♆ Panthalassean Colonies & Breeding Grounds ♆

Panthalassa

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♆ Panthalassean Colonies & Breeding Grounds ♆




Basic Customs ♆ XLI
  1. ( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Exuviae
  2. ( Kuchiyose no Jutsu: Mushi Torikae ) Summoning Technique: Phoresy
  3. ( Ninjutsu: Mie ) Ninja Arts: Mimesis
  4. ( Aburame no Hijutsu: Kyousei ) Insect Hidden Technique: Symbiosis
  5. ( Aburame no Hijutsu: Kisei ) Insect Hidden Technique: Parasitism
  6. ( Aburame no Hijutsu: Heishi ) Insect Hidden Technique: Apoptosis
  7. ( Aburame/Ninjutsu: Mushishingo ) Insect/Ninja Arts: Zoosemiotics
  8. ( Suiton: Issui Shui ) Water Release: Rheotaxis
  9. ( Suiton: Kuchiutsushi ) Water Release: Trophallaxis
  10. ( Suiton: Suikaatsu ) Water Release: Piezophile
  11. ( Aburame no Hijutsu: Kaushigai ) Insect Secret Technique: Scavenging
  12. ( Aburame no Hijutsu: Udegumi ) Hidden Insect Technique: Exopodite
  13. ( Suiton: Shinkirou ) Water Release: Crypsis
  14. ( Aburame no Hijutsu: Haekansei ) Hidden Insect Technique: Myiasis
  15. ( Aburame no Hijutsu: Bikoushoku ) Hidden Insect Technique: Oligotroph
  16. ( Aburame no Jutsu: Arikui ) Insect Technique: Formicary
  17. ( Aburame no Hijutsu: Shintou ) Secret Insect Technique: Osmosis
  18. ( Suiton: Seichi ) Water Release: Bioturbation
  19. ( Suiton: Uo Zorozoro ) Water Release: Shoaling
  20. ( Suiton: Kafun ) Water Release: Polination
  21. ( Suiton: Ka Irassharu ) Water Release: Hydrophilia
  22. ( Suiton: Fuka Irassharu ) Water Release: Hydrophobia
  23. ( Suiton/Aburame no Jutsu: Bunshin ) Water/Insect Technique: Cloning
  24. ( Kenjutsu/Aburame no Jutsu: Iriguchi ) Sword/Insect Technique: Maxilla
  25. ( Suiton: Surunai ) Water Release: Thanatosis
  26. ( Ninjutsu: Mufun ) Ninja Arts: Anemophily
  27. ( Ninjutsu: Sebone ) Ninja Arts: Osteogenesis
  28. ( Aburame no Jutsu: Agarimono ) Insect Technique: Copiotroph
  29. ( Aburame no Jutsu: Iikikaseru ) Insect Technique: Aposematism
  30. ( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
  31. ( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Entomotopoiesis
  32. ...
Fly Contract ♆ X
  1. ( Hae Kuchiyose ♆ Stoicheophagidae ) Fly Summoning ♆ Beelphegor’s Gluttonous Imps
  2. ( Hae Kuchiyose ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores
  3. ( Hae Kuchiyose ♆ Aqua regina ) Fly Summoning ♆ Leviathan Gorges
  4. ( Hae Kuchiyose ♆ Sensumpotens magnus ) Fly Summoning ♆ Astaroth Seer
  5. ( Hae Kuchiyose ♆ Mortifer angelus ) Fly Summoning ♆ Sammael Reapers
  6. ( Hae Kuchiyose ♆ Milemorpha crypta ) Fly Summoning ♆ Lucifer's Sages
  7. ( Hae Kuchiyose ♆ Tonitrum rex ) Fly Summoning ♆ Furfur's Tempests
  8. ( Hae Kuchiyose ♆ Perniger albidus ) Fly Summoning ♆ Murmur's Antithesis
  9. ...
Fly Contract Techniques ♆ X
  1. ( Haeton: Domus Demonus ) Fly Arts: Zaebub's Demoniacal Altar
  2. ...
Custom Weapon ♆ I
  1. ( Seien Umareru ) Strange Eclosion
Pharaoh Sickles Style ♆ X
  1. ( Oukouchuu Toujutsu: Tougei Eki ) Pharaoh Sickles: Egypcian Faience
  2. ( Oukouchuu Toujutsu: Dainichi Hiyake ) Pharaoh Sickles: Setting Sun of Horus
  3. ( Oukouchuu Toujutsu: Akeru Kubiwa ) Pharaoh Sickles: Dawn Menat
  4. ( Oukouchuu Toujutsu: Wankyoku & Kyouben ) Pharaoh Sickles: Crook & Flail
  5. ( Oukouchuu Toujutsu: Kirikami ) Pharaoh Sickles: Papyrus Cut
  6. ( Oukouchuu Toujutsu: Tenso-hime Kakumau ) Pharaoh Sickles: Aegis Shading the Moonlit Netjeret
  7. ...
Shark Contract ♆ V
  1. ...
Shark Contract Techniques ♆ X
  1. ...
Serengeti Spears Style ♆ X
  1. ( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele
  2. ( Ouryuujin Yarijutsu: Seidoukijidai ) Serengeti Spears: Benin Bronzes
  3. ( Ouryuujin Yarijutsu: Kokudo ) Serengeti Spears: Nok Terracotta
  4. ( Ouryuujin Yarijutsu: Takeyari ) Serengeti Spears: Assegai
  5. ( Ouryuujin Yarijutsu: Ou-Ken-Yadokari ) Serengeti Spears: The Nigerian Kapsigi King
  6. ( Ouryuujin Yarijutsu: Enjin ) Serengeti Spears: Imishokobezi
  7. ( Ouryuujin Yarijutsu: Sho-ru ) Serengeti Spears: Netela
  8. ...
Kisei Clan Personal Techniques ♆ IV
  1. ...
Panthalassic Water Release ♆ XII
  1. ( Oujuusuiton: Hottan ) Panthalassic Water Release: Hadean ⤘ Origin
  2. ( Oujuusuiton: Shi-rakansu ) Panthalassic Water Release: Devonian ⤘ Coelacanth
  3. ( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ⤘ Trilobite
  4. ( Oujuusuiton: Hakyoku ) Panthalassic Water Release: Permian ⤘ Cataclysm
  5. ( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian ⤘ Tectonics
  6. ( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ⤘ Ammonite
  7. ( Oujuusuiton/Suiton: Hagire ) Panthalassic Water & Water: Drumian ⤘ Pulmonoscorpius
  8. ...
Ninja Tech ♆ V
  1. ( Roku no Nettaigyo Ketatamashii ) Six Māori Gostick Piercings
  2. ...


♆ ♆ ♆ Panthalassa's Custom Vault ♆ ♆ ♆




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Panthalassa

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♆ Panthalassean Ninjutsu Library ♆

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D Rank

( Ninjutsu: Mufun ) Ninja Arts: Anemophily
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: The user will unfold a scroll, in a procedure similar to Earth Release: Mud Wolves, and summon a great mist of chakra. This technique can be seen as the precursor to the Hidden Mist, except the user unleashes a great concentration of raw chakra by supressing the nature conversion procedure. Naturally, this raw chakra mist is transparent, as it would require nature conversion to have any physicality, but will still distort some light when it is releasing into the battle, preventing it from being completely invisible, and it's glaringly visible to doujutsu and chakra sensors. This basic mist is dependant on the scroll, so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged. It has only 2 properties, the first is that it behaves similarly to the Water Release: Polination technique in function. The second is that the user can exert his chakra onto the mist to run it through the nature conversion procedure. Except when converted through Water Chakra, or Water-Only advanced Elements, it will lose it's first property and acquire the element's properties, including damage proportional to it's rank.
Note: The range and power of the mist is proportional to the chakra used. D ranks can only grow to a maximum of Short-Range, while it is required to be higher than B rank to be able to grow higher than Mid-Range.
Note: When converting into an Element, the mist will only last the turn it is converted, before dispersing, except when turned into Only-Water based elements, which will last 2 turns before dispersing.
Note: Can only be used twice with an S rank strength, 4 times with an A rank strength and requires 3 turns between usages. Requires 2 turns between B rank usages.


  1. Vayne
  2. El Alucard
  3. Arthorius
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C Rank


( Kuchiyose no Jutsu: Mushi Torikae ) Summoning Technique: Phoresy
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points. N/A
Description: This is a summoning technique available only to Aburame clansmen. This is because Phoresy utilizes the natural chakra connection between the insects and the host to produce the medium through which the user can perform the Summoning ritual. The user will perform one handseal and any handseals required to summon the target animal(s), and create an aggregation of insect, or infuse the chakra into any aggregation of the insects, anywhere within range. Phoresy will simultaneously summon the animal or group of animals towards the exact place where the insects were aggregated, and reverse the insects themselves onto the swapped animal's realm. The user is allowed to skip the aggregation step in case the animals summoned are part of an Aburame-beffited swarm, such as specialized insects or insect animal contracts. The user is able to swap his own species of insects with any available insect type ( Cannon Aburame insects or custom insects that the user owns ). Once the technique reaches it's limit, the insects are immediately swapped again.
Note: All of the user's insects are swapped, whether they were aggregated, spread around or inside the host's body.
Note: Phoresy lasts the same amount of turns as stated in the target technique, or the default 4 turns when nothing is stated.
Note: Can't use Phoresy to swap the user's insects for the Secret Rinkaichu, the Parasitic Nano Bugs, as those are restricted to Torune and Shikuro bios.
Note: Can only be used 4 times per battle.


(Aisu Joō no Hōrudo) The Ice Queen's Hold
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user will use their sword and channel chakra into it. The user will swing their sword in a circular motion using the chakra in the sword to create 6 star figures, double the size of normal shurikens, in front of them. The user will then point the sword at the opponent and have the stars launch at the opponent when the starts get to the opponent the stars form into a collar like object that attaches onto the opponent and then squeezes the opponent and bind them so that the user can strike them. If the opponent has strength or speed like A, 3rd Raikage, Tsuande, Sakura, etc. the opponent can break free of the bind.
Note: Usable 4 times a match
Note: Bind last for 1 turn.
Note: Must be taught by Blake Belladonna

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B Rank


( Ninjutsu: Mie ) Ninja Arts: Mimesis
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: This technique is similar to the Bug Clone technique, combining it with the Transformation technique. When the user forms a clone, he sends a chakra signal for the bugs to aggregate and then applies the Transformation technique for the clone to actually appear human, in one fluid action. Mimesis behaves the same way, aggregating bugs, or other lose materials like sand or gravel, for example, and then applying chakra to transform them into any object or being, usually another animal or a bigger version of the insect. Since the user is in control of whatever materials he is using to create the construct, the transformations can have motion and tangibility, and interact with the world around, just like a Bug Clone, and physical harm will disperse through the Mimetic construct and allow it to reform around the intrusion, since it is composed of an aggregation of the material and not a continuous substance, which greatly differs from the traditional Clone and Transformation techniques.
Note: For the mimetic constructs to move, the user must be able to control the materials/bugs, otherwise they're immobile.
Note: Can be used to make bigger versions of the insect, for transportation.
Note: They can serve as movable sources of the material, for further manipulation.


( Ninjutsu: Sebone ) Ninja Arts: Osteogenesis
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 ( +20 per turn )
Damage Points: N/A
Description: Osteogenesis is a technique that pertains to strengthen and regenerate active techniques, while also increasing their duration. This can only be applied to non-damaging techniques, or defensive techniques. The user will infuse 20 chakra onto a technique, per turn. For as long as the user has chakra, the supplementary or defensive technique will always have a buffer of 20 chakra, unless it is struck with damage superior to th 40 damage buffer, regardless of it being a single technique or more. For example, if applied to a B rank, it will have a "life" of 40 damage, plus 40 damage. The rank of the technique remains unaltered, but it's life will be more durable. This allows one to defend from 80 damage ( An S rank ), and remain for the next turn, where it will be replenish by 40 damage. Over a number of turns, the "life" of the technique can be replenished to the base max ( which in this case is 80 ) or be struck with superior damage at any regenerative stage. Elemental S&W will still apply, and are translated as a +20 damage or a -20 damage if they're a weakness or a strength. In the previous example, if the technique was a weakness and an S rank, it would drain 80 damage but then the +20 damage would break the defense, in this case both would be neutralized, and the effects of Osteogenesis would end.
Note: This technique can be applied to any rank, but only to a single technique. It can be used 2 times in battle, can only be applied to S ranks only twice per battle. It lasts as long as the user has chakra, though it will count as a move every 2 turns. This will also increase the duration of the vessel technique for as long as it has "life" or the user runs out of chakra. The user can disrupt this technique at any point.
Note: Can't be applied onto Forbidden Rank techniques, nor be taught to anyone.
Note: If there is a way to turn a technique into a damaging one, it will break Osteogenesis.


0. Unteachable
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(Magunasu `kyokusei) - Magnus' Polarity
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Magnus' Polarity is a supplementary technique which is used in conjuction with bodies (either elemental techniques which are rather solid and within reason or weapons of sorts) in motion, or rather to supplement the way in which they move. The user of the technique would perform but a single hand seal before making changes in the air which is surrounding the specific body/entity. By changing the pressure (in the air) around them they would cause for change in their trajoctory. Increasing the pressure at the specific part of the entity would cause for increase in speed on that side and decreasing the pressure points at specific parts of the air would cause for decrease in speed in that direction. By changing the amount of pressure in the air applied to the specific parts of the body of the entity would actually cause a change in direction. This could also be applied to taijutsu to a certain degree or when someone is in motion by releasing chakra around the specific part of their body. Once applied this technique is instantaneous as it doesn't have effects on its own but rather only when used in combination with other techniques or bodies.
Note: Can only be used twice per battle when used in combination with Taijutsu
Note: Can only be Taught by Akasha


A Rank

( Ninjutsu: Tetsu no Ken ) Ninja Arts: Iron Fist
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: This a simple yet effective technique where the user will make use of their elemental chakra when performing a body movement. Upon moving their chosen body part, they will release chakra of a chosen element to be released from that body part. This chakra will take the form of the chosen element and then linger in the air for one turn afterwards. For example, the user would swing their hand in a slapping motion and from the back of their hand, water is released and lingers in the air in the path of where the motion was made. The user can use any elemental chakra that they can use on the bio using this, taking the form of chosen element and remaining there for one turn.
Note: Can only be used once ever two turns
Note: Can only use one chakra nature per use
Note: If used for a kg/ce/AE the user must wait 3 turns to use it again.
Note: Can only be used 4 times per battle.


S Rank

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.
The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularily susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.
Note: Regardless of how many times this technique can function,which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strenghtning the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.



  1. Vayne
  2. El Alucard
  3. McRazor
  4. Arthorius


Training Status
♆ Completed ♆



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Last edited:

Panthalassa

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♆ Panthalassean Aburame Scrolls ♆



N/A Rank

( Kikaichuu ) Destruction Bugs
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description:The user summons a host of black beetle-like insects from their very own body. These Destruction Bugs are the most basic insects available to the user. They are capable of flight, swarming up into shapes and the females can release pheromones, which can then be picked up by the user or any insect of the same community ( Mid-Range Communication ), or sense chakra ( Short-Range Communication ). Damage is dependant on the size of the target and the rank of the technique used to manipulate these insects, higher the rank, higher the damage. The Destruction Bugs steal the same amount of chakra as half the damage they do per turn ( 10, 15, 20, 30 and 40 chakra points ). 10% of the chakra stolen is digested by the bugs, keeping them well fed and alive, the remainder is infused into the hive, which is the user him/herself. This technique describes the effects of contact with the destruction bugs, and serves as reference for other bug techniques.
Note: Must be a member of the Aburame Clan or be taught by a member of the Aburame Clan.
Note: These insects are strong against Basic Ninjutsu, Basic Chakra, Organic Elements, Poison and Taijutsu. They are weak against anything else.
Note: This is a passive technique, meant to describe the insect, and does not entail a sort of manipulation.

( Aburame no Jutsu: Agarimono ) Insect Technique: Copiotroph
Type: Supplementary
Rank: N/A
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: This is a passive technique that can be applied after a successfull absorption of chakra by the user's insects or the user. Through their symbionic relationship, the host and the insects share a portion of the chakra drained, while the remainder is directly metabolized by the insects themselves, as part of their digestion. As a mark of a Master Aburame, this portion can be changed. Kikaichu, for example, usually retain 10% to digest while sharing the remaining 90%, as it is considered more benefitial for the host to retain the chakra rather than the nourished insects. This technique allows for the user to, at max, invert the proportions, allowing the insects to metabolize up to 90% of the chakra, sharing just the remaining 10%. This will increase the nourishment of the insects allowing them to become faster and stronger temporarily, due to the increase in metabolized chakra. For every increment of 20%, the insects' following technique will gain a +5 damage boost, up to a maximum of +20 damage increase.

Note: Can change metabolic percentages at will, but can only gain the boost 6 times per battle, nor towards the stack boost rules, as it will only affect the next technique used through the swarm, as long as it is done within the same turn ( This technique can only be used after confirming the drain, which only happens at the begining of the turn following the draining technique ).


D Rank

( Aburame/Ninjutsu: Mushishingo ) Insect/Ninja Arts: Zoosemiotics
Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10 ( +5 every three turns)
Damage Points: N/A
Description: This is meant to be an efficient method to disperse and create a grid of communication between the insects and the user, across a large portion of the terrain. While the user carries many of his insects within his own body, and the colony is self sustainable, most Aburame have also breeding colonies in propitious locations around their home or village, most noticeably the great Aburame Breeding Grounds of Konoha. With one handseal, the user is able to retrieve insects directly from the breeding grounds and materialize them on the terrain, following a grid pattern with female insects at their core. The females are capable of producing pheromones that establish a very efficient, nearly unnoticeable line of instant communication, creating pulsatile waves of pheromones in intricate patterns in order to create a chemical-language that the main female, standing near the user, can then transmit to the host indirectly, through flight patterns, or directly, if the user performs the Insect Communication technique on that female commander. This technique can be created instantly around the terrain of the battle, through one handseal, or, at half the chakra, by manually having insects leave his body and spread out. Only a handful of insects are needed to cover an area of up to 3 adjacent landmarks. This technique stays in place, passively, for as long as the user has chakra. This minimal number of insects are not used in other swarm techniques, lest the grid breaks and the lines of communication become ineffective, though more insects can be materialized before hand to account for that.

Note: The user is able to cover up to 8 adjacent Landmarks with a B Ranked version of this technique ( 20 chakra, +5 chakra every two turns ), can only be used 3 times per battle.
Note: The user is able to cover an entire village with an A Ranked version of this technique ( 30 chakra, +5 chakra every turn ), can only be used 2 time per battle.
Note: The cost to maintain only happens if the bugs are being used to transmit information within at least one of those turns. While in a battle the cost is practically constant, the standard usage of this technique is for defence surveillance, and that can be maintained for a long time with the bugs being self-sufficient and only costing maintenance chakra when the grid activates to transmit information.
Note: Manual dispersion for B rank requires 1 Turn, for A rank requires 2 Turns.
Note: The user can only perform a maximum of 5 techniques every two turns (instead of 6)


( Aburame no Jutsu: Bara Bara ) Insect Tecnique: Splicing
Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: Splicing is a chakra signal that allows the user to command an active swarm to split apart, while maintaining an active structure. By splitting an active swarm in factors of two ( 2) , the user is granted a greater flexibility in evading a colision with an obstacle, by sacrificing the individual power of each part. The number of divisions increases the higher the rank of the structure, the bottom line is that no spliced structure can be lower than E rank. The overall strength and characteristics of the swarm is kept, it's just the power and mass that is divided in several parts.

Note: D can be spliced in 2 E ranks, C can be spliced in 2 D Ranks and 4 E Ranks, and so on...



Donated to Canon

( Aburame no Hijutsu: Shintou ) Secret Insect Technique: Osmosis
Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: Allows the user to coat a vessel with insects, which will then bite through the surface, draining chakra that is currently inside it. This is particularly useful when the targets are trapped inside a technique, like an armor, a prison or a barrier, or when the targets are underground, underwater or merged with either. The technique follows the insect's natural chakra draining abilities. This technique causes no damage to either the targets or the techniques, and won't work if the vessel damages all the flies, like if the target is encased in a projectile of rock, that rushes towards something, if the user sends the insects to the front, they'll just be pummeled, or if there's fire coating the surface of the vessel, following the insects' S&W. Thus, as a default, it can't be used on any vessel-like offensive elemental ninjutsu, as even D rank can neutralize the insects, so it only suitable against non-damaging techniques or passive features, like the ground or water sources.

This technique can also be used in combination with another insect technique, allowing the user to target the vessel with a technique of his own, thus being able to target offensive vessels as long as the S&W maintain ( Equal or Stronger than the vessel ). While the second technique may have a damage associated with it, the user does not necessarily need to destroy the vessel, merely using the strengthening effect to counter the vessel's damage output, while keeping the draining for more turns, if applicable.

Note: First variant is a standalone technique, C rank. Second Variant is considered a Passive Technique and spends just one move per combination, but the user is required to spend chakra for both techniques


C Rank

( Aburame no Jutsu: Arikui ) Insect Technique: Formicary
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: The user commands his insects to burrow through the ground, eating through the earth. The insects will follow a grid like formation, until they come upon an enemy or chakra, transmitting this information back to the user, similar to Insect Communication Technique. This technique can be used on it's own or combined with another technique, allowing the second technique to be used through the ground, though at half the speed. The combination usage counts as one technique, where the user spends the chakra required for both. The combination acquires the same power and characteristics of the second technique.

Note: Aburame users for more than 6 months can use the combination at 1/3 of the chakra ( 5 chakra ).
Note: Can't burrow on it's own through active earth techniques. The Combination can burrow with the same rules as S&W.



B Rank

( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Exuviae
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Exuviae is a variant of the Insect Cocoon technique, applying the same principles of the concept by focusing chakra through the user's insects and accelerate their growth. The user will signal any active swarm , and nourish the insects with chakra, which will induce the rapid shedding and regeneration of their exoskeleton, multiplying the perceived amount of insects inside the swarm. These will be lifeless, but will behave like a barrier that will instantaneously protect the swarm from any one encounter, by doubling the defence properties of the insects by one rank ( Aburame Insects are normally weak to Elemental Ninjutsu besides Wood and other soft biological elements and strong to Raw Chakra ). This defense last the turn it is used or a single encounter, regardless of the difference in power ( stronger than the Exuviae Swarm will kill the swarm, weaker will neutralise the exoskeleton barrier ). Alternatively, due to the workings of the technique, the user is able to produce more chakra than the stated in the description of this technique, for a more direct approach against an opponent's technique, paying the chakra difference between the Swarm technique and the stronger opponent technique, plus an added +10 chakra, giving the swarm a defensive edge against boosted ninjutsu ( stat bonus, incremented combos, etc ). This will equalize the Exuviae Swarm, neutralizing the exoskeleton barrier and the opponent technique and carrying on the swarm itself, albeit weaker.

Note: Can only be used once every three turns.
Note: Boosted Exuviae can only be used three times.
Note: Boosted Exuviae is reliant on how much chakra the user spends on the technique, and works for any usage that would require more than 20 chakra ( which is the default cost of Exuviae, for the regular usage ) to equalize.
Note: Exuviae simply increases the defensive properties, not the damage output of any swarm technique.
Note: Alternative usage maxes out at +40 damage above an S rank.
Note: Can only be used by Aburame Clansmen.


( Aburame no Jutsu: Mayu ) Aburame Technique: Chrysalis
Type: Offensive/Defence/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: Chrisallys is a variant of the Human Cocoon Technique, where the user produces silk to create a large hanging cocoon around oneself. This technique is considered a more hands on approach and malleable application of that concept, shooting tendrils of silk from one's hand or any other part of the body, which can be used to grapple or wrap around an opponent. With one one-handed handseal, the user is able to summon either a coating of small needles or papertags, while the tendrils are being shot from the other hand.

Note: Requires the user to wait 1 turn in between usages.
Note: Silk follows the same S&W as Aburame insects.



Donated to Canon

( Aburame no Hijutsu: Heishi ) Insect Hidden Technique: Apoptosis
Type: Offensive/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40 ( +1 Rank for Aburame and Taijutsu )
Description: Apoptosis is the last line of defence that an Aburame shinobi has against defect insects. When the insects he controls, or recently used to, to start to show aberrant behaviour, or are forcefully taken over by an enemy, the host can quickly terminate them by inserting a little aggressive chakra into their already intimate chakra-link, severing the brain stem from the body of every defect individual insect. The user is able to apply this to every insect, or just a portion of them, and as long as there's even 2 insects, the host can still passively replenish the population.

An alternative usage for Apoptosis is that, when the user kills part of his insects, there's a whole lot of chitin and insect carcasses laying around, which can be brought forth by other insects or the host as sort of added biomass, and a sort of additional coating, which will enhance Aburame techniques and Taijutsu by one rank for one turn, as it essentially doubles the techniques, first the dead bodies then the live insects.

Note: Can only be used once every 4 turns.
Note: Can only be used on insects the host controls or recently controlled.


( Aburame no Hijutsu: Kaushigai ) Insect Secret Technique: Scavenging
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Scavenging is a passive technique where the user introduces a new mechanism within any insect technique he performs. While they're moving as a swarm, they have a very natural flow that gives the construct a great flexibility. What Scavenging does is insert a pulsation spin across the swarm, using flight patterns and wing motions. When it happens, the swarms become more conspicuous, as the light shimmers slightly across the construct with each pulsation, but it greatly increases the swarm's chakra absorption technique, as it evenly splits apart the chakra and distributes it mechanically across the whole construct, for a more efficient absorption, almost like a drill that then redistributes the splintered chakra throughout a greater number of mouths. There are two practical effects to this, the first is that, when an opposing technique happens to collide with a construct, and the swarm overpowers it ( following the same S&W, as Scavenging does not increase the damage or resistance of the construct ), then the drilling pulse will split the defeated technique and absorb the chakra used to produce it throughout the swarm. The second effect is that when affecting a living organism directly, it will double the amount of chakra stolen.

Note: This technique's cost is distributed through its duration, 5 chakra every 2 turns. Thus, this technique last 8 turns.
Note: Aburame that have their biography for more than 6 months and have mastered all the Aburame techniques can spend chakra every 3 turns. Thus, this technique would last 12 turns.
Note: Requires 3 turns cool down between usages.
Note: Can only be used 3 times.




( Suiton/Aburame no Jutsu: Bunshin ) Water/Insect Technique: Cloning
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Aburame/Water Clone is step forward from the Bug and the Water Clone. It is composed of a swarm of insects and a nutritive syrup-like liquid. Insect eggs are incubated in the core of the clone, which allow for more and more insects to shoot out from within, similar to the actual Aburame host, and are used in insect techniques. When a physical object pierces through the clone, it can swarm around it, while the syrup turns into a thick mist, carrying the eggs. Similar to a Shadow Clone, this clone is capable of using Aburame and Aburame-related techniques ( Ex: Pharaoh Sickles CFS ), as well as use Water chakra for Elemental Ninjutsu, besides the non-Elemental Ninjutsu, Taijutsu and Genjutsu. It does not have access to any other elemental chakra, and can't perform techniques above S rank. When physical contact occurs, the clone is capable of oozing out the syrup liquid which will pin down the target, while the insects drain their chakra. Due to the nutritive aspect of the syrup, when in physical contact, the insects drain around x8 as much chakra as the average insect ( 112 chakra ), though it is dependent on the number of clones in place. If the user created 4 clones, then each will drain around x2 ( 28 chakra ).

Note: Can only be used 3 times per battle.


( Aburame no Jutsu: Iikikaseru ) Insect Technique: Aposematism
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20 ( +5 per turn )
Damage Points: N/A
Description: The insects release a colored mist of chakra-charged pheromones, while combining with the Transformation Technique. This pheromone mist will disorient animals, Taste and Scent Sensors, through it's sexually and heavily scented nature, while also dishorienting Chakra sensors through it's chakra nature, in a similar manner as ( Mushi Jamingu no Jutsu ) Wicked Insect Folk Tools Technique. The main attribute though, is in it's Transformation combination. A fraction of the swarm will assume the exact same color as the mist, which will grant them an illusionary invisibility, a sleight on the eye, while the remaining will assume the exact opposite color. Further manipulation of the swarm, through the normal Aburame techniques, will always create a sort of phantom, damageless copy of the technique, utilizing the dissonant colored phantom, while the actual bulk of the swarm will perform the physical technique. The distance of the phantom is slightly juxtaposed, though separate enough that a clear shot against the phantom will invariable miss the actual attack. Alternatively, the phantom can be 100% juxtaposed with the physical attack, but bigger or smaller than it, giving a percepetion of an attack exactly 1 rank higher or 1 rank lower than what it actually is.

Note: The mist will last for as long as the user wills it, or runs out of chakra, or runs out of insects, for they will continuously exude it. Throughout the technique, the user can choose which variant the phantom will realize, for each technique used.


( Aburame no Hijutsu: Mushi Fuerushinsei ) Insect Secret Technique: Entomotopoiesis
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 ( +5 every turn to keep active )
Damage Points: N/A
Description: Similar to Myiasis, this technique combines normal insect manipulation and the Insect Cocoon technique, creating a core of the user's chakra inducing rapid reproduction of the insects within an Aburame technique. This means that the core is constantly replacing the insects on the swarm when injured, allowing the technique to regenerate itself. The result is that the Entomotopoietic swarm can't be weakened, it can only be Neutralized or Overpowered, following the normal S&W, and allows the user to maintain a technique through multiple turns This is a passive technique that can be added by spending 20 extra chakra to a technique when creating it, and does not count towards the jutsu count if the technique is lower than S rank. To create an S rank or higher Entomotopoietic technique, the user is required to spend 2 jutsu, even though they happen in the same timeframe.

EX: B Rank Aburame Technique + Entomotopoiesis = Overpowered by B Rank Elemental Ninjutsu; Neutralized by C Rank Elemental Ninjutsu; Keeps regenerating as a full B rank against D Rank Elemental Ninjutsu.

Note: Does not change the S&W of the techniques, just makes them more resilient to techniques that would already be weaker.
Note: Requires 2 turns wait between usages. S rank can only be Entomotopoietic 3 times per battle and higher only 1 time. Either of them can't last more than 4 turns, with Forbidden being only 2 turns maximum.


A Rank

( Aburame no Hijutsu: Kyousei ) Insect Hidden Technique: Symbiosis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+5 per turn)
Damage Points: N/A
Description: This technique utilizes the principles of the Insect Cocoon technique to induce a rapid reproduction of the host's insects. This is an advanced and more costly version of that technique, establishing a chakra-saturated environment during the rapid-breeding phase of the insect's development. This shifts their feeding habits into needed less chakra to stay alive and function, since they have an abundance of easily available food, but require a constant contact with it. Practical speaking, after the Symbiosis is complete, the insects, for 8 turns, will require the user to passively feed them a small quantity of chakra per turn ( 5 ), but, in turn, will require less chakra, half as much, for Insect Manipulation techniques, without hindering their strength and efficacy. This is a mutualistic trade-off between the host and the insects through the duration of the technique.

Note: After Symbiosis, cost of all insect techniques is halved ( x1/2 ).
Note: The user is unable to perform any other technique the same turn Symbiosis is performed, nor have any active insect swarm outside of his body.
Note: Alternatively, the user divides the initial infusion of chakra in two, and is able to perform the Symbiosis in two turns, allowing him to perform one other technique, without manipulation of the insects, each turn.
Note: At any point, the user is able to perform the Insect Cocoon technique, ending the effects of Symbiosis and re-establishing the default nutritional needs and behaviours.
Note: Effects of the Symbiosis lasts 8 turns, after which the user is unable to use Forbidden techniques for 2 turns and S ranked Insect techniques for 1 turn.
Note: Can only be used three times per battle.


( Aburame no Jutsu: Kuchisaki ) Insect Technique: Proboscis
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will manipulate a great swarm of insects and form them into a large beam. The beam can be made as thin or as wide as the user requires, up to a maximum of 5 meters radius, though with one particularity that sets it aside from other insect techniques. Every insect in the swarm will synchronize it's wing motion, instead of chaotically fly around. In rhythm, the bugs will beat their wings in a wave pattern, initiated in the front and following through the back, which will displace the air around the beam. As the bugs contact a target, they will naturally drain their chakra, and the synchronized motion will allow them to drain more chakra than normal, as the very motion of the swarm will pump chakra faster. This allows the technique to steal 3 times more chakra than the average insect technique.

Note: Can only be used 4 times per battle.
Note: Can only be used every 3 turns.



Donated to Canon

( Kenjutsu/Aburame no Jutsu: Iriguchi ) Sword/Insect Technique: Maxilla
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will coat his sword with insects, which will arrange themselves so that their mandibles are lined up over the edge of the blade, creating a second edge made with their teeth-like appendices. While it does not increase the damage of the technique, it is, though, capable of draining chakra with every slice, as the insects will feed an amount equal to the average insect ( 14 chakra ) per slash. This technique is comprised of 10 freeform motions, which potentially grant a drain of 10 times the average insect ( 140 ), if the user avoids evasion motions or other non-slashing movements.

Note: Insect coat lasts up to 3 turns, though only 10 motions can be performed.
Note: Can only be used 3 times per battle, 4 times if every single usage lasts only 1 turn.


( Aburame no Jutsu: Hagiri ) Insect Technique: Tesserae
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will manipulate his insects into producing a swarm that will arrange itself in an unorthodox fashion. As the swarm moves, it will concentrically spin around itself, each fly revolving and spiraling like the multiple bores of a drill, while outwardly flashing their teeth, which will much increase the slicing and shredding capabilities of the swarm. The user will shoot this swarm as a stream or a projectile, which will allow the user to impale or viciously mangle a target, while draining their chakra, before the swarm collapses upon a target to wrap around them. The drill can be as wide as a 2,5 meters diameter, for a more spread out, shredding damage, or as thin as blade for focused, impaling damage.

An Alternative usage of this technique is, instead of spending the full amount of chakra, the user can merely spend 10 chakra, allowing the internal re-arranging of the insects to happen over the course of 3 turns. While this does not give any bonus in damage to any Aburame technique used while Tesserae is active, it does allow the user to manipulate his insects with chakra-costing Kenjutsu techniques, which are basically raw-chakra projections of a slash, allowing more flexibility for the user. To do this, the user will send the necessary chakra and the flies will then recreate the description of the technique. The way it works is that only the cutting edge is recreated, as the swarm will form a makeshift blade to carry on the cuts and slash that pertain to the description, they do not form into a blade that the user wields.

Note: Can only be used 4 times per battle.
Note: Aburame users for more than 6 months can use the alternative usage at 5 chakra instead of 10.



Donated to Canon

(Aburame no Jitsu: Ubuge Shindou) Aburame Secret Technique: Soft Impact
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description Aburame, not being well-versed in either Genjutsu or Taijutsu, sought of other ways in order to defend against something they weren't good at. Taijutsu is definitely not a field an Aburame would have practiced a lot, so they made up for the inability to defend with their bugs. If a user is unable to defend against an incoming physical contact from an opponent or object, their Kikaichu will act on their own accord and proceed to branch out in the incoming direction of attack and meet the attack head on. Using their ability to track and notice chakra, as well as swarm, the Kikaichu will intercept the blow or object by bending around the object while stringing themselves together with chakra to act as a kind of net. This net forcefully slows or completely blocks an incoming attack while greatly softening it, rendering it useless or slowed. If the attack is slowed, it will be enough so the user can maneuver out of the way of attack, moving to safety.

Note: If the user is unable to defend properly from an attack, the Kikaichu bugs will act on their own
Note: The bugs can defend from attacks that would be outside the users tractability, but will follow the S&W of Aburame jutsu
Note: The Kikaichu can't attack the opponent
Note: Can only be activated 3x per battle
Note: These bugs are not rapid to trace EIG or strong enough to counter EIG techniques.
Note: must be stated in the special abilities of the user's biography.


(Koudo Mushi Bunshin) Advanced Bug Clone
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A (+10 if bugs hit opponent)
Description: The user creates up to 3 clones made out of his Kikaichū bugs or any nearby bugs under his control. The clones can use all Aburame jutsus up to S-rank and have the ability in which the bugs that they are made of can suddenly burst out straight towards a target mid range from them when they disperse.

Note: Can only use 3 times per battle.
Note: Clones can also use Ninjutsu, Genjutsu and Taijutsu up to A rank.
Note: Up to three clones can be made with this technique.
Note: Created by DopeyDwarf and McKnockout


(Kikaichu Tsukamu Kumite) Destruction Bug Kata
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30 (+5 each turn it's activated)
Damage Points: 60 (+10 damage to taijutsu)
Description: The use will release many Kikaichū bugs out of his body which coat his limbs (arms, legs, etc. – the user chooses what) with the crowd of insects. The user can use these insects as an extension of their limbs giving them longer reach with taijutsu and can also be used to restrict the opponent.

Note: Must be a member of the Aburame Clan.
Note: The user is capable of performing jutsus and form hand seals while this is active.
Note: Created by DopeyDwarf and McKnockout


(Kikaichu Tsukamu Kumite: Sumakku-daun!) Destruction Bug Kata: Smackdown!
Rank: A
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: After using “Destruction Bug Kata”, the user coats the crowd of insects around his limb(s) with chakra and slams his limb (most probably his arm) down onto the ground to dissipate any attack up to B-rank e.g. Earth pillars, incoming B-ranked wind/fire/lightning blast, etc. The use of this technique disperses all the bugs that had enveloped the user’s limb by the former jutsu and thus, the “Destruction Bug Kata” ends.

Note: Aerial attack can no be dissipated, the user must slam his limb onto the ground for this jutsu to work.
Note: “Destruction Bug Kata” ends with the usage of this jutsu.
Note: Can only be used 3 times per battle.
Note: Must be a member of the Aburame Clan.
Note: Created by DopeyDwarf and McKnockout


(Hijutsu: Haku Sakini) Secret Technique: Fade Away
Rank: A
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user gains the ability to merge himself into the shroud/swarm of insects around the battlefield and capable of appearing out from any part of the insect swarm.

Note: Can only be used 3 times per battle.
Note: This is similar to Kimimaro's “Sawarabi no Mai - Dance of the Young Ferns”
Note: Must be a member of the Aburame Clan.
Note: Created by DopeyDwarf and McKnockout


(Kikaichu Konchuu Mure) Destruction Bug Swarm
Rank: A
Type: Attack/Defence
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user releases many Kikaichū bugs which burst out of the user’s body scattering all over the battlefield as the user disappears and then reappears at another location where his insects are. This sudden outburst of insects provides a great distraction for the user to flee or attack as the mass of insects obscures any retreating ninja. When no longer needed, the insects return to the user.

Note: This is similar to “Murder of Crows Confusion”.
Note: Must be a member of the Aburame Clan.
Note: Created by DopeyDwarf and McKnockout


(Aburame Hijutsu: Bakemono Nioi) Secret Technique: Phantom Smell I (Aburame)
Rank: A
Type: Supplementary/Defense
Range: Short-Long (To activate), Short (To effect)
Chakra cost: 30
Damage Points: 60
Description: After getting burnt or electrocuted, the user’s Kikaichū bugs emit a peculiar smell which induces a special genjutsu on the opponent which takes effect gradually; in which the opponent will temporarily lose control of their muscles thereby paralysing them for a period of time. The Kikaichū bugs are capable of emitting such a smell due to the burning of their chitinous (a special substance) exoskeleton. The opponent must be within short range of the burnt Kikaichū bugs for this jutsu to work. Aburame are immune.

Note: Can only be used three times per battle.
Note: Must wait at least one turn to activate again.
Note: Paralysing effects last 1 turn.
Note: Kikaichū bugs are dead if they are burnt/electrocuted.
Note: Must be a member of the Aburame Clan.
Note: Created by DopeyDwarf and McKnockout


S Rank

( Aburame no Hijutsu: Kisei ) Insect Hidden Technique: Parasitism
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: This technique utilizes the principles of the Insect Cocoon technique to induce a rapid reproduction of the host's insects. This is an advanced and more costly version of that technique, establishing a chakra-desaturated environment during the rapid-breeding phase of the insect's development, which, unlike Symbiosis, strains the insects needs, guaranteeing their life by infusing chakra directly into their bodies, which is costly, but actually feeding them much less chakra. This shifts their feeding habits into needed less chakra to stay alive and function, but greatly shortens their life. Practical speaking, after the Parasitism is complete, the insects, for 5 turns, will require much less chakra , a quarter as much, for Insect Manipulation techniques, without hindering their strength and efficacy, but will strain and damage the insects much more, after which they will die faster than they can properly re-establish their population.

Note: After Parasitism, cost of all insect techniques is quartered ( x1/4 ).
Note: The user is unable to perform any other technique the same turn Parasitism is performed, nor have any active insect swarm outside of his body.
Note: Alternatively, the user divides the initial infusion of chakra in two, and is able to perform the Parasitism in two turns, allowing him to perform one other technique, without manipulation of the insects, each turn.
Note: At any point, the user is able to perform the Insect Cocoon technique, ending the effects of Symbiosis and re-establishing the default nutritional needs and behaviours.
Note: Effects of the Parasitism lasts 5 turns, after which the user is unable to use Forbidden techniques for 3 turns and any Insect techniques for 2 turns, for the insects to re-establish their population.
Note: The user is only able to perform a maximum of 3 Insect techniques every two turns.
Note: Can only be used two times per battle.


( Aburame no Hijutsu: Udegumi ) Hidden Insect Technique: Exopodite
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user surrounds his arm with a highly concentrated swarm of insects, compacted together while allowing very minute lines of flow. This will enhance the user's arm into beastly proportions, which the user can utilize to exert greater strength or defend oneself, over 5 meters, with great flexibility and disjointed movement. At the core of the insect arm, surrounding the user's own arm, the user infuses the swarm with a variant of the Insect Cocoon technique, replenishing the whole arm through the minute lines of flow. This allows the user to keep regenerating the power of the technique. This insect arm can be overpowered or neutralized following the insect's S&W, but can't be weakened, as the insects will always be replenished unless killed.

Note: Lasts 4 turns.
Note: Can only be used 3 turns.
Note: Requires a 2 turn cool down.
Note: Can't use other techniques higher than S rank while the arm is in play.
Note: Since it follows the bug's S&W, it can defend against B rank elemental ninjutsu indefinitely until the technique wears off, and will be neutralized by any A rank elemental ninjutsu, at any point.


( Aburame no Hijutsu: Haekansei ) Hidden Insect Technique: Myiasis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: Myiasis combines normal insect manipulation and the Insect Cocoon technique, creating a great and concentrated swarm of insects in the shape of a large projectile, with the user's chakra at it's core inducing rapid reproduction of the insects. This creates a swarm constantly renewing itself, seemingly pulsate as the inner-most bugs fly out to the surface and then back again, in an endless cycle. This gives the concentrated swarm projectile a very peculiar appearance of something akin to an endlessly unfolding drill, but it's main property is it's resistance to wear and tear. Given it's constant regeneration, when it collides against another technique, if it is not enough to completely destroy the technique, following the elemental S&W, then it will never weaken, maintaining the same power as it had in it's inception. It can lost as long as it is fully destroyed, as long as the user keeps pouring chakra onto the swarm's Insect Cocoon-like core. In essence, it keeps being S rank until a technique that is able to neutralize or overpower S ranks collides with it.
Myiasis can be aggregated as up to 2 or 4 smaller projectiles, where each would be a constantly renewed A or B rank. The state between 1, 2 or 4 projectiles is inter-changeable, and the rank will follow accordingly, the user requiring only to push them together or apart. Likewise, the shape of the projectile can shift at will, become more spear-like or ball-like, or any other type of simple construct. All of these changes require no additional cost.

Note: While Myiasis is in play, the user is unable to perform more than 2 techniques per turn.
Note: The user is unable to perform other Aburame techniques after producing the Myasis, and throughout the duration of the technique.
Note: Only lasts a maximum of 3 turns.
Note: Can only be used twice per battle.
Note: Requires a 3 turn cool down between usages.


( Aburame no Hijutsu: Bikoushoku ) Hidden Insect Technique: Oligotroph
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: N/A ( 5 per Technique )
Damage Points: N/A
Description: Oligotroph is a technique that capitalizes on the insect's natural chakra draining ability. Rather than infusing the insects with the user's own chakra, this technique allows one to manipulate already satiated insects with very low ranked and small amounts of chakra. When the insects feed on foreign chakra, they are capable of transferring half of that chakra to the user. The other half is directly metabolised by the insects. When this happens, the user can, through Oligotroph, convert this metabolised chakra into techniques, guiding the satiated insects with his own chakra in small quantities. There are two variations of this technique. In the first variation, this is a passive technique: The user is able to perform any known Aburame technique, up to A rank, by spending only 5 chakra, as long as the swarm has metabolised enough chakra to fit the chakra requirement. Thus, one spends only one move. The second variant is considered a technique itself, as it is not supported by any other. The user is able to convert the metabolised chakra into a technique with double the damage per chakra point metabolised, which will be manifested as a single projectile-like swarm, travelling up to Long Range.

Note: First Variant + Aburame Technique or Second Variant count as 1 jutsu.
Note: Either variant will spend the metabolised chakra, and will require the insects to feed more. Even if they get enough chakra, either variant of Oligotroph can only be used once every 2 turns. Oligotroph, regardless of Variant, can only be used 3 times per battle.
Note: Only foreign chakra drained will count, user's chakra that is required for Aburame techniques will not count.


(Hijutsu no Aburame: Gaijo no Zaigo) Aburame Secret Technique: Removal of Sin
Type: Defense
Rank: S
Range: Short-Long
Chakra: 40 (+10 if used on a friend)
Damage: N/A
Description On the users command or simply because the aburame's kikaichu are self active, the aburame bugs will, being connected to the users chakra flow, know when their hosts chakra flow is interrupted. They will simply proceed to suck any foreign chakra from the hosts body or from a friend's body (After having correctly figured their friend is in a Genjutsu) with extreme precision; (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique is a technique that can be compared to this one in the sense of sucking chakra from a ninjas body. Having trained with Aburame bugs and several Aburame members, having sparred with Uchiha's, developed this concept in order to defend against their never-ending stock of Genjutsu. The Kikaichu, after having sucked the foreign chakra from the selected system, will proceed to unlatch from the target and die.

Note: Can't be used to suck an opponent's chakra at all
Note: The Kikaichu have been proven to be self reliable when protecting its host, so there's no need to command them to perform this action unless it's relieving their friend from a Genjutsu.
Note: Requires extreme control, therefore this technique can't be used with any other Aburame jutsu in the same turn.
Note: Must wait 2 turns in between uses
Note: Removes chakra up to S- Rank
Note: Usable twice per battle
Note: must be stated in the special abilities of the user's biography.
Note: Can not be used offensively


( Aburame no Hijutsu: Kyuusaisha ) Secret Insect Technique: Savior
Type: Defense/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will produce a swarm of insects that will attach themselves to any jutsu/object that contains chakra ( can't affect humans, animals, summonings, etc.) and proceed suck the chakra out of this said object or jutsu. As a variation of the (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique, in which the user manipulates their bugs to latch onto a ninja and suck their chakra dry, Savior is able to latch on and drain jutsu and objects containing chakra instead of beings, to produce a much more mechanical and gentle neutralization, rather than punching through the techniques.
After having drained the chakra from a said jutsu/object, the bugs will proceed to latch onto the user or another ninja and give them the chakra equal to that of the ranked drained (E Rank = 5, D Rank = 10, C Rank = 15, B Rank = 20, A Rank = 30, S Rank = 40). Savior follows the insect's S&W, and, thus, it's effects are reliant on how it normally interacts with other techniques. It behaves as a normal insect technique when the clash would overpower it in a normal interaction, killing the insects and weakening the stronger technique ( be it rank or elemental disadvantage ). When the insect technique would be able to overpower the opposite technique, it completely drains the chakra and the user is then able to restore the chakra back to himself or an ally, upon physical contact with the surviving swarm. If the insect technique and the opposing technique would neutralize eachother, then the chakra is drained, but all the insects die, and the host is unable to transfer the chakra. For example, a B rank Savior is equal to a A rank Raw Chakra technique ( strength ) and a C Rank Elemental technique ( weakness ), so it would drain them and die in the process.

Note: Does not do any damage to a Ninja.
Note: Usable thrice per battle
Note: Must wait 2 turns in between uses




Training Status


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Panthalassa

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♆ Panthalassean Fly Colonies ♆


( Hae Kuchyiose no Keiyaku ) Fly Summoning Contract


Summoning Animal:


Flies; More specifically the Diptera Order, also known as the True Flies, focusing on the Brachycera Suborder and, thus, excluding the Nematocera Suborder ( Mosquitos ), which is already taken.
Scroll Owner:

Panthalassa
Other Users who have signed contract:

N/A
Summoning Boss if existing:

N/A
Other Summoning Animals tied to contract:

Diptera ♆ True Flies

Brachycera ♆ Non-Mosquitoes

Archeomuscidae ♆ Ancient Fallen

Milemorpha crypta ♆ Lucifer Sage Fly

Visdaemonae ♆ Zaebub's Average Devils

Musca sp. ♆ Average Zaebub Fly

Musca militia ♆ Astaroth Legionary Fly

Corpusgigans bestia ♆ Behemoth Gore Fly

Perniger albidus ♆ Murmur's Antithesis

Stoicheophagidae ♆ Beelphegor's Gluttonous Imps

Terra devorus ♆ Earth Glutton Fly
Tonitrum devorus ♆ Lightning Glutton Fly
Tonitrum rex ♆ Furfur Tempest Fly
Ventus devorus ♆ Wind Glutton Fly
Flamma devorus ♆ Fire Glutton Fly
Aqua devorus ♆ Water Glutton Fly
Aqua regina ♆ Leviathan Gorge Fly
Cognidominae ♆ Satan's Regal Demons

Sensumpotens magnus ♆ Astaroth Seer Fly
Mortifer angelus ♆ Sammael Reaper Fly
Origin:


The Flies are from a secret mount called "Zaebûb". The mount is said to have been built on top of the corpses of an ancient country that was decimated in war. The rotten remains made the grass flourish, yet it became yellow instead, as did vegetation in the mount, despite being lush and healthy.
General Description:

True flies are insects of the order Diptera (from the Greek di = two, and ptera = wings). The most obvious distinction from other orders of insects is that a typical fly possesses a pair of flight wings on the mesothorax and a pair of halteres, derived from the hind wings, on the metathorax. (Some species of flies are exceptional in that they are secondarily flightless).
Summon General Abilities:

The Fly contract is composed of specialized ninja flies that combine aspects of both the cannonical and generic Summoning Blood Contract with the expertise and Clan teachings of the Aburame ( And, thus, can only be used to their fullest potential by Aburame clansmen ). The animals can be summoned directly into the users body, replacing the existing Aburame Insects with the new species, or summoned as a large aggregated animal, not unlike the Boss of the Slug Contract. Regardless of how they are summoned, all of the Parasitic Destruction Insects, or any other insect of the user, will be reversed summoned into Zaebûb during the fly's stay in the battlefield, as a clause of the the contract, furthermore, no two summoning techniques can be used simultaneously in battle.

These flies are, in appearance, similar to the Horse-Fly ( Tabanidae ) species, robust winged animals with knife-sharp mandibles which they use to bite and devour flesh, blood, a myriad of other materials and chakra, the later ability shared with Aburame's Parasitic Destruction Insects and allow the user to utilize these flies to perform Aburame techniques, if and only if the user is an Aburame him/herself. Both male and female possess the described powerful mandibles, unlike their real life counterparts. Physical appearance, including body shape, color or number of appendices is flexible when summoning Flies from this contract, though, the more extreme changes will be submitted in future techniques, for individual restriction.

Known for their outstanding air manoeuvrability and speed, the ninja flies of these contract are capable of reaching speeds that rival even the fastest of animals. Their characteristic buzzing sound can be influenced by chakra to become annoyingly loud or ominously silent, for either distraction and discretion. Other usages of this property can be explored with the proper techniques, submitted individually.

They deposit eggs that find a rapid growth spur when inside chakra-filled substances or merely warm and nutrient filled environments, such as an opponent's open wound, from which the maggots, with several rings of teeth around their body, can grow abundantly and eat their fill through the opponent's flesh, before turning into to adult flies, similar to multi-species specific Bot Flies ( Oestridae ), a process that can be explored in every stage in future techniques, to be restricted individually. In case of an unsuccessful summon, the user may call forth fly eggs, which will grow into a maggot and then into a grown fly in 2 turns, typically, or maggots, which will grow into a fly in 1 turn, typically.

The flies from this contract gather the characteristics of many other flies species in RL, which makes them excellent for the phagia of multiple different substances, like flesh ( Sarcophagidae ), rotten wood ( Stratiomyomorpha ), blood ( Rhagionidae ), nectar ( Bombyliidae ) and general disregard for hygiene ( poop ), and are mostly parasitic or oportunistic species, deploying bacteria or other pathogens ( Tse Tse Fly, Glossinidae ), making them perfect for Aburame and other chakra related technique, as, with the addition of chakra, this results in a wider variety of phagia of other substances and elements and deployment of chakra-related or parasitic-related conditions, explored in different future techniques, individually restricted.

Note: Only Aburame can use and sign this contract


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B Rank
(Kuchiyose no Jutsu) Summoning Technique
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description: To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.

( Hae Kuchiyose ♆ Stoicheophagidae ) Fly Summoning ♆ Beelphegor’s Gluttonous Imps
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: The Stoicheophagidae are a family of flies that evolved by feeding from elemental chakra, adapting their own chakra and body to one of the basic elemental nature. They are summoned as either a swarm of 666 flies or a giant bull sized fly, without costing a move or chakra. They are innately resistant to the effects of the elemental nature that gives them their name, thus they are, like Aburame Bugs, strong against Raw Chakra and Wood-like Elements and weak against Elemental Chakra, here with the exception of one Basic Element. When in aggregated form, the giant fly is considered B rank. When in swarm form, they take the rank of the Aburame Technique manipulating it. These abilities come from chakra and body specializations, and not from elemental affinities of their own, for all effects and purposes, the Gluttons are unable to use the element they're named after, even if the user happens to have affinity or training in it.

  • ( Flamma devorus ) Fire Gluttons, have spiked exoskeletons that can withstand extreme heat and lay eggs in open fires and ashes.
  • ( Aqua devorus ) Water Gluttons, have hydrophobic hairs, can breath underwater and ingest a quantity of water several times their volume.
  • ( Terra devorus ) Earth Gluttons, have thick carapaces and angular bodies, capable of withstanding the highest pressure and burrow underground.
  • ( Tonitrum devorus ) Lightning Gluttons, have microscopic hairs that resist high currents and heat, and live near power outlines or high energy currents.
  • ( Ventus devorus ) Wind Gluttons, have hard exosqueletons and thin blade like bodies capable of resisting drag, shredding or slashing.

Note: Gluttons are strong against Raw Chakra, Wood and alike Elements and the one Basic Element they are named after.
Note: Gluttons are weak against all other Elemental Natures, Basic and Advanced.
Note: Each technique summons 666 individual great flies, which can aggregate into 1 bear sized fly.
Note: Can only summon up to 1 species of Gluttons per usage.
Note: The flies can't use elemental techniques, they are not elemental summons.
Note: They can only last 4 turns in battle, or until they are killed.
Note: Can't use forbidden Aburame Techniques with the Gluttons.
Note: Can only be used in 1 Aburame Technique at a time.


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A Rank
(Gyaku Kuchiyose no Jutsu) Reverse Summoning Technique
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: This technique is the counterpart of the summoning technique, in which it allows an animal to summon the human that they have a contract with back to their side, regardless of where they are. The animal must be at least B-Rank in strength to have enough chakra to use the technique though all animals that can use Ninjutsu in any form can use this technique on their summoners.

( Hae Kuchiyose ♆ Sensumpotens magnus ) Fly Summoning ♆ Astaroth Seer
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Sensumpotens magnus, common name Astaroth Seers, are a species of flies with an extraordinarily developed sense of sight and smell, with abnormally gigantic eyes and antennae. This aberration allows them to perceive light, scent and chakra in a far superior manner than most, including the ability to see in the dark, which releases the Ninja World area restrictions ( Mist, Shadow, etc ) to up to +1 range. This does not add any quantifiable bonus in terms of reflex, prediction or speed, merely provides an encompassing sensory boost to augment their brain capabilities, developed further in the description.. They have a very intimate relation with the Insect Spying Technique, which allows them to inherently perceive what every insect in the area is experiencing, and secondarily exert their dominance over them including insect summons with the same rank or lower than his own, or the home-bred insects of insect users like the Aburame of lower rank than the summoner, which mainly allows the Astaroth to sever their connection with the enemy host, stop insect manipulations on their track and call them upon itself. When an Astaroth exerts it's dominance, no other host can do the same, with the exception of the Astaroth's host, which is the user. When the user is connected with the Astaroth Seer through the Insect Spying Technique, the Astaroth will directly stand on top of the host's head, feeding from the chakra aroudn the user's brain directly. This gives a trade-off where the user is unable to perform complex techniques like Forbidden Ranks, Mental techniques and Genjutsu, but, in return, gains access to the sensations every insect Astaroth shares his senses with, and is able to enact his own Aburame techniques through the insects that Astaroth is exerting domination at the moment, and can't be. Throughout this connection, foreign chakra slipping through the host's brain will be immediately eaten by the Astaroth, dispersing genjutsu before they latch, up to S rank. They are usually summoned with a swarm of average Zaebub flies, the Astaroth Legion. Astaroth Seers are usually the size of a wild boar piglet, while the Astaroth Legion are each the size of Goliath beetles.

Note: Only last 4 turns in the battlefield, or until they are killed.
Note: Exertion of dominance over opponent's insects can only be happen once throughout their stay, and lasts only 2 turns.
Note: Without the host, dominance is just as simple as stopping techniques, severing connections and call them to itself. With the host, dominance means using his own Aburame techniques on other insects.
Note: Dominance is restricted to A rank and lower summons, or Aburame insects belonging to hosts of lower rank than the user.
Note: If the user performs the Insect Spying Technique on the Astaroth, he is required to maintain direct contact.
Note: Summons one Astaroth Seer per technique, and a large number of Astaroth legionary flies.
Note: Only the Legionary flies are fit to be manipulated with Aburame Techniques, the Seer itself can't swarm, and usually stands attached to the host's body.


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( Hae Kuchiyose ♆ Mortifer angelus ) Fly Summoning ♆ Sammael Reapers
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Mortifer angelus, common name Sammael Reapers, are a hybrid species of flies that are the mutated offspring of the ruling matriarch of Zaebub. These flies rarely reach the adult stage, and exist mainly as endoparasitic maggots that infect humans. Sammael Reapers are summoned and deposited as eggs inside an incubator, which is an animal carcase, or directly onto a vector, which can be any arthropod. When they infect a vector, the maggots will eclode and insert themselves on the brain stem of the arthropod and it's gullet, killing the vector and taking over it's locomotion appendages in order to make them travel to the desired host, which is a human. When the vectors bite into or scratch the skin of the human targets, they will spill the brain maggot and the maggots that impregnated it's gullet onto the new host's blood system, where they will feed on chakra, blood and flesh. As they feed, they will turn the nutrients and the chakra into small water-based clots. These are similar to chakra draining techniques, as they will draw out even more chakra from the host, exponentially increasing the chakra drainage, and producing tumour-like protuberances on the host's body, which are a very telling symptom of the infection, and are referred to as Demon Pox, but can grow so swollen that it can cause grotesque deformities. Those, in time will shut down the host's circulatory system and pressure the organs, until they rupture and internal bleeding ensues, causing death, or they can pressure the wind pipes and cause hypoxia.

The initial infection produces no pain and steals 10 chakra. In the next turn, the area of infection will show small poxes with the same colour as the host's skin and the chakra drainage will be doubled ( 20 chakra ). Afterwards, more tumours will appear across the whole body, with the ones near the area of infection become darker as necrosis ensues and the poxes become bigger and more swollen, the chakra doubling every turn, and dealing 10 damage. The disease is sustainable for 5 turns, chakra drainage and damage doubling each turn. After the 5 turns, the host dies, drained and disfigured. The user is able to place a hand on the opponent and retrieve half the chakra from the water clots and the reapers onto himself.

Note: The Reapers can be summoned directly into arthropods or carcases within short-range of the user, or appear as a swarm of infected average flies.
Note: Vectors can be controlled with Aburame techniques while they're being controlled by the Reapers.
Note: Reapers can only be in the field for 3 turns inside a vector, and they will vanish within a turn if they are out in the open.
Note: As an egg inside a carcase, or infecting a human host, they can stay indefinitely on the field, as they are either in a stasis or self-sustaining themselves.
Note: If the human host dies, the Reapers die within a turn.
Note: Can only infect up to 4 hosts, humans or animals (non-vectors).
Note: While the Reapers are in the field, the user is unable to perform Forbidden techniques.
Note: Can only be used once.


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S Rank
( Hae Kuchiyose ♆ Milemorpha crypta) Fly Summoning ♆ Lucifer's Sages
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: When the very first Matriarch of the Flies came ipon the Earth, it is said she spawned most of the diversity in their race. But the key to do so was a small species of flies that possessed within them the ancient DNA of the whole class. These androgynous and hermaphrodithic species of flies are blank in their phenotypic expression, with no pigments, which gives them a very translucent skin that showcases all their organs. They are extremely sensitive to the Aburame's Insect Cocoon Technique evolution inducing powers, developing an ability of Hypermorphosis, where the user combines the Transformation Technique and the Insect Cocoon to rapidly evolve into any species (including the different genders of each species), and mimic their adaptative chracterestics. This Aburame technique is A rank, and costs 30 chakra. When not under the influence of Hypermorphosis, the flies share their W&S with Kikachu, thus weak to everthing except Basic Chakra and Organic Elements. When Hypermorphosed into a certain species, they inherit their strengths. In mixed-species swarms, the Hypermorphosis is positively adaptative.

Note: Can only have 3 simultaneous species hypermetamorphorsed.
Note: Hypermorphosis lasts 2 turns, where they can change into any fly species, after which the flies revert back to their base form for 1 turn before it can be used again. Unless they've been killed. The Holder of the Contract needs only to replenish the chakra cost every 2 turns, no need to wait a turn.
Note: Aburame users for more than 6 months can cut the cost by a third ( 20 ). Combined with having the Fly contract for 6 months allows one to use the Hypermorphosis Technique for a third of the chakra ( 10 ).
Note: The Lucifer Sage Flies have replaced Panthalassa's Leviathan Gorges, so they are his personal insects henceforth. This has to be stated in the begining of the battle or in the user's bio. Other users can only summon them once per battle up to 4 turns.
Note: Once per battle, one can have up to 5 species hypermetamorphorsed (lasting 2 turns). Afterwards, the user cannot perform Hypermetamorphorsis for 2 turns.


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( Hae Kuchiyose ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Corpusgigan bestia, common name Behemoth Gores, are a species of flies with gigantic dimensions and thick and impenetrable exoskeletons. They are summoned in a gargantuan half the size of a average monarch summon. Each of the gigantic flies are around the size of an elephant, and have a very robust and thick skin with spiked protrusions and hideous teeth. Due to their sheer strength, they are noticeably more resilient to damage than normal flies. Any Aburame techniques used through the Behemoth Gore swarm has a +20 damage buffer, essentially increase the overall power of the technique when clashing with ninjutsu and taijutsu. The Behemoth Gores store their eggs within their own gullets. When they're near an uncouth target, they will open their mandible and deposit the eggs directly inside the victim, through a extensible proboscis ( a 3 meter tube-like mouth with a ring of jagged teeth ). The eggs will then have an accelerated growth spur, eccloding into horrible fat maggots with spiked mouths, that will devour and essentially burst through their host, fit to their name. The Behemoth Gores are capable of doing this directly onto other organic substances, the ground and other earthen features or water sources, creating a clot of giant eggs or maggots that will then travel up to mid-range from the point of deposition, before exploding outwards in an eruption of slime and maggots. The main ability of these flies is the ability to compress and decompress, similar to Akimichi. They're gigantic flies that can be compressed up to the size of tiny little flies, 1mm in size. When summoned they can appear in compressed form or original form. The form compression is a passive ability that costs no chakra from the user and require one of the three moves per turn.

Note: Egg deposition can be used by individual Gores up to 3 times, counting as an A rank technique (with no inherent damage buffer), or up to 1 time by the whole swarm, counting as an S rank, throughout their stay in the field.
Note: Can't be manipulated by Forbidden Ranked Aburame Techniques.
Note: Behemoth Gores last 3 in the field.
Note: Pharaoh Scythes' techniques perfomed with Gore chitin will also have the same damage boost.


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(Hae Kuchiyose ♆ Aqua regina ) Fly Summoning ♆ Leviathan Gorges
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Aqua regina, common name Leviathan Gorges, are from the Stoicheophagidae family, and a sister species to the Aqua devorus, bred through the Insect Cocoon technique after multiple generations. The Water Gluttons were thus exposed to the Aburame insects and to Water chakra, and mutated into a different species. The Leviathan Gorges are very similar to the Water Gluttons in appearance, with hydrophobic hairs, the ability to breath underwater and ingest a quantity of water several times their volume, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.

The females are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Water and Organic Elements, while being weak against all others. The males, predominantly defensive, share their elemental S&W with Water itself, with the exception of Raw Chakra, Water and Organic Element, which they are strong to all the same. In a mixed swarm, the Leviathan Gorges are overall strong to Raw Chakra, Water and Organic Elements, Neutral to every element Water is strong against ( Fire, etc ) and weak against all other elements.

Similar to any Fly and Aburame insect, the Leviathan Gorges are capable of sucking chakra, reference being the Kikaichu. While the males are equal, the females possess a long hypodermic needle proboscis, which they use to pierce through cloth, leather and skin, and utilize their connection with Water to retrieve a higher intake of chakra, enhanced by the Water's properties displayed in techniques like Water Grudge Rain. Any technique that describes the absorption of chakra is multiplied by 4. In a mixed swarm, the Leviathan Gorges are overall 2 times as efficient as average Kikaichu in chakra absorption.

Their last ability, which is shared in both male and female Leviathan Gorges, they are intimately related to the Water element. This means they can exist and freely change from insect form to mist/water form and can be manipulated in both forms with Aburame and Water techniques, not just Aburame techniques, giving the swarm a great versatility and manoeuvrability. Technique that materialize water, or are spat/produced from the user will behave slightly differently, as the swarm of Leviathan Gorges will first move to the point of release, close to the mouth or somewhere else in the terrain, and then move according to the description. Turning from water/mist to insect does not count as a jutsu, as the swarm's own dynamic and social behaviour is already similar to free-flowing water, with some researchers equating the behaviour of some social insects, namely fire ants, to actual liquids. Every elemental property maintains, it is never truly water and thus can't be manipulated by anyone other than the user ( or drank ).

Note: Leviathan Gorges replace Panthalassa's cannon Parasitic Destruction Bugs ( Kikaichu ). To him, they don't count as a summon and there's a constant colony of them inhabiting his body and habitations.
Note: Other signers of the contract must summon the Leviathan Gorges, and they last 4 turns in the field.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Water jutsu, they can only be manipulated as such.
Note: Must be posted at the beginning of a fight for reference or listed in the user's bio.


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(Hae Kuchiyose ♆ Tonitrum rex ) Fly Summoning ♆ Furfur's Tempests
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Tonitrum rex, common name Furfur Tempests, are from the Stoicheophagidae family, and a sister species to the Tonitrum devorus, bred through the Insect Cocoon technique after multiple generations. The Lightning Gluttons were thus exposed to the Aburame insects and to Panthalassa's radioactive Panthalassic Water chakra, and mutated into a different species, as they were bread within the highly energectic environments they're usually reside in. The Furfur Tempests are very similar to the Lightning Gluttons in appearance, with microscopic hairs that resist high currents and heat, and are capable or harnessing electricity and radiation, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.

The males are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Lightning and Organic Elements, while being weak against all others, with the difference of being also Strong against any type or Current or Radioactive element composed of Lightning. The females, predominantly defensive, share their elemental S&W with Lightning itself, with the exception of Raw Chakra, Lightning and Organic Element, which they are strong to all the same, in addition to Current and Radioactivity elements composed of Lightning. In a mixed swarm, the Furfur Tempests are overall strong to Raw Chakra, Lightning, Current and Radioactivity elements composed of Lightning and Organic Elements, Neutral to every element Lightning is strong against ( Earth, etc ) and weak against all other elements.

The sexual dimorphism appears in their main ability as well. Similar to Positive and Negative currents, the Furfur Tempests's microscopic hairs are architecturally design to be one or the other, with the Male being akin to a Positive battery, and a Lightning Rod, attracting to itself any sort of Raiton current where he can easily feed. Lightning and other Current elements that pass in the vicinity of a Male Furfur Tempests Swarm, within 2 meters, will be wholly pulled towards them. They have a higher electromagnetic pull around them, and this messes with their ability to gather radioactivity of any other sort, and actually deflect Radioactivity, making their diet a little lighter on that aspect. The females though, are akin to a Negative battery, and a Lightning Deflector, repulsing current and deflecting around them any sort of Raiton current which makes them harder to feed. Conversely, they attract to themselves any sort of Radioactivity and easily feed from it. Any Radiation from Radioactive elements within 2 meters will be pulled towards the Female Furfur Tempests Swarm where it can feed. These abilities are exact opposites and passive. The species strives due to the cooperation of male and females. In Neutral Swarms, these abilities can be swapped at will, once per turn at max, allowing the Swarm to Repel Lightning and Attract Radioactivity or Attract Lightning and Repel Radioactivity, and in turn is what allows the flies to have their full diet.

Their last ability, which is shared in both male and female Furfur Tempests, they are intimately related to the Lightning element, and can produce lightning and radioactivity produced through their diet. This gives their bit a numbing and highly painful bite similar to electrocution. Their venom-like spit allows them to carve through the earth effortlessly, allowing them to "fly" underground as if they were on the air, but most importantly, this electrical bite shocks the chakra into flowing harder. This is similar to poisoning, and it allows the fly to suck 6 times more chakra than normal, because the body will be more free-flowing, with some researchers equating the behavior of this spit to other hemophilic venoms, but targeting the chakra system.

Note: They last 4 turns in the field, and can only be summoned 2 times per battle.

Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.

Note: The flies can't use Lightning nor Radiation jutsu.


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( Hae Kuchiyose ♆ Perniger albidus ) Fly Summoning ♆ Murmur's Antithesis
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Perniger albidus, common name Murmur's Antithesis, are a species of flies that used to be a contradiction within Zaebub. They're small, completely jet-black flies, with a thick yet light carapace, similar to that of a scarab, and multiple encrusted microscopic black jewels. But the contradiction was, only male existed. No one knew where the Murmur Antithesis Fly came from, or how could it maintain it's unigender colony. It was only when Panthalassa arrived at Zaebub that the mystery was solved. The male specimen anchors it's existence in the living realm, becoming a being of physicality, while the female specimen of the species seemingly dies at birth, but its chakra anchors their existence in the soul realm, and can be summoned through the contract and through chakra. When Panthalassa attempted to focus his chakra to summon the female specimens, he was capable of summoning bright white flies, similar to their male counterpart, but composed of just energy, with ragged yet elegant wings that made them seem like silky threads across their body.

The Murmur Antithesis flies are defensive species. Their only abilities rely on Elemental Interaction. The physical males are strong against all physical elements, Wind, Water, Earth, and advanced physical elements, in addition to Biological elements and Raw Chakra ( in the sense that they still feed on chakra ), including Yang Release and Taijutsu, but have a double weakness against energy elements, Fire, Lightning and advanced energy elements, Basic Ninjutsu and alternate Energies, like Bijuu chakra, Senjutsu chakra, Yin chakra, etc. The spiritual females are the exact opposite, they're strong against energy elements, including the ability to go through physical objects and retrieve the chakra within directly, making them strong against Genjutsu, and have a double weakness against physical elements. Both are weak against physical and energy combination, elements that are both, like Lava, Storm, etc, and Yin and Yang Release.

The way they reproduce is by having a female possess a male. When this combination happens, the fly undergoes a biological transformation not unlike a metamorphosis, where it becomes one individual, hermaphrodite, and is already pregnant with eggs. These new gendered flies appear in various patterns of black and white, but are all quite frail, with a double weakness to most elements, with the exception of Raw Chakra ( which they still feed on ), and elements that are both Physical and Energy, like Lava, Storm and Yin and Yang Release. Elements that are also naturally Neutral are also weak against this hermaphroditic fly, such as the displaced wind created from Leaf Dragon God and the Samurai Kenjutsu. An interesting relationship that they have is with Gravity, and gravity manipulation, in the sense that they can create a barrier of pure focused chakra around themselves and the user, to counteract the physical damage caused by the techniques, though with techniques such as shinra tensei, they behave differently:

When exposed to a Shinra Tensei attack, they will actively create an orb around the user, with a 50 cm radius margin. This orb will be merely protective, and will require the user to spend the same chakra as the technique used. This protection orb will create a cushion against all damage taken directly and indirectly against the technique, but will still be pushed around. It's a purely defensive reactive counter to Shinra Tensei manipulation and similar techniques, and will count as a move and can only be used once, in the Aburame category.

Note: The user can only summon one gender, be it Male, Female or Hermaphrodite.
Note: They last 3 turns in the field, and can only be summoned 1 time per battle.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use any Ninjutsu, or any of the elements that they're strong or weak against. All abilities used through this summon count as one of the users three jutsu per turn.
Note: Through techniques such as " Lucifer's Sages" the user can only use the traits of one gender at any given time.
Note: No summons for two turns after this species disperses.


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♆ Panthalassean Fly Support Techniques ♆

( Haeton: Domus Demonus ) Fly Arts: Zaebub's Demoniacal Altar
Type: Supplementary/Defence
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Similar to Rashōmon, this technique allows the user to summon the Altars of Zaebub into battle. They are massive conical buildings with gothic architectural elements and thousands of tiny hole-like entrances. The Altars of Zaebub are the main vivariums and hives of the fly colonies, and also the greatest defensive bunkers. Once summoned into battle, it can protect the user from any 20 chakra technique once and any technique of less than 20 chakra, regardless of elemental nature to then reverse summon the altar back to Zaebub. Increasing the chakra output of this technique allows the user to summon multiple Altars ( 2 for A rank and 4 for S rank ) which can increase the rank of the technique they can oppose accordingly, or allow multiple lower ranked techniques to be overpowered.

Note: Altars can only stay in battle for 2 turns, or until defeated, forcing them to be reversed back into Zaebub.
Note: B rank requires 1 turn between usages, A rank requires 2 and S rank 4. The latter can only be used 4 times per battle.
Note: The user is able to summon a single Giant Altar by spending 20 more chakra than usual, creating a technique with the defensive power higher than normal S rank (40 chakra). This can only be done twice per battle and it counts towards the S rank usage limit.




Training Status



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Panthalassa

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♆ Panthalassean Shark Aquarium ♆


( Same Kuchyiose no Keiyaku ) Shark Summoning Contract


Summoning Animal:

Sharks
Scroll Owner:

N/A

Cannon Users who have signed contract:

Hoshigaki Kisame
Summoning Boss if existing:

N/A
Other Summoning Animals tied to contract:

Average Shark
Origin:

N/A
General Description:

N/A
Summon General Abilities:

N/A
Updates:
Shark Contract: Sharks have access to shark teeth related abilities, able to release and fire them similar to Bone Drilling Fingertips
It should also be noted that Silk, Shark Teeth, Slug Acid, Honey are all weak to base 5 elements but strong against raw chakra and largely usable by the summonings, not user.

B Rank
(Kuchiyose no Jutsu) Summoning Technique
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description: To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.



A Rank
(Gyaku Kuchiyose no Jutsu) Reverse Summoning Technique
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: This technique is the counterpart of the summoning technique, in which it allows an animal to summon the human that they have a contract with back to their side, regardless of where they are. The animal must be at least B-Rank in strength to have enough chakra to use the technique though all animals that can use Ninjutsu in any form can use this technique on their summoners.



( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.


Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.


S Rank

( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.


( Kuchiyose: Aegeon ) ♆ Summoning: Aegeon
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Aegeon sharks are closely related to Blue sharks, with Wind affinity. They have a long blade-like snout that is sharp and ideal for piercing and are able to grow to sizes of 6 meters. It is a chakra focal point, thus achieving great piercing power and sharpness. While able to reach great dimensions, Aegeon Sharks are usually smaller than average, yet liner and faster. An Aegeon Shark displays countershading, by having a yellowish to greenish-gray or brown color above and white to yellow below. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Aegeon Sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They have the passive ability of swimming through air as well as through sea, and use that to rain down one their prey and impale them through the water. Using their wind chakra to keep them afloat as they travel, they cannot go 2 full turns without water contact in some form, having to at least have the gills submerged in water. Aegean Sharks are also able to use their wind affinity to create a whirlwind that pulls objects towards the shark's center with great force, cutting them, as the shark propels itself forward to pierce the foe with greater momentum, causing the opponent to bleed profusely as they are left with major internal juries, equating to an S ranked attack. Aegean Sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.

The user is also able to summon Baby Aegean Sharks, each around the size of 2 meters. These baby sharks are capable of biting through C ranked attacks as well being able to use up to C ranked Wind jutsu. These sharks also have an unique ability that their adult counterparts do not have, having lost their way from the school, becoming more independent. These sharks are able to attack as a school of sharks, creating a sharp blade of wind as they form the shape of a Blue shark, enhancing the shape of the snout with Wind chakra so when they strike a foe, the wind chakra can slice inwards and deliver injuring wounds from the intense slashing and deep cuts that causes profuse bleeding. This is equal to an A ranked jutsu.
Note: Last 4 turns
Note: Can only be summoned once per battle; baby Aegean sharks are able to be summoned twice. But if baby Aegean sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Aegean sharks more than once.
Note: They are able to use up to S rank wind (baby Aegean Sharks are able to use up to C rank).
Note: Usage of wind counts as a move per turn, as well the ability to break through Earth and the ability to turn into a massive wind shark/Whirling effect.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire


( Kuchiyose: Achelous ) ♆ Summoning: Achelous
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 10 meters, Achelous sharks are a genus of sharks closely related to Great White Sharks with a Lightning affinity. Achelous sharks displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. Like their real life counterpart, Achelous sharks have an extra sense given by the Ampullae of Lorenzini which enables them to detect the electromagnetic field emitted by the movement of living animals. Every time a living creature moves, it generates an electrical field and great whites are so sensitive they can detect half a billionth of a volt. Even heart beats emit a very faint electrical pulse. If it is close enough (within short range), the shark can detect even that faint electrical pulse. Due to this sense, Achelous sharks are able to detect lightning jutsus when they are being performed when they are summoned. Upon being summoned in a water source, they create a thick mist to form atop the water and around it, allowing them to sense lightning chakra being created in or near the mist ( 3 meters ) and able to use the Ampullae of Lorenzini to absorb lightning jutsus passively up to S rank, making them essentially immune to the element. This works well with their ability to use Lightning jutsus up to S rank without electrocuting themselves, something that is much needed as sharks live within water. Achelous sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked solid, matter based jutsus like most sharks.

Inversely, the user is able to summon baby Achelous Sharks (each roughly a meter long) in place of a fully grown one with benefits and drawbacks of their own; Still having the Ampullae of Lorenzini, baby Achelous Sharks are able to detect lightning jutsus but unlike their adult counterparts, they can only absorb up to B rank lightning jutsu and use up to C ranked lightning. They are also able to bite through up to C ranked jutsus. As up to 10 baby Achelous sharks can be summoned at a time, collectively they are able to attack in the shape of a giant white shark, channeling A ranked chakra as they rush at high speeds, speeds of the average ninja, exploding in an electric shockwave that encompasses the entire short range before they disperse. While only one Achelous shark can be summoned alone, up to 10 baby sharks can be summoned, their powers only working when they collectively attacking/defending. These baby sharks are unable to affect singularly, instead attacking and defending as a collective school of sharks.
Note: Lasts 4 turns at max.
Note: Can only be summoned once per battle; baby Achelous sharks are able to be summoned twice. But if baby Achelous sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Achelous sharks more than once.
Note: They are able to use up to S rank lightning (Baby Achelous sharks are able to use up to C rank).
Note: Usage of lightning counts as a move per turn and the ability to turn into a massive Lightning white shark.


( Kuchiyose: Amphitrite ) ♆ Summoning: Amphitrite
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Amphitrite sharks are genus of sharks closely related to Tiger sharks with Fire affinity, capable of reaching lengths of 5 meters long. blue to light green with a white or light-yellow underbelly, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through solid based A ranked jutsus like most sharks. Due to their unique ability to use Fire chakra, a rarity amongst sharks, Amphitrite sharks skins are naturally adapted to great heat and are able to survive extremely high temperatures, allowing them to passively swim through Fire based attacks of high temperatures unharmed and attacks with otherwise deadly temperatures, excluding Lightning for obvious reasons. This works by the sharks approaching the incoming attack and superheating their own body to match temperatures rivaling the attack, allowing them to overcome these attacks easily. This however can only be done outside of water, a special ability of these sharks allowing them to survive in arid temperatures for no more than a turn at a time, requiring them to submerge at least their gills in water in order to stay summoned. This passive ability of superheating their own body allows them to superheat water sources nearby them as well without evaporating them as that would cause the sharks to poof out of the field. In addition to their fiery nature, Amphitrite sharks use their speed to their advantage, moving at high speeds while a target has been detected. Once the shark has come close, a speed burst allows it to reach the intended prey before it can escape, moving at twice it's natural speed in an attempt to ram into the opponent with a heated body, capable of causing 3rd degree burns on contact, making it an S ranked attack. These sharks, by nature, are able to use up to S rank Fire.

Amphitrite sharks are also able to be summoned in their younger form, summoning Baby Amphitrite sharks, each the size of 2 meters. These sharks are remarkably similar to their adult counterparts, and are able to bite through C ranked jutsus swim through fire jutsus at a faster rate, moving at speeds similar to when grown Amphitrite sharks rush a foe with heated bodies. A special trait that baby Amphitrite Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. Creating up to 10 baby sharks, these sharks are able to superheat the water around them, forming a large shark shape of supercritical water that is able to use an altered form of Ash Pile Burning, gathering said ash within the inside of the tiger shark shape. As it collides at a foe at high speeds, the sharks are able to release the ash as a burst of explosive ash that the user is able to detonate remotely. If the sharks collide with the target, this is considered an A rank ability, however if they release the explosive ash and strike the target, the ensuing explosion causes this to be considered an S ranked attack. Igniting the ash can only be done the same turn it was released, however it can be used as a source for future ash jutsu but it cannot be used to detonate in this case. These 10 baby Amphitrite Sharks are only able to attack and defend collectively, no one individual shark can be utilized by itself.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Amphitrite sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Fire up to S Rank (up to B rank for baby Amphitrites).
Note: Using Amphitrite sharks to collide with the opponent counts as a move of the user and deals S ranked damage.



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♆ Panthalassean Shark Support Techniques ♆

C Rank
( Suiton: Suikōtoppa ) Water Release: Water Shark Breakthrough
Rank: C
Type: Attack
Range: short
Chakra cost 15
Damage points: 30
Description: The user will create a water shark to jump into the air and bolt towards the opponent, striking them.
Note: Requires a water source.
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract






( Suiton: Suikoundan) Water Release: Water Shark Bomb
Rank: C
Type: Attack
Range: Short-Mid
Chakra cost: 15
Damage Points: 30
Description: A water projectile shaped like a shark formed after the user does the Tiger → Ox → Dragon → Hare → Dog → Bird → Rat → Clone seal → Dragon → Ram handseals. The projectile is formed from the user and travels towards the opponent.

Note: No water source required
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







( Suiton: Kūfuku no Same Droppu ) Water Release: Hungry Shark Drop
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: Kisame Jumps into the air and then points Samehada down towards the opponent and then envelopes it in water. He then manipulates its shape molding it into a shark and drills the opponent into the ground.
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







( Suiton: Amesuikōha ) Water Release: Rain Water Shark Wave
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: The user slams his hand on a puddle, creating a few water sharks, which rush towards the target. Should they be attacked, water that composes the sharks simply reforms into smaller sharks, creating raindrop-sized water sharks that are still quite capable of inflicting damage.

Note: Second attack counts as one the moves per turn
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







B Rank
( Suiton: Suikō Teppō no Jutsu) Water Release: Water Shark Gun Technique
Rank: B
Type: Attack
Range: Short
Chakra cost: 20
Damage points: 40
Description: An advanced version of Water Release: Water Shark Breakthrough in which the user can summon up to three sharks at once rapidly to advance on the target, and can cause severe internal injuries.

Note: Requires a water source
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







( Suiton: Goshokuzame ) Water Release: 5 Feeding Sharks
Rank: B
Range: Short-Long
Chakra cost: 20
Damage Points: 40
Description: The user will create 5 sharks of water to attack his opponent(s) by putting his hand on a water source. While being in a water source, these sharks can regenerate from surrounding water, making them difficult to destroy. However, if the user severe his connection with the water, the sharks will disperse.

Note: Requires water source to use.
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







( Same: Tisu ) – Shark: Teeth
Rank: B
Type: Offensive
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: Using his access to the shark contract, the user is able to generate the teeth of shark. However, the teeth can only be made short range from him as this jutsu is bound by the rules of summoning techniques. The user generates the teeth by physically summoning them to the field. These teeth are formed in short range of the user and can travel up to long range. If created with 20 chakra and 40 damage, the length of the tooth is equivalent to the width of their torso. The user can shoot as many teeth as he wishes at one time but they must all add up to B rank. These teeth can be used in two ways 1) They can be thrown or shot out at the opponent by shooting these teeth from the body. 2) The teeth can be summoned above the opponent making them crash down upon him/her. These teeth can range in size and number.

Note: Can only be used by a shark signer.
Note: Courtesy of Daemon







A Rank
( Suiton: Senkō Sakumetsu ) Water Release: Submerged Shark Scraping Destruction
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user spits a lake of water near the enemy from which water sharks come out and force the enemy up. He then jumps up and slashes the opponent wither a sword or kunai back into the lake, where they are devoured by the sharks. The remaining water can act as a water source for future techniques.

Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







( Suiton: Gobōshokusame ) Water Release: Five Gluttonous Sharks
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user slashes a body of water, creating a pillar of water that launches the enemy into the air. They then releases five water sharks that attack the enemy until one devours them before imploding, launching the enemy into the air. The remaining water sharks surround the enemy and force them under water where they implode in on the enemy. It is known that if the sharks are damaged, they can regenerate themselves, unless completely destroyed.

Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







( Same Ninjutsu: Palaemon Fureru) – Shark Ninjutsu: Palaemon's Touch
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The signer of the shark contract, uses the ability to summon sharks to his or her advantage. Primarily for close range use, the user generates a shark head from any point in his body to attack his enemy or defend against a close range jutsu such as taijutsu attacks or any jutsu that fits the circumstance. The user is able to generate sharks from their body like how snake users are able to generate snakes from their body. By adding water chakra to the shark and using shape manipulation, a water drill forms around the shark drilling into the opponent. The sharks or portion of shark summoned are generated from generic sharks. The user can summon entire sharks or a portion of a shark such as its fin to augment their close range capabilities. For example within extreme close range combat, it would be beneficial to summon the fin of a shark and strike the opponent with it instead of tryng to generate an entire shark from ones body.The shark is generated from the user's shark tattoo on their body if applicable(Kisame bios have no tattoo present.)

Can only be used 3 times per battle
Note: Courtesy of Daemon







S Rank
( Suiton: Mugensame ) Water Style: Infinite Shark Frenzy
Rank: S
Type: Offense
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: A highly advanced form of Five Shark Frenzy where the user creates one shark that attacks the opponent, dragging them into the water. Then, the user unleashes a storm of sharks to attack the opponent from all angles and directions, ending up in a water explosion.

Note: Requires a water source.
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







( Suiton: Gobo Shukusame ) Water Release: Burdock Root Eating Sharks
Rank: S
Type: Offensive, deffensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user slashes a body of water, creating a pillar of water that launches the enemy into the air. He then releases five water sharks that attack the enemy until one devours them before imploding, launching the enemy into the air. The remaining water sharks surround the enemy and force them under water where they implode in on the enemy. It is known that if the sharks are damaged, they can regenerate themselves, unless completely destroyed.

Note: To reform the sharks require a water source.
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract







( Suiton: Daikōdan no Jutsu ) Water Release: Great Shark Missile Technique
Rank: S
Type: Attack
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: The user performs Tiger – Serpent hand seals to create a stronger version of the Water Release: Water shark Bomb technique, which creates a gigantic shark, far larger than the user, to attack the opponent. This technique differs from its parent jutsu in being able to absorb the chakra from an opponent's technique, and in turn use that chakra to grow larger and more powerful.

Note: Technique can only absorb up to B rank level techniques and requires a Large water source.
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract

( Suiton: Senijikizame ) Water Release: A Thousand Feeding Sharks
Rank: S
Type: Offensive
Range: Short – Mid
Chakra cost: 70
Damage points: 120
Description: A much more powerful version of the Water Release: Five Feeding Sharks, the user creates one thousand sharks out of water, and they enter a wall formation, raining down to attack the opponent.

Note: Requires a large water source
Note: User must be Kage rank or above
Note: Technique may be used once per battle
Note: Can only be used by Kisame Bios or bios that signed the Shark Contract

( Suiton/Same Ninjutsu: Kamohoali'i Saigen) – Water Release/Shark Ninjutsu: Kamohoali'i Return
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: After forming 4 handseals, the user holds out one of their arms in front of their body. By focusing water chakra into their shark tattoo, a torrent of small sharks are formed out of the tattoo taking the form of a wave. As the sharks emerge from the tattoo a wave of water is released with them. This is to prevent the sharks from dying from lack of water before reaching the opponent. The hundreds of sharks swim in this wave before crashing into the opponent. As the wave of sharks make a collision with the opponent, the sharks swarm and devour the opponent whole. After the sharks devour the opponent the wave of water releases creating a small lake of water that spans the battlefield. The size of the wave spans mid-range (15 meters) in height and in width meaning as it travels the water washes over all things within that range. The massive height of the wave of water makes it difficult for the opponent to do aerial escapes.

Note: Can only be used 2 times per battle
Note: No S-Rank or above Water and/or Shark techniques in the user's next turn
Note: Courtesy of Daemon

Forbidden Rank

( Suiton: Achelous' Hakai Atorantisu-gō ) - Achelous' Destruction of Atlantis
Rank: Forbidden
Type: Attack
Range: Short – Long
Chakra cost: 50
Damage points: 90 ( +20 if jutsu is absorbed )
Description: Based on Great Shark Missile Technique, the user forms a lone seal whilst gathering copious amounts of Suiton chakra. Infusing the water nearby with said chakra, the user creates a gigantic shark around him, encompassing a radius of 10 meters. What differs from this shark and the normal one is that in conjunction with the forming of the shark, the user creates the water in a way that it causes a massive outwards explosion of up to mid range on contact with things stronger than it or of equal rank, spreading the water outwards. However, attacks of 40 chakra and below are able to be absorbed into the shark, with it taking on properties of said release, if logical. This means fire chakra will superheat the water, lightning will send an electrical current through it, Wind will make the shark's teeth and nose sharper, capable of slicing through a foe easier and Water will add to the mass. Interestingly, Earth chakra doesn't affect the shark like this, instead it slows it down but causes a more powerful hit on contact.
Note: Can only be used once per battle.
Note: Can only be performed with a water source.
Note: Can absorb up to 40 chakra with notable exceptions in the cases of fire and earth. With Earth, it can only absorb up to A rank, and with fire it can absorb Forbidden ranked jutsu.
Note: After using, the user cannot use Water above A rank for two turns or Shark based jutsu for the same amount of turns.








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Panthalassa

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♆ Panthalassean Scarab Vivarium ♆


( Kabuto Kuchyiose no Keiyaku ) Scarab Summoning Contract

Summoning Animal:

Scarabs (Scarabaeidae)​

Scroll Owner:

Drackos​

Other Users who have signed contract:

Akasha, Xylon, Panthalassa​

Summoning Boss if existing:

N/A​

Other Summoning Animals tied to contract:

N/A​

Description and Background:

Scarabs are a family of insects within the group commonly called ‘Beetles’, of the order Coleoptera. Scarabs are stout-bodied beetles, many with bright metallic colours. Scarabs range dramatically in size with averages measuring between 1.5mm to 160mm and special breeds as small as 0.5mm all the way to 50m. Like Toads, Scarab go through a life cycle, Larvae of scarabs are called grubs. Unlike toads and certain other summons, scarabs rarely display a sense of individualism. This trait is valuable for a shinobi as this makes scarabs ‘programmable’ to execute certain functions which may involve use of grubs, regaining numbers by rapid reproduction or even suicidal missions.

Scarabs possess the ability to use chakra, its natures and shape manipulation. The complexity of chakra system and scarabs ability to use ninjutsu varies dramatically between kinds though, though what they like individually, they compensate for it collectively. Swarms of scarab possess an outstanding ability of matching their chakra signature with each other as well as the user. This allows them to share it and flow it through others, as well as divide the labour to perform complex ninjutsu collectively. For example, a single small beetle may not be capable of performing Fire release: Dragon flame song technique as it requires large quantities of chakra, nature transformation and shape manipulation. However in a group, they would pool in their resources and divide among themselves the responsibilities effectively performing the technique and in certain cases outperforming a shinobi (due to division of labour). Similarly, certain species of scarab possess a ‘hive mind’.

Aside from ninjutsu potential. Scarabs have had religious and historic importance in certain cultures across the ninja world. Appearing as emblems and artifacts across cultures, and in certain cases it is speculated that Scarabs were used to seal tombs and safeguard the remains of Ancient Kings.​


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B Rank

(Kuchiyose no Jutsu) Summoning Technique
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description: To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.

Panthalassa Personal Summon: A Hive-Mind assortment of generic pincer metalic blue and green scarabs, roughly the size of walnuts which live and breed within his own hive body.

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A Rank

(Gyaku Kuchiyose no Jutsu) Reverse Summoning Technique
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: This technique is the counterpart of the summoning technique, in which it allows an animal to summon the human that they have a contract with back to their side, regardless of where they are. The animal must be at least B-Rank in strength to have enough chakra to use the technique though all animals that can use Ninjutsu in any form can use this technique on their summoners.

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( Kurayami Eien ) Darkness Eternal
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Darkness Eternal is a technique to be used on Hive Mind type Scarabs; it is one of the simplest programming techniques used on Hive Minds and can be applied instantly to Scarabs bound to the user. This technique is programmed to enable Scarabs to divide the burden and chakra cost of Ninjutsu; essentially it supplements the user’s own chakra with its supply, thus lessening the burden. D-rank techniques are lessened by 5 chakra, C-rank to A-rank techniques are lessened by ten chakra, and S-rank and above techniques are lessened by 15 chakra. While the chakra expenditure of the user is lessened the techniques themselves do not possess numerically less chakra; they are simply supplemented by the Scarabs’ collective pools. It constitutes a beneficial relationship and allows the Scarabs to assist the user in the molding of chakra. This technique’s duration is bound to the Scarabs of which it is applied, and in addition to it not stacking, it can only be applied to one Scarab summoning at a time.

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( Mure Chinō ) Swarm Intelligence
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Swarm Intelligence, or more commonly known as the Hive Mind, is a passive technique, or state, derived from a Scarab’s ability to match their chakra signature with that of their summoner’s and flow their chakra through the user. Swarm Intelligence is activated whenever a Scarab with Hive Mind characteristics is summoned to the battlefield and naturally matches its chakra signature with that of the user. By matching the Hive Mind Scarab’s chakra signature with that of the user, the user is effectively integrated into the Scarab hive mind; this allows the summoner to share information, intelligence, and communications with all Scarabs in the hive mind simultaneously. When activated the user’s tracking and reaction capabilities will be enhanced by .5x the user’s base for each Hive Mind Scarab present on the field and integrated with the user. This enhancement is limited to a maximum of a 2x increase. This ability is shared among all Hive Mind Scarabs; as such should one scarab be present on the battlefield and is then dispersed this technique will be deactivated. Likewise it is instantly activated when a Hive Mind Scarab is summoned to the field. This technique's duration is bound by the Scarabs' presence on the battlefield.

[/JUSTIFY]

( Chiten ) Heaven and Earth
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Heaven and Earth is a programming technique to be used on Scarab summons which is passively applied to a Scarab bound to the user. This technique heightens the bond between user and Scarab by enabling the Scarab to collect information and memories by matching and flowing its chakra signature with the user. In essence this allows the Scarab to become able to utilize a single basic elemental nature that the user knows. Heaven and Earth can be applied to a single Scarab summon; this means that, while it is a singular summon, it can also be applied to Swarm based Scarab summons. Scarabs which are empowered by Heaven and Earth become able to use techniques of the chosen element up to and including the rank of the summoned Scarab, sans hand seals. There are restrictions to this programming technique, however. This cannot be used on Scarabs which inherently possess an elemental nature; this means that a Scarab with access to the Fire element cannot gain access to the Water element. It can only be used on Scarabs which possess no inherent elemental affinity. Heaven and Earth can be used to switch applied elements. For example, a Scarab gaining a Water element can be reprogramed to exchange it for a Fire element; this cannot be done within the same turn Heaven and Earth was originally applied in.

[/JUSTIFY]

( Taiyōnokōken ) Gift of the Sun
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost)
Damage: N/A
Description: Based on the Chakra Transfer Technique and the utilization of a Scarab’s ability to match and flow its chakra through the user, the Gift of the Sun allows scarabs summoned to the field to flow and surge chakra through their connection with the user. This allows it to release a modest amount of unmolded chakra into him or her. The infusion enhances the strength of the user's next technique. Occurring within the same timeframe as the technique applied to, Gift of the Sun boosts the technique by an additional rank in strength, or 10 damage above S-Rank, at the cost of 10 additional chakra. Gift of the Sun is usable four times per battle, and cannot be used in consecutive turns.

[/JUSTIFY]

( Fuitchi Chōwa ) Discordant Harmony
Type: Defensive, Supplementary
Rank: B / S
Range: Short – Long
Chakra: 20 / 40 (-10 per turn)
Damage: N/A
Description: Considered to be the sibling to Swarm Intelligence, the Discordant Harmony operates in a similar manner to the former. This technique, or more accurately a state, becomes passively active when any Hive Mind Scarab is present on the battlefield; the Scarab will match its chakra signature to that of the user allowing it to integrate the user into the Scarab hive mind. Unlike Swarm Intelligence, which is simply used to share information and enhance one’s awareness, Discordant Harmony acts as a defensive mental technique. When the user becomes integrated into the Scarab Hive Mind it enables the Hive Mind to better balance the user’s chakra system and effectively enhance his or her spiritual and mental defenses. When the user’s mind is penetrated by external mental techniques (Yamanaka, mind reading, etc) the intruder will feel the presence of the Scarab Hive Mind. Those who attempt to read the user’s mind, memories, or anything spiritually readable will instead detect the Hive Mind, as the user themselves has been integrated within it. This effectively results in a sort of incomprehensible static or buzzing to be received by the mental invader, rather than definitive thoughts, plans, or memories. As such, when active, the user becomes resistant to B-Rank and below illusionary techniques and mental penetrative abilities while also gaining an effective rank against spiritual-based mental techniques (Yamanaka, Genjutsu, etc). This defensive state, while active with the Hive Mind Scarabs present, siphons 10 chakra from the user per turn.

Discordant Harmony also possesses an alternative active application. Because the Scarab(s) match and flow their chakra signature through their user they are able to utilize a remote chakra surge (S-rank) which allows them to free their user from spiritual and illusionary based techniques. The surges can only be used three times per event, but can only be used once per battle. When the user expends all surges, they are still able to utilize the passive mental defenses that Discordant Harmony provides.

[/JUSTIFY]


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♆ Panthalassean Ink Parlour ♆


N/A Rank

(Inkupo/Kuchiyose: Chikai no Sain ) Ink Arts/Summoning: Oath Sign
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A rather unique technique in terms of composition, being rather tame in its effects due to not being an offensive nor defensive technique. Through the manipulation of specialized chakra absorbing ink, this brew of ink is merged with chakra of the user and actual blood - causing it to take a murky crimson coloring. The ink however has special properties, allowing for those who frequently uses summoning a new unique way in order to summon. By kneading chakra into the ink, drawing on a surface( be it on the ground, on a scroll or airborne) the user creates the kanji for the animal they are summoning i.e dog would be written as “犬” which then allows them to summon the animal. This makes the load easier for the user, due to the ink carrying their chakra and blood within the ink,acting as a medium for the appropriate summoning. The ink provides half of the needed chakra, thus the user only needs to pay half the total amount it would normally need to summon the animal.While primarily used for contract summonings, the user may also use this method for techniques such as Summoning Technique: Rashōmon by drawing a kanji associated with the technique i.e gates. This technique must be mentioned in the user’s bio or before battle in order to utilize and is passive in nature, not taking up a move nor time in the the timeframe though must be referenced while performing said techniques. The user may also say incantations, speaking in unique languages or phrases purely for cosmetic purposes. In the case of users with summoning tattoos, this technique can be used to infuse them with the same blood to achieve the same effect.


D Rank

(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer
Type: Supplementary, Offensive, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 per turn)
Damage: 10 - 80
Description: Usually used as a means for teaching others how to paint with ink, Painting Summer allows the user to manipulate their ink in various forms for different reasons such as demonstrating the applications of the ninjutsu. The range of this technique starts from short range as usual, painting the work of art into life such as furniture to sit on due to ink techniques having been known to sustain themselves, small animals for entertainment etc. The vast possibilities are endless, leaving it up to the user’s own imagination. These creations can be no bigger than five meters in height. These creations can be formed for combative purposes if the user needs this, now dealing damage in accordance to it's rank. A rank usage has a limit of thrice per battle while S rank is twice per battle however the former leaves the user unable to use ink based techniques above S rank in the same and next turn while the latter prevents use of ink based techniques above A rank for the same and next turn. A rank has a cooldown of one turn while S has two turns after use. Though this technique can be used with no damaging properties simply for cosmetic use. This is considered freeform and doesn't count as a move. B rank needs a single hand seal, A rank needs two while S rank needs three


(Inkupo: Musaigen no Phantom World) Ink Arts: Myriad Colors Phantom World
Type: Supplementary | Offensive | Defensive
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Myriad Colors Phantom World is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world, being the sister counterpart to Ink Art: Solid Script. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty ,manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What Myriad pans out to do is through the limitless imagination of the user, due to the essence of art - will create familiars through the use of words, i.e creating the word “dragon” while infusion earth based chakra into the word will cause the formation of an actual stone dragon capable of defending the user from attacks or even attacking the enemy. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, mythical creatures, extinct animals etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, then making a hand seal . The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 15 meters while S - rank being 15 meters and above. B-Rank and above uses require a handseal. A Ranks can be used up to three times per battle, while S ranks can be used up to twice. In the case of the S rank usage, no Ink Technique above B Rank can be used in the next turn. Creations made from this technique are able to act on their own and outside the need of user’s concentration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush though for B/A Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with (such as the Tiger Seal being heavily involved with Katon) while B-rank and above requires two hand seals (though if the user is has a primary affinity for the infused element, only one seal is required).


C Rank

(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.


B Rank

(Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: B- A Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must be mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. B Ranked scales up to short range, A ranks can scale up to mid range, with B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look. Lasts 3 turns.


(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.
Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.


A Rank

(Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Having pre drawn on a scroll, the user will toss it into the air where the scroll will unwind and reveal the artwork. It is a lovely depicted river, drawn in colorful ink in order to mask the true nature of it secretly appearing as an water based technique. Through the methods of Ink Ninjutsu, the user will cause the 2D image to form into a 3D, flooding the area with ink. The amount of ink formed is enough to rival that of Water Release: Great Exploding Water Colliding Wave in terms of the amount of end resulting water made, being enough to flood the entire battle ground. Due to the nature of this technique, it's near impossible for the enemy to adjust their chakra into the ink as it is laced with the user's own chakra (similar to how Earth Release: Swamp of the Underworld is) and thus can’t stand on it causing them to sink down, potentially drowning while also restraining them, preventing them from moving properly. The amount of ink released only spans out enough leaving a two meter gap between the user in order to avoid self infliction, while being able to use this technique three times per battle with a two turn cool down. This technique carries the same s/w of regular Ink.


S Rank

(Inkupo: Kara no Waremono) Ink Art: Fragile and Empty
Type: Supplementary
Rank: S - Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a temporary water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to A rank elementals, while also retaining the ability of using Ink Ninjutsu up to A rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for two turns before the ink falls and become unusable. After use the user is unable to use Ink Ninjutsu above A Rank in the same and next turn, while all jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size.



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♆ Panthalassean Water Cove ♆



D Rank

( Suiton: Sui-te Kenji ) Water Release: Grasping Jutsu Double
Rank: D
Type: Supplementary
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: Two streams of water head towards the opponent in the form of hands that grab on to and then holds the target in one place.
Kisame Mizukage co-created this jutsu and is able to use this jutsu
Note: Created by Hellsbadass


C Rank

( 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


  1. LoK
  2. McRazor

( Suiton: Ka Irassharu ) Water Release: Hydrophilia
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Hydrophilia 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 an attracting polarity to current water. What this means is that, any water technique that the user creates within the mist will attract the thin particles of the mist. The motion of the mist will be bending the light in such a way that it decreases water technique that the user performed. In essence, as the mist is attracted, the water around the technique will be sort of camouflaged, through bending light, and the volume appears to decrease, though it is merely an optical illusion. Practical speaking, water techniques that the user performs within the mist will appear to have been deboosted -20, or decreased 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 decreases 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 deboosting 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 deboost doubles, -40 or the same as 2 ranks.
Note: Useable twice
Note: Only one mist can be active at a time

  1. LoK
  2. McRazor
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( Cho-kingu Kiri no Jutsu ) - Choking Fog Jutsu
Rank : C
Type:Supplementary
Range:Short-Mid
Chakra Cost:10
Damage Points:N/A
Description: After creating the proper handsigns, you must condense the mist into a dense choking fog. The protection of the mist goes away, but the enemy is forced to leave the mist area. Perfect for escapes.

Note:Hidden mist jutsu is required for this jutsu
Note: Created by Hellsbadass


( Suiton: Mizu No Muya ) - Water Coccon
Rank:C
Type: Defence/Supplementary
Range: Short
Chakra Cost:15
Damage Points:N/A
Description:The user draws in water in the form of a sphere that surrrounds there body.The user compresses the water to add to its density making it a great defencive jutsu(this jutsu can be releasd form its compressed form by paying 3 chakra

Note: Created by Hellsbadass


B Rank

( Suiton: Suikaatsu ) Water Release: Piezophile
Type: Offensive/Supplementary
Rank: B rank
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: A variant from the secret technique of Takigakure, with one handseal the user is able to spit out a burst of water that the user compresses incredible amounts, making it seems solid and sharp, almost crystalline in nature, splitting it apart into a torrent of water projectiles ranging from needles to throwing daggers. Alternatively, the user is able to utilize the existing water within range, slapping their hands together, making it burst outwards to propel someone in the air, before turning into a torrent of near-crystalline projectiles. While they're compressed, they can be wielded by everyone as normal ninja tools, though they can only be directly manipulated with chakra by the user.

Note: They will decompress and turn into puddles after 2 turns.
Note: The user can only re-utilize this technique in the turn after the previous projectiles decompress.



  1. LoK

( Suiton: Seichi ) Water Release: Bioturbation
Type: Defense/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user infuses his water chakra into any sediments available in the field, normally loose sand, gravel or dirt. The water will acquire syrupy like properties that will enable the user to pick the sediments up and thicken the water chakra, that will then form an enclosure around a target, or any other structure. Once the desired form is reached, the water will evaporate, as mist, dehydrating the structure to a point where the sediments will hold together into a solid, cement-like material. While it is empowered by water, the structure that is left behind will have the elemental properties of basic Ninjutsu. Panthalassa, dealing with insects, will normally perform this using leftover chitin as sediments, acquire a base through which to use his Pharaoh Scythes CFS if desired, otherwise remaining the exact same technique.

Note: This technique can be used through 1 handseal or by stomping or slapping the ground/sediments.
Note: Can only be used once every 3 turns.


( Suiton: Uo Zorozoro ) Water Release: Shoaling
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20 ( +10 per reformed tuna)
Damage Points: N/A
Description: A trap technique similar to Earth Release: Mud Wolves, which the user will place somewhere and is activated upon contact with the opponent's chakra. The user uses a scroll to lay the trap which releases a sticky syrup that continuously bombards enemy target/s. The globules of syrup will take the form of small bullet tuna, which agglomerate into larger blobs in the shape of tuna. The syrup will act like a glue, preventing motion until the target is completely encased in a giant tuna, where they will drown. This differentiates this technique from his sister technique, as Shoaling won't damage the target directly. Similarly, though, the giant tunas can keep reforming if they take damage, which can keep the enemy occupied to allow the user to make a getaway. ( Only three giant tunas can be created ).

Note: Takes one turn to set the trap up and the tuna only last two turns.
Note: The tuna can't reform if they are hit by an attack that would otherwise overpower them.
Note: Can only be used 4 times per battle.


( 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.


  1. LoK
  2. McRazor

( Suiton/Aburame no Jutsu: Bunshin ) Water/Insect Technique: Cloning
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Aburame/Water Clone is step forward from the Bug and the Water Clone. It is composed of a swarm of insects and a nutritive syrup-like liquid. Insect eggs are incubated in the core of the clone, which allow for more and more insects to shoot out from within, similar to the actual Aburame host, and are used in insect techniques. When a physical object pierces through the clone, it can swarm around it, while the syrup turns into a thick mist, carrying the eggs. Similar to a Shadow Clone, this clone is capable of using Aburame and Aburame-related techniques ( Ex: Pharaoh Sickles CFS ), as well as use Water chakra for Elemental Ninjutsu, besides the non-Elemental Ninjutsu, Taijutsu and Genjutsu. It does not have access to any other elemental chakra, and can't perform techniques above S rank. When physical contact occurs, the clone is capable of oozing out the syrup liquid which will pin down the target, while the insects drain their chakra. Due to the nutritive aspect of the syrup, when in physical contact, the insects drain around x8 as much chakra as the average insect ( 112 chakra ), though it is dependent on the number of clones in place. If the user created 4 clones, then each will drain around x2 ( 28 chakra ).

Note: Can only be used 3 times per battle.


( Suiton: Nagasu ) Water Release: To Shed Blood
Rank: B
Type: Attack- defence
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: the user will perform the necessary hand seals can create a water spike in the hands. the spikes are like (Suiton: Mizu Kuri No Yaiba) - Water Release: Sword of Draining and the spike is held on the forearm like guren's crystal spike jutsu.
The spikes are detachable and can be reformed. the tip of the spike is very sharp and the side is ridged, makin it anble to shred flesh off (like kisame's sword, only when pulled back). the user will stab the opponent, loggin and detachin the water spike in the opponents body.
Once stabed the opponent will slowly start to lose some blood bcoz the spike is shaped in such away that it will drain blood of slowly. if the opponent trys pull it out, the spike will rip the flesh and make the wound bigger, causin more blood loss.it is very painful. The opponent can only be stabed 6 times b4 he dies of blood loss.
*-5 chakra points are taken when the spike is reformed*

Note: Created by Hellsbadass


( Mizu Sousou ) - Water Burial
Rank:B
Type:Attack
RangeShort-Mid
Chakra Cost:20
Damage Points:40
Description:water that crushes the opponent with high pressure after it covers there whole body.
Kisame Mizukage co-created this jutsu and is able to use this jutsu
Note: Created by Hellsbadass


( Suiton: Gisugisu Mizu Kaishuu ) Water Release: Atmosphere Water Collection
Rank: B
Type: supplymentary
Range: Short-long
Chakra Cost: 20
Damage Points:N/A
Description:the user collects water from the atmosphere (it takes 3 turns to collect the water)
Note: Created by Hellsbadass





( Suiton: Taiyou Furea ) - Water Release: Solar Flare
Rank: B
Type: supplymentary
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: after usin the suiton: atmosphere water collection (waitin for 3 turns) the user reflects the sun?s rays to blind the opponent and to cancels shadows/ shadow jutsus in the entire area for 4 turns.
Note: Created by Hellsbadass





( Suiton: O-dobi ) Water Release: Water of Life
Rank: B
Type: supplymentary
Range: Short
Chakra Cost: 100
Damage Points: N/A
Description the user creates a suit of water that cover the body, that can heal the user or anyone 1 inside it (must be in the suit of water for 4 turns to heal | chakra: 100)
Note: Created by Hellsbadass





(Suiton: Mizu Bakudan) Water Release: Water Bomb
Rank: B
Range: Short-long
Damage: 10 (per orb) or 30 ( collectively)
Chakra: 30
Description: The user pulls water from plants, or near-by water sources to form orbs of water (up to 5 +10 chakra for each orb after that) that can either be detonated by enemy touch or by the user themselves. The justu can remain dormant until set off. When detonated, the orbs send water Senbon out in every direction. If activated by user, all orbs are detonated, if detonated by enemy, only the touched orb is detonated. (- 5 chakra per orb per turn.)


(Suiton: Kyogi Hyo Furippu) – Water Release: Deceptive Table Flip
Type: Offensive, Supplementary
Rank: B
Range: Short
Chakra: 20 (-50 per turn)
Damage: 10 (+5/+10)
Description: A rather deceptive Water Release technique and variant of Earth Style: Table Flip where the user will release Suiton chakra from their body to produce an average table with dimensions and stylistic features of their choosing (within reason of normal tables). The water produced will be effectively solid in nature allowing it to easily hold the weight of an average person, objects such as cups and plates, as well as average sized weapons and such. However, this table has a certain deceptive quality to it which is found in the nature of the water which stems from Water Release: Grudge Rain Technique. The water produced to form this table has potent chakra draining qualities which can be applied at the user’s discretion. The technique effectively drains 40 chakra per turn from those that come in contact with it, with the exception of the user of course. The chakra drained is then stored within the body of water and can be used for the user’s future techniques. For each 40 chakra drained the technique allows the user to use this water as a source for their next water techniques increasing its damage by five (5). This can reach a maximum of 10 bonus damage should the technique drain 80 chakra over two turns. In addition this technique can also absorb opposing techniques within elemental weaknesses and strengths to accomplish the same feat. Because of its draining capabilities it can produce a pseudo regenerative ability making it so this technique cannot be destroyed unless it is completely overwhelmed. As an added flair of damage the user can flip the table inflicting a meager 10 damage to the opponent.
Note: Can be used five (5) times per battle.



A Rank
( Suiton: Issui Shui ) Water Release: Rheotaxis
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.
Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.
Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.






  1. Vayne
  2. LoK




( Suiton: Kuchiutsushi ) Water Release: Trophallaxis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage Points: N/A
Description: The user is able to charge water chakra through the air or through an existing water source, turning it into mist. While the user is able to control the aggregation of the water particles, creating such a thin mist than is only visible to doujutsu and chakra or water sensors, or creating a thick and opaque mist similar to Hiding in the Mist technique. This technique possesses the chakra-draining special property of water, though it works differently than other techniques. The mist particles of Trophallaxis will cling to the opponent's body and chakra pathway, opening up the pores, like sauna vapour, which will mess up the opponent's chakra moulding process. When one moulds chakra, one converts spiritual and physical energy to make a chakra reservoir and then uses it, but poor chakra control can produce either too little chakra, making a technique weak, or too much chakra, creating waste. Trophallaxis creates a leak in the opponent's chakra that is unnoticeable to non-Chakra Sensors and Med-Nin ( who have unparalleled chakra control, like Sakura and Tsunade ). Every time someone moulds chakra for a technique within the mist, they will produce the technique as expected, without any sort of hindrance or counter-effect, but will spend 50% more chakra than necessary, which will be stolen by the mist and converted to the user's domain, making the particles lighter with the newly gained energy and thus rising it to the top of the mist. If capable, the user can send his insects to the top of the mist to retrieve the chakra directly onto the user, to absorb it.
Note: Only stays in the field for 4 turns.
Note: Requires the user to be an Aburame in order to use insects.
Note: Can only use Water Techniques and Non-Elemental Techniques while this is active.
Note: The user is unaffected by the mist.
Note: Can only be used 3 times.
Note: Requires 3 turns in between usages.
Note: Forbidden techniques used within the mist will break the Trophallaxis.






  1. Vayne
  2. LoK
  3. McRazor




( 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.










(Suiton: Euryubiā no Chronosphere) Water Release: Eurybia's Chronosphere
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated.
Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha





( Suiton: Hogo Pengin no Tangan ) Water Release: Plea of the Protective Penguin
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: A fairly simple but effective suiton ninjutsu, Hogo Pengin no Tangan is a suiton ninjutsu that uses the properties crystalized water to coat the blade of a sword. The user would put as much or as little chakra into the blade to crystalize as they want, and then they would simply cut through an opposing jutsu, releasing a crescent of crystalized water towards the opponent. With paramount chakra control, the user would then control the crescent of crystalized suiton much like the jutsu Suiton: Nagareru no Yari, only except instead of hand movements, the user would control the crescent via waving their sword up, down, left, or right. The user could control the crescent up to mid range with ease, and due to the crescent's properties of crystalline water, it's cutting power would be unmatched, even compared to the famous Suiton: Suidanha.
Note: Can only be used three times per conflict
Note: Cannot use this jutsu consecutively
Note: Can only be taught by Penguin





(Suiton: Sutikkī Denpun Same ) Water Release: Sticky Starch Shark
Type: Attack
Rank: A-rank
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed.
Note: Only taught by william24
Note: Can only be used 3x per battle





(Suiton: Mizu no Megami no Gifuto) Water Release: Water Goddesses Gifts
Rank: A
Type: Attack/Supplementary
Range: Short-Mid (made short range of the user)
Chakra cost: 30
Damage Points: 60
Description: The user will perform the Dog sign and user their chakra to have a ring of water to form around them. The user will than swing their hand forwards above the ring releasing ninja tools made out of water (up to 15 tools per use) . The user can shape the water into shuriken, kunai, senbon, swords, etc. and releases them towards the opponent.
Note: Usable 4 times
Note: Must be taught by Korra
Note: Requires a water source





(Suiton: Ribaiasan no nigiri) Water Release: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.
NOTES
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT





( Suiton: Mizu Safubo-do ) Water Release: Water Surfboard
Rank: A
Type: attack/ sup/ defence
Range: short-long
Chakra: 30
Damage: 60
Descriptions: with a few hand seals the user creates a water surfboard which is hard enough to be stand on and allows the user to surf on water at high speeds. it also allows the user to glide in the air and ground. if the jutsu is used as an attack, the edge of the board is sharp enough to cut rock (depends on the size of the rock) and trees. The user can also use water replacement jutsu at the same time allowing the user to go through some attacks (depends on the attack, will not go through solids). the board can regenarate if on/in water (like the water shark jutsu).. this jutsu takes 5 chakra points after every turn..
note: it can also be mixed wit other elements.. like earth (mud) to make it strong and harder.. lightnin (chidori... it will also have the same ability as chidori).. wind (increased speed and cuttin abilities) fire (just makes it hot.. meltin any ice) and the board can be controled like a puppet..
Note: Created by Hellsbadass





( Suiton: Tako Shokushu ) - Water Release: Octopus Tentacle
Type: attack/Supplementary/ defence
Rank: A
Range:mid
Chakra Cost: 30
Damage: 30
Description: the user creates 4 water tentacles on his back, that he can control each of them freely. the user is also able to use the water in the tentacls to create other water jutsus. it can also rengerate only if there is a water source. it cost+5 for every turn it is used on the battle field and it has limited amount of water so the user cannot create huge water jutsus and the user can create 5 water jutsus usin the octopus tentacle when there is no water in the battle field.
Note: Created by Hellsbadass





( Suiton: Juuhou Hassuru ) - Water Release: Heavy Artillery Fire
Rank:A
Range:Short-Long
Chakra cost:30
Damage Points:60
Description: After a few hands seals, the user can fire multiple Suiton: Taihoudan (Water Release: Water Gun) from a near by water source instead of the users mouth. the water bullets are fired at rapid succession at the opponent.
side note: this jutsu can be mixed with wind jutsu to increase the power of the attack.
Note: Created by Hellsbadass





( Suiton: Mizu Rasen Ken ) - Water Release: Water Spiral Blades
Rank:A
type: defence/ attack
Range:Short
Chakra Cost:30
Damage Points:60
Description: a couple of hand seals, the user creates blades of water which is mixed with wind. It is formed under the user's feet and spins at high speeds around the user like the user is in a water cacoon. it will protectin the user from taijutsu and short distance jutsu (like rasengan, shadow clone explosion, etc). If the oppoenent trys to punch or kick, their limbs will be cut of. This can also protect the user from attacks that are thrown (kunai and shurikens) and also fire jutsu
Note: Created by Hellsbadass





( Suiton: Tsuin Suiryudan ) -Twin Water Dragon
Rank:A
Type:Attack
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description:Two huge rushing water projectiles in the shape of a twin dragons that dont have to attack at the same time(both dragons are made at the same time but users has option to only make on attack and doesnt cost extra to keep on the field) but are a part of one jutsu.
Note: Created by Hellsbadass





( Suishi Awa no Jutsu ) - Drowning Bubble Jutsu
Rank:A
Type:Supplementary
Range:Short
Chakra Cost:30
Damage Points:N/A(hold target still and ends game if targets doestn escape in 3 turns)
Description:A slick assassination technique. The user creates a blob of water, and makes it float using chakra. The water blob is then positioned on front of the target's mouth and nose, to halt breathing. The target will breathe in the water instead, and drown.
Note: Created by Hellsbadass





( Mizu Taisou ) - Imperial Water Burial
Rank:A
Type:Attack
RangeShort-Mid
Chakra Cost:30
Damage Points:60
Description:A water burial on a huge scale that can crush mutilply enemys once they`ve been caught in water
Kisame Mizukage co-created this jutsu and is able to use this jutsu
Note: Created by Hellsbadass





( Suiton: Mizu Bakuha ) Water Release: Water Explosion
Rank: A-S
Type: attack
Range: short - long
Chakra: (A rank: 30) (S Rank: 50)
Damage: (A rank: 60) (S Rank: 100)
Descriptions: with just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed with other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage.
once used = No S-rank jutsus next turn
used twised= no S rank or A rank jutsu next turn
Can be used 3 times per battle
Note: Created by Hellsbadass





(Suiton: atomikku shin'en) Water Style: Atomic Abyss
Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.






S Rank
( 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.






  1. Vayne
  2. El Alucard
  3. McRazor




( Suiton: Senchinerupengin ) Water Release: 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: Joi Toisu ) Water Release: Joy Toys
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user after 3 handseals, will spit a large volume of spiralling water ball at immense speed towards the opponent then at the snap of his finger the big ball vanishes into thousands bullets sized water spheres with smiley faces. The now smaller water balls now gains more speed, x2 of the original speed of the large ball and they gain a wider range of impact. However instead of a piercing effect, each of the smileys explodes/violently burst outwards upon impact with each causing an explosion equivalent to a generic paper bomb.
Note: Usable 3x per battle
Note: No suiton above S-rank next turn
Note: A turn cool down inbetween usage
Note: Must be taught by Priest





(Suiton: Mizu Hōō Arashi ) Water Release: Water Phoenixes Storm
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( - 5 per turn )
Damage Points: 80
Description: The user does the snake sign and creates a mist-like atmosphere above the battlefield, that soaks in all the humidity and keeps replenishing itself. The user spends 40 chakra to create the mist and has it start raining down multiple phoenixes (the size of Itachi's crows) all over the battlefield being able to control where all them go towards. At the end of the turn, the user can spend another 20 chakra and replenish the mist atmosphere, rebirthing the attack ( like a phoenix ), dealing another 80 damage and full S rank the next turn, then the final turn the mist last, the user can replenish again with another 10 chakra, and let out a final wave, S rank again.The mist can only be either completely neutralized or completely overpowered.
Note: Mist last for 3 turns
Note: Usable 1 time a mtach
Note: Must be taught my Korra.
Note: While in use, the user can only perform two techniques, and the only chakra nature you can use is Water, Nin, Gen, Tai, Ken.
Note: Two turn cooldown





( Suiton: 1000 Mizu Hebi ) - Water Release: 1000 Water Snakes
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost:40
Damage Points: 80
Description:the user creates 1000 water snakes, its just like Water Style:Infinite Shark Frenzy. the snakes bind the opponent and attack them(bite or constict). once bitten the opponent will not be able to move (for 3 turns because he/she is still bound) this jutsu has poison mixed in it so that when the snakes bite the opponent they loses 10 health for 3 turns.
Note: Created by Hellsbadass





( Kaze no Jutsu ) - Air Vanishing Jutsu
Rank:S
Type:Supplementary
Range:Short-Mid
Chakra Cost:40
Damage Points:N/A
Description:The masters of water jutsu can learn this. The user can use chakra to condense a small part of the air. The user then can blend in their appearance with the water particles in the air to create an invisibility. The best jutsu for preparing an assassination.
Note: Created by Hellsbadass





( Suiton: Mugen Chippoke Mizu Piranhas ) Water Release: Infinite Tiny Water Piranhas
Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 40
Damage Points: +30
Description: the user creates a school of infinite tiny piranhas that can tear flesh from bone. It + 30 more damage when used wit other jutsus
Note: Created by Hellsbadass





Destroying Water Burial
Rank:S
Type:Attack
RangeShort-Mid
Chakra Cost:40
Damage Points:80
Description:A huge variation of Imperial water Burial that crushes with such force that it leaves behind only a giant crater.
Kisame Mizukage co-created this jutsu and is able to use this jutsu
Note: Created by Hellsbadass





( Suiton: Suiryudan Rasengan ) -Water Dragon Spiraling Sphere
Rank:S
Type:Attack
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description:A water dragon with the added water rasengan that can blast an opponent in ints dragon form and then incase the enemy in a violent spinning sphere of water void of oxygen that is capable of braking the targets bones for the vortex that this jutsu makes(User must already know how to perform water rasengan to use this jutsu).
Co-creater Sakumo Hatake
Note: Created by Hellsbadass





( Suiton: Mure Akume Kekekomi ) - Water Release: Herd of Wild Horse Stampede
Rank: S
Type:attack
Range:Short-Long
Chakra cost:60
Damage Points:100
Descripton: after few hand seals, the user will create a wave of water which can level the area around the user and it is shaped like a stampede of wild horses. this wave can crush bones and rocks.. it can also drag opponent underwater by the current of the wave makin them unable to get to the surface.
note can be mixed with mud (the area will be covered in huge layer of mud that can bury the opponents under this really huge layer of mud) and lightning (shocks the opponent and paralysises them)
note can: only be used once and no S rank jutsu next turn
Note: Created by Hellsbadass





( Suiton: Kibaku Bisai Mizu Bomu ) Water Release: Explodin Mirco Water Bomb
Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 65
Damage Points: 130
Description: after performin the neccessary hand seals, the user will spit out chakra infused water. the user will create a huge pillar of water and once it reached its maxmium height, the pillar will explode into a fine cloud of microscopic water bombs.
These tiny bombs will be controlled by user's chakra as they move towards their target. The target will then unknowingly breathe in the cloud. These tiny bombs will then travel throughout the body and detonate, causing microscopic explosions.
This in turn causes the body to disintegrate on a cellular level.
*have to wait 3 turns for the pillar to reach its max height.*
*can only be used once and now S rank jutsu for the next turn*
Note: Created by Hellsbadass





( Suiton: Kujo Tsunami Nami ) Water Release: Destructive Tsunami Wave
Rank: s
Type: attack
Range: Short-long
Chakra Cost: 70
Damage Points: 100
Description: it?s a mixture of Suiton:Baku Shuishouha)-Water Style:Bursting Water Wave, the user creates a Hugh tsunami while performing the bursting wave, that can level the entire area. It moves at high speeds, can break the opponents bones, and drown them in the water . variations : mud (the wave is mixed wit earth to create a mud tsunami wave, after its over the mud hardens and bury the opponent in mud) lightning ( the wave is mixed wit lightning and it can shock a large army)
Note: Created by Hellsbadass





( Suiton: Taiyou Bakufuu ) Water Stle: Salor Blast
Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 70
Damage Points: 100
Description: after usin the suiton: atmosphere water collection (waitin for 3 turns) the user creates a hugh, really thick water disk high above the clouds and it is frozen (bcoz its realy cold). The disk magnifies the suns rays to blast a beam that hits the opponent wit pin point accuracy, after the blast the disk brakes and ice shards falls on the opponent. It?s a one hit K.O (exceptions are time/space jutsu)
Note: can only use once per battle
Note: Created by Hellsbadass





( Suiton: Nettou ) - Water Release: Boiling Water
Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 70
Damage Points: 100
Description:the user boils the water at a really really high temp, so that it cannot be frozen..... all water jutsus performed on/in the boiling water is really hot (cannot be frozen), if the opponent is under water they will be boiled...(it last for 10 or 20 turns and i can use it twice)
Note: Created by Hellsbadass





(Suiton: Kyousei Mizu Bakudan) Water Release: Great Water Bomb
Rank: S
Range: Short-Long
Chakra: 80
Damage: 80 collectively, or 40 individually.
Description: This jutsu works the same way as: (Suiton: Mizu Bakudan) Water style: Water Bomb. This jutsu creates ten (10) orbs instead of five, and they are twice the size of the orbs of the weaker form of this jutsu. Instead of Water Senbon, when detonated, these orbs fire Water Kunai. (+20 chakra to make additional orbs, - 15 chakra per orb, per turn) No more than twenty (20) orbs may be active at one time, and because of the amount of water needed for this jutsu, a water source must be nearby, or the user must be in a heavy downpour of rain. Because of the amount of water needed for this jutsu, only C rank and below water jutsu can be used by the user after using this jutsu, for two (2) turns. Only usable one time per battle, but the orbs can remain dormant until activate/detonated.




( Ousuiton: Suisennin ) Hidden Water Release: Apex Predator
Type: Supplementary
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.
Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.
Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.
The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.
Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact. Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.
Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.
Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect.


  1. Mirai



Forbidden
( 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
-This Jutsu can only be taught by Serpent


(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.





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Panthalassa

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♆ Panthalassean Panthalassic Water Pools ♆

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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.​

Jutsu Usage Examples:
( Oujuusuiton: ) Panthalassic Water Release: Primordial Sea

Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user infuses a body of water or a water technique with Panthalassic Water chakra, creating a solution of panthalassic molecules that protects that source from any chakra manipulation but the user's. By infusing an opponent's water technique, the user can sever the opponent's control over it, and shoot it back at them. The user can control the concentration of panthalassic molecules in order to control the levels of corrosion and radioactivity of the water source.

( Oujuusuiton: ) Panthalassic Water Release: Song of the Leviathan

Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user shoots out a blast of Panthalassic Water from their mouth, creating a fast projectile that will burst out on contact with a target, spreading corrosive water all over the field.

( Oujuusuiton: ) Panthalassic Water Release: Trident of Triton

Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user produces a great trident out of Panthalassic water, which the user is able to wield or throw. He can freely manipulate it in mid-air and underwater.

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:

McRazor & ?​


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[/B][/RIGHT]

( 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 S rank, and no PW techniques above A rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.

( Oujuusuiton/Suiton: Hagire ) Panthalassic Water & Water: Drumian ⤘ Pulmonoscorpius
Type: Defensive/Supplementary
Rank: D-S
Range: Short-Mid
Chakra Cost: 10-40 (+10 per turn)
Damage Points: 20-80
Description: Scorpius is an exploration of Panthalassic Water inherent chakra parasitic properties combined with Water Release: Grudge Rain Technique chakra absorption properties. The user will charge panthalassic chakra onto their arms and/or legs, greating a liquid coat around them with a glowing cobalt core in the shape of armored arthropod plates culminating in scorpion needle or pincers through the shoulders/knees/hands etc. The user is then capable of performing physical motions aided by the globules which can act like jet propulsors to increase agility and speed to dodge other attacks, within reason, or to hit a target by striking them with the armored parts or shoot them out up to mid-range.

Similar to the aphids, when the user strikes a target with the globules, they will drain the corresponding amount of damage points, instead of dealing actual damage, leaving out the other side of the target retrieved back as a stolen chakra-infused globule. It can interact with other techniques following Panthalassic Water's S&W, whereas upon neutralization or overpowering a technique, the corresponding amount of chakra that produced the target technique is stolen onto the exit globule. The technique interaction is based on rank of the chakra cost, thus the user is capable of using an A rank Scorpius ( 30 chakra ) against an S rank Water technique ( 40 chakra ), in order to drain 40 chakra, or against a B rank Earth technique ( 20 chakra ), in order to drain 20 chakra. This chakra can be passively absorbed by a Chakra Absorbing Skill, like the presence of an Aburame's Kikaichu, or it can be used as a source for a following Water or Panthalassic Water technique, acquiring a +10 chakra boon that can be translated as a +20 damage boost, while the remaining chakra can be consumed or lost.

The increase in rank determines the amount of chakra within the Scorpius and the range of techniques it can combat, or the amount of chakra it can drain from an opponent, either in a single usage of the rank chosen, or byparting the technique in powers of two, such as using an S rank application with the potential of 40 chakra power into two A rank scorpius with the potential of 30 chakra each, or 4 B ranks with the potential of 20 chakra each. The max amount of divisions is 2, an S rank going down to B at max, or a B rank going down to D at minimum.

Note: Scorpius can be used as a Pure Water technique instead of a pure Panthalassic Water technique, but it's chakra interactive abilities will only steal 80% of the "damage" stated.
Note: After a B rank application, the user can't perform Scorpius again for 1 turn. 2 turns after A Rank and 3 turns after S rank. A rank can only be used 4 times and S Rank 2 times.
Note: Can't perform techniques of the element used above S rank for 2 turns after Scorpius ends.

A Rank

( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian ⤘ Tectonics
Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Tectonics allows the user to slap or stomp on the ground or a water source, producing great amounts of PW that filter into the depths, dissolving in the water or infused within the veins of the earth. Through self-radiolysis, the PW will create vastly complex nets of unstable and severely pressurized pockets of past-boiling liquid, highly chakra reactive. When the conditions are met, the pockets will react to chakra and crack open the ground or part the water, in a thunderous geyser of hot, radioactive mist, while absorbing to itself the unmolded chakra, essentially burning through it and neutralizing the technique in it's genesis. The geysers will react to chakra infused into the source, such as Earth or Water, or other elemental jutsu that atempt to manipulate the PW festered source, or through a remote triggering through an handseal by the user, creating a pinpoint geyser anywhere within the net's radius ( This counts as a move, except if done in the same turn as the net is created ).

Note: The net itself can be spread over an area mid-range around the user, or spread around a remote point long range from the user, though will only be able to create a net spaning short-range around that point.
Note: Each net can shoot up to 4 geysers, which shoot to a height of 20 meters. Each are just a little bit wider than the average human.
Note: Can only be used 3 times per battle, lasts up to 4 turns or until all 4 geysers have been shot.
Note: While a noticeable rumble can be felt and heard, which allows the opponent to defend from the technique, the technique neutralization effect is immediate and follows the element's S&W, reacting to the Raw unmolded chakra in it's genesis, before the process of converting the nature of the chakra, unless reacting to a technique that molds chakra within the opponent's body or the air. Does not work on Forbidden Ranks or more than 2 S ranks, effectively breaking the net.
Note: The user is also unable to infuse chakra into the source.

S Rank
( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ⤘ Ammonite
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Ammonite is a mechanism of shooting a ball of air and radioactivity through PW's innate characteristics. First the user will create a chamber of panthallassic water that will resemble a coral tube, a cilindrical yet strangely biological structure. Inside the tube, the user will concentrate all the energy from the chamber's own self-radiolysis, increasing the pressure of the air within the tube. Suddenly, the user will open the tube, allowing cool air and moisture to come in, while the pressured air shoots out with a lound bang, effectively creating an air pistol that shoots out a ball of blue glowing displaced air ( similar to the Leaf Dragon God ), and radioactive mist, in the shape of an ammonite's shell. This ball shares the same S/W as the Leaf Dragon God technique, while having the same properties as PW, as described in Hadean, namely Radioactivity Sickness and Corrosive Burning.
This technique shoots a massive ball the size 5 meters in diameter. Alternatively, the user can shoot smaller balls, the size of fists, for more localized damage. This variant is considered a B rank, 20 chakra, 40 damage points, and can be used 6 times per battle, every 3 turns.
Note: The user can create the canon from his body or a source through direct contact, or through 1 handseal from a source up to mid-range.
Note: Can only be used twice per battle, and the user is unable to perform techniques above S rank in the next two turns, and no PW technique above A rank in the next turn.
[/JUSTIFY]

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.




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Panthalassa

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♆ Panthalassean Fire Pits ♆





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♆ Panthalassean Wind Mounts ♆





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♆ Panthalassean Lightning Central ♆





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♆ Panthalassean Earth Gardens ♆





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Panthalassa

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♆ Panthalassean Boil Springs ♆


( Ousuiton/Futton: Suisennin ) Hidden Water/Boil Release: Apex Predator
Type: Supplementary
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.
Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.
Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.
The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.
Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact. Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.
Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.
Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect.




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♆ Panthalassean Wood Swamps ♆


( Ousuiton/Mokuton: Suisennin ) Hidden Water/Wood Release: Apex Predator
Type: Supplementary
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.
Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.
Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.
The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.
Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact. Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.
Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.
Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect.



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♆ Panthalassean Ice Glaciars ♆


( Ousuiton/Hyouton: Suisennin ) Hidden Water/Ice Release: Apex Predator
Type: Supplementary
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.
Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.
Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.
The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.
Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact. Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.
Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.
Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect.


( Hyouton/Futon: Kaze Okan Nohara ) Ice Style/Wind Style: Wind Chill Field

Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: With a single handseal, immediately after using an ice jutsu, the user can coat the ice jutsu with a layer of wind, that will protect the ice from lighting attacks and prevent it from shattering. In order to successfully perform it, the user must train the handseal and be able to string it with the handseals of the ice jutsu, so that it seems like it's only one sequence of handseals. With the wind layer, ice can finally fight with lighting at the same rank. Since the wind is covering the ice, it still has the double advantage against water, meaning that is still can freeze it due to the low temperature, but it becomes weaker to fire attacks because the fire would use the wind coating as fuel to burn the ice quicker and before the melted water manages to evaporate the fire.
Note: The rank of Wind itself would be A at maximum potential
Note: Can only be used thrice per battle
Note: Only McRazor can teach this


( Hyouton: Shiroi zukin o kabutta sōryo ) Ice Style: White hooded monks

Type: Attack / Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (60 if vital spot is hit)
Description: With a simple handseal and simultaneous stomp with the foot on the ground, the user releases a massive amount of ice chakra into the ground. As the user stomps his foot, numerous ice spikes protrude from the ground, covering a huge area, up to long range, in both length and width of the battlefield. The spikes are about 1m high and they're very densely packed together, serving as an obstacle and slowing any movement to living beings. The name white hooded monks comes from the resemblance of the ice spikes, to a procession of monks. Those spikes are mostly found on mountain glaciers as a natural phenomena. Once formed the spikes can stay on the field for 2 full turns until they melt away because of the reflection of light that happens due to their dense packaging. The spikes aren't really designed to kill or maim the opponent but can do moderate damage if they hit the opponent's vital spots. The reflection of light isn't strong enough to blind the opponent, but rather to make his eyes adopt to the new, brighter environment by constriction of his pupils. The user, being from the Yuki clan and having his eyes accustomed to bright environment through the years of using ice techniques, doesn't have problems with his sight. After the ice melts, everything turns back to normal.
Note: The slowing down equals 1/2 of the initial speed and applies for both the user and the opponent including their summons, except those that have the ability to fly
Note: Must be from the Yuki clan
Note: Only twice per battle
Note: Only McRazor can teach this


( Hyouton: Kōri no meikyū o oritatamu ) Ice Release: Collapsing Ice Labyrinth

Type: Attack
Rank: S rank
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user, after re-emerging from the labyrinth created using the Ice Release: Demonic Ice Labyrinth technique, can make the ice particles in the Demonic Ice Labyrinth to shatter and create a huge explosion similar to how Haku destroys his Demonic Ice Mirrors. The explosion is caused by the shattering of the ice which causes friction in between the ice particles. This is where the users chakra comes into place. He simply uses it as a trigger.
Note: Usable only after the user leaves the labyrinth walls
Note: This jutsu can be performed only once per battle
Note: Only McRazor can teach this



( Hyouton: Akuma no yōna kōri no meikyū ) Ice Release: Demonic Ice Labyrinth

Type: Supplementary
Rank: Forbidden
Range: Short/Long
Chakra: 50
Damage: N/A
Description: The user takes out a pre-made scroll and channels chakra into it. After that he slams it on the ground and a labyrinth rises all around the battlefield. It's shaped as a circle and its walls are 3m tall and 0.5m thick with a ceiling of the same thickness and properties. It appears to be transparent but the walls can be distinguished after carefully looking at them. The labyrinth forms around the opponent, with him being in the epicenter (look at image for reference). This technique is similar to the Demonic Ice Mirrors. Barney, being a passionate ice user decided to take it to a new level and to give it a bit of his touch. When the labyrinth forms, its radius is equal to the distance between the user and the opponent. As the labyrinth forms in front of him he leaps into the walls and once in there, he can only move through them. On the other hand, the opponent can move only where there is no walls. The labyrinth, having the same properties as the ice mirrors allow him to move very quickly through the labyrinth, around the opponent from where he can freely attack. A huge drawback from this technique is that the user can only use ice jutsus while inside the walls of the labyrinth and while in there, only one per turn. The walls also serve as a resource for other ice techniques. Once formed on the battlefield, it stays, until completely demolished or until the user decides to collapse it with the Ice Release: Collapsing Ice Labyrinth technique.
Note: Only one jutsu can be used per turn while the user is merged with the labyrinth, due to the huge amount of chakra being used for creating the labyrinth
Note: The user can't use ice jutsus 2 complete turns after emerging/destroying the labyrinth
Note: This jutsu can be performed only once per battle
Note: Only McRazor can teach this






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♆ Panthalassean Storm Fields ♆


( Ousuiton/Ranton: Suisennin ) Hidden Water/Storm Release: Apex Predator
Type: Supplementary
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.
Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.
Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.
The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.
Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact. Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.
Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.
Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect.



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♆ Panthalassean Taijutsu Ring ♆



S Rank

( Ryōshi Doraibu ) Quantum Drive
Type: Offense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Quantum Drive is a nintaijutsu attack that uses the water molecules in the air to attack in unison with the user. Once the target is within range the user will begin to repeatedly punch them as they release their water chakra into the air manipulating the area 4m above, behind, and to the sides of the opponent. With every punch the user throws they will also manipulate a wave of miniature needles that impact the target's body penetrating it dealing damage internally. The back to back punches and waves of needles will continually impact and penetrate the opponent leaving their mangled at the hands of their user as they suffer from blunt and penetrating damage. The opponent would be caught in the onslaught with no place to run as the user holds them in place with their rapid back to back punches. If the opponent managed to survive this technique due to some sort of defense or physical healing, they would still suffer from the symptoms of "Overhydration" which would leave the target with a massive headache as they stand disoriented and confused. The ailment would last for two turns afterwards.
NOTES
►Can be used 2x per battle
►Has a two turn cooldown
►No water S rank and above afterwards
►The move can be affected by water and tai boosts
►Can only be taught by Zanda




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♆ Panthalassean Kenjutsu Dojo ♆



A Rank
( Kenjutsu/Aburame no Jutsu: Iriguchi ) Sword/Insect Technique: Maxilla
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will coat his sword with insects, which will arrange themselves so that their mandibles are lined up over the edge of the blade, creating a second edge made with their teeth-like appendices. While it does not increase the damage of the technique, it is, though, capable of draining chakra with every slice, as the insects will feed an amount equal to the average insect ( 14 chakra ) per slash. This technique is comprised of 10 freeform motions, which potentially grant a drain of 10 times the average insect ( 140 ), if the user avoids evasion motions or other non-slashing movements.
Note: Insect coat lasts up to 3 turns, though only 10 motions can be performed.
Note: Can only be used 3 times per battle, 4 times if every single usage lasts only 1 turn.





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♆ Panthalassean Weapon Storage ♆

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( Seien Umareru ) Strange Eclosion

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (+5 chakra every 2 turns)
Damage Points: N/A
Description: Strange Eclosion is an elegantly woven body-length black and white scythe with an intricate curved shaft and two sets of blades, the first with a long bent edge, nearly half the size of the staff, with beautiful carvings in it's flat sides, the second being a dagger-like protrusion at the other end, like a sturdy and piercing nail. The scythe is entirely made of queratinized and sharpened insect mandibles, which appear like tiny blade shards on their own, but look and have the texture like a flat and sharp blade when they're in scythe form, with the exception of the double tonality of white and black shards of mandibles, which give the weapon the appearance of multiple spirals of insect eggs and pupas all across the scythe.

Charging chakra through the scythe allows the user to activate the shards, separating them and creating a sort of swarm of shards, white or black, which appear to eclode from the drawn eggs and leave the scythe in a swarm made of their own color. When they leave, the scythe itself will retain only the color of the remaining shards. These swarms will be manipulated through chakra to levitate around the user, and can be used as a medium for Aburame techniques, similar to actual insects, in terms of what type of structures and motions the swarm of sharpened mandibles is able to do, or by actual kenjutsu techniques, in which the swarm aggregates as the typical flying slashes, and gives a more tangibility. Being leaner and sharper than actual insects, and more tangible than chakra slashes, they can move faster and pierce further than the original techniques, so much so that, while they share the same elemental S&W, techniques used through the sharpened mandibles are one rank stronger than the technique used. For the White Swarm, similar to Aburame Insects, the user is capable of absorbing chakra from an opponent or technique, which the user can then be transferred back to the user. The default being 10 chakra per turn of contact, or whatever the technique used describes.

In pure scythe form, the user is able to utilize Kenjutsu, actual techniques or free-form, at will. When manipulated in swarm form, the Black shards will be associated with Kenjutsu, aggregating to make the structures that the technique entails, be it simply a flying slash or actually producing an aggregated blade to remotely slash someone, while the White shards will be associated with Aburame, and manipulated through Aburame techniques. This restriction allows for an observing opponent to understand how each type of swarm works, despite the user being able to activate both swarms at the same time.

Recently, and through constant usage, Panthalassa has noted the scythe to have acquired a aquatic tinge, due to the infusion of Pantha's main affinity, Water Chakra. Experimenting with it, and due to the shard's own swarm and liquid-like flexibility, Panthalassa discovered he is capable of manipulating either swarm with Water Chakra, in addition to Aburame or Kenjutsu, and acquire the same boon, due to the greater sharpness and tangibility of the shards, thus Water techniques used through the shards have a +1 Rank increase.

Note: The user is able to freely move and hide the scythe swarms in a container, similar to actual Aburame Insects, up to 2 meters around the user, with the exception of pulling them back within range after manipulation through a technique, following a linear path.
Note: Otherwise, Black swarm can only be manipulated by Kenjutsu, White swarm can only be manipulated by Aburame techniques, both can be manipulated by Water techniques.
Note: Each swarm can only be manipulated with one technique at the same time.
Note: Activating a Swarm counts as a jutsu, activating both counts as two. Deactivating a swarm, reverting it back to scythe form does not count as a jutsu.
Note: Each turn a swarm is active the user must spend 5 chakra per 2 turns, and per swarm.
Note: The blades themselves are indestructible, but they can be overpowered by other techniques, becoming unusable for 3 turns.
Note: In scythe form, the weapon is considered S rank, and can be neutralized as such.
Note: The user can't perform Forbidden ranked Water, Kenjutsu or Aburame Jutsu with the swarms.


( Uchiha Ikimono to angō-ka no Ken ) Uchiha Sword of Creatures and Encryption

Type: Weapon
Rank: S rank
Range: N/a
Chakra: (-20 to enemy chakra)
Damage: N/a
Description:
This blade is the most treasured item from Rai Uchiha, the prized possession of when he was alive. Having been in command of a group of his clansmen, it is presumable that Rai had capable leadership skills. He was a capable swordsman, even with one eye blinded. He also showed a noticeable amount of physical strength, being able to shatter the ground with a single strike of his sword. When death took him, his sword was passed onto his children soon they too passed on the sword. The very death of the Uchiha clan, resulted in treasures to being sold off to whoever would be interested. Years to pass, the sword ended back into a Uchiha home. Soon Ikiru's father presented the sword to him, with simple his understanding of where it came from. Since the massacre of the Uchiha clan, it's whole history of the sword is not known to Ikiru or anyone as Ikiru knows only it's a Uchiha sword.
Abilities of the blade:
╳ This blade once drawn would draw up water from the ground forming water sources with in two turns anywhere on land(passive). This is a very unique trait for a sword to carry which gave note that this blade could tap into natural aquifer's in the ground. The water sources are fairly large in size which is why it takes two turns for the blade's natural water ability to activate.
╳ When the user of the sword strikes an enemy or something an enemy is touching the water sucks -20 chakra from the enemy with every contacted strike. This form is very intricate and also unique to user who developed the ability.
Restrictions:
+ Can only make one water source per turn.
+ Takes two turns to draw up from underground a water source.





Training Status
♆ Strange Eclosion ♆



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♆ Panthalassean Ninja Tech Data ♆

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( Roku no Nettaigyo Ketatamashii ) Six Māori Godstick Piercings

Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Godstick Piercings are a set of chakra-conductive material nails that are pierced directly on the user skin and connect with the user's chakra-flow. They are a mixture between Amplifiers and Condensers allowing the user to empower his techniques with unique properties of Water Style techniques.

Once per turn, the user is capable of accessing the power of a single Godstick, adding that effect to his technique, Passively, or actively producing a Water Mist, like the Hidden Mist technique, called the Maori Godmist. The mist is S rank in strength, costs 40 chakra and spawns up to mid-range radius around the user. It can be maintained for as long as the user is willing or capable of spending 10 chakra per turn. While the Godmist is in effect, no other mist or Godstick can be accessed. This user is able to access only a single Godstick's abilities per turn, and requires a cooldown of one turn to use the same Godstick, and can access any Godstick for up to 3 consecutive turns before requiring one turn cooldown to access them again. When using the Maori Godmist variant, the user is unable to access any other Godstick, including the main abilities of the Godstick that produced the active Godmist. After the Godmist ends by the user's choice or by being countered, the user is required to wait 1 turn before accessing another Godstick or producing another Godmist.

The user is capable of adding this effect to any technique know, not just Water style techniques.

  • - Is the godstick of the God of Warfare, the Cannibal God. It is capable of granting the [Chakra Draining Effect] manifested in the technique [Water Style: Grudge Rain Technique]. This allows the user's techniques to drain half as much chakra from an opponent as damage stated. When used with the Maori Godmist, it is capable of stealing 20 chakra per turn at Mid Range and 50 chakra per turn at Short Range.

  • Tāwhiri - Is the godstick of the God of Weather, the Rain God. It is capable of granting the [Contact Sensing Effect] manifested in the technique [Water Style: Rain Tiger At Will]. This allows the user to sense other chakra beings and physical obstacles by Contact with his techniques. When used with the Maori Godmist, it is capable of sensing anything that bumps with the water molecules in the air, or runs chakra through it.

  • Tāne - Is the godstick of the God of Forests, the Beast God. It is capable of granting the [Speed Lowering Effect] manifested in the technique [Water Style: Eurybia's Chronosphere]. This allows the user's techniques to infuse a layer of thickning chakra onto an opponent, lowering their speed to base stats for 3 turns if hit or blocked within short-range of the technique. If used with Maori Godmist, grants de mist the ability to attach syrupy water molecules onto any opponent within the mist, slowing them down to base stats.

  • Tangaroa - Is the godstick of the God of Sea, the Fish God. It is capable of granting the [Regeneration Effect] manifested in the technique [Water Style: 5 Gluttonous Sharks]. This allows user's techniques to regenerate once back to full rank and damage (meaning S ranked techniques will be regenerated back to 80 damage maximum; boosts do not get regenerated) unless neutralized or overpowered, thus can't be weakened. This ability can only be accessed 3 times per batte with a two turn cool down in between usages, and can't be used on Forbidden rank techniques. If used with the Maori Godmist, it allows the whole mist to become a nursery for the user's techniques, and can regenerate back into on rank lower and -20 damage point as the original technique once after being weakened, if they remain within the mist or the user is capable of controlling them into returning to the mist. Meaning the techniques can be defeated by equally strong techniques (same damage and following S&W) or stronger. After regenerating a maximum of three techniques, the Godmist is broken prematurely. Forbidden Ranked techniques can't be regenerated.

  • Rongo - Is the godstick of the God of Crops, the Harvest God. It is capable of granting the [Empowering Effect] by increasing the amount of chakra infused into the technique. This allows the user's technique to spend 10 more chakra than normal, increasing the rank of the technique, adding +20 damage when applicable. When used through the Maori Godmist, grants the ability to increase all techniques by 5 chakra, granting them a overpowering edge against similar ranked techniques, boosting 10 damage when aplicable.

  • Haumia - Is the godstick of the God of Wild, the Hunter God. It is capable of granting the [Depowering effect] manifested in the technique [Water Style: Mist Rain]. This allows the user's technique to shave off 1 rank from an opposing jutsu, -20 damage when applicable. When used through the Maori Godmist, it is capable of shaving off some power, having them being overpowered by similarily ranked techniques, or shaving 10 damage when applicable.
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♆ Six Maori Godstick Piercings ♆



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♆ Panthalassean Void Artifact Dimension ♆

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( Ereshukigaru no Kutsū ) Torment of Ereshkigal

Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: The Torment of Ereshkigal is an ancient artifact formed from the tears of the goddess as she was tormented in Irkalla, formed into a chainlet worn around the neck. The Torment of Ereshkigal is unique because its set of abilities do not count toward the total five Void Infused Artifacts that a biography can hold. The tears afford the user a passive increase of 20 damage to all of their skills, powered by the goddess’s sadness and pain as she was tormented in a Divine Core state by Phetra and her allies. Likewise, the Tears also passively increase the chance any Void Infused Artifact can activate by 10%. If the Void Infused Artifact has no percentage chance to activate then it does not interact with the Torment of Ereshkigal.


(Mukō: Meisō) Void: Meditation

Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Remaining within a single landmark and meditating for three turns (or three posts separated by 45 minutes) grants the user a 50% chance to gain a single Void Infusion.


(Mukō: Chikara Chūnyū) Void: Energy Infusion

Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 50% chance to gain a single Void Infusion.


(Mukō: Ikari Wasure San) Void: Wrath of the Forgotten One

Type: Void Infused Artifact
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Activated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it.


( Mukō: Hogosha Seishin ) Void: Guardian Spirit

Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Whenever the user’s familiars, defined as Elemental Familiars, Summonings (excluding unique summonings like the Gedo Mazou and Statue of Hamura), Aburame bugs, or Inuzuka Ninken suffer 60 or more damage in a single instance this Void Infused Artifact has a 25% chance of activating. Upon activation the user will gain a single Void Infusion and their familiar, as defined within this Void Infused Artifact, will be healed for 30 Health Points.


( Mukō: Senmon Chūnyū ) Void: Specialized Infusion

Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.


Overstock

(Mukō: Chikara Chūnyū) – Void: Power Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique with a damage value greater than 100 they have a 20% chance to gain a single Void Infusion; this can occur a maximum of once every two turns.

Acquired

(Mukō: Soshi Chūnyū) – Void: Elemental Infusion
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 20% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 40% when the user uses a Forbidden ranked elemental technique.

Acquired


Training Status
♆ Tears of Ereshkigal, Specialized Infusion, Meditation, Energy Infusion, Guardian Spirit, Wrath of the Forgotten One ♆



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♆ Panthalassean God Slaying Tool Mausoleum ♆

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( Kamikorosu: Haetataki ) – God Slayer: Flyswatter

Type: God-Slaying Artifact
Rank: C-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: An odd instrument of precision, the Flyswatter is a long pole-arm like weapon with an interlaced flat board at it's head, forged now as a God-Slaying Tool. It is particularly large for an item of it's size, roughly three feet in length from one tip to the other. This weapon was forged for Panthalassa; because it is a product of certain Atavistic techniques it is bound to his soul, its anti-Divinity properties are able to pierce the defenses afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. With proper focusing and enhancements perhaps this weapon can become even stronger.

Embrace of the Fates (Passive): Passively Support specialists grant all their allies an additional 20 damage to those within mid-range of their location.
Beyond the Veil (Passive): All Support specialists boosts bypass damage stacking limits.
Divine Stratagem (Active): At the cost of a move and a slot in the timeframe the user is able to activate this God-Slaying technique; this allows all allies to gain a 3x speed and tracking increase as well as cause their next Ninjutsu to gain Anti-Divinity. Lasts for three turns, usable every four.

[URL='https://animebase.me/threads/sanctuary-286.781583/page-3#post-22118643]Acquired Tier 2[/COLOR][/URL]


Training Status
♆ Fly Swatter Tier II ♆



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♆ Panthalassean Pharaoh Tomb ♆

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( Oukouchuu Toujutsu) Pharaoh Sickles

Type:

Aburame Bukijutsu​

Background:

During his travels through the One Desert of the country of Wind, Panthalassa discovered the ancient tombs of the Beetle Civilization. Reading up their history, Panthalassa soon discovered much of the mythology revolved around the arts of warfare and insects, much alike the culture of the Aburame themselves. They would use the sacred beetle's exoskeletons and dissolved them into their rawest organic compounds, which we now know to be keratin, and produced weapons and shields made of it. They would breed these insects for adoration and for war-craft, and inspire in them to make their design.

Reading through their ruins, Panthalassa tried to apply these teachings to himself, the way they handled the articulated beetle-like armour and how they manoeuvred all sorts of blades and weapons. But, most of all, he utilized the abundance of beetle-like insects that he already had living in his body and home, to gather, store and manipulate a base of dead organic material, as the insect's life comes to a term, instead of merely absorb and metabolize it in his body, and then expel it ( by natural means, without getting too specific )​

Description on the Abilities and Inner Workings of the Style:

Being an Aburame, the user is used to have a great deal of insects inside and outside his body. While they are used for war, and any other specific tasks the user has, mediated by his own chakra, the insects still carry out their natural chakra, shedding their exoskeleton and even dying. Both the surrounding insects and even the host himself will then take this organic matter and create an amorphous pool of chitin and other skin shedding remains, and hide it around the user's body and clothes.

The exoskeletons of the beetles are, naturally, quite strong in relation to it's size, and light. It is mostly composed of Chitin. The user of this style is able to select the abundance of this material from his own dead insects and, through chakra manipulation, pick this source of material to create condensed structures around his skin, to enhance his own close-quarters combat. The chakra merely moves the already rich source of chitin, it cannot produce or materialize it, differing from actual Nature Conversion.

The constructs of chitin that the user from this style is capable of executing are then used to make specific weapons and warfare materials, inspired by the ancient Beetle-Worshipping Civilization. They prefer small articulated armour and shields, to protect some parts of the body without hindering flexibility and mobility, and prefer small blades and curved swords and scythes, instead of the longsword and maces, though the style is indeed capable of constructing those, if the user is proficient in handling them outside the style of combat that this civilization provided.

The motions are fast and fluid, aiming for accurate points instead of a more spread out and blunt damage, and pertain for the maximization of the usage of daggers and scythes, rather than other types of weapons, and motions that counter big and strong opponents with minimal effort and strength, rather than countering them fist by fist.​

Example Techniques:
( Oukouchuu Toujutsu: Suna Ken ) Pharaoh Sickles: Desert Sickle

Type: Offensive
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: The user shifts chitin from his body, creating a large sickle made of condensed chitin from his hand, with which the user can slash and tear his opponent.​

( Oukouchuu Toujutsu: Suna Katana ) Pharaoh Sickles: Desert Blades

Type: Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user shifts the chitin around his body into his hands, producing two blades from his wrist made of condensed chitin, allowing the user to slash and impale the opponent.​

( Oukouchuu Toujutsu: Suna Tate ) Pharaoh Sickles: Desert Shield

Type: Defensive/Ofensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user crosses both arms over his head or torso, shifting chitin into condensed armbands that strengthen the guard. These can be spiked for greater damage.​

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Additional effects and Restrictions:

Condensing chitin into weapons allows the user to create a material that is extremely strong and light, capable of piercing and protection a great deal better than steel. It's made of organic material and chakra, making it one step stronger than Raw Ninjutsu, though retaining it's weakness in chakra-interaction with all Nature Transformation techniques, or Elemental Ninjutsu, of the same rank, with the exception of soft organic elements, like Wood, similar to Aburame elemental S&W. These constructs are also stronger than Aburame bugs.

The user can access the storage of chitin from around his body, a pouch or other storage cases or even a scroll, he cannot produce it with chakra alone. The user is able to move the raw chitin quite fast, spreading it around his body or moving it over specific body parts. The constructions appear fluidly and at great speed, to allow for a continuous motion in close-quarters, creating a more efficient draw than elemental ninjutsu in a taijutsu encounter. These constructs can then be de-arranged and re-sheathed, and then moved somewhere else effortlessly.

Only Aburame are capable of utilizing this style, even if the user is capable of storing chitin somewhere else. It is strongly reliant on the accostumization of the user's own body with the insect's natural cycle and by-products, at a level than other organisms would reject.​


C Rank

( Oukouchuu Toujutsu: Tougei Eki ) Pharaoh Sickles: Egypcian Faience
Type: Offensive/Defensive/Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: 30
Description: Faience is the most basic application of the Pharaoh Sickles, allowing the user to manipulate chitin and combine into into quick-draw weapons, like kunai and shuriken, and even swords. All the weapons will have a sort of vitrification look to them, as the chitin and the natural architecture of the constructs will shimmer all sorts of colours, like the wing of an insect. Due to their composition, they are as strong as steel, but very light, moving at the speed of drawn arrows to compensate for their lack of weight in dealing damage. These weapons can then be combined with Taijutsu, as they can be wielded or thrown into great distances, or they can be manipulated in mid-air around mid-range.


B Rank

( Oukouchuu Toujutsu: Akeru Kubiwa ) Pharaoh Sickles: Dawn Menat
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage: 40
Description: The user aggregates chitin into several chains around the body, particularly the limbs, creating several inter-woven rings with a very particular structural properties. Chitin constructs are naturally porous and rugged at a microscopic level, which is what allows them to have the chromatic hues that makes them so colourful in the light. What these rings do, though, is create controllable wind friction around them which does not create any additional drag when moving through the air, for a punch or a kick, but does entrap the wind within the multiple conjoined menats. This produces an effect similar to Leaf Dragon God, in the sense that the user surrounds his/her physical motions with wind at the same level as elemental ninjutsu, but without having to move at super-human speed or strength. Moving the menat around, for blocks and parries allow the wind shield to stick to the rings, while arrests of momentum and whipping motion allow the user to shoot out the trapped wind into concentrated vortex-like projectiles, like flying punches or kicks up to long range. This wear and tear allows for 6 full-body motions, of either evasion, parry/counter or attack, where the user is able to mix between shooting wind projectiles or simply carrying them around. Each taijutsu motion would be equivalent to C rank. Alternatively, the user is able to shoot these rings from the ground to entrap an opponent. This is considered a supplementary C rank technique, 15 chakra and can be used once every three turns.

Note: Can only be used once every three turns.
Note: Lasts a maximum of 6 motions or 3 turns.
Note: Can only be used 5 times.


( Oukouchuu Toujutsu: Kirikami ) Pharaoh Sickles: Papyrus Cut
Type: Offensive
Rank: B-A
Range: Short-Long
Chakra Cost: 20-30
Damage Points: 40-60
Description: The user manipulates chitin into producing up to 8 sickles of a myriad of chromatic tones. The user can manipulate them around in midair or wield them manually. They are extremely thin and sharp, as well as fast, like a drawn arrow. The difference in rank pertains to their size, as B rank they are the size of an arm, as A rank they're more like scythes the size of the average male adult. The user performs up to 8 attacks before they turn back into chitin dust.

Note: Requires 2 turns cooldown between usages.
Note: A rank can only be used 4 times.


A Rank

( Oukouchuu Toujutsu: Wankyoku & Kyouben ) Pharaoh Sickles: Crook & Flail
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage: 60
Description: The Crook & Flail are physical aggregations of chitin that appear in the hand of the user, though they serve to control other chitin particles through the duration of this technique, though they can be used as basic weapons themselves. While the Crook & Flail are in position, by moving them, the user can take hold of chitin and use it wrap around oneself or other, creating armour. The higher number of armour created, the lesser the rank, as only the overall technique is A rank, this can be used to create a body armour to empower the user's taijutsu, accompanied with spiked arm and leg braces and an helmet, reminiscent of a scarab, or it can be used to constrict enemies, preventing them from moving or forcing them to move in the way the user wants. One of the most unique usages of this technique is the ability to create tiny armours around insects, which again can be used to empower or to constrict and manipulate. It is the group of armours that has an overall A rank strength, not the isolated chitin particles nor the Crook & Flail, which have the same power as basic ninja arsenal, less than E rank. This technique limits the usage of other Pharaoh techniques, but it can be used to de-aggregate other chitin constructs into particles and then re-aggregate them into armour. This is passive when applied to the user's techniques, of any rank, but can only be used against opponent's Pharaoh/Chitin techniques up to B rank, or A rank where both techniques neutralize each other. Empowering one's own insect swarm is equivalent to giving them +20 damage."

Note: This technique last a maximum of 4 turns.
Note: Requires 2 turns of cool down between usages.
Note: Can only be used 4 times per battle.


S Rank

( Oukouchuu Toujutsu: Dainichi Hiyake ) Pharaoh Sickles: Setting Sun of Horus
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: Setting Sun of Horus allows the user to turn chitin into a giant-sized khopesh, around the size of a boss summoning. As it rises into the air, it will glow a bright orange hue like the setting sun, that the user will then descend upon the enemy, layers upon layers of air dragging against the intricate architecture of the sword, making it flare with heat. The khopesh's area of effect is a 1 meter wide blade at it's widest, so sharp it is said to cut through a piece of hair at it's length just resting on the edge, while the heat shield can reach up to 1 meters each side around the blade. While massive, the chitin construct is incredibly hard yet light, moving as fast as Lightning Release, though with a greatly more restricted area of effect as the death zone only a 3 meters wide strip in the initial descent. After the sword descends, it will split apart into multiple sickles that caught the friction of the fall and will burn the opponent on contact, creating a short-ranged cloud of scorching chitin around the area of impact that will linger for 1 turn. A lower ranked version of this technique allows the user to create up to 4 khopesh that can reach up to mid-range, allowing just enough length to create the necessary drag to become ablaze and produce scorching wounds, and can be wielded like normal swords or manipulated in mid-air. After performing 5 indiscriminate slashes and other physical manoeuvres, the user finishes the form with a downwards motion, that will split all the swords into a cloud of scorching sickles around 3 meters of the blades. This is considered an A rank application.

Note: Can only be used 1 time per battle.
Note: Can only use one other jutsu in the same turn.
Note: Can't use other Pharaoh techniques in the same and the next 2 turns.
Note: A Rank can only be used 3 times per battle and only requires a 2 turn cooldown.


( Oukouchuu Toujutsu: Tenso-hime Kakumau ) Pharaoh Sickles: Aegis Shading the Moonlit Netjeret
Type: Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user manipulates chitin to produce a giant round shield 15 meters in diameter at its maximum. This aggregates layer upon layer of tightly compact filaments in a blink of an eye, serving as the ultimate protection of the style. The density and architecture of the shield create a smooth surface because all the irregularities are unnaturally even, creating microscopic spikes that perform a chakraphobic surface, similar to hydrophobic like some plants and insects' exosqueletons. When a chakra-created technique, including elemental ninjutsu, of the same rank, collides with the shield, it structure and power is dispersed all around the shield, protecting the user once. When the user moves the shield around, the spikes reflect the light in such a way that instead of showing a multitude of colors, they can divert light and give the appearance of invisibility to anything standing behind the shield. The user is able to create smaller shields, human sized, but are even faster in their creation. They can still protect against Taijutsu up to one rank above them, but are only A rank in strength, 30 chakra, and the user can create up to 3, to protect other targets.

Note: Stays only for the turn that it is created on, and one other turn
Note: Non-Chakra Techniques behave with the shield like a normal Pharaoh Weapon.
Note: Can only be used two times per battle.
Note: Requires 3 turns cooldown. The user can't perform other Pharaoh techniques in the next turn, or Forbidden techniques in the next two.
Note: Lower ranked version can be used 3 times, requires 2 turns cooldown.




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♆ Panthalassean Serengeti Deserts ♆

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( Ouryuujin Yarijutsu ) Serengeti Spears

Type:

Kenjutsu

Background:

The Serengeti Spears is a style of Kenjutsu that was based around a very specific process of honing a blade. This ancestral form has it's roots in old warring tribal clans, as they studied the nature around. Taking inspiration in the burrowing insects, especially ants, they noted the intricate patterns produced in the ground, and tried to apply them into their spears and other bladed weapons. Across many generations, they started to note quite a difference between drag of naked blades and patterned blades, and applied that knowledge into mastering the flow of the sword as it swooshed through the air.

The more they experimented, the heavier the blade seemed to be, so, naturally, they began to train themselves into wielding these seemingly ineffective but full of potential weapons. The style fused together the intricate honing ritual of complex indentations that served to trap and accumulate air as the drag increased across the blade, with the unorthodox physical regimen of motions and muscle power required to efficiently wield this drag and infuse it into their battle prowess.

Description on the Abilities and Inner Workings of the Style:

This style revolves not around a specific weapon, but around a specific alteration to bladed weapons. When honing a blade, the practitioners of this style will intricately carve out striped indentations throughout the side of the blade, which will increase the amount of drag going through the blade with every slash. This indentations, studied across millennia, are specifically engineered to collect the air around the blade, coating the sword with a vicious yet thin layer of wind, very much similar to Leaf Dragon God, which grants this style a much greater punch in terms of elemental clash, and is mainly used to counter elemental ninjutsu users.

But, because of the drag, the blade also becomes heavier to wield, and, accompanying the style come a specific set of forms and knowledge to both wield the wind-coated sword in a fast, fluid and efficient manner, but also to wield it in such a manner than the indentation do not collect air at all, giving a much greater versatility to the wielder, so much so that it can allow one to use normal kenjutsu with altered blades. While it might seem, to an oblivious bystander, that the motions are identical, a master Kenjutsu or Taijutsu practitioner will notice the minute wrist and arm motions that the practitioner of this style has to develop and perfectly execute, in order to efficiently fight. This requires extreme grace and strength, greater than a normal Kenjutsu practitioner.

Example Techniques:

( Ouryuujin Yarijutsu: Sougen Yari ) Serengeti Spears: Savannah Spear

Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: The user twirls his wrist while thrusting forwards, creating a spiraling sheen of wind around the blade. As the blade impales someone, the sheen is so smooth it creates a perfect circle wound. Once the blade is lodged onto an opponent, the user rests his writs, unleashing the accumulated air to widen and shred the puncture .

( Ouryuujin Yarijutsu: Sougen Katana ) Serengeti Spears: Savannah Blades

Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: The user slashes aimlessly at the opponent, whirling their wrist to create imperfect cuts, drawing more blood. After dealing 10 slashes, the user points their crimson blade downwards. With a flick of their wrist, the accumulate air dispels, and showering the target with their own blood, leaving the blade pristine.

( Ouryuujin Yarijutsu: Sougen Tate ) Serengeti Spears: Savannah Shield

Type: Offensive/Defensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: The user spins around, gathering wind in a loose and violent manner, creating a tornado around oneself. While the slashing and shredding power of this tornado is less refined than a normal katana, the tornado is tangible enough to push back and damage an opponent that gets too close.

Additional effects and Restrictions:

Practitioners of this style possess blades that went through the ancient honing ritual. Any default bladed weapon, from katana to kunai, scythe to dagger, can go through with the ritual. This can't be applied to indestructible CW, like the 7 swords of the Mist, both NB and Canon, nor can they be applied to CW that are not owned by the user, but merely lent. Though it means that untrained users will be unable to wield honed swords, as they will be much heavier and will not slash efficiently. As a practitioner, though, every kenjutsu technique is available and will behave as normal, due to intense training in countering the drag and air accumulation, while still being able to perform this style's technique when one wishes to.

This style has a relationship of neutrality against elemental ninjutsu, similar to Leaf Dragon God, though only when this style is used. Normal Kenjutsu techniques used through this style will behave as normal.

As a Master of this style, one is capable of, once per turn at max, execute a known Kenjutsu technique, canon or custom, while applying the necessary grace as to activate the drag and air accumulation, essentially turning a normal Kenjutsu technique into this particular form of Kenjutsu.


D Rank

( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele
Type: Supplementary/Offensive
Rank: D
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 20
Descritpion: Ivory Mambele is a form of projectile throwing that allows one to throw honed projectiles such as spears, kunai and shuriken. The user will pick up the projectiles and, with a flick of their wrist, they will throw the projectile at a slightly spiral rotation, which will pick up wind drag and strengthen the sharpness and steadiness of the projectile with a sheen of wind that will give the projectile a slightly white ivory hue as it flies towards the target.

Note: This also allows the practitioner to passively throw carved kunai without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can throw up to 4 projectiles per usage.
Note: Can only be used once per turn.


C Rank

( Ouryuujin Yarijutsu: Seidoukijidai ) Serengeti Spears: Benin Bronzes
Type: Offensive/Defensive
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: 30
Descritpion: Benin Bronzes is a form of blade wielding that allows the user to slash at an opponent while gracefully infusing the blade with wind by allowing it to pick up drag. The form consists of up to 5 cutting or parrying motions, allowing the wind to hone the blade for wider and wilder wounds, or for the wind to cushion an attack for a more efficient parry.

Note: This also allows the practitioner to passively wield a honed blade without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can only be used once per turn.



( Ouryuujin Yarijutsu: Sho-ru ) Serengeti Spears: Netela
Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Netela is a form of enhanced movement, where the user will direct the weapon's motions towards the ground, creating localized burst of wind from the entrapped air drag which will propel them towards a target at great speed. The user can also use this technique to immediately halt their own moment, creating a safe wind cushion for them to land on or stop mid-air, or even propel themselves a different direction mid-air. This works on themselves or others, as the burst is essentially non damaging.


B Rank

( Ouryuujin Yarijutsu: Kokudo ) Serengeti Spears: Nok Terracotta
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Descritpion: Nok Terracotta is a form of parry that creates a strong and steady sheen of wind across a honed blade by spiraling it across oneself, before inverting it into a close-body parry, which will explode the wind outwards, like a human-size oval shield, cushioning a blow and pushing any short-range target outwards damagelessly.

Note: Can only be used once every 2 turns.


A Rank

( Ouryuujin Yarijutsu: Takeyari ) Serengeti Spears: Assegai
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: Assegai is a form of blade wielding that has the practitioner slowly rotate the blade while pushing it forward, dragging the blade through the air. As it carries the wind, the blade will darken, and the heaviness of the sword will increase tenfold, making it very slow as it goes forth for a second. Suddenly, the practitioner will flick their wrist and the carried drag will shift, allowing the blade to cut through the air easily. The sudden shift in muscle effort required to move the blade will push the blade forward at super-human speed, piercing draw arrow speed onto an unsuspecting target, before the tip of the blade releases a spear of wind that widens the puncture dealing great damage.

Note: While fast in it's delivery, the preparatory push will open the practitioner to a counter before being able to unleash the strike.
Note: Can only be used once every three turns.


( Ouryuujin Yarijutsu: Enjin ) Serengeti Spears: Imishokobezi
Type: Defensive/Ofensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: Imishokobezi is a form of parry that produces a ringlet of wind around a blade through clock and counterclock wise rotation of the wrist. The user will brandish the weapon and create dense and sharp ring vortexes around the blade, which burst from the edge of the blade mid-counter or mid-strike. These can be quite devastating against an opposing blade, pushing and breaking the weapon away from a strike, or even serve to augment a wound when striking an opponent directly, as the user can produce the ringlet near the opponent's body, creating a burst-like shredding wound at the point of impact, around the puncture wound. The ringlets' sizes can vary from a fist to adult-size, depending on the initial momentum and rotation speed. A single motion can only create 1 ringlet across the blade, though the whole form can produce up to 3 ringlets, through 3 different motions.

Note: Can only be used 4 times.
Note: No Serengeti Spear techniques above B rank in the next turn.


S Rank

( Ouryuujin Yarijutsu: Ou-Ken-Yadokari ) Serengeti Spears: The Nigerian Kapsigi King
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 80
Description: The Nigerian Kapsigi King is a form of gyroscopic vibrating wrist movement, as the user draws a blade parallel to the ground. The compressed air currents, trapped within the intricate carving of the blade, will start to release, creating a visible serrated blade in the empty space left by the slowly drawing blade, increasing the length of the apparent weapon. At any point, , the user stops the blade and immediately rotates it 45º degrees, which will explode the condensed air currents into a mutilating vortex of wind, roughly resembling a burst of king crabs's pincers, directed towards the target. The vortex is wide enough to deal damage and push back an elephant sized summoning at it's max potential ( drawing the blade for 10 full seconds ) and enough to create powerful but short-ranged and localized burst of shredding wind if drawn for fractions of a second.

Note: Can only be used twice full range, or 4 times short-range.



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♆ Akasha's Untouchable Reservoire ♆

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( Antatchaburu no hazumi ) Impetus of Untouchable

Type:

Taijutsu & Ninjutsu

Background:

Far in time there once was a a carefree creature from the woods. Quite innocent on sight. And although such is quite certainly the truth, that was hardly the sum of her complete story. She wondered far and on her journeys she quite came to the understanding of the concept of suffering of the natural world. Fearing through the forests, bright and dreary in every clime as well as season as to try and gather her acquaintances sharing news and bliss. However within the world, wracked by war, forests are the ones to take most damage. However even within the places which are encompassed by peace, the trees are stripped as for homes to arise. But not for those who were apart of the woods, but for those who never were. For those who are coming as to wipe them off from previous tenants. And so Aiushtha, the creature from the wood decided to land her hand where ever she so could. Listening to those who were disregarded and neglected. She used her mantra as to protect. And although many did her wrong she used her own good cheer and mantra like an enhancement to fulfill the promise of a verdant future. It was a mantra not quite seen by those till her time. It wasn't one to create suffering. However as her time was coming to an end she had to leave her mantra to one and so she did. For all the wonder, and not quite understood why by many, she taught it to Yoanna. A young girl who was at the time running away from her primary so called home. She gave her the title of Enchantress and told to only teach the mantra to those who want peace rather then to use it for their own personal gain.

Description on the Abilities and Inner Workings of the Style:

The fundamentals of this style lays upon water variation which has been seen during utilization of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field. Adhesive, sticky like liquid which is able to easily and efficiently glue anything it so comes in contact with. However, unlike many other styles of fighting, this one is mostly based upon defending rather than making actual offense. But, it is not just defending that sets this style from the rest but also slowing down your target whilst simultaneously defending from their assault.

The basis of the style is causing for sticky adhesive molecules of liquid to be released from pours of ones body. Albeit, this wouldn't make changes to their movement, due to the liquid being made out of their own chaka. Another characteristic of this style is that that the molecules wouldn't be visible by normal eye which would make them hard as to be protected from. Although there is no specific movement of the body characterized within the style, what is achieved by it is reduction in speed in addition to damage which is able to be made by opponent. In case whereas a body contact is made upon opponent's assault, water molecules which were at the part of the body which was hit would gather around the limb which made offense and be extracted forth from user's body to that of opponent. This would cause for that part of the body to become glued, however this wouldn't affect to users themselfs, mainly due to water molecules being infused with their own chakra. Moreover, this is not a passive coating present on the whole body. Rather, the user will (after first percieving the attack) focus water chakra towards the limb or area being assaulted. Additionally, this would also cause for reduction of damage which is made upon one who is utilizing this style and that would happen due to an exterior layer enveloping ones body.

Another feature of the style is one which happens when using this style offensively. Causing for water molecules to unify in the moment of assault which would stick any entity it so comes in contact with. However due to not reducing the ability for body movement of the user to decrease its speed the unification process would happen in almost the corresponding time frame as actually offending the target. With the body contact made, the sticky adhesive like molecules wouldn't quite make any extra damage but would be made as to spread out towards the closest joint and stick together there which would decrease its mobility.

Within the style there are exactly four ranks depending on how one is proficient within the style and they are as follows;

Enchantress

Enchantress is the creator of this style. The one who created the techniques within the style and also has knowledge within it to the fullest extent. Only one person can hold the said title.​

Mage

Mage is the second strongest title within the style which is gained by those who have learned all the techniques as well as have mastery of it. Unlike sorcerers, they gain additional perks which come with the style.​

Sorcerer

Sorcerer is the third strongest title one can gain within the style. They know the fundamentals of the style in addition to being taught the techniques however they do not have mastery of it.​

Creep

Creep is the title that everyone gets once starting to learn the style. Those are the students who are learning the fundamentals of the style and still do not know the techniques which come with it. As to rank up within the style they need to go through rigorous training.

Example Techniques:

Antatchaburu no enchanto ∾ The Enchant of Untouchable

Type: Supplementary / Offensive / Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: A basic technique within the style whereas user would release chakra from their pores except the ones located around the joints as they apply processes of both nature and shape manipulation causing for the chakra to congregate into sticky adhesive like molecules that would surface the body as a cloak. However, they wouldn't quite be visible to the normal eye making them quite hard as to be distinguished. Activation of this technique is almost immediate.

Additional effects and Restrictions:

∾ Masters of this style would have better resistance abilities and also would be faster when it comes to their body movement than normal taijutsu users due to getting used to maneuvering their body with additional layer of sticky adhesive liquid enveloping it.

∾ To learn this style one must have already learned the C ranked technique of water release (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field and hence know how to generate the variation from their chakra.

∾ Can only be Taught by Akasha

Inspiration Technique

(Suiton: Euryubiā no Chronosphere) Water Release: Eurybia's Chronosphere
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated.
Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha


D Rank

Antatchaburu no enchanto ≈ Aberunasu no seitoku ∾ The Enchant of Untouchable ≈ Arvernus's Innate
Type: Supplementary / Defensive
Rank: D
Range: Short
Chakra: 10 (2 chakra points per each turn to keep it active)
Damage: N/A
Description: A basic technique within the style whereas user would release chakra from their pores as they apply processes of both nature and shape manipulation causing for the chakra to congregate into sticky adhesive like molecules that would surface the body as a cloak. However, they wouldn't quite be visible to the normal eye making them quite hard as to be distinguished. The sticky molecules will easily glue onto anything with which they come in contact with. On one side the layer of molecules could aid user when using them offensively, leaving trails of sticky molecules when performing a taijutsu based offense and hence disabling opponent's parts of the body within reason. On the other, it can also be used so to decrease the power of offense which is coming their way. The sticky molecules would act as protection in a way, where-as an offense has to firstly go through them before getting to the body of the user, keeping in mind that they would stick to anything with which they come in contact with and that is not made out of chakra from the user. This technique remains enveloping users body, and is capable of reducing 5 damage from incoming katon tai-ninjutsu-based techniques, and 10 from Taijtusu based techniques which don't require chakra or 5 in case they require chakra usage. It would last so as long as the user keep sacrificing chakra for the technique.

C Rank

Antatchaburu no enchanto ≈ Ambisagrus `rikoiru ∾ The Enchant of Untouchable ≈ Ambisagrus' Recoil
Type: Supplementary / Defensive
Rank: C - S
Range: Short
Chakra: 15 - 40
Damage: N/A
Description: Utilizing the basic principles of Impetus of Untouchable user will cause for sticky liquid which is surfacing the body as the cloak to start spinning rapidly on molecular level. The rotatory movement won't be evident to others due to stage at which it is happening however it would create like a current which will have redirecting capabilities. Any type of unfocused electricity which is coming in the user's way will be redirected and blasted out either towards the ground or short range area. User can either use a pre-existing cloak for performance of this technique or commence performance of this technique with creation of a dense cloak around their body or body-part. The A ranked version of this technique can be used twice per battle whereas the S ranked only once. When using the C ranked version, user will only be able to redirect the electricity towards the ground, however with higher ranked versions of this technique they will be able to cause for electricity, which was initially coming their way, to blast out in short range causing the damage equivalent to the rank of the technique which was initially coming. In addition, user can re-direct techniques which are same rank as this one (due to the nature of this technique and creating like a current), however keeping in mind that the cloak which was enveloping their body would get destroyed. Keeping the cloak present would require from the user to use a technique which is one rank higher from that of lighting (or its variations based off electricity).

B Rank

Antatchaburu no enchanto ≈ Garona no hōboku ∾ The Enchant of Untouchable ≈ Agrona's Graze
Type: Supplementary / Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Sister technique of Ambisagrus' Recoil, which also utilizes the basic principles of Impetus of Untouchable. Just like the previously mentioned technique, user will cause for the sticky liquid which is surfacing the body as a cloak to start spinning rapidly on a molecular level. In addition the rotatory movement won't be evident to other due to the stage at which it is happening and user will be able to change direction at which the molecules rotate. Causing some to rotate towards the left and others towards the right. Such rotation will grant cutting capability to the molecules and hence pierce through everything they come in contact with before glueing onto them. The rotation however would be stopped with the contact being made, but being able to change the direction of rotation would allow for considerable damage being made (the wounds created could be compared to the bone-deep abrasions). This cutting would happen due to like a flux being created from the rotation. The first contact with the molecules would disable them to continue on moving, but glue onto what they came in contact with. User can either use pre-existing cloak to perform this technique or commence the activation of this technique with creation of the cloak. The change in direction at which molecules move will happen passively for a brief period once they were stired by something so to increase their potency before gluing onto the same figure. Due to the nature of this technique, it can be combined with others from the style. Once activated it will last so as long as the contact hasn't been made.

A Rank

Antatchaburu no enchanto ≈ Anextiomarus no ījisu ∾ The Enchant of Untouchable ≈ Aegis of Anextiomarus
Type: Supplementary / Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Utilizing the basic principles of Impetus of Untouchable user will release adhesive liquid from a desired spot on their body. This is used to render damage of incoming blunt damage/taijutsu based techniques, depending on the nature of the technique in question useless. Before the actual contact has been made, the user will through mental willingness expell a portion from one of their limbs or through a weapon, almost like a globue outwards to envelop the incoming object (body parts gradually slowing it down to the point it never came to touch the user but it would; It would be almost like a feather touch. A secondary application of this technique comes in play when user has been previously covered within the layer of the custom fighting style - It could be done passively the moment that an object (weapon of opponent or their body part) comes in contact with the already existing layer of molecules surrounding specific portion of users body. This technique can only be used three times per battle.

Antatchaburu no enchanto ≈ Andorasute no fukutsū ∾ The Enchant of Untouchable ≈ Andraste's Bellyache
Type: Supplementary / Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Andraste's Bellyache is an offensive type of technique, however with sort of a supplementary use. It can be performed as a separate technique or in combination with another one used beforehand. Its supplementary use can be seen once the body of opponent has been covered with the sticky liquid, and when used as such its activation would be very quickly as covering of their body if it wasn't previously covered. The sticky liquid which initially pinned certain part of the body would start to strain the same, causing for considerable amount of damage being made on that body part. The damage would be seen in breaking of connective tissue - muscles, tendons and bones. On the other hand this technique can be used when user is making offense upon their target. The molecules would upsurge from user's body to that of opponent, pinning it down and straining the surfaced area. This technique can only be used twice per battle and never in consequent turns.


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♆ El Alucard's Way of the Wild Zoo ♆

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( Yajuu no Kata ) Way of the Wild

Type:
Kuchiyose NinTaijutsu

Background: Way of the Wild is a fighting style that takes full advantage of the Summoning Animal Contract mechanics and Summoning Ninjutsu. When signing a contract, the user creates a chakra, blood and mental link that enables them to summon animals from a faraway sanctuary, and be reverse summoned by them.

Throughout the cannon, ninja have used this ability in a myriad of ways, creating instantaneous summoning jutsu that allow them to bring an animal into the battlefield, partially move limbs or parts of the animal into the field or even reverse the opponents inside the animals or parts of their sanctuary.

The mechanic of summoning an animal is based on a blood-mediated instant connection, allowing one to modulate their chakra to summon specific animals, while attaining a sort of mental link with them.

Partial summoning has also been observed through Jiraiya's multiple reverse summoning techniques, like (Gamaguchi Shibari) - Toad Mouth Binding, where the user summons the belly of a toad, but doesn't actually kill the original toad through evisceration, or Orochimaru's (Hebi Risu no Jutsu) – Snake Explosion Technique where his hands turn partially into snakes, but then become whole again once the snakes are reversed back into their sanctuary.

Through training, the user is able to harness this chakra and blood connection, using their summoning animals as an extension of their taijutsu, allowing for a more versatile close quarters combat.

Description on the Abilities and Inner Workings of the Style:

First Form: Mind of Fauna

The first form of the style is the complete harnessing of the blood, chakra and mental connection between the practitioner and their summoning animals, through intense meditation and constant summoning and release, so that it becomes second nature to both the practitioner and their animals. It is through this instant connection that, when applying the style, the user is capable of interposing their own body with the body of the animal, working in tandem within the battle, acting as a single entity, between the sanctuary and the battlefield. The first form allows one to obtain instant communication between themselves and their animals, as they work together to apply the style. The more experienced and masterful the user, the more animals they are able to connect with, to aid in battle.

Second Form: Beast Switch

The second form is the actual application of the style. Through their instantaneous connection, the practitioner will go through the kata of the style, while the intended animal will do the same. In its most basic stance, both the user and the animal will perform a single punch frontward. Applying the summoning and reverse summoning mechanic, as both throw the punch, there is a single cutoff point, where their limbs swap with each other. To a spectator, the human practitioner will motion a punch, and, at the cutoff point, mid-extension, the human fist will swap with an animal fist. The animal fist fully extends, strikes the mark, and then retracts, passing through the cutoff point and swamp again to a human fist. Through the second form, the user is capable of delivering a series of body attacks, focused on extension and retraction, where a single cutoff point, mid-extension, will entail a swapping between the human and the animal. The second form allows punches, kicks, headbutts, knee strikes, elbow strikes, uppercuts, and any taijutsu known to the user, where the actual strike will be swapped with the animal limb, in perfect juxtaposition. The reverse obviously happens in the sanctuary, with the animal performing the motion and, mid-point, a human limb delivers the actual strike.

Third Form: Jungle Switch

The third form is a chaotic application of the style, and much harder to apply. The user will connect with more than one animal, and juxtapose the appearance of more than one limb at the cutoff point. In a basic stance, it entails the extension of a fist to deliver a punch, that gets swapped at the cutoff point with more than one animal fist, that delivers multiple strikes before the user retracts the arm and retrieves their human form again. It also allows the appearance of different limbs from the cutoff point, such as a kick turning into paws or tentacles, or a punch turning into an animal jaw, delivering a fist/bite, or a kick/bind, for example.

Fourth Form: Kingdom Toss

The fourth form is a ranged/weapon application of the style, an alternative form. The most basic stance entails the plucking of a strand of the user's own hair to throw with chakra infusion. As the hair is thrown towards a target, it is swapped by a similar expendable part of an animal, be it a feather, a spike, a tooth, a claw, nematocysts, etc, or it can be wielded directly as a weapon. Advanced applications allow the user to convert the shed-skin cells within one's spit to achieve a similar throw, or even blood droplets. These projectiles typically achieve strength and speed similar to that of a chakra infused thrown kunai, though specific techniques will be submitted as actual jutsu.

Fifth Form: Fable Evasion

The fifth form is an advanced application that entails the partial reverse summoning of the user's limbs into the sanctuary without a tandem animal performing the same technique. When an opponent targets a limb, for example, the user's right arm, the user is able to evade the technique by reversing the right arm, so the opponent connects with nothing, throwing them off balance to then undo the partial reverse summoning of the arm and throw a counter attack against the off-balance opponent. This is an evasion technique that will be submitted in specific cfsj and restricted on a one by one basis.

Way of the Wild entails the exploration of the summoning and reverse summoning mechanics, rather than being based on a single contract alone.

While blood is a mediator of the contract, chakra modulation is much more important. The first practitioner of Way of the Wild initiated the style by spreading blood across his chest, to facilitate and increase the connection to his animals. Nowadays, contract tattoos are designed to jump this step, tattooed with the user's blood. Allowing the user to summon animals without blood and also use this style without blood. If damage is done to the tattoo so that it becomes unrecognizable, the user is able to spread a smear of blood on the chest, forehead or back, like the first practitioner, and continue on.

When damage is suffered mid-swap, according to the rules of the Summoning technique, the limb is immediately reversed back to the original. That means that the techniques will be empowered by the stated rank, and overpowering the techniques will cause the immediate reversal of the animal limb into the user's original limb. As the style is heavily infused with chakra to achieve a constant activation of the Summoning and Reverse Summoning mechanics, it is considered in terms of S&W as similar to Leaf Dragon God level taijutsu, strong to Taijutsu and neutral to Elemental Ninjutsu and Kenjutsu/Bukijutsu.

Example Techniques:
( Yajuu no Kata: Ichi ) Way of the Wild: Jungle Punch

Description: The user extends their dominant fist. Mid-extension, at the cutoff point at the elbow, the user's arm will appear to turn into the limb of an animal, delivering the punch, as the animal performing the same motion in the sanctuary has his limb swapped with the user. When the user retracts the fist, so does the animal, and the motion ends.

*works on any animal that has limbs, like arms, legs, tails or tentacles*

( Yajuu no Kata: Ni ) Way of the Wild: Multiple Jungle Kicks

Description: The user extends their dominant leg. Mid-extension, at the cutoff point at the knee, the user's foot will appear to turn into multiple limbs of an animal, delivering the kick in triplicate, as one of the animals performing the same motion in the sanctuary has his limb swapped with the user. When the user retracts the foot, so does the animal, and the motion ends. The user spends more chakra to summon more juxtaposed limbs, such that per additional limb, the user spends +5 chakra, acquiring a +10 damage boost, up to 3 limbs ( +20 chakra , +40 damage ).

*works on any animal that has limbs, like arms, legs, tails or tentacles*

( Yajuu no Kata: San ) Way of the Wild: Beast Chomp

Description: The user extends their dominant fist. Mid-extension, at the cutoff point at the elbow, the user's fist will appear to turn into the head of an animal, delivering a chomping bite, as the animal performing the same motion in the sanctuary has his head swapped with the limb user. When the user retracts the fist, so does the animal, and the motion ends. The user is capable of pinning the opponent down, to then deliver another strike, or can bite a technique directly, to have the head devour ninjutsu up to the rank of the technique used.

*works on any animal that has a mouth*

( Yajuu no Kata: Kunai ) Way of the Wild: Fable Toss

Description: The user plucks their hair and tosses it towards an opponent with a chakra infusion at the speed of a kunai. As the hair leaves the user's hand, it is converted into a sharp fang.

*works on any animal with expendable parts, like feathers, spikes, etc*
Additional effects and Restrictions:

A practitioner of this style is capable of connecting with a single contract that they've signed per battle, acquiring the ability to telepathically and instantly communicate with them, and are capable of summoning them without blood, through the style's blood contract tattoo. Swarm-type animals can perform this style with agglomerations of multiple beings to mimic the limbs that are being swapped, or exchanged by oversized limbs of bigger animals too. The agglomeration follows the exact shape of the swapped limb as intended in the technique, unless otherwise specified in the technique (Meaning if it's a punch, the swarm performs a fist to punch, it can't spread.

Specializing in this style allows the user to link this with the Primary and Apex Summoning Specialist perk, allowing the user to perform Way of the Wild techniques through their personal summons, which gain a rank and +20 damage increase, as their affinity is much greater.

D Rank
(Yajuu no Kata: Karasu-Gou ) Way of the Wild: A Crow's Collection of Borrowed Feathers
Type: Supplementary/Defensive/Offensive
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Borrowed Feathers is the direct application of the Fourth Form: Kingdom Toss, where the user is capable of performing ranged attacks by plucking feathers or hairs from their own body, or even a globule of spit or blood containing their own cells, and enhance them with chakra to then throw at great speeds towards a target, swapping them with similar parts from a summon. These will then acquire a drawn-arrow speed and piercing abilities. The more chakra one embues onto this technique, the higher the damage and size of the swapped constructs, allowing one to turn a similar sized hair into a sharp Feather or Hair etc at D rank up to a massive Tooth or Scale of a Boss-Sized Summon (Gamabunta) at S rank.

Note: Up to B rank, it requires a 2 turn cooldown. B rank can be used 4 times per battle. A ranked usage requires a 3 turn cool down in between usages and can be used 3 times per battle. S ranked usage also requires a 3 turn cooldown in between usages and can be used twice per battle.

(Yajuu no Kata: Tsukuribanashi ) Way of the Wild: The Lion's Distributions of War


Type: Supplementary
Rank: D
Range: Short
Chakra Cost: 10 (+5 per turn)
Damage Points: N/A
Description: This technique is supplementary application of the style in order to support the caster through diferent environmental conditions. The user is capable of swapping a specific limb or organ for that of an animal and use that change to face harsh conditions in the environment and better fight their opponent or traverse the land. For exampe, in order to breathe underwater, the user can swap their mouth for a waterbreathing animal's mouth, to have their summon breathe for them, or even swap the mouth for a non-breathing organ, so that the user reverses his own breathing system onto the non-toxic/underwater sanctuary of their chosen animal, and is able to still go through the harsh environment in the world/battle. Other changes can also entail swaping one of their eyes for a night vision summon's eye, or swap their eyelids for a transparent brille from reptilian animals to help cover the eyes from debris, or change the back shoulders with wings to achieve flight. This is considered a passive aplication, though chakra costly, as it can remain active even as the user performs other techniques. These limbs can only achieve supplentary usages, lest they will break the technique, though they can be used to attack with proper techniques added onto this one, like summoning more powerfull teeth to bite down food, but can't use this technique alone in a battle for freeform damage, requiring the user to perform a second technique that entails a bite/chomp in order to do so, for example.

Note: Lasts until broken or the user runs out of chakra.
B Rank

(Yajuu no Kata: Yaju Tori ) Way of the Wild: Beast and Bird, The Duality of the Bat
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: This technique is a direct application of the Second and Third Form of Way of the Wild, the Beast and Jungle Switch. This enables the user to passively perform any known Taijutsu technique by swapping the primary limb with that of their animal. This is the most basic technique of the style, but the chosen animal is required to have access to any particular category of non-pure Taijutsu techniques, such as a fire animal be required for a Fire elemental taijutsu, and the such. This technique can be applied to one Taijutsu technique per turn.

Note: Chakra-less Taijutsu techs will cost the normal amount for their rank when converted to this style.
Note: If applied to A rank or higher Taijutsu techniques, one has to wait 2 turns. S rank applications can only be used 6 times per battle. Forbidden rank Taijutsu can't be converted.



Training Status
♆ Master ♆


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♆ Panthalassean Sage Fountain ♆


Imperfect Sage Mode

( Fukanzen Sennin Modo ) - Imperfect Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra: N/A ( -10 turn to sustain )
Damage: N/A (Active +20 Damage to all Ninjutsu and Taijutsu up to S-Rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is able to reduce 20 damage from damage for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required (Effective on Genjutsu up to B rank). Lastly, the user gains access to contract-specific anatomical features and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.
Perfect Sage Mode

( Kanpekinanin Same Sennin Modo ) - Perfect Shark Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +30 Damage to Water Ninjutsu and Taijutsu up to S-Rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn), for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their Water ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. All of these benefits increase by 20 when in water. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to shark anatomy, allowing the use of shark teeth from their body as if it were their own.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve


Training Status

♆ In progress ♆



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