating, brooding, swimming, and even anchoring the arthropod to a substrate. With the molding of physical and spiritual energies, Leviathans have adopted the ability to sense chakra through their Antennae with limited potential. (Up to the checker to decide upon submission.)

- Toxin: Leviathan can learn to apply and/or utilize their natural Toxin in more advanced manners through the Poison Ninjutsu techniques. This can only be acquired if used by a Medical Shinobi that has specialized in Poison Ninjutsu. (Meaning that only Medical Shinobi with Poison speciality can utilize said applications/abilities of the summon.)

- Medical Applications: Aside from being able to be taught Poison Ninjutsu, Leviathans can also be taught regular Medical Ninjutsu applications. This is not only limited to Chitin's medicinal applications but also water's natural preference to healing and substance as a medium with the aid of yang chakra. (Through Medical Ninjutsu, extent of abilities to be decided by checker.)







(Senei Jashu) - Hidden Shadow Bat Assault
Type: Offensive
Rank: C
Range: Short - Long
Chakra: 15
Damage: 30
Description: From within the concealment of their garments, the user will summon an average sized Vampire Bat with a wing-span of twelve inches. The Bat is instructed to attack its prey as it attempts to latch onto them with their teeth, sucking their blood and releasing their toxic saliva which causes pluses of stinging pain throughout the body, leaving the affected area paralyzed for one full turn. The sudden shock of the bite and stinging sensation will force the target to either grip or let go of their weapon(s), depending on the situation.

(Senei Jashu) - Multiple Hidden Shadow Bat Wave
Type: Offensive
Rank: B
Range: Short-Long
Chakra:
Damage:
Description: An advanced version of the "Hidden Shadow Bat Assault" technique. The user will summon a multitude of Vampire Bats with wing-spans of five inches (Up to 30). The Bats are instructed to attack their prey, whether a single or multiple targets in a charging manner, delivering blunt damage. Biting into their targets, the Bats begin to suck the blood out while simultaneously releasing their toxic saliva with*anticoagulant*properties. Multiple pluses of stinging pain begin to spread throughout the target's body, physically paralyzing them for one turn. With their blood unable to coagulate properly, they are left in a dizzy and hazy state. (Reducing their speed by 2 Levels and preventing them from using any form of Taijutsu or Kenjutsu above B rank.) By the second turn, the targets will feel light headed as their speed drops an additional level and their vision gets blurry. By the third turn and final turn, the targets will fall unconscious if the blood-loss is not stopped.

Notes:
- Must have signed the Bat contract.

(Senei Jashu) - Bat Wings
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The user will summon a Bat appropriate to their body's size which will then attach itself through a chakra and physical connection onto their back. Having abnormally large wings, the user is able to fly by communicating with the summoned animal via ultrasonic waves

Lasts 3 Turns.

(Senei Jashu) - Echolocation
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (-10 per turn)
Damage: N/A
Description: The Summoner or Bat alike, will release pulses of ultrasonic waves in order to detect objects and measure distances as well the as velocity of moving matter. Through mental imaging with the received information, the user is able to map out the entire terrain, down to the smallest of details. The ultrasonic waves aren't limited to perceiving physical objects, but also energy-based and chakra matter alike, making for a great way to pin-point visually transparent techniques. The user's reactions will momentarily increase up to 1.5x throughout the sustainment of the technique.

Notes:
- Lasts 5 Turns.
- Must have signed the Bat contract.
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images

Soften Body Modification

(Nan Kaizou: Gomu Gomu no Mi) - Soften Modification: Rubber Devil Fruit
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points:N/A
Description: After having received the body modification surgery for the "Nan Kaizou" technique, the user found himself being able to freely stretch and/or twist their bodies. Unlike the parent technique, this version does not actively utilize chakra. However because of it, it does come with limitations. Due to having become second nature to the user as an extension of their body, they are able to stretch and/or twist up to two body parts/sections up to short range of themselves. For example, these include things like; Arms, Legs, Torso, Mid-section, Hands, Neck, Fingers, etc etc. Any extension past the aforementioned range would require the activation of the original technique or some form of variant of it to compensate. This passive ability grants no form of boost multiplier or otherwise physical empowerment. Damage done through the application of this technique is equivalent to free-form just like any ordinary punch or strike, etc. The user will not be limited in the techniques that he/she can perform whilst this is utilized as it is a part of them, by default.

⋩ Requires Soften Modification Surgery
⋩ Must be placed on User's Biography.


(Nan Kaizou: Karakuri Raiushu) - Soften Modification: Evasive Assault
Rank: B
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: The user will forcefully extend up to two of their limbs, like their legs, arms or even head/neck in order to launch themselves away from an incoming assault. The force of the stretch is so great that it almost appears as though the user is catapulted outwards like a canon ball. The user can choose to retract their outstretched limbs or leave them be as a means to utilize them in a more strategic way. Although popularly used to evade, this technique can also be utilized offensively by outstretching in a burst towards a desired target to deal blunt damage. The speed of the expansion can be compared to 2x the user's base speed.

⋩ Requires Soften Modification Surgery.


(Nan Kaizou: Ranton Ranton no Mi) - Soften Modification: Storm Devil Fruit
Rank: B-S
Type: Supplementary/Defensive/Offensive
Range: Short - Mid (Long as Projectiles)
Chakra Cost: 20-40 (-5 Per turn)
Damage Points: 40-80
Description: Before, during or after the activation or utilization of a Soften Modification-related technique, the user will channel one of two elemental affinities (Water or Lightning). If the user has learned Yin/Yang, they are able to simultaneously access both affinities at once. By releasing chakra from the pores or materializing it from the moisture in the air, the user is able to coat the stretching/twisting limb(s) with compressed crystalline water, either fully wrapping it or with an overlaying shield that hovers inches away from said surface up to three meters wide. By swiping/motioning said limb/section, the user is able to release a crescent, kunai, shuriken, senbon, or even an arrow of crystalline shaped projectiles of water towards the desired target(s). The user can alternatively release the water towards themselves as they shape manipulate it into a wieldable weapon within reason. Another application that can be used either individually or in combination is releasing mist in a five meter radius around the limb, either letting it linger around or release it with a motion/gesture as a wave that can deal concussive force similar to a wind-related technique, being as thick or thin as visually possible by the user's desire. Alternatively, the user is able to channel lightning chakra throughout affected areas to either release unfocused electricity that can cause paralyzing & numbing effects, or concentrated lightning that has great piercing capabilities. The unfocused energy can be released in the form of waves up to the aforementioned ranges while the concentrated lightning can be released in the form of projectiles like the water variation.

⋩ Requires Soften Modification Surgery.
⋩ Chakra to sustain doubles if both affinities are utilized simultaneously.
⋩ A&S Ranks can only stay active for a maximum of three turns per use.
⋩ A-Rank Version can be used four times per battle & can't be used consecutively.
⋩ S-Rank Version can be used twice per battle & can't be used for two turns after.
⋩ While active, the user can only mold Water/Lightning (Dependent) Techniques along with non-elemental abilities.


(Nan Kaizou/Taijutsu: Niiro Taka) - Soften Modification/Strong Fist: Red Hawk
Rank: A
Type: Offensive
Range: Short - Mid (Long - Projectile Blast)
Chakra Cost: 30-40
Damage Points: 60-80
Description: One of Straw Hat Luffy's most prominent techniques, created in memory of his deceased brother, Fire Fist Ace. A technique that fundamentally takes advantage of the attributes granted by the Soften Modification technique in tandem with Strong Fist. The user will begin by closing one or both of their hands into a fist whilst twisting their arms, either clock or counterclockwise in the form of a compressed coil/corkscrew. While doing so, the user will retract their arms back, behind themselves. In a quick and sudden motion, both (or one) fist(s) explode outwards as the arms forcefully outstretch as fast as they possibly can, going at 1.5 the user's base speed, just like the Evasive Assault technique. As the arms outstretch, they begin to forcefully unwind in the form of a cork-screw blow. The forward momentum and unwinding motion is so fast and fierce that natural wind currents begin to wrap around the limb(s), causing them to take the form of a piercing drill of natural wind. Not only that but the forward momentum is so great that the friction produced by the expanding limb(s) through the air causes the natural wind currents to ignite, exploding outwards in the form a fearsome hawk(s) of fire and wind. The friction will only ignite the wind after it has traveled through short range and into the parameters of mid-range. Any distance before then and the user will only have a natural piercing drill of wind that is one rank lower than the original technique. At any time during the technique, the user can retract their arm(s), leaving the blasts to continue forward up to long range (The blast can only go one distance further than the users arms reached, if there arms were shot short range and retracted, then it will only each mid range), either as wind, or a fire and wind combination, dependent on how far the stretch traveled. Utilizing both fists will equally divide the strength of the overall technique but allow for a greater surface area, as well as include versatility of striking targets in different locations, not being limited by frontal releases.

⋩ Can be used four times per battle with two turns between uses
⋩ Technique benefits from Taijutsu/Strong-Fist Multipliers/Boosts.
⋩ Technique is neutral to Elemental Ninjutsu
PHP:
[IMG]http://i.imgur.com/C10GKew.png[/IMG]
 
Last edited:
  • Like
Reactions: Nathan

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
Seraphic Water

Custom element Name: Seraphic Water | Seraphic Water Release
Japanese Name: Serafumizuton
Element is based on: Earth + Water + Chakra control

Proof of existence:
The proposed element is actually more pragmatic than whimsical, despite its chosen name. Brine, a highly concentrated solution formed between the mixture of water and a salt, is natural occurrence in some parts of the world. Brine is defined as when the concentration of salt to water passes five percent per cubic foot of water.

Fresh Water: <0.05% | Brackish Water: 0.05-3% | Saline Water: 3-5% | Brine: >5%

Whenever the salt to water concentration passes that of living conditions the water becomes dense, and salty to the point where it can damage internal organs if ingested. Such examples of extra salty water can be seen in the real world Dead Sea. In terms of the Naruto Verse there is a confirmed sea stretching along the south and south eastern areas of the continent, hugging the ''Uzushiogakure'' islands and various other smalls archipelagos. Sea water is a very minor form of brine, consisting mostly of the basic salt (Sodium Chloride, NaCL). However, there exist different forms of brine as by technical terms the word refers to water heavily impregnated with a salt compound. Seraphic Water employs a completely different salt all together, Magnesium Sulphate.

Magnesium Sulphate is an inorganic salt containing sulphur, oxygen, and magnesium (MgSO4), called Epsom salt. It gets such name from a place known as Epsom Spring where these salts are deposited from the rich soil. This is not that much of an extraordinary occurrence either as natural phenomenon such as springs have been seen in the Naruto Verse (even an Hidden Village which takes pride in them). Each components of MgSO4 are to be present in the Naruto Verse considering these are very essentially elements, namely oxygen. Because of this proof that the salt can be found in nature, as is, without having to be formed in a lab or under ultra specific conditions, it should be accessible to the user by employing his Doton chakra.

With the use of the Doton chakra to evoke the mineral salt the user will then combine it with his Suiton chakra to form a concentrate of Epsom salt and water: a brine solution. This in itself should be a rapid process as MgSO4 is highly soluble in water.

How it Works:
Seraphic Water, as the name suggests, is a water based element, consisting of a highly concentrated Epsom salt solution formed when the user combines his Doton and Suiton chakra. Doton for the Magnesium Sulphate salts and Suiton for the water component. The proposed CE will have an unbearable concentration of Epsom salt of over 50% per cubic foot of solution. This means, Seraphic Water is not only extremely dense--with the crushing force of hard rock--but very dangerous. Despite this, the proposed CE is very much capable of moving and shaping like Suiton. As per norm for magnesium sulphate solutions, Seraphic Water is clear with no noticeable impediments to be seen in the mixture, appearing very deceptively as regular water.

Seraphic Water, being an Epsom salt brine is just as effective on the outside as it is in the inside. Magnesium sulphate in itself packs a variety of effects on living and non-living things. If ingested in copious amounts, Epsom salt can induce nausea, vomiting and diarrhea with near instant effects and if caught in the eyes Seraphic Water can dehydrate moist areas of the body with its MgSO4 salt compound. It can also be used to sooth sore muscles as well as hyperactive ones, like a seizure, by decreasing certain nerve impulses to muscles. In the same way, an acceptable concentration of Epsom salt solution (usually about 0.5%) is used to draw out toxins in the body, including the presence of heavy metals like lead. This concentration level is also suitable for; regulating blood pressure, managing the metabolic rate, keeping the heart's rhythm constant, and even being a reliable stress relief. However, Seraphic Water, with a much higher concentration than the acceptable amount, can reverse these positive effects for devastating damage in all of the aforementioned fields with the most drastic outcomes leading to comatose. However, without the finesse of Medical Ninjutsu, Seraphic Water is only able to cause vomiting and dehydration at the most when inside opponents/organisms. The same applies to the user as well: only basic applications of Seraphic Water's medical advantages can be used such as soothing the muscles and general, non-specific detoxification. Even then, the process is very lengthy and requires too much concentration to be effective during conflicts.

In addition to this, as a brine solution foremost, Seraphic Water is also incapable of being frozen completely. Most brine solutions, including magnesium sulphate ones, have a nigh non-existent freezing point. In fact, the late Daniel G Fahrenheit achieved his zero point in the Fahrenheit temperature scale of 0 degrees (-17.78 C) by attempting to freeze brine. The lowest freezing point obtainable for NaCl brine was -21.1 degrees Celcius, for MgSO4 brine this number is more or less the same, meaning, Seraphic Water takes a titanic effort to freeze. The solution is also used as a de-icing agent on roads to prevent ice from forming.

Magnesium Sulphate solutions are also used in flotation therapy, where high concentrations raise the bath water's specific gravity, effectively making the body more buoyant. This can make travelling through Seraphic Water difficult as its too dense to waddle about in, for humans or aquatic creatures. For the user this is no big deal as he can simply will the concentration of his own element to increase or decrease; promoting or preventing movement within it. Seraphic Water can also be made from existing water by having the user inject his chakra into said source.

Conditions to be able to use it:
Master over Doton and Water, as well as Kage level chakra control

Is weak to:
Lightning and based elements: Even though it doesn't conduct electricity, lightning and similar elements have the ability to electrolise brine, splitting the hydrogen from oxygen molecules and reverting them to gaseous form. This leaves Magnesium residue behind as a harmless dust of particles looking like sand. Needless to say the element is useless after this. However, the electrolysis process is a slow one and the element takes longer to fall to lightning, even though it is naturally weak to it.

Earth: Unlike other forms of brine solutions, Seraphic Water aka MgSO4 brine, lacks the corrosive effect to grind earth to dust. As such Doton is able to stand up to it.

Is strong to:
Fire and high temp based elements: Brine is still a water based compound, and a much more heavier contender than regular Suiton. In addition to this brine's boiling point is significantly higher due to its impurities with a staggering melting point of 1,124 degrees Celsius (magnesium sulphate salt compounds) and as such can not only tackle flames, but completely oust them with crushing force. It is also a very good refrigerating fluid, able to transport thermal energy from place to place.

Ice and low temp based elements: Brine is also used in the real world to coat roads in certain northern countries, where snow can make driving near impossible. The brine is an antifreeze which prevents ice from forming on said roads, and the higher the concentration, the harder the element is to be frozen.

Organic elements: Brine dehydrates living things--from both the inside and the outside--with its dehydrating factor highlighted in the 'How it works' tab. This includes, but isn't limited to, vines, trees, plants, animals, people, insects, etc.

Poison & toxins: Epsom salt baths are notorious for their detoxifying effects, drawing certain harmful toxins away from the body and depositing it in the surrounding solution.

Sound: Quite surprisingly, magnesium sulphate solutions have been the confirmed primary components that cause the absorption of sound in sea water (acoustic energy is converted to thermal energy). Absorption is strongly dependent on frequency: lower frequencies are less absorbed by the solution, making sound travel much farther in the ocean.

Co-creator: Nakiri

Students I pass this on to: ᴍᴏᴏғʏ & ??


(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40 (-10 per turn)
Damage: 30-80
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding earth/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the ground within mid ranged of the user. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things, leaving behind empty husks. With the seal of confrontation the user can manipulate/maintain control of said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 3× per match and requires the Ram hand seal to perform.
- No A-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- A rank usage requires the ram handseal

Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.

(Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure
Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Drawing inspiration from the Angel of Annihilation, Hasmed, Shizuka Shōkyo could easily be mistaken as a simple technique at first glance. It begins by the user holding out his hands, either in front or by his sides and focusing chakra into the short ranged surrounding area to create a sudden wave of Seraphic Water that can either originate from one direction or all in an omnidirectional wave. This wave towers high above the average human at about 10 feet in height, and quickly begins to cascade in its intended direction. Due to the element being a dense one, and extremely heavy at times, the wave creates a very peculiar rumbling sound as it rolls across the ground (or even a water source. Despite brine being significantly denser, it doesn't readily meld with fresh water) similar to waves rolling in on a beach and packs enough punch to crush most in its way while causing the earth to tremble from its weight. Despite all this it still manages to travel at the speed of an Unofficial Sage and can be loud enough drown out most other minor sounds like speech, footsteps, etc. By taking into account two very unique properties of SW, the element is able to absorb certain frequencies of sound, with low frequency waves falling prey faster than the rest. Because of this the wave will rumble loudly during its nascence (while it is still within short ranged of the user), and then as the sound is absorbed it will gradually be reduced to a low shuffling sound as it passes short and reaches into mid ranged. By the time it reaches long ranged the wave is almost a whisper as its sounds are being absorbed almost as fast as its being produced. Then, calling upon the second unique property, the acoustic energy absorbed is readily converted to thermal energy which turns the wave extremely hot as it progresses. While it is short ranged it would be slightly warmer than regular water, at mid ranged it becomes even warmer, reaching nearly boiling point degrees for regular water (100o C) and then by the time it reaches long ranged that value would have near doubled, which allows it to become scalding hot--so much so that it can eradicate entire forests and peel flesh from bone in instants--all while being dead silent in its travel. The ground will still tremble though, which can serve as its warning sign. A true show of annihilation carried out by Hasmed himself.
Note(s):
- Usage limit of three times (3) and a two (2) turn cool down between uses

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Dog>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them. Increasing or decreasing concentration of Seraphic Water inside the orb will cost the user an extra move to perform but doesn't cost any additional chakra.


Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn this is performed.
- User will only be able to perform two moves per turn while this technique is active due to the chakra control needed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.
 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images

Panthalassic Water

Custom element Japanese name: Oujuusuiton

Custom Element English name: Panthalassic Water Release

The element is based on: Water

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

Panthalassic Water is the equivalent of Tritiated Water, Tritium Oxide or Super-Heavy Water. This is a natural occurrence, albeit very rare, where a water molecule is composed of 1 Oxigen and 2 Tritons, an isotope of Hydrogen that has 1 proton and 2 neutrons, instead of the common Hydrogen. Tritiated Water is a radioactive form of water that naturally occurs in minute quantities, and is thus used to determine the age of various water-based liquids, such as vintage wines, and is used as a tracer for water-transport studies.

The Naruto World is said to be a replica of ours in all ways. Water exists in the Naruto world without any evidence against it being any different than RL water, so tritiated water is presumed to exist in the world as well, and the manipulation of specific minerals or molecules is already common, with Orochimaru's many science experiences and even some techniques, like Gaara's sand technique Shukaku's Shield that utilizes only the strongest minerals in the ground to add to its strength. Just like many Crystal elements utilize solely Earth, because it's a selective mineral/molecule within the wider spectrum of Earth or, in this case, Water. It's relationship with Basic Water, as in, Water Release in it's clear liquid form, is the same as Water Release as a flammable oil and as a sticky syrup, with Panthalassic Water granting different abilities, though at a scale much greater than mere oil or syrup.

The name is a play on Tritiated Water RL applications, though exaggerated. With Panthalassa being the primordial ocean, there would be no older body of water, so one would imagine that, it being bottled like vintage wine, and present until today would have turned to tritium oxide by now. Besides, its my nickname.


How it works:

To produce Panthalassic Water, the user relies only on their Water chakra to produce liquid water, and Chakra manipulation, though selectively produces more quantities of tritium oxide compounds than normally, while rapidly recycling water using Chakra control, to produce either pure or close to Tritiated Water. In essence, while many techniques can use Water or Water Release as a medium, Water Chakra produces Water and Water Molecules, Panthalassic Water Chakra, which is heavily manipulated, filtered and recycled Water chakra, produces Panthalassic Water, and is an element that not only overpowers Water but also is able to augment it and infuse into it, similar to Lightning.

The additional neutrons of the tritum confer Panthalassic Water a higher density, which slightly increases it's physical properties. As a radioactive version of water, pure Panthalassic Water is corrosive due to self-radiolysis, where the molecules disassociate by nuclear radiation resulting in high output of energy. Triton is a low energy beta emitter, which means it's incapable of penetrating the skin but is a radiation hazard when inhaled, ingested or absorbed by the skin. Panthalassic Water is thus a carcinogen and a teratogen. These effects are attenuated in the lower ranges of the Water-Panthalassic Water spectrum, and aggravated by higher ranked chakra and quantities.

When diluted, tritiated water distributes itself across a body of water relatively quick, which is a property that is used to calculate an unknown volume of water. As an advanced Water-Based element, Panthalassic Water establishes it's dominance over Basic Water by being both physically denser and by infecting water sources and water based techniques, spreading the user's chakra-filled Panthalassic Water molecules throughout and severing the opponent's chakra link. This is modulated by the normal W&S rules, thus the overpowering effect happens when two techniques of the same rank collide, with Panthalassic Water having the elemental advantage.


Conditions to be able to use it:

The user is required Mastery of Water to such a degree that it becomes a Specialty.


Is weak to:

Earth and Biological elements - While denser than Basic Water, Panthalassic Water is still not dense enough to compare to Earth and other Earth Based elements, thus it retains Water's weakness to Earth. It's low energy radiation isn't strong enough to penetrate even skin, in terms of thickness. It's corrosive properties aren't strong enough to act at a level beyond that of a Biological Element.

Lightning - Due to the self-Radiolysis, Panthalassic Water is susceptible to lightning's effects, thus it turns Water's neutrality to Lightning into a Weakness. Lightning will accelerate the decay of Panthalassic Water and rapidly consume it, outputting high levels of energy. Radiation-based elements will most likely be stronger than Panthalassic Water's Radiation effects.


Is strong against:

Fire - Panthalassic Water shares the same relationship that Water shares with Fire, being able to douse it out. Fire's heat does not conflict with either the corrosive nor the radiation effect, and Panthalassic Water is already pretty hot due to self-radiolysis.

Water - As an advanced form of water, denser than it, Panthalassic Water overpowers water in every aspect, both physically and chakra-wise.

Wind - Denser than Water, Panthalassic Water is capable of turning Water's neutrality to Wind into a Strength, pushing wind and flexible enough to sustain it's cutting power. Wind does not counter either the radiation or the corrosive effect of Panthalassic Water.


Co-creator: Moofy


Students I passed this custom element on too:

? & ?​

Passive

( Oujuusuiton: Hottan ) Panthalassic Water Release: Hadean ♒ Origin
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Origin is a Passive technique that pertains to the consequences of interacting with Panthalassic Water's Radioactivity. As it comes from self-radiolysis, Panthalassic Water exudes a great amount of energy, increasing the core temperature of the element into burning degrees, while acquiring a great corrosion effect onto organic matter. As such, the effects of the element will be split into two different categories, Radiation Poisoning and Corrosion Burning, though they are linked.

Corrosion Burning is induced on contact with the element, and happens due to the high injection of energy into the target and the element itself, breaking up the cells essentially corroding the target's tissues. These range from Mild to Medium to Severe. In Mild, the initial damage from D-C Ranks, the tissues will have a bright red coloring indicative of first degree burning, and will itch and tingle highly and uncomfortably as the corrosion takes effect. In Medium, the initial damage of B-A ranks, the skin will break apart with second degree burning and boiling, and the itchiness will spread to the peripheral areas while the points of contact will hurt beyond that of a normal burning. In Severe, the initial damage of S and higher, the pain will be unbearable and spread quickly to the peripheral areas, while the main targetted areas will melt away even numbing the sensation as it corrodes through flesh and nerves. The effects of Corrosion Burning are stackable, so they increase in severity rank every turn the contact remains. Depending on the area burnt, the effects can be fatal, especially when targeting vital areas of the body. Effects do not revert when contact is lost, unless healed.

Radiation Sickness is induced on contact with the element , it pertains to the inner consequences of being infused with Panthalassic Water radiation on a cellular and systematic level. This also incorporates PW's property of severing water chakra, in the sense that it's parasitic properties will spread through the chakra system as well as the organ system. The effects range for Mild to Medium to severe. In Mild, the initial effect of D-C Ranks, the Radiation Sickness will cause generalized weakness and loss of dexterity preventing the usage of high ranking Taijutsu and techniques or elements that utilize Water Chakra ( S and Above ), and losing the ability to aim properly. In Medium, the initial effect of B-A ranks, the weakness will spread into generalized sweating and organ failure, as well as small but multiple fish egg-like tumors from the chakra unbalance. It prevents the usage of Taijutsu and Water beyond that of C rank or Basic Ninjutsu beyond A rank, the target will be unable to properly chain together more than 2 handseals without fumbling. In Severe, the sickness will cause multiple organ failure and possible hallucination, mostly making the opponent see double or blurry, and hearing loud roaring sounds or scratching like those of dinosaurs or other ancient creatures and insects. The user will be unable to stand and his water chakra usage is severed completely, as are his ability to chain handseals or utilize Basic Ninjutsu beyond D rank. The effects are stackable the more turns the opponent remains in contact with the element, increasing one rank per turn and require one full turn to fully mature. The effects decrease 1 rank each turn if the opponent breaks contact with the element and do not stack unless the target remains in contact. One turn after Severe effect results in loss of consciousness, two turns results in Death, both do not revert when contact is lost unless healed. If the target inhales the element, it will take 3 turns for the effects to reduce by 1 rank.

Note: Panthalassic Release users have a high degree of immunity when it comes to their own element, allowing them to touch or be in their element relatively safe and harmlessly. When they compare to other users, though, their immunity is not so strong. They delay the effects by one rank and require double the amount of time to increase in severity, while require half the time to recover when not exposed. Likewise, they can completely counter each other's radioactivity effect by utilizing their own techniques against them.
Note: This technique also allows for the possibility of converting Water Chakra into Panthalassic Chakra, so that the user can perform Water Release techniques as Panthalassic Water. This can be done in the same timeframe as a water technique, used 4 times per battle. This will cost one of the users 3 moves per turn.


D Rank

( Oujuusuiton: Shi-rakansu ) Panthalassic Water Release: Devonian ♒ Coelacanth
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Coelacanth is basic application of the Panthalassic Water Release with a great versatility of usage. It consist on producing or manipulating panthalassic water into the shape of a massive ancestral tetrapod, with a glowing core of acqua marine fanged skeleton that showcases the four-limbed skeleton of the fish, while warning to the corroding radioactivity and burning temperature of the water, which leaks out in a trail of panthalassic water as it moves through the air or water. The projectile can be produced from existing water sources, mist or spat out, or it can be a simple manipulation of existing panthalassic water sources. The coelacanth-like projectile produces great damage from the highly dense water, like a ton of bricks, and from the burning corrosion of the element. The projectile has enough fluidity and versatility to be able separate and join together effortlessly, as it byparts into multiples of 2, where the projectiles halve in power and size, at a minimum division of D rank in power, or 16 individual projectiles, the size of 2 average male adults, giving the original one about the size of half a Boss Summoning.

Note: The coelacanth can be produced, and manipulated through body motions, in separated or original form anywhere within Mid-range, freely within Short-Range, and can be shot in a linear manner outside of Mid-range.
Note: The user can produce lower versions of the coelacanth projectile following the previous descriptions, but allowing less and less divisions as the original coelacanth gets smaller, for example, a B rank can only split into 4 D Ranks, and the D rank variant is a single projectile.
Note: S rank can only be used 3 times per battle with no PW techniques above A rank in the following turn, 4 times per event. The A rank can only be used every 3 turns. B rank can only be used every 2 turns, but allows for up to 2 multiple usages of the technique.
Note: Separating or changing the direction through control will count as one of the three moves per turn.


B Rank

( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ♒ Trilobite
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 60-80
Description: Trilobite pertains to the rapid creation of several bubbles of panthalassic water, like multiple tiny fish eggs, that spread tall and wide across a surface or inside a water source, while oozing a trail of panthalassic water. This will be glowing hot with a navy blue glow at their core, resembling a larvae within. While the bubbles are corrosive on their own and can be used as a rapidly growing column or wall, they're meant to explode into a powerfully thick and dense corrosive mist, that spreads across an area mid range radius around the point of growth. Within, the mist will be thickest, hottest and most radioactive in several cow sized ancient armored arthropods that will flow freely or at command of the user, to pin, shred or strike any target within the mist. Similar Earth Release: Mud Wolves, these bubbles can remain in the condensed egg form until someone with foreign chakra enters their proximity, or explode at the user's will.

Note: The difference in rank pertains to the difference in size. S rank will create a volume of bubbles 10 meters diameter, with a 30 meters radius mist and several cow-sized trilobites. A rank will create a volume of bubbles 5 meters in diameter, with a 15 meters radius mist and several human sized trilobites. B rank will create a volume of bubbles 1 meter in diameter, with a 5 meters radius mist and several dog sized trilobites.
Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above A rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.


Forbidden Rank

( Oujuusuiton: Hakyoku ) Panthalassic Water Release: Permian ♒ Cataclysm
Type: Offensive/Deffensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user focuses a massive amount of Panthalassic Water chakra within their body, overloading his own chakra system, before unleashing a great wave of Panthalassic Water, though it appears immediately as a wave of radioactivity, a deep and glowing bluish purple. The wave is composed of tiny droplets of panthalassic water in the shape of bug-sized ancient plankton, that carry on the weight of the wave, while dragging along the heavy radioactivity. It expands 100 meters around the user before stopping, pushing back even the greatest, biggest and strongest of summons, a technique fit to blow back the Demonic Statue of the Outer Path itself, leaving behind a gargantuan crater of charred and wet barren land with deep infusion of Panthalassic Water in the air, water and soil of the terrain, lingering behind with Mild-level Radioactivity for 4 turns, and preventing Water from behind manipulated by foreign chakra within the crater, either underground, water sources or the molecules in the air.

The great density and concentration of Panthalassic Water prior to unleashing of the wave filters into the cells of the user, and small, fish-egg like growths, benign tumors that only vanish a few weeks afterwards, and send the user's chakra system into disarray. The wave overloads subsequent Ninjutsu techniques or elements that utilize Water Chakra, making them all cost 15 more chakra that usual, translating in proportional damage increase, and taint the organism with so much Panthalassic Water Radioactivity that permits them no other elemental chakra to be produced, effectively severing the remaining elements for the duration of the side-effects, which usually end around the time the fish-eggs disappear.

Weaker versions of this technique can be used. Each time the user brings a rank down, the radius is halved (50, 25, etc). They are simple PW full body bursts, only the forbidden rank has all the effects and restrictions, all the lower ranks are merely bursts of radioactivity that impact hard and create a crater, but have no lingering effects. The S rank can be used 2 times, the A rank 4 times.

Note: The user takes 20 damage while being rid of every elemental chakra besides Water and Elements that require Water. Advanced Elements that utilize Water Chakra + Other Elemental Chakra can still be used but will be 20 damage points weaker than normally, while still requiring more chakra as described before, sans the proportional damage increase.
Note: The strain on the user prevents the usage of Panthalassic Water for 2 turns, the same and the next, and can't user Water in the same turn. This restrictions are the only ones that also apply to the weaker versions of Cataclysm.
Note: Can only be used once per Event, and will last the whole event.

 
Last edited:

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images


Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Barto is a middle aged monkey, covered in dark brown fur, standing at 50 cm, with a tail length of 6ft. Barto is very wise and his personality reflects it, as he is calm and collected but gets irritated by insolence. He spends most of his time meditating and studying various sealing formulas. His attire consists of a dark brown monk's robe, accompanied with a raggedy cape. His wrists, ankles and head is adorned with bronze spiraling amulets inscribed with kanji. Attached on his back is a wooden staff that is 4ft in length, with bronze ends, also inscribed with kanji. Each end contains storage compartments that hold all kinds of pre-made small scrolls and tags. Barto's intellect has allowed him to master the arts of fūinjutsu, being able to perform techniques up to S-Rank with a single hand-seal. As an extension of his body, Barto can use his tail instead of his hands to place seals or otherwise utilize techniques that require arm/hands. One of Barto's special abilities is being able to place one of the user's body seals on their body to be used on themselves. Barto has the unique ability to passively transform into a Adamantine sword named Kash Kitetsu, also known as Flower State, which possesses its own set of abilities. If the conditions logically allow it, the body seal chosen will be transferred onto the weapon's transformation.

⋩ Must have signed the Monkey Contract
⋩ Barto can remain on the field in Monkey form for four turns.
⋩ The Body Seal must be tied with summon when used.
PHP:
[B]Image:[/B]
[IMG]http://i.imgur.com/r8hAOKC.jpg[/IMG]


Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Kashu in its transformed state is a nearly indestructible katana, compared to diamond in toughness. It is a single-edged, curved blade with a wavy hamon filled with engraved kanji formulas and bronze guard in the form of kanjis which make it stand out from the rest. Just like other weapons, Barto is able to extend at will and retract at twice the user's normal speed. Not only is he able to extend but he can also sprout limbs or body parts from the sword itself, using it tactically. The blade possess three distinctive abilities, with an additional fourth one, if the conditions allow it. (Body and/or Bio Seal) The first ability is activated by swinging the blade in any desired direction. When swung, the kanji on blade activate, releasing a white vapor type mist that is released up to short range and expands outwards. The vapor follows a similar method as the Elemental Sealing technique, in the sense that it will envelop a technique the wielder wishes to contain, and seal it within the sword itself. Just like its parent technique, this is a B-rank ability and it can seal up to S-Rank Techniques and be used thrice per battle. The second feature is a malleable barrier that is similar in nature to the "Four Violet Flames Battle Encampment" technique. The barrier can be made as a skin-tight armor around the wielder of Kashu, or in the form of a rectangular containment around the user/wielder. Just like the original technique, anything that comes in contact (Be it tangible or not) with the barrier will be completely stopped and engulfed in violet flames. The flames not only engulf physical entities but energy/chakra based ones as well, engulfing chakra itself at an attempt at destroying it. This is an A-ranked ability and can be used four times per battle. The barrier is sustained so long as the user fuels it. The third ability is an invisible barrier that extends up to mid-range in every direction, allowing both user and wielder to sense not only chakra, but the displacement of matter jut like its parent technique; Boundary Barrier Technique. This ability is self sustaining and will drain -10 Chakra from the user for as long as he is willing to fuel it. The fourth and final ability which is passive, is only applicable if Barto has applied a body seal on themselves and will follow its respective restrictions.

⋩ Must have signed the Monkey Contract
⋩ Each ability counts towards the user's jutsu.
⋩ Body Seal tied to Barto must be specified either in the Battle/NW Thread and/or Bio


Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Being Straw Hat Luffy's personal summon and companion, Zoro is a well built muscular and athletic monkey with lightly tanned skin. His dark green, velvety fur covers a large portion of his arms, wrapping around his shoulders and around his abdominal area, not fully concealing them. A remarkable feature is his cropped green hair, which closely resembles a Marimo, literately meaning a ball of seaweed, something he has gotten made fun of in his land. Standing at 210cm tall, he towers over the average shinobi. His chest is decorated with a massive scar stretching from his left shoulder to his right hip. Zoro's eyes are as vibrant as a crimson moon, shining in the depths of hell. His tail being 40 cm in length is usually tucked away, wrapped underneath his sash. Zoro wears a long, open dark-green coat closed on his waist and is held by a red sash, in which his three chakra-bladed swords are tucked into, and a black bandanna tied around his left forearm. His coat exposes his bare chest, revealing his green haramaki underneath the coat. Zoro usually has a stern, serious, and distanced personality, but often loses his temper in a goofy and exaggerated manner when his fellow companions call him "Moss Head". Anger is the only emotion that Zoro often feels comfortable showing. Outside of situations where he feels confident in battle, he rarely smiles or laughs. He chooses to maintain a quiet solemnity rather than outwardly express his emotions, very similar in nature to Luffy's second personality. With that aside, Zoro has a kind heart and would give his life for his comrades and would even go far beyond the traditional means to save a stranger if the situation called for it. Zoro's attitude is tailored around a Samurais as he prefers to wield swords for combat. Unlike most Monkeys, Zoro's strength does not lie on raw strength, but on his speed. His base speed is twice as fast in comparison to a Kage's with the corresponding tracking capabilities to match his speed. Although he excels in and is well versed in free-form kenjutsu, his primary affinity is Lightning and can use its techniques up to S-Rank without the need for handseals. A passive ability is that he can either use the swords as an extension of his own body, being able to release techniques from them (ex: Releasing a bolt of lightning from the tip of a sword, or slashing motion). Zoro can passively use a levitating ability via lightning to add a form of dynamic to his Santoryu-Style, having the ability to be used in unison with other assaults. Zoro has the unique ability to passively transform into a Adamantine sword named Sandai Kitetsu, also known as the Third Generation Oni Piercer which possesses its own set of abilities. A notable feature after becoming Luffy's personal summon was that unless a killing blow was dealt on him, Zoro would not reverse summon back to its country. This was not only due to his trust in his partner and undying will to help, but also the ability to be healed by him through Medical Ninjutsu or Yang Release.

⋩ This is Straw Hat Luffy's personal companion.
⋩ Must have signed the Monkey Contract

PHP:
[B]Image:[/B]
[IMG]http://i.imgur.com/6LEsfw5.png[/IMG]


Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A

Description: Contract Ninjutsu effectively enabling the user to summon any animal tied to the Monkey contract, albeit in their unique weapon forms. First, the contract signer draws some of their own blood, then proceeds to perform the Monkey handseal and bring forth the specific weapon. The basis for this expedited process is that creatures are innately capable of determining who is attempting to summon them from the chakra used, and so the summoner modifies their chakra output to indicate that a weapon form is preferred upon entering the battle.

Note: Limited to only those "Adamantine Transformations" tied to the Monkey contract.
Note: The user can carry one such weapon in their bio, but reverting to a monkey form will count as a move.
 
Last edited:
Top