♜ Azráel's Hideout ♜

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Box Jellyfish


Summoning Animal: Box Jellyfishes (Cubozoa)

Scroll Owner:

Lili-Chwan

Other Users who have signed contract:





Summoning Boss if existing:

Maman Brigitte
Samedi of the Crossroads

Other Summoning Animals tied to contract:

Larvae
Polyp
Archipelago Boxes
Mamaragan
Mauna Loa
Coatrischie Boxes
Marinette
Agwe Boxes
Baron Cimitiére
Coco Macaque
Shango Boxes


Origin:
The Box Jellyfishes are from a secret coral reef on an archipelago simply called Shotou or Archipelago.

General Description:
Box jellyfish (class Cubozoa) are cnidarian invertebrates distinguished by their cube-shaped medusae. Box jellyfish are known for the extremely potent venom and are among the most venomous creatures in the world. Stings from these and a few other species in the class are extremely painful and sometimes fatal to humans.

Archipelago Boxes Venom: The standard venom produced by the archipelago boxes is an enhanced version of the standard Cubozoa venom. It contains a mixture of hemolytic and neuro-toxins. Upon infection, the target will feel great pain, worse than being burned, as the poison spreads. The hemolytic toxins and other disgestive enzimes will burn and melt the flesh they come in contact with producing terrible scars in their path. Some Archipelago Boxes may utilize a different variation of the venom, focusing on different venoms used by different species of the Cubozoa class, which will be fully described in the jutsu description of each summon.

Summon General Abilities:
Archipelago's Box Jellyfishes have varying heights. Some can be as small as a phalanx from the floater to the tip of the tentacles, while others reach can have floaters as big as elephants, like some Myobokuzan frogs are significantly bigger than normal.
Their venom, produced by the various nematocysts found in their tentacles, contains a powerful cocktail of hemolytic and neuro toxic enzymes. This venom can be manipulated with chakra, creating something that's similar to water jutsus. Proper jutsus will be submitted as Box Arts.

In case of an unsuccessful summon, the user may call forth a larvae, which will grow into a polyp and then into a grown medusa in 2 turns, or a polyp, which will grow into a medusa in 1 turn. Neither is able to use Box Arts or chakra, except special cases (which will have their own jutsu), but polyps will have some nematocyst in their tentacles, though not as abundant as a grown medusa.

Summoning:
The person who signs this contract is able to summon Box Jellyfishes from Archipelago, and can also be summoned by them, and gains access to the Box Arts. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a larvae or a polyp, which require 2 and 1 turn to grow into adult boxes. The canon Summoning Jutsu calls forth average Archipelago Boxes from varying heights, all venomous and with a random weapon, but require a water source in order to be successful. Using specific amounts of chakra, the user can summon special boxes, with special abilities, all up to the Boss. (Which will be submitted using the official template)




Summons





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( Koukurage Kuchyose no Jutsu: Raiden ) Box Jellyfish Summoning Technique: Mamaragan
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons large polyp, with a body the size of an adult man, and a mouth filled with long tentacles. It has Lightning affinity, which give's it's translucent body and tentacles a strong electrical charge reacting automatically to any existing lightning in the surrounding area, up to 15 meters around it, as if it was a lightning rod. This means that while it is in play, for 2 turns, neither the user or the opponent can efficiently preform a lightning jutsu, as it will get pulled and absorbed by Mamaragan. It can absorb 80 chakra, 160 Damage Points of Lightning/Electrical based jutsu. Once the quota is reached, Mamaragan will burst open and expel several (10-20) tiny and light medusas, which are light enough to move through the air, and use small electrical discharges to change direction. This medusas will stay alive for 1 turn, and will produce powerful lightning discharges whenever they come in contact with the opponent, sending out a paralyzing wave which will lock the target's muscles for 1 turn, preventing movement. They fly at a normal pace, as if freely floating in the air currents.
*While in Polyp form, it is able to use its tentacles to move and/or thimble it's way around the field. In Medusa form, the small entities will just be attracted by the opponent's chakra, with no conscientious movement. They will not attack the user or fellow Box Jellyfishes*
*In Polyp form the tentacles can be used to wrap and bind a nearby (short-range) enemy while shocking him on contact (B-Rank) numbing his nerves*
*Absorbing the techniques do not count towards the jutsu count. Releasing the medusas counts as 1 jutsu. The electrical discharges from the medusas have a power equivalent to A rank, but do not count has a different jutsu from their release.
*The Polyp lasts 4 turns. If it reaches the 4 turns or the Lightning Absorption quota, it will release the medusa, if it is forced to vanish, it will not*
*The Medusas will stay on the field for 1 turn, before drying out. They do not contain poison*
*No other Box Jellyfish can be summoned on the field while Mamaragan's Polyp is in play*
*Can only be summoned once per battle*



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( Koukurage Kuchyose no Jutsu: Nagai Yama ) Box Jellyfish Summoning Technique: Mauna Loa
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Mauna Loa is a huge box jellyfish with Fire Affinity. It has a floater 0.5x0.5m and tentacles reaching up to 10 meters. Having affinity with fire allows him to heat up his body to extreme temperatures, while the chakra protects him from drying/burning and thus death. He uses his body temperature to either swim in the ground, leaving behind a trail of molten rock, or hovering in the air, by shifting the temperatures and creating air pockets, both techniques equivalent to an A rank technique, thus counting towards the jutsu count. He is able to use Fire techniques up to S-rank.
*The user is able to summon him already on the ground or hovering, both Summoning and the Hoovering/Ground technique counting as 1 jutsu. Shifting between ground/air afterwards will count as additional jutsus*
*While in water, if still hot, Mauna Loa will produce steam*
*Lasts 4 turns max*
*Can only be summoned once per battle*
*Mauna Loa's techniques count towards the users move count*
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( Koukurage Kuchyose no Jutsu: ) Box Jellyfish Summoning Technique: Coatrischie
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Coatrishie is a clan of Archipelago Boxes that has wind chakra, and a higher resistance to drought. They come in various sizes, from very small ones to large enough to carry 2 people in their floater. They can swim freely through the air as they can through the water. Twice per battle, they can charge wind jutsu on their tentacles, acquiring a saw-like appearance, equivalent to A rank and will last for 2 turns max each time.
*Can only stay on field for 5 turns max unless there is a water source nearby, in which case they can bathe in the water and renew the duration of their stay by 5 more turns*
*Can only summon up to 3 Coatrishie per battle but only one at a time*
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( Koukurage Kuchyose no Jutsu: Kyoudan ) Box Jellyfish Summoning Technique: Marinette
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Marinette is large yet slender box jellyfish with Earth Affinity. Because of that, although strong and steady, she appears to be drier and more frail than other boxes, almost as if made of sand cloth,allowing her to remain out of water. She is able to freely alter her weight from milligrams to tons, with earth chakra, and move underground as if it was water. Combining both, she can propel herself out of the ground and soar in the air for quite long time, almost as if floating. She is a master of Ta Moko. Increasing the height and hardness of her thin tentacles, she can increase their size with such speed and strength that they act like bullets, at a speed that isn't easily discernible for untrained eyes (non Strong Fist Masters) or people with at least 1 Tomoe Sharingan or Byakugan.
*Except when using Ta Moko, Marinette's ability to shift her weight costs 1 jutsu*
*Can stay in battle for 4 turns max*
*Can only be used twice if not injured*
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( Koukurage Kuchiyose no Jutsu: Dokueki) Box Jellyfish Summoning Jutsu: Agwe's Venom
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Allows the user to summon a mist composed of thousands of nano-sized box jellyfishes. The mist moves concisely as a whole. Due to their small size, they don't require a large amount of water as per se, rather each individual is able to survive inside very small water sources, which would enable them to survive, for example, inside the droplets of the mist or inside the human body. Using their powerful venom, they infect the body and eat away the flesh, causing great pain throughout the process. Since they're minimal they are unable to preform jutsus of any kind. As they're summoned they bring forth a water mist, distinguishable from the regular mist by the naked eye only because of an soft and discrete unnatural glow on the droplets of the mist, as if it it alive, unless they're summoned directly into water, thus keeping the glow but summoning no additional water.
*Visible to the naked eye*
*It is possible to be infected and not feel severe effects, rather just pain from the venom, if the boxes are blocked early on*
*Can only be used once*
*Can't be summoned directly on the opponent. The combined amount of boxes is about 1 cubic meter*
*If summoned on rain, they'll fall to puddles, and are unable to move out of the puddle unless they find adjacent water pathways*
*Last 2 turns in the battlefield, take care of an average adult within a turn*
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( Koukurage Kuchiyose no Jutsu: Taitou Oubochi ) Box Jellyfish Summoning Jutsu: Baron Cimitiére's Accession
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs a couple of handseals, summoning a giant jellyfish underground. The jellyfish possesses several dozens of tentacles, instead of 4. After being summoned, Baron Cimitiére rises them above ground, bursting forth with great power and strength, similar to the final dance of the Kaguya, having the same power as it. Afterwards, it can wrap around his opponents to crush them and poison them with it's venom.
*Can stay in the battlefield for 3 turns*
*Can only be summoned twice, if he didn't sustain critical damage*
*Requires two turns in between usage*
*The user must be on the ground or less than 10 meters from it to summon Cemitiére*
*The first outburst is a result of a chakra infused outburst, similar to an S rank, same as the rank of the technique. The initial outburst and the summoning technique count as 1 jutsu. The outburst can't happen any other time*
*Cannot use the chakra outburst if summoned second time*

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( Koukurage Kuchiyose no Jutsu: Toppi Shitei ) Box Jellyfish Summoning Jutsu: Coco Macaque
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Allows the user to summon and vanish members of the Coco Macaque Clan.These are Cubozoan Larvae that don't mature into polyp or medusa, retaining their larvae shape through their life cycle. These larvae are all linked together by chakra, so much so that, by charging chakra through one will be felt by the others. The user of this technique can thus summon a larvae on him/herself, allowing the user to charge chakra through the Coco Macaque that will be felt by anyone else with access to a different Coco Macaque. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.

This made the Coco Macaque not very intelligent, since they aren't fully capable of thought, and rumor has it that the entire Coco Macaque Clan was created as a slave caste by previous Barons. They behave more like tools rather than actual summons, despite being summoned as one. They possess no nematocysts in their skin, which would leave them defenseless. To counter it, each Coco Macaque as the kanji for "Box", an inherited sealing storage which can be accessed manually by charging chakra through one of the Coco Macaque, unsealing the "Box" key in any Coco Macaque, or by having someone foreign to the Cubozoa Contract gain physical contact with a Coco Macaque, where the foreign chakra will activate the seal on that individual.

The sealing is pretty similar to any of Ten Ten's techniques, summoning small spears made of dried nematocysts, with scalpel-tip, that can spill cubozoan venom. These act as tiny needles, and each unsealing summons 1 spear, no bigger than 2 cm, that pierces the target in close contact (does not shoot off by itself). Each is considered E rank, though it costs no chakra. It's, in essence, an artificial nematocyst, and, stand alone, produces little damage. The seal itself is good for one spear each, unable to open to unseal another spear.

Main Usage: The way the user summons these Coco Macaque is by drawing blood, performing 2 handseals, and clapping the hands together, spitting a swarm of these small larvae that can spread around through water, the air or the underground. They will cover an area of around 15 meters radius. The Coco Macaque will then stay beneath the surface of any inanimate passive substance, like tree trunks or the ground itself. For 4 turns, each Coco Macaque will process chakra and detect chakra, thus, when in close contact with foreign chakra, they will rise the spear. After the 4 turns, they will simply dry up and die, even in humid surfaces, never, at any point, reverse summoning themselves, because they don't have the autonomy to do so, creating dry shells of larva with the "Box" inscription, beneath the surface of the terrain.

Supplementary Usage: The user is able to use these Coco Macaque as actual Ninjutsu, by summoning just a few individuals. They require no blood, and only 1 handseal. This allows one to summon a small larvae on their body, or in the body of any Box or fellow summoner. Each Coco costs 5 chakra, the same as an E rank technique, and each usage can summon up to 4 Coco Macaque at once, counting as 1 jutsu as a whole. These Coco Macaque stay alive indefinitely, yet, while having the seal, do not have the ability to summon needles, they serve purely as messengers between Boxes and Humans.

*The main ability transfers just a signal, a small fluctuation, up to any range. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
*Main usage is a Summoning Technique that costs 20 chakra, happens short range and spreads out to mid range. Can only be used once per battle. Supplementary usage is a Ninjutsu Technique that cost 5 chakra per larvae up to 4, happens up to long range directly on members of the Cubozoa Contract, as long as a line of sight exist between the user and the target. Can be used 4 times per battle*

*Each artificial needle infuses a tiny bit of venom, like a tiny needle burning. The more needles come in contact with a target, the more the pain increases. Lethal injection requires 60 needles to actually pierce the skin, though it has excruciating pain levels above just 1/4 of that. Needles can surgically pierce most clothing and armor materials, except they only have 2 cms, making them useless if triggered by a boot, or a chest armor, for example. Each Coco Macaque unseals only 1 spear, drying off and falling harmless to the floor afterwards. Once dead they do not transmit chakra.

*Can be used by other Boxes*
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( Koukurage Kuchiyose no Jutsu: Utsu ) Box Jellyfish Summoning Jutsu: Shango
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Shango are a specialized type of Box Jellyfishes that are able to hibernate underground, until a foreign chakra steps within their close vicinity. Once it happens, they quickly lash out at their prey, shooting their thread-like tentacles and wrapping around the opponent, carving the skin and injecting their poison. This happens in a blink of an eye, almost as fast as Gaara's sand defense. They're trap-summons, and, upon preforming 6 handseals, they're summoned into the ground anywhere within range. Although able to stay indefinitely on the field, they are short lived after being triggered (1 turn). Each of them is roughly the size of a fist.
*Can only summon up to 4 per usage*
*Can only use 1 time per battle*
*Can't be summoned already in the direct vicinity of any opponent (right beneath their feet).
*Only one of the Shango can use Box Arts
*Triggering a Shango does not count towards the user's jutsu count*
*Foreign chakra is anything outside the Box Contract, as such, it will not react to fellow summons or summoners (even if used by different members), but will react to allies*
*Triggering reacts by pressure and chakra, trying to detect living animal organisms, thus, unless the jutsu mimics animal life (Shadow Clones, Organic Elemental Clones, Summon Animals) it won't get triggered. Again, Shadow Clones, Summoning Animals, Organic Elemental Clones (Wood Clones, Mushroom Clones, etc) will trigger the trap.*
*User can't preform any other summon in the same and next turn*
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( Ou Koukurage Kuchiyose no Jutsu: Ouhi & Ouja ) Boss Box Jellyfish Summoning Jutsu: The Baron and the Baronessa
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: N/A
Description: The Boss Summonings of the Box Jellyfish Contract are Maman Brigitte, the Baroness, and Samedi of the Crossroards, the Baron. They rule as Queen and King of the Archipelago. They are great box jellyfishes the size of a human, but their greatest strenght is the thick mist that comes forth with them, covering a great portion of the battlefield and throwing off chakra sensing techniques. It is their realm, and carries a strong genjutsu, A rank in strength, as it is filled with their chakra. Mama's Realm, which is filled with Maman's chakra, makes the opponent hear obscenities coming from a female voice, without being able to detect it's origin. Anyone trapped within her mist is flooded with images of black roosters, dead spirits and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice as if mocking them and the ones they lost. Samedi's Realm, which is filled with Samedi's chakra, makes the opponent hear continuous swearing and filthy jokes coming from a nasaly male voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of skulls and top hats, dead spirits, a burning taste and smell of rum and tobacco, all rounded and perverted by Samedi's voice as if mocking them and the ones they lost. Light enough to swim through the mist, they take advantage of the confusion of their opponent to strike from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from it's creator.

*The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A Rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
*The mist Mid-range from Maman or Samedi throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
*The genjutsu strikes mid-range from Maman Brigitte or Samedi of the Crossroads, despite the mist covering up to 30 meters radius. It works by physical contact with the water particles carrying their chakra*
*Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Maman or Samedi. Otherwise, the user must counter the mist or it's creator in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
*No paralysis type effects are achieved, its a technique that creates false surroundings*
*Both are unable to preform any Elemental Jutsu*
*Can only be used once per battle, summoning either one or the other. Both bosses can't be summoned at the same time or both in the same battle.*
*Lasts 4 turns*
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Box Arts


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( Kouton: Haki) Box Arts: Haka
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: Haka stands as an enhanced form of Killing Intent (Sakki). Works in all manners exactly like it, overpowering one's mind and paralyzing the targets with images of their death and torture, with the exception of one simply thing. Along with the chakra, the user secretes a fast wave of venom in it's gaseous state. This chakra-modified venom focuses solely the secondary effect of Irukandji syndrome, from the venom used by a certain specie of box jellyfishes, which is a sense of impending doom. While the Killing intent is chakra based only, thus easily overpowered by will alone, if the opponents are as strong as the user, Haka creates an added physical and physiological response to it, preventing even targets as strong or stronger than the user to break it by will as easily, having them suffer the same paralysis as if they were 2 ranks bellow.
*The venom wave only reaches Mid-range, thus the Haka continues as normal Killing Intent for longer ranges*
*Human users can't preform this technique, but the strength of Haka is based on the summoner's rank*
*The higher the user, the stronger the technique*
*Haka lowers the Target resistance to Killing Intent by 2 Ranks, even in bios that claim to be fearless*
*Venom produces ONLY the sense of impending doom. It has no Hemolytic of Digestive proprieties, neither does it produces pain*
*The user can control the Haka in order to not affect allies, even in radial uses*
*This technique is basically only a stronger version of Killing Intent (Sakki)*
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( Kouton: Horimono ) Box Arts: Ta Moko
Rank: B
Range: Self
Chakra Cost: 20
Damage Points: N/A
Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles 3 times the original size. Each usage allows the Box to stretch 2 tentacles, and then return them back to normal.
Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch the tentacles up to Mid-Range. The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.
*Each usage of the technique stretches 2 tentacles*
*Summoning the tentacled box uses the same technique, but requires 3 handseals*
*The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again*
*Human summoners have higher resistance to the poison, but are not immune*
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(Kouton: Pishari ) Box Arts: Fa'ataupati
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user secretes a large amount of venom, which assumes the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user, up to Mid-Range around the user. The jellyfish can move as fast as the user can move. The jelly can be separated into up to 5 smaller jellyfishes.
*While controlling the venom, the user can't preform other jutsus except Taijutsu*
*The venom can be controlled for 2 turns, after which it falls motionless*
*The jutsu can only be used twice*
*Human summoners have higher resistance to the poison, but are not immune*
*Can only be used by Boxes*
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( Kouton: Yari ) Box Arts: Woomera
Rank: A
Rank: Short
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to summon several (up to 10) isolated nematocysts, of various sizes (from the tiny pin-sized nemoticysts of normal boxes to the massive spear/staff sized nematocysts of gigantic boxes). These can be wielded like weapons or thrown like projectiles (in the same manner as one throws kunais or shurikens). The user claps his hands and summons the nematocysts in front of him or in his palms, grabbing them to use. The nematocysts have only one autonomy, if the tips are stimulated, the injection mechanism is triggered, sending an infusion of Box venom directly related with the size of the nematocyst, otherwise, they're innanimate.
*charging chakra through the nematocysts while physically wielding them allows them to gain a certain steel-like quality, like a sword or a kunai. Throwing them or loosing physical contact will rever them back to soft organic material*
*triggering mechanism allows only one infusion, aftewards the namotocyst is reverse summoned*
*human summoners are more resistant but not immune to the venom*
*Can only be used once every 2 turns*
*Range pertains to the range of the summoning of the nematocysts and not their throwing, which is the same as the range at which the user can throw a kunai*



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( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Similarily to ( Kouton: Haki ) Box Arts: Haka, this technique consists in a controlled burst of Irukandji venom, modified to enhance the impending doom syndrome with lethality or other venomous effects. Instead of focusing on fear and completely overpowering the opponent, Wasp Mele acts more discretely. It induces a certain feeling of shock and damage, as if they've been hit by a powerful attack. More physiological than physical, the effects is only able to make the target hesitate when performing techniques, and can even interrupt a succession of hand-seals. But it is easily brushed off and ignored afterwards. It has bigger effects on summons and clone jutsus. If a shadow clone is hit with the Wasp Mele, or any other sentient clone/technique, it will be tricked to immediately disperse. Similarly, summoned animals are tricked into reverse summoning themselves.
*It travels fast, up to 10 in less than a second, and hitting the full range (20 meters), in less than 2*
*Works on a Clone or Summon created with a technique up to and including A rank, or similar if the technique creates more than 1 clone/animal*
*Ineffective against resurrected bios, such as Impure World Resurrection or mushroom Nzumbes, or Boss summonings"
*Can only be used by Boxes*
*Can be manipulated to not affect the user or allies*
*Requires a 2 turn cool down*
 
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Flash

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Re: Azráel's Hideout

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Summoning Animal: Griffin's.
Scroll Owner: Nathan.
Other Users who have signed contract: Yume, , , , ,
Summoning Boss if existing: Hono.
Other Summoning Animals tied to contract: Belphegor, Amaymon, Lilith, Akame, Toothless

Approval: . (Was approved in one of the older cj threads it seems)
Summoning Animals:

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1.
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A (60 w/ A-Ranked fire stream's)
Description: Hono is the emporer of all Griffin's. He is also known to be the most powerful of all Griffon's. Hono earned this title by defeating Tsume in an all out battle for the title. He has a very calm, nice, and forgiving personality. Hono mean's blaze, and Hono certainly live's up to his name. He is a very powerful creature, who does not have to rely on special ability's or ninjutsu in a battle. Hono is very capable physically, having a very muscular body and razor sharp claw's that can tear through flesh like butter. He can move and run with immense speed, and he can soar through the air even faster. Due to his speed he move's faster then a shinobi sage. But Hono earned his name through special ability. He can easily breathe stream's of fire that are capable of scortching anything in his path.

♦ Can only be summoned once per battle.
♦ Must have signed Griffin Contract.
♦ Fire Stream count's as a move.
♦ Fire Stream's are A ranked, and reach up to mid range.
♦ Lasts 4 turn's before dispersing.
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2.
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Belphegor, the thunder emperor, Bell is a extremly large Gryphon and is able to carry a total of three people on his back, he is the exact same size as gamaken, but what makes him special is his fur/feathers it has gray-brown-blueish colors, with the tips of his feathers colored deep royalblue, and his eyes are completely blue with the round border being gray. Bell has the manipulation of the lightning affinity, from his birth he trained to master the lightning element and thus he become more accustomed to it, therefore he can use the lightning element upto S-rank, not to mention that his both wings are always covered with S-Ranked lightning when summoned he can use it in close combat, Belphegor does not need any handseals to perform lightning techniques, due to his mastery over the lightning element he even rivals the fire emperor. Belphergor is often refered to as the Lightning Emperor.

♦ Note: Bell can only be summoned once per battle.
♦ Note: Belphegor can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
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3.
Type: Summoning
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Amaymon, the earth emperor, Amaymon is a very large Gryphon and is able to carry a total of five people on his back, he is the exact same size as gamahiro, Amaymon usualy wears silver armor, which protects him from kunai's and basic weapons, as seen in the picture, but what makes him special is his looks his fur/feathers are goldish/silver of color, with the tip of his feathers colored light brown, and his eyes are the color of the desert repersenting his elemental affinity, he has a very interesting body strucutre which is very well build even amongs the Gryphon's it's muscular and just as hard as stones. Amaymon has the manipulation of the Earth affinity, from his birth he trained to master the earth element in Iwagakure and thus he became more accustomed to it, therefore she can use the earth element upto S-rank, without any use of hand seals (counting towards the users moves), and he can only perform his jutsu's while he is on the ground. Amaymon is often refered to as the Earth King, Amaymon.

♦ Note: Amaymon can only be summoned once per battle.
♦ Note: Amaymon can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
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4.
Type: Summoning
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Lilith, the sky empress, Lilith is a fairly large gryphon and is able to carry a total of three people on her back, she is the exact same size as sasuke's hawk, but the thing that makes her special is her looks, her fur is completely sky blue, with the tip of her feathers colored light orange-blue, and her eyes are the color of the skies resembeling her elemental affinity, Lilith's both wings are always covered with a sort of s-ranked wind barrier which cuts everything that comes near it, this comes handy in close combat, Lilith has a very interesting bone strucutre which is hollow from the inside and very thin, thus it makes her lighter allowing her to be the most fastest gryphon of her kind to ever exist, a normal ninja could easly loose track of her in the skies, and she is also very hard to spot due to her effective camouflage. Lilith has the manipulation of the wind affinity, from her birth she trained to master the wind element and thus she became more accustomed to it, therefore she can use the wind element upto S-rank (counting towards the users moves), without the use of any handseals. Lilith is often refered to as the Sky Empress, or simply Sora.

♦ Note: Lilith can only be summoned once per battle.
♦ Note: Lilith can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
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5.
Type: Summoning
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user must bite his thumb and wipe the bloood on his tattoo and snaps his fingers to summon Akame, Prince Of The Griffins. Akame meaning Red eyes was given that name by his Dad, The Griffin King. He is a Griffin chick, he is about the same size as a bear cub. Due to the fact that he has no fur yet he is placed in jet black looking armor which is given to all baby Griffins.The armor protects him from projectiles.The armor is made of strong yet very light material still allowing Griffins to fly at fast speeds. He has extremely sharp talons that can be used to cut and tear into the opponent. Being the son of the Griffin King he has a natural affinity to fire and can shoot out small C-rank fireballs that move extremely fast due to their size. He has an extremely heightened sense of smell which allows him to pinpoint the enemy locations. He has been training with Mugen ever since Akame was born, due to the special bond they have developed a fighting style with each other making them the ultimate tag-team.
*Can only be taught by Mugen Ryukyu
* Fireball counts as 1/3 moves a turn
* Fireball is short-mid range
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6.
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked internal technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is produced by the very small amount of fire that resides within his mouth and due to that, the fire and his saliva merge together when Toothless needs it. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless creates this supplementary saliva by dividing the bad types of bacteria from the good ones, so he doesn't harm the user. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless will have great difficulty in seeing him, if one is to pay attention though, they will be able to see the ripples that Toothless will cause though the use of movement.
Notes:
- Can only be summoned once.
- Will remain on the field for a maximum of four turns.
- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice.
- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities.
- The fire within Toothless' mouth cannot be used for attacks on its own, it can only be used in conjunction with the saliva.
- Each one of Toothless abilities count as a move.
- Must have signed the Griffin contract

7.
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Benzaiten and Idaten, the Harmonic Twins. As twins, they share similar appearances, voices, abilities, etc, however they have radically differing personalities, which is how one can usually tell them apart. As a result of their "unique" birth, being hatched from the same egg, the twin Griffins developed a special equilibrium of Chakra natures, a delicate balance of Element's and applications for those Elements that should have been inherited by a single Summon, but were split amongst the Twins in this case. Not only has this bonded the twins out of a sense of necessity, it's also made them one of the best duos in the Summoning Animal community.

Idaten: The eldest of the twins, Idaten is also the more dangerous of the two as his brash, hotheaded nature and headstrong personality always seems to get himself into danger, simply for the fun he finds in it. A majestic beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail, which he displays with great pride and zeal whenever the opportunity arises. Idaten is known for his affinity to perform offensive forms of Sound Release, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank. In addition to this, Idaten also possesses an affinity for Lightning Release Jutsu up to B-Rank and of course, usage of any Jutsu by Idaten counts towards the users 3 moves per turn.

Benzaiten: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and generally slimmer frame would make one believe he is weaker than Idaten, however this is not the case. Just like Idaten, Benzaiten is known for his special equilibrium of Nature Affinities. Benzaiten is well known for his usage of "covert" and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to like Sound Related skills up to A-Rank. In addition to this, Benzaiten is also able to perform Wind Release Jutsu up to B-Rank and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", each count as a usage towards the users 3 moves per turn.

Note: Can only be summoned once.
Note: Each Griffin can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

8. (Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

Techniques:

26.
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long (Short AoE)
Chakra: 20
Damage: 40
Description: Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank.

Note: Can only be used a total of six times per-match/event..
Note: Must have signed the Griffin CSC.
(Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: One of the greatest abilities of Griffins is, their immunity to fire. They can blaze through storms of fire, without even a scratch on their body. Their skin is so tough, that it can withstand even the hottest temperatures of fire. Users of the Griffin Contact can take advantage of this ability, by forming the seal of confrontation, to summon the Griffin's skin from their homeland (similar to summoning Toad stomach). As soon as the seal is formed, the user's body undergoes changes. From the pores of his skin, the skin of griffin emerges all over their body, like fungus taking over a piece of bread. The skin, red-black in color, creates a tight mesh over the user's body, to a form a coating over their existing skin, that provides certain qualities to the user's body. The Griffin skin serves two purposes: The first being the obvious, that it renders the user immune to all flame type fire attacks S-rank and below. However, the user will take damage if the fire attacks contain rocks or other debris (only impact damage). The second purpose is that, the skin helps the body to maintain homeostasis. Any changes in temperature outside, will not affect the body of the user. However, both these properties only work as long as the user is covered in the Griffin Skin. The skin being so tough, also allows the user to take lesser damage from taijutsu based attacks (-20 damage).
Note: The skin reverts to homeland after 4 turns.
Note: Can only be used once per battle/twice per event.
Note: Must have signed the Griffin contract.
 
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Konoha​

(Sarutobi Hi Ichizoku no Jutsu: Idaina Hai Hinotama) Sarutobi Clan Fire Technique: Great Ash Fireball
Type: Offensive
Rank: C-A
Range: Short-Long
Chakra: 15-30
Damage: 30-60
Description: Being capable of mastering high-level techniques for various jutsu in Konoha, the Sarutobi Clan was known for their afinity towards Fire Release, namely those that revolved around their trademark technique, the Ash Cloud technique. After observing the Uchiha Clan's Great Fireball technique for many years, they decided to develop a similar technique and make it more deadly by combining it with their own skills. Through practice and diligence, they came up with the Great Ash Fireball technique. As the user channels his chakra inside his lungs, he makes the Boar → Horse hand seals. As the user exhales, he releases a large fireball enveloped in ash. The projectile created is a compressed fire ball, covered in incredibly hot ash, resembling a ball of red hot rock rather than a fire ball. Upon impact, the ash breaks and releases the compressed flames into a fiery mayhem which rips through anything caught within a mid range area around its impact. The effect is devastating as the ash augments the destructive power of the fire by adding a physical almost sand-like grinding effect to it and by quickly engulfing the area in a cloud of blazing hot ash. Alternatively, the user can perform only the Boar handseal and unleash a barrage of smaller, yet much faster, Ash covered Fireballs. In this case, the quantity can be such that it seems more like a stream of ash and fire rather than a barrage of individual projectiles. The more chakra added, the more powerful the ash fireball becomes.
Note: Can only be used by Konoha Ninjas
Note: If A rank version is used, the user must wait at least 2 turns before using again in any form.
Summoning Technique: The Golden Branch Armor (Kuchiyose no Jutsu: Eda no Yoi Yoroi)
Type: Supplementary
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A (60 if used offensively)
Description:
All Konoha ninjas sign a contract which links them to a secret bunker inside the village. In this bunker, hundred of thousands of different weapons exist, from basic ones, to more elaborate ones, making the whole of the villages arsenal and armory. With a simple chakra cost and using the basic summoning method (blood + handseals + slam hand on air/surface) the user can call forth any number of these weapons to aid and use in battle. If he wishes, he can summon them anywhere around him up to mid range, which can result in damage if used correctly. However, as they are summoned they carry little to no momentum thus the damage is only possible if the user summons the weapons above his opponent which will enable them to fall under the effects of gravity and thus do damage (summoning a large amount of weapons more than 10 meters above the target will induce the mentioned damage). The technique can be used in tandem and in a fast sequence with the (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu, which doubles its damage and its lethality by multiplying the number of weapons almost to infinity. The list of weapons one can summon encompass any basic weapon known to exist in the ninja world though the most common variations are: Shurikens, Kunais, Knifes, Needles, Swords, Axes, Spears, Staffs, Shields, Bows, Nun-chucks, etc. The user can summon from each type specific weapons, like summoning a windmill shuriken instead of a normal one or a broad sword instead of a katana or a ninjato.
Note: Usable only by Konohagakure Ninjas
Note: The user can use this technique with (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu to double its damage, costing 2 moves but being done in the time frame of a single move
(Kuchiyose: Kin-hi) - Summoning Technique: Kin-hi
Type: Summoning
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Kin-hi is one of the five Guardians of the Golden Eagles. He is slightly larger than the toad Gama (first on seen in the series) and is able to carry up to two people. Kin-hi specializes in fire techniques and can use up to rank A fire jutsu that the user knows. He is also capable of releasing an A-ranked eagle shaped blast of fire once every two turns. Kin-hi is unique among the Guardians in the he can burn a target he touches and is immune to B-rank and below fire.

-Can only be used once.
-Lasts four turns once summoned.
-Can release an A-ranked fire blast every other turn which counts towards the user's three moves.
(Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre
Type: Attack
Rank: D-A
Range: Short-Mid
Chakra Cost: 10-30
Damage: 20-60
Description: The user channels their wind chakra throughout a forest, or into any number of trees, and coats the leaves with a thin layer of wind chakra. This thin layer of wind gives the leaves the ability to cut deep into skin. Once the leaves are coated the user takes control of them and causes them to envelope the target or targets. The more leaves available to more deadly the attack.

-Can only be used by members of Konoha
-One tree is equivalent to rank D
-A few trees is equivalent to rank C
-A thin forest is equivalent to rank B
-A large forest is equivalent to rank A
(Kuchiyose: King Kintoushi) - Summoning Technique: King Kintoushi
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 50
Damage: N/A
Description: Kintoushi is the King of all Golden Eagles and for generations has been the protector of Konoha. His size is unparalleled amongst the Golden Eagles being slightly smaller than Gamabunta. The feathers of his wings and body are coated with a layer of pure gold giving him a brilliant and beautiful appearance during battle. This layer of gold provides protection against all B rank or below techniques, three A rank jutsu, two S rank jutsu or one forbidden rank jutsu. Once hit their defensive capabilities have been exhausted the golden layer will crumble away leaving Kintoushi vulnerable to all attacks. His golden feathers can be fired by flapping his wings once every three turns. Despite his large size and metallic coating, Kintoushi is extremely fast and capable of flying at high speeds. This summoning is only usable by the Daimyo or Kage of Konoha.

-Only usable once per battle
-No other summonings can be used before, or after Kintoushi has been summoned
-Can release a volley of golden plated feathers once ever three turns that doesn't count towards the user's three moves
-Only usable by the Hokage and Daimyo
(Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
Type: Offensive
Rank:S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.

-In order to use this jutsu, the user is required to have mastered his Genjutsu training
-Usable only twice per battle
-Usable only by Konoha Ninjas
-Requires user to know the Rasengan
(Katon: Ryūsei-gun) – Fire Release: Meteor Shower
Type: Attack
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage: 90
Description: The user extends both arms in front of him, with the palm of his hands facing forward. Then, as he focus fire and wind chakra into both hands, two small but bright flames will be create in front of each palms. Immediately after, as the flames keep hovering centimeters away from the user, he will start punching those flames at a blazing rate. Each times he do so, a powerful jet of fire will burst from the flame and shoot itself toward the enemy(ies). Each of those fire blast are so fast and powerful that an untrained eye will only see flashes of light and the craters created where the fire hit it's target. The total amount of damage will be divided by the number of fire blast sent. This mean that if the user shoots 4 blast, they do 20 damages each.

-Can only be used twice per match
-Can only shoot up to 10 fire blasts and a minimum of 3 fire blasts
-Must at least be Sannin rank to use this jutsu
(Sono Izō no Senju: Hachi Mie no Moji ) The Legacy of Senju: Trigram of Eight
Type: Offensive/Supplementary
Rank: S-Rank (S-Rank)
Range: Short-Long
Chakra: N/A (40 per stage)
Damage: N/A (80 for the first stage)
Description: A simple yet devastating summoning technique, the Legacy of Senju was a technique designed by the Senju clan elders in the war thorn era of their feud with the Uchiha Clan. Designed to be effective against large enemies or large groups of enemies, the technique stands as a vicious and enormous attack using basic weapons to their fullest. The user will draw blood and perform the Rat+Tiger handseals while focusing copious amounts of chakra. As it glows red, the user will point his palm at a target. From 8 points around the target, in an octagon formation, 8 Senju Clan crests appear mid air, glowing in light blue. From them, a torrent of swords, daggers, kunais, shuriken, etc shoot out, faster than any ninja can throw them. As the technique triggers, above the target, a final symbol appears, the crest of Konoha, before a large octagonal prism is summoned, falling on the target from above. The prism will always be proportionate to the size of the target as are the weapons shot in the first stage of the technique. The prism is made of chakra conducting metal and has a smaller hollow area, allowing it to imprison the enemy inside. If the user knows fuuinjutsu, he can clap his hands upon the completion of the technique and focus a huge amount of chakra. The 9 crests will converge upon the prism and activate a powerful sealing technique, containing the target inside. The first stage of the technique carries 80 damage and is equal to an S-Rank Weapon attack, the second stage carries no damage but carries an S-Rank strength with it, while the sealing technique is a S-rank sealing technique, with 40 chakra cost. Sealing technique can be released by the user by spending 50 chakra points and doing the confrontation handseal. Enemies caught inside can release the sealing through whatever method is valid to release a sealing technique of that same rank.
Note: Each step counts as a move but the first two can be done in the time frame of a single one and simultaneously
Note: Cannot use summoning techniques above A-Rank for 3 turns; if the sealing technique is triggered, cannot use sealing techniques for the next 2 turns
Note: Can only be completely used once (with all three stages); however, one can use the first and second steps of the technique up to 3 times
Note: Can only be used by Konoha Ninjas
The Leaf Heritage: The Will of Fire & The Will of Darkness (Konoha Isan: Hi no Ishi & In'utsu no Ishi)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: +10 or +15
Description: More than a technique, ability or skill, the Will of Fire and the Will of Darkness are, instead, teachings and philosophical beliefs that induce specific ways of teaching and acting towards the protection of the Village.
  • The will of fire is an idea taught to and carried by all members of Konoha. It is the belief that only through love, understanding and decisive action can true peace be acquired, though never by attacking others and rather by protecting something the individual holds dear. The belief is a spiritual heritage that was created by Hashirama Senju and passed down to all the villagers and shinobi of Konoha. Shinobi who carry this belief love the village with all their heart and will fight to protect it even against the most significant odds. It gives them the strength to keep going even when the situation looks grim. When defending the village the Will of Fire gives the shinobi of Konoha the extra strength needed to defeat the invading forces and the will power to continue the battle after receiving damage, ensuring the Will of Fire is never extinguished.
    • Can only be used by members of Konohagakure who embody the Will of Fire.
    • Only usable when defending the village from external threats, within the walls of Konoha.
    • Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
    • Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
    • The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
    • The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
    • If the villager is fighting inside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points
    • A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.
  • The antithesis to the Will of Fire, the Will of Darkness is a school of thought that was developed by Shimura Danzo during the reign of Hiruzen Sarutobi and taught to the members of the Root (Ne). He instilled this will within members of his Root organization so that they would be able to carry out their missions successfully and without failure. The Will of Darkness holds the belief that one must protect what he loves by aggressive action and the destruction of all potential threats, no matter the moral cost or context. Where the Will of Fire is based on the defense of the village, the Will of Darkness is based on the attack of its enemies. After his death and the dissolution of Root, his will spread into other Konoha shinobi as former root members began to integrate themselves back into normal village organizations. People who have committed themselves to this school of thought understand the need to eliminate threats and do things that may be considered amoral for the greater good. As a result they battle without hesitation and with a greater ferocity when committing acts of aggression than those who adhere to the Will of Fire.
    • Can only be used by members of Konohagakure who embody the Will of Darkness.
    • Only usable when attacking another village or enemy outside the walls of Konoha.
    • Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
    • Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
    • The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
    • The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
    • If the villager is fighting outside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points
    • A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.
(Fuuton: Arashi) – Wind Release: Tempest
Type: Attack
Rank: Forbidden
Range: Close-Long
Chakra Cost: 50
Damage: 100 (-20 to user)
Description: The user will start by infusing a large amount of Wind chakra into a projectile (Kunai, Shuriken, Needles…etc). Then, after he throws it, he will perform one hand seal which will trigger the jutsu. A devastating spinning wind will be created around the kunai, merging with it. From the enemy’s point of view, it’ll look like an F-5 tornado is coming toward him, horizontally, and that the tip of that tornado is the kunai, which is now spinning at a furious speed. This jutsu will carve the very earth as it rushes toward its target, and it’ll leave the field devastated to the point where even the user will suffer damage and be projected long-range from his initial position. Even if the jutsu doesn’t directly hit the opponent, both him and the user are left with several cuts on their bodies, moderately bleeding.

-Can only be used once per match
-No S-rank and higher Wind jutsu next two turns
-Must at least be Kage rank to use this jutsu
(Hijutsu: Konohagakure no Rō) Hidden Technique: The Law of the Leaf
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 70
Damage: 90 per each enemy on the field (-15 to the user)
Description:
A technique developed to protect the hidden leaf, ages ago, the Law of the Leaf is an offensive technique that has no equal in terms of power. The user will gather an immense chakra and mold it into his primary elemental chakra nature, focusing it in his hands and will clap them. Depending on what elemental chakra the user is primarily linked to, the effects will vary, though a unique characteristic will be kept: bearers of the Will of Fire or the Will of Darkness will suffer no harm from any of its variations. The technique itself is designed as a punishment to anyone who the caster sees as an enemy of the Hidden Leaf and was made specifically to fight more than one enemy at a time.
Earth: as the user claps his hands and the technique is triggered, the earth around the user shatters outwards in a gigantic shockwave-like effect (as if the earth was punched by a large, invisible fist from above). The jagged rocks lifted from the ground, rise up into gigantic spikes, chasms, fissures, plateaus, etc, altering the terrain in a dramatic fashion. As the ground is cracked outwards all around, the large rocks will converge upon any enemy nearby. The rocks will lift up and converge upon them with drastic force and speed, pilling themselves upon the enemy in rocky layers, eventually crushing the enemy within.
Water: as the user claps his hands and the technique is triggered, countless droplets of water materialize and seemingly grow out of thin air all around the field. The thick and gluey spheres of water rapidly converge upon any enemy on the field from all directions, first heavily impacting upon his body and then rapidly spreading across it. Once the enemy is fully covered in the gluey water, he'll begin to suffocate as the water, even when the technique ends, will retain its stickiness and be incredibly hard to get rid of. Seemingly simple, the speed of the small droplets and the sheer number of them add up to make one of the deadliest techniques.
Fire: as the user claps his hands and the technique is triggered, an inferno of flames rapidly rages outwards from his body in tendrils, waves and large arcs, as the user releases more and more flames. Rapidly resembling a sun, the user will shine in a bright orange color as the flame arcs and tendris spread chaos all around. The flames, once released will be attracted to any enemy on the field and surround them in a mayhem inferno of rotating flames and reducing them to ash.
Wind: as the user claps his hands and the technique is triggered, the air all around shifts as if a large shockwave passed through the field. As this happens, strong currents of wind ravage through the field seemginly out of nowhere in rapid speed as the skies darken and the weather shifts, converging upon any enemy around and rapidly surrounding them. Forming large spheres of ravaging rotating winds, the currents tear upon any enemy in the field, cutting and bashing their bodies inside until nothing is left.
Lightning: as the user claps his hands and the technique is triggered, electrical arcs span away from the users body as he glows in a golden light. Small minute electrical discharges will be felt all around the user and the sky will rapidly become charged with great amounts of electricity. Suddenly, Lightning will fall from above in the form of a large cylinder of golden light, hiting the ground with the user as its center. The effect is drastic and the speed ridiculous. Ravaging the field all around, the lightning will only affect enemies who will be electrified and killed if they can't defend or escape from the technique.

Note: Usable only once per battle
Note: The technique can only be used for the element in which the bio who is using it specializes (this means, the element it is able to use with one handseal). In the case a bio has no elemental specialty, the user will need to do 5 handseals prior to clapping his hands and pick one of the 5 elements above. Bios that can wield more than one elemental specialty can pick between the available ones to use.
Note: The element used for the technique cannot be used above B-Rank for 2 turns and the user cannot use any other Forbidden Rank techniques for 2 turns




Lightning Monks

Earth Style: Earth Eon ? [Doton:Tsuchi Ion]
Rank: B
Type: Supplementary/Defence
Range: Short-Long
Chakra Cost: 20
Damage Points: - [+40 for every crushed limb]
Description: Earth Eon is an unique jutsu, developed by Reido Kira in the Lightning Temple.The user creates swarms of earth, that are able to capture enemies' limbs, making them unable to move, the maximum swarms that can be created are four, for all four limbs, once captured, the limb cannot move the following turn.The swarms can go up in the air too, reaching a height of approx.10 m.The user can summon the swarms at his will for three rounds, and the earth can crush his enemies' limbs.
- Effects of this jutsu last 3 turns.
- May be used only by Lightning Temple members under the guidance of Reido Kira.


The Hidden Mist Village​

(Naibun Fuu zonokiri) - Heavy Mist
Type:Supplementary
Rank:A
Range:All
Chakra Cost:30
Damage Points:N/A
Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.
Note: Can only be used 3 times per match
Note:The mist will stay denser and heavier for 2 turns after use of this jutsu.*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*
(Kirigakure Shuuchuu no Jutsu) - Hidden Mist Focusing Technique
Type:Supplementary/Defence
Rank:A
Range:Mid-Long
Chakra Cost:30
Description:The user manipulates the small parts of H2O, that are concentrated in the mist, and concentrates(focuses) them in one point. The user can make so, invisible walls, steps on the floor, and pointed objects. The enemy so trips over steps, get's stabed by sharp concentrated mist and walks directly in mist walls. The walls can defend from minor attacks too, and the pointed objects do some minor damage.This technique can only be used when the "Kirigakure no Jutsu" was already done. The jutsu leaves the victims in confusion.
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*
Kirigakure Hijutsu: Doku Kiri - Hidden Mist Secret Technique: Poison Mist
Type:Supplementary/Defence
Rank:S
Range: Short-Long
Chakra Cost:40
Description: The user concentrates. He then performs the 2 needed hanseals, and then changes the molecular stature of the mist atoms. The user manipulates the participles, and with adding chakra to them, he turns them into a poisonous mist. This is not the poison used in the anime. It's colorless. It's practically a kind of CO2.
This covers only a small area around the user, but anybody who enters, gets poisoned. This poison is not as fatal as others, but the user has 1 second before falling to the ground. He stays consciousness
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*
Kirigakure Hijutsu: Kiri kou Mizu - Hidden Mist Secret Techniques: Mist to Water
Type:Supplementary
Rank:S
Range: Short-Long
Chakra Cost:40
Description: The user changes the mist to water. If fighting within mist, makes him so an unfinishabe font of water.
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*
Suiton: Hyaku Kiriooi Soso - Water Style: 100 Mist Shroud Burial
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80
Description: Usable once Hidden Mist Jutsu is active, the user controls the mist to make it surround the opponent in a large mass, and then the user quickly condenses the mist into water. The water proceeds to coat the opponent in a seemingly harmless full-body cover of mist, however, the user then clenches their fist and the coat of water on the opponent transforms into 100 piercing tendrills that rip through the opponents skin and can even rip through armor because the water is so close, much like the 18th century iron maiden.
*Note:Can only be used once per battle*
*Notence used, no mist jutsus can be used next 2 turns.*
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*


 
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Flash

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Dropped​

Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities





Mandalorian Smackdown
(Mandalorian Ekisaitingupuroresu)

Rank: S
Type: Attack
Range: short
Chakra cost: 0
Damage: 80
Description: Using the increased speed and power his armor grants him the user comes under the
opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack.
*Can only be used by Mandalorian Champions and above rank
*can only be used once per battle
* Created by Rain Of Hell




(Mandalorian Senpai: Mandolore Shi) - Elder Mandalorian: Mandolore Pride
Rank : A
Type : Supplementary
Range : Self
Chakra cost : 30
Damage points : 60 (+5 to Ninjutsu) (+10 to Taijutsu)
Description : The will to keep fighting even if in the worsts situations or simply the will and pride a mandolore has. Mandolorians whom want to keeping fighting for their sheer thirst for blood, will use their will and force from deep within them, to keep fighting and gain a small boost. Only the strongest of the Mandolorian clan members are able to use this, feeling the need to protect their younglings and having too much pride to lose a battle. Upon using their will, the Mandolore gains +5 extra to all ninjutsu they use, and +10 to all taijutsu aswell. After the technique is worn out, the user's stamina decreases depending on the situation. If used at the start of battle then they will decrease -5 on all ninjutsu and -10 to all taijutsu he uses, for the next turn only. If used when being already worn out (after 4-6 turns have passed before using) their stamina will decrease the same way, however, it will remain like that for the following 3 turns.

Note: Only lasts 5 turns.
Note: Only useable x1 per battle.
Note: Must be a mandolorian clan member for atleast 2 weeks, before using.



(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.

Fire Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Water Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques

Earth Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Lightning Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses

Wind Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques


Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore
Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle
 
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Flash

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My Own Creation



(Senjutsu: Ataishinai tomodachi) | Sage Art: Unworthy Friend
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user takes advantage of the fact that natural energy is everywhere, and that he can manipulate it to his advantage to strike his target. The user while in Sage Mode, will manipulate the natural chakra all around the target (at least 5 meter away from him) into numerous long rods (around 5-10). These rods feel similar to the rods that were pierced at Nagato's back when he was connected to Gedo Mazou. On his command, the rods will fly in and pierce the target's body from the point they are created. Although they do cause considerable piercing damage to the target, the main intention of the rods is to channel natural chakra into the target's body. This will cause the pierced part of the target's to turn into a stone with animal features (Toad/snake etc.) should they not be able to handle the natural chakra. The amount of natural energy that enters the target's body determines how much they are effected (A-rank+ will turn the entire body to stone). In other words the more rods there are the less each of them are individually for anything more than superficial damage.
Note:
Can only be used twice
No other Sage techniques in the same turn.
Needs a two turn cool down before using again.
User needs to be in Sage Mode to use this
Can only be taught by Flásh

Taught To:

Korra | Kaishiro | Solf??? | - | - | -



Gifted by Others



(Hebiātsu: Mede~yūsa no Gifuto) - Snake Arts: Medusa's Gift
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will summon 4 snakes from their sleeves and have them shoot out and go after the opponent. These are special snakes since when they bite down onto the opponent they forcibly inject senchakra into the opponent slowly turning them into stone. Right away the spot they bite on turn into stone with each turn have the process of turning into the stone progresses. By the time 1 turn pass where the snakes bite onto the place has no physical changes and only has the chakra injected into the opponent . After 2 turns the area that was bitten completely turns into stone. While after 3 turns the process starts to spreads more turning more areas into stone. After 4 turns and not being countered the opponent turns into complete stone.
Note: Usable 2 times a match
Note: Must know snakes and Snake Sage Mode
Note: Cannot use snake jutsu while they snakes are out
Note: Must be taught by Korra.
Note: must know Snake Sage Mode to use this
(Hebi Senpo: Sukēru Bakudan) - Snake Sage Arts: Scale Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user does the snake sign and starts gathering their senchakra into their hands. In their hands the user creates a ball of snake acid/venom infused with senchakra. Than the user will have the ball of venom be in cased with snake scales giving it some protection and adding some blunt force if the opponent gets hit by it. The user will than grow it to the size of Chō Ōdama Rasengan. The user will than either throw it or slam it against the opponent. When the opponent gets hits with it the scale first burst out and cut the opponent all over the body. The acid/venom will that hit the opponent burning their skin and getting into their cuts. The venom will than get into the opponents body through the cuts and start to cause paralysis to the opponent after being expose to it for 2 turns.

Note: Usable 2 times a battle
Note: Must know Snake Sage Mode
Note: Cant use any other SM jutsus the same or next turn

Senpo: Burasuto Jutsu) Sage Art: Blast Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used three times per battle
(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to prolong Sage Mode. The prolonged Sage Mode will stay until the rain is either defeated or cancel by the user. When the rain stops so does the prolonged Sage Mode. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.

[Senpo: Waikyoku Zennou no Sennin] - Sage Mode: Torture of the Almighty Sage
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.
-Uses 2 turns on SM
-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn
 
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My Own Customs


N/A​


Gifted By Others



B-Rank

(Kagemaru no hōhō) - Shadow Circle Way
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user extends his shadow and then performs the Rat hand seal in order to divide his shadow. As the shadow splits, it goes right and left, moving towards the opponent in an arc. This way it forms a huge circle around the opponent, making him hard to focus on both and to choose which one to defend from. When either of the shadows reaches his shadow it makes him unable to move while the user is maintaining the Rat hand seal.
Note :
-Usable 3 times per battle
- Must be a Nara Clan member to use this jutsu
- Can only be taught by Oasis Nara

(Kage Hōrudo)- Shadow Hold
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 15
Damage: N/A
Description: The user gives his shadow jutsu adhesive properties to bind opponents to the user's shadow. Someone with immense strength can break free fom the shadows but when used with Shadow Imitation it becomes more difficult. The user is unaffected by this jutsu

A-Rank​

(Kage: Hisan Gosunkugi)- Shadow Flying Spikes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 35
Damage Points: 60
Description: Once the user infused his shadow chakra into his kunai, he can throw it and when it get's close enough to the enemy the shadow will mold out of the kunai to create 5, 3 foot long shadow spikes coming off the kunai facing the way that the point of the kunai is facing. This is able to increase the span of impact that a ordinary kunai cannot do.
Notes:
-Only usable by Nara clan member
-Only usable when Shadow training is complete
-Can only be used 3 times per battle
-Unable to use if chakra reserve is below 20% (towards end of battle likely)
(Kage: Rippoutai)- Shadow Cube
Type: Defense
Rank: A
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
This is used to defend against enemy attacks all around the user. The user connects with their shadow, then they expand the shadow all around them then manipulate the shadow to build walls on all sides of the user creating a shadow cube. This move can also be applied to trap an enemy. Only works when the user has connected with the enemies shadow. Once the connection is made the same rules apply, the shadow walls are made all around the enemy to trap them for 1 turn.
If it blocks one A-Rank Jutsu it is destroyed, any other jutsu rank needs to hit the cube twice before it's destroyed i.e. two B-Ranks, 1 C-Rank and 1 B-Rank. The cube is fast enough to stop mid - long range attacks.
Notes:
-Able to protect user from A-Rank and below jutsu's
-Only usable against mid - long range abilities
-Cube can protect user for 1 turn
-Cube can trap enemy for 1 turn
-Usable 3 times per battle (Trap and Protection are each counted as one)
-User cannot use Shadow abilities C-Rank and below for 1 turn after cube has been made
-Only usable by Nara Clan members
-Must be trained by Dexter..
-Only usable for those who completed shadow training
(Kage: No fīrudo) -Shadow Field
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user gathers his chakra in his shadow and uses it to expand his shadow in a circle with a radius from 20 meter. Thanks to the users chakra in the shadow he is able to feel every movement in it. However the shadow can't trap the enemy like the shadow mimic no jutsu.
Note: One must have finished his shadow training.
Note: One must be member of the Nara Clan (Social group).
Note : Can only be used by Nara's
Note: Can only be used with permission of MikeyDread
(Kage Kobushi Sentou)- Shadow Fist Punch
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (if holding kunai +5)
Description: The user will focus chakra into there shadow, their shadow then exteneds from their feet then molds it into 10 fists which then begin to pumel the opponent. The fists can also hold kunai and throw shuriken, if the fists hold kunai then they begin to slash ths opponent countless times.
Note: Requires a row of 4 handseals.
Note: Can only be used 4 times in battle.
Note: Must have finished Shadow training.
Note: Only Orange-Hokage can teach this jutsu.

(Kage Beruto)- Shadow Belt
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: With two handseals user creates several, 2 ft wide, belts of shadow that wrap around the target and crush it. They can also grab and move large objects.
-Usable 3 times per battle
-Can only be used by a Nara clan member
-Can only be taught by Katonpwnz

(Kage Masuku)- Shadow Mask
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: The user creates a pattern of shadow all over his skin that lets him perform shadow jutsu originating from the shadows on his body. This allows jutsu such as Shadow Sewing to be used in mid-air.
-Lasts for 3 turns
-Can only be used by a Nara clan member
-Can only be used twice per match

(Bekutoru Yajirushi)- Vector Arrow
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user materializes numerous arrow-like belts from his shadow that can both cut and pierce the opponent acting somewhat as blades. These arrows can restrain an opponent by wrapping around his body.
-Usable 3 times per battle
-Can only be used by a Nara clan member

Kage Kumo) - Shadow Spider
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user materializes an orb from his shadow from which multiple shadow tendrils emerge. They allow the orb move swiftly in the way a spider does and pursue targets. Targets caught by the spider's tendrils can be pulled into its body where they are immobilized and suffocated by the shadows covering them. It is strong enough to hold three people inside of itself without losing much speed. The body of the spider can be destroyed with an A-rank attack but is more vulnerable to light-emitting attacks such as fire or lightning.
-Usable 3 times per battle
-Lasts for 3 turns
-Can only be used by a Nara clan member

S-Rank​

(Kawa Kageoni) - Shadow Demon Hide
Type: Attack
Rank: S
Range: Short-Long (depends on position of opponent´s shadow)
Chakra Cost: 40
Damage: N/A
Describtion: The user manipulates opponent´s shadow and focuses his chakra into it. Than the user manipulates his own shadow and combines his body with opponent´s and hides in it for as long as he wants to.
Note:
*Usable once per battle
*Can only be used by Nara
*Can only be taught by Migualon J.J.

(Kage no Ki)- Tree of Shadows
Type: Attack/Defence/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user forms 3 handseals and materializes his shadow into one large tendril much stronger than Shadow Sewing that can branch out many times to cover a large area and deal more damage to impaled opponents. The tendril can pierce the earth and branch out underground to uplift sections of earth for defence and offence.
-Usable 3 times per battle
-No A-rank or higher shadow jutsu next turn
-Can only be used by a Nara clan member

(Kage Shinkō)- Shadow Emerging
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After forming 2 handseals, the user slams his hands on the ground. Using the darkness underground, the user causes a large mass of shadow tendrils larger than Shadow Sewing to emerge from the ground anywhere within range and impale the opponent before branching out to inflict multiple wounds.
-Usable 2 times per battle
-No B-rank or higher shadow jutsu next turn
-Can only be taught by Katonpwnz
-Must be a member of the Nara clan to use.

F-Rank​

(Kage no ō)- Shadow King
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage: N/A
Description: The user forms the rat handseal and makes a pattern of shadow all over his skin. While in this form, only 2 jutsu can be used per turn, not including the turn this jutsu was used, and only shadow jutsu may be used. The speed of shadow jutsu are doubled, they require no handseals, can be done simultaneously, and moves such as Shadow Sewing can originate from the user's body. Dojutsu can read the speed of the shadows and they are not hidden while moving through another shadow. When this jutsu ends, no shadow jutsu can be used for the rest of the battle and for two turns the user's movements are slowed and painful.
-Usable once per battle
-Lasts up to 3 turns
-Can only be used by a Nara clan member
-Can only be taught by Katonpwnz
 
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My Own Customs


N/A​

Gifted By Others


A-Rank​
(Bakuton:Nendo Sitora)-Blast Release:Clay Stitches
Type: Offensive/Supplementary
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user from the maximum Distance of 2m from the opponent will release two streams of clay that resemble ropes down his feet into the ground.The ropes of clay have needle like,very sharp tips and they are of 1cm radius.The ropes of clay will then emerge from the ground and sew the opponents feet (or any other body part that has contact with the ground) to the ground so the opponent can't move.The user can then detonate the stiches blowing up a large part of the opponent's feet.
~Can be used only twice per battle.
~Can be used only by Deidara bio's.
(Bakuton:Kyasuto Ami)-Blast Release:Cast Net
Typeffensive/Supplementary
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user from the air will create a circular net made out of clay and infused with the users chakra.The user then when he is above the opponent will throw the net wich will inlarge into a net with a 2m radius.When falling onto the opponent the ends of the net will burrow underground preventing the opponent from simply shaking it off.The net is also hard to cut because it is infused with the users chakra.The user can then perform a hand seal and detonate the net.
~Can be used only from above the opponent.
~Twice per battle only.
~Can be used only by Deidara bio's
 
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(Mokuton: Uragiri umare) | Wood Release: Born Treacherous
Rank: S
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 40(+30 for using the roots offensively)
Damage Points: N/A(60 for using the roots offensively)
Description: With a single handseal, using his ability to manipulate the roots, the user manipulates the roots underground to spread out throughout the ground, to hold the earth firmly. The roots actually form a network underground and also extend above the ground, forming a jungle-floor like terrain. The roots hold the ground so tight, making it impossible to move, and as such prevents both the user and the opponent to use any techniques that alter/move the ground (upto S rank) like creating the S ranked Golem, creating spikes, raising the ground etc.. However, techniques like the swamp of the underworld that change the physical properties of the soil will still be possible, as long as they follow the laws of physics. With a single handseal, the user can manipulate the roots above the ground to attack the opponents like using a whip. The roots are all atleast 15 meters in length, (with the power of A rank, consuming 30 chakra and dealing 60 damage; counts as a move) but with varying thickness.
Notes:
- The user can, if he wishes, create the roots in such a way that it does not hold up the earth, allowing both him and the opponent to perform techniques that involve earth.
- Can only be used once per battle with a two turn cooldown.
- No wood jutsus above S rank in the same or next turn.
- No earth jutsus above S rank in the same or next turn.
- Can only be taught by Nāruto.

 
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[Kontei Enchou] ♦ Root Extension
Rank: Forbidden
Type: Attack/Defense/Supplementary
Range: Short/Long
Chakra Cost: 45 [+20, to create thorns.]
Damage Points: N/A
Description: The user focuses his chakra on his hand for a short while, then by using the plant-like abilities the user has, the user is able to sort of commune with nature around them. They will place their hand on the ground and small roots will grow from it. The roots will then extend through the ground and attach to nearby roots. The connected roots will extend the jutsu further. If there are any vibrations sent through the ground or roots they will alert the user to a presence through vibrations, so if anything on or below the ground moves the user instantly knows their location. The roots can almost instantly rise from any point of the ground by the user’s will for any purpose needed. By focusing more chakra on the roots, the user can create big thorns on them, that can easily cut through flesh and if anyone, except the user is underground, they would be cut. When a root is out of the ground, the user can pretty much instantly through the created roots, travel to that location, not even using mayfly, but it takes time for the roots to expand, about two turns. If the roots are destroyed somehow, they grow back again in one turn.
~This technique can only be used once.
~The user can travel instantly
through the roots only twice.
~No Mayfly for the next turn after using this.
~Only Zetsu and characters from Zetsu's clan can use this.


[Bunya no Maboroshi] ♦ Field of Dreams ♦
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: 60 [+20, each turn they remain on the field.]
Description: By utilizing the plant- like abilities the user has he can be one with nature. Placing chakra into the ground, the user changes the molecular constitution of the grass and surrounding vegetation. The grass begins to turn into a field of white lily flowers with blue stems, growing to knee height of an average human, the field of lily flowers stretching out for two-hundred meters. Each lily releases hundreds of spores into the air at all times, day or night, causing any who breath the spores to fall into a deep sleep. The spores are also highly combustible, so if fire, or lightning were to touch the spores, they would explode causing a massive explosion. The user is immune to the spores, since he created them. The explosion is almost inescapable, cause the spores are almost everywhere.
~This technique can only be used once, but the lily's remains on the field still releasing thousands of spores and in each turn increasing the explosion.
~If the user is caught in the
explosion, he will also be hurt
~The explosion occurs instantly as soon as any fire or lightning is released, without it even being able to travel.
~Only Zetsu and characters from Zetsu's clan can use this.

(Genzon Yoroi)-Living Armor
Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 (If used as the attack.)
Description: If the user stands near a tree, the jutsu can be done. The user infuses the tree with chakra and the tree roots comes out of the ground and wraps around the user giving him water resistance feeding the roots, they can also be sent at the enemy at high speed through
the ground.
*Note: The roots gives the user water resistance up to A-rank, feeding the roots, if they recieve water, next time they can block water jutsu's up to S-rank.
*Note: The user can't move if this is used as a defense, cause being trapped in the roots.
*Note: The roots last for two turns, unless sent at the enemy.
*Note: Usable only two times per battle.
*Note: Can only be used by Zetsu.


[Hae Wana Tamago] ♦ Flytrap Spawnage
Rank: A
Type: Attack/Defense/Suplementary
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: The user focuses chakra throughout his body and using his plant-like attributes, he grows a venus flytrap-like extension from any point of his body. This flytrap can be used to, for example, attack, defend or eat someone. This technique requires no handseals because it uses the natural talents of the ninja. Because of this it is almost instant.
~Only usable once, but can extend a flytrap from any part of the body all the battle.
~Only Zetsu and characters from Zetsu's clan can use this.




(Tsutakazura Ibasa no Shiizu)-Seeds of the Thorn Vines
Type: Attack
Rank: A
Range: Short/Medium
Chakra Cost: 30
Damage Points: 60
Description: The user covers some seeds with their saliva, which they put chakra into, and then spits them out toward the ground. They then perform one handseal which causes vines that are covered in thorns to sprout upward and entangle the target or targets.
*Note: Usable only twice per battle.
*Note: Faust can only teach this.


(Kouba Imodzuru)-Plant vines
Type: Attack
Rank:S
Range:Mid-Long
Chakra Cost:40
Damage Points:80
Description:The user puts his hands into the ground sending vines from his hands through the ground. When they reach the enemy they come out of the ground wrapping around his hands and legs, binding him to the ground. Then other vines come out and goes through his body.
*Note: Can only be used 2 times in battle.
*Note: The user can't use Mayfly next turn.
*Note: Only Zetsu can teach/use this jutsu.


[Teigo Hayashi] – Vine Entrapment
Rank: S
Type: Attack/Supplementary
Range: Short/Medium
Chakra cost: 45
Damage Points: -
Description: The user performs several handseals and vines will then begin to move and act quickly coming out of the ground, and within seconds, the vines will mould into a dome shaped about the size of the target trapped inside, leaving no gaps for light, or cracks for escape. The vines are placed tightly together and sealed so effectively that air and water cannot pass through any gaps. The vines bind the soil tightly and doesn’t allow the opponent to use the earth under, thus leaving him without air to breathe.
~Can only be used twice.
~No elemental jutsu the same turn.
~No Zetsu techniques the following turn.
~Can only be used by Zetsu.



(Bubu-teki Kagero) Partial Mayfly
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: As the name suggests, this technique draws inspiration from the Mayfly technique which is Zetsu’s signature technique that he uses for travelling. Black/White Zetsu will partially merge his body with the earth, wooden materials or even organic substances (that contains lower ranked chakra), while his other body parts stay outside. He will then be able to move around freely through the medium with the same speed as when using Mayfly technique. If an underground technique of higher rank is used, it is possible to stop the user or force him to surface. However the disadvantage here is that, unlike the Mayfly technique, chakra sensors will be able to sense/detect him even when hiding.
Note:
Usable 3 times
Only usable by Zetsu bios
Can Only be taught by Flásh

 
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Shadow Combat (Kage no Sentō)
Type: Nintaijutsu

Background: This secret taijutsu style of Nara Clan was developed by who knows that the Nara members are weak at hand to hand combat. Nara.. develop the tech by learning the work of the shadow. It took 3 year for him to discover this technique. He found that by corrupting himself by the shadow, their taijutsu are enhanced. When he learns that, he runs across the field and shouted "I did it!!!". Now, he opens a dojo in his clan house and teach these combat styles

Description on the Abilities and Inner Workings of the Style: This ability works by molding the user's body with the shadow. With this advanced shadow tech, the shadow overwhelm one's body, adding a new layer on it. Whenever the user punch the enemy, the shadow chakra gather there, and extend the fist about a inch and improving one's range and power of punch because it has more mass which means more force. The same goes for the leg. For defensive purpose, the shadow can be extended from the user's body acting like a sharp spike which pierce through the attackers(of taijutus). The spike are strong enough to hold even a sword attack. To be brief, it is an usage of the shadow and to add a layer on the user's body (Act like another skin so that it can prevent enemy from direct contact with the user's body which mean if enemy attack the user, the attack is lessened by the shadow skin) In addition, the spike can be used for attack purpose too. When a spike is extended from the user's palm, it can pierce through enemy body too.

Additional effects and Restrictions:
- User expert in Shadow Combat can use any Shadow tech faster
- Cannot use in night time and cannot use near a huge light source
- User when exposure to sunlight has more damage in using Shadow Combat moves
- Users need to finish Shadow Training first
- All Rei's restrictions applied: [ ]

Proof that the Nara Clan member can make his shadow goes up his body and to make spike from an existing shadow: Remember the part where Shikamaru fought with Tayuya? During that time, Shikamaru make his shadow goes up his body and make it strangle his finger to break the genjutsu. If the user is more expert in it, he can make the shadow goes up to full body. Shadow Sewing techniques prove that the user can make spike from his existing shadows

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

Nara.., our loyal member, gave on the 15th of March, 2012 a request for a Patent on custom fighting style Shadow Combat (Kage no Sentō). I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Shadow Combat (Kage no Sentō)
Powered by Scorps
Copyright 2012, Nara.. , NarutoBase.net

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D-Rank


(Kage no Sentō: anjun supaiku)Shadow Combat Style: Simple Spike
Type: Offensive, Supplementary
Rank: D-rank
Range: Short
Chakra: 10
Damage: 20
Description: The shadow of the user extends upward and then the user grab it which turns into a spike, the user then can throw this spike or use as a weapon, the link to the shadow from the user dispersed from it, and it become a substance made up of shadow chakra.
- Can only be used by those who Nara.. taught





B-Rank



Shadow Combat Style: Arc Slash (Kage no Sentō: Ākusurasshu)
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user form a sharp blade in his right or left hand. The blade is made over the hand, possessing a few small tendrils rising along the blade.When it hits the enemy, the tendrils elongates and sew the enemy with shadow and make them immobile. The user afterward can throw him as he wish.
- Can only be user by Nara.. and person he taught
- Can only be formed at one hand at a time
- Sew for one turn.



(Kage no Sento: Dakushadou no noroi) | Shadow Combat Style: The Curse Of Dark Shadow
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A simple yet effective technique, The Curse Of Black Dust is a technique that will cover up your disadvantage up to a certain level. During a battle, often times it happens that the user looses a limb or two. The user can in these situations, channel his Shadow Chakra into that limb and re-create the limb. This will cause the bleeding to stop momentarily as the black shadow limb replaces the lost limb. However the catch here is that, the shadow limb does not function as effective as the original limb, but is simply, a replacement. If the user creates a hand, he can not release elemental chakra through that arm (only shadow related techniques can be performed through that limb). Same goes to all limbs. The user can however, use shadow jutsus without any problem. The user can use this technique to re-create any part of his body, as long as he is alive. The technique even be used to fill up small cuts or bruises if the user so wishes. However, the technique only lasts for a certain amount of time after which the shadows will disappear and the wounds will open up and the user will have to seek medical attention.
Note:
Lasts for 4 turns
Can only be taught to Shadow Combat Students
Can be used thrice.



A-Rank

(Kage no Sento: Akuma no fujiyu amuzu) | Shadow Combat: Crippled Arms of a Demon
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This is one of the abilities that the practioners of Shadow Combat learn when they are introduced to the fighting style. A text book ability that it is, it involves using the user's shadow to shape manipulate it to form huge grey-black demonic hands that emerge from the user's body. The user channels his shadow chakra throught his body before releasing it from the sides of his body and back, to create huge arms that extends from the body. The arms are larger than normal human hands (twice their length) and are located two on the user's either sides and two on his back. They look more like a giant's arm. The arms being composed of shadow chakra, are made quite strong; in a sense that they have similar properties of strength like "Earth Spear Technique" enabling them an upper hand in close range combat. Using a technique to pierce or destroy the arms would be quite difficult. The hands are all webbed, allowing the user to swim in water at very high speeds. Normal human have a very slow swimming speed as their body is not specifically made for such activities. However with these additional webbed limbs, the user can easily compete the fastest mammals in water. Each hand can easily cover up the user's half body, protecting him against the opponent's techniques. Once the user grabs the opponent, he can form a handseal and cause multiple shadow spikes (up to 2 meters) to emerge from these hands that would pierce the opponent's skin, into his body and cause more harm (20 chakra, 40 damage, requires another move slot). These spikes are similar to "Shadow Sewing Technique", in the sense that they can bend and twist according to the user's wishes. These spikes can reach up to long range from the the shadow arm (20 meters) so as to catch the target.
Note:
Arms last for 3 turns.
The user needs to wait 3 turns before using it again.
Can only be used twice.
Can only be taught to Shadow Combat Students




S-Rank

(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (in a manner similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform only ground altering Earth techniques, that change the physical structure of the terrain like creating a Golem or Moving Earth Core of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up to a height of 15 meters. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.

(Shadō sentō de : Don'yoku ōrudoman no chūshōbodi) | Shadow Combat: Maligned Body of a Greedy Old Man
Type: Defense
Rank: S
Range:Short
Chakra Cost: 40 (+5 every turn)
Damage Points: N/A (-15 total to user for 5 turns)
Description: This technique is one of the most powerful techniques of the Shadow Combat Style. Its main motive is to provide the utmost defensive abilities that shadows could ever provide. The user begins by channeling his shadow chakra throughout his body and releasing tendrils of shadows from all the pores in his body. The tendrils will swiftly coil around the body, re-enter the body, re-emerge and coil around the body again. This is a continuous process that coats the user's body in layers of shadows, creating a tight mesh that provide a very good defense by providing a new layer every time. The mesh is so strong, that the user can punch a big and dense rock with his fist with all his might, and still feel nothing. Not only that, the tendrils go deep inside the user’s body, and coat itself over the bones as well, making it extra strong. Damage due to physical impact (or any Taijutsu) will increase by +20 due to the strong chakra mesh coating over the body. The tendrils when they re-enter the body, causes slight pain to the user every time, enough to keep him out of B-Rank and below genjutsus continuously. The user can, if needed, channel his shadow chakra into his weapons, to give them the same effect. However, they lose the effect the moment the user leaves the weapon. The user can also release the tendrils passively outside his body (up to short-range), to grab the opponents and throw them (any freeform activity).
Note:
This technique requires concentration; and hence the user cannot perform techniques above S-Rank when this is active.
Can only be taught to a Shadow Combat Student
Cannot use any Shadow Combat techniques in the same turn it is used.
Lasts 5 turns at max.
Can only be used twice.


 
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|Dracova no shinigami āto|Reaper Art Of Dracova

Type: Other (Scythe Arts/Taijutsu/Kenjutsu Mixed)
Background: The Reaper Art Of Dracova is based off the belief that one should always finish a opponent with his/her own hands. The art was created by a great blacksmith and scientist known as Dracova. Dracova lacked discipline as a child to the point where not one swordsman dojo would accept his ignorance. Dracova thus had never learned to wield a sword. Years past, Dracova was still searching for a school that would accept him. This was a long journey. Dracova had seen and taken samples of different types of metals while on his journey in hope of that someday he would be accepted to a swordsman dojo and create his very own sword. Dracova's one dream was to become a mighty warrior in the ninja world. Dracova knew that he would not live forever thus he wanted to be remembered forever. As years past and Dracova was 18 he had still not found a dojo that would accept him. One day, Dracova came across a dojo hidden in the mountains. This dojo was named Reaper Academy.

Reaper Academy was a dojo which concentrated purely on the use of the scythe. With nothing left to lose Dracova decided to give the scythe a chance. 1 year had past and Dracova had finally but quickly learned everything that dojo could teach him. Dracova loved how wild the scythe was and the empowerment it had given him. Dracova at that point was close to having a piece of every kind of metal in the world in his possession. Dracova had left his dojo to travel to an oasis in which he would continue his training there. During his jounrey Dracova met a white haired blacksmith who told him "When you have enemies that you must defeat, you must take them down with your own hands. That is the pride of a scythe wielder".

Once at the oasis Dracova had found that he was physically strong enough to wield his scythe with only one arm. This brought back the memory of the old ma's words. This led Dracova to create multiple techniques using his scythe one handed. Most of these technique's finishing blows were with Dracova's opposite hand because of his pride. Dracova continued to train becoming stronger and stronger. As Dracova trained his chakra reserved became larger and larger due to the mist given off by the sacred oasis he trained in. Soon, Dracova had mastered his one handed scythe art. Dracova named it The Reaper Art of Dracova. There was one problem, no scythe could withstand the force used with the art. This led to Dracova mixing many rare metal materials from all around the world to create a almost flawless scythe. Dracova named the scythe "The Forgotten Reaper" as the scythe was fit for the Devil himself. This scythe would help Dracova go toe to toe with some of histories strongest ninja. Before Dracova had died he had dedicated his life to creating more and more almost flawless scythes until the day he died and past it down to his son. His son would be known as the Grim Reaper.

Levels of Mastery:

Grim Reaper (Creator)= Use/Learned all techniques.
Master= Use Learned S-Rank and below techniques.
Warrior= Use/Learned A-Rank and below techniques.
Novice=Use/Learned B-Rank and below techniues.


Description on the Abilities and Inner Workings of the Style: When using this art the body is very loose giving the user the ability to dodge incoming attack when trying to get close to the opponent. The user can add chakra to the scythe to increase it's size and shape in multiple ways. Depending on the level of mastery the user is allowed to store massive amounts of chakra into their hands without repercussion as long as they are at a certain level of mastery. While using this art chakra is constantly pulsing through your scythe, arms and hands. This is to keep the blood rushing to that particular area so that the user can wield his scythe one handed for a long period of time. While using this state the blood is flowing so rapidly throughout the user’s body they are in a state similar to an adrenaline rush meaning they can surpass there limit and ignore pain for a limited time. The user is causing great strain on his body by practicing this art. If not used carefully it could potentially kill the user.

Additional effects and Restrictions:
-You must have mastered basic taijutsu.
-You must wield a custom scythe approved by the current “Grim Reaper”
-You have the ability to release and manipulate chakra through your hand and scythe
-You are very tolerant to pain such as non-lethal stabs and blows to the body.
-You are granted enhanced reflexes slightly above that of a taijutsu specialist .
-You must be S-Class to begin training.
-You must have mastered basic kenjutsu.
-Can only be taught by Grim Reaper or a Master with the Grim Reaper's approval.

Example Techniques:


Dracova no shinigami āto: Shinigami no gurippu|Reaper Art Of Dracova: Reaper's Grip
Type: Offensive
Rank: A
Range:Short
Chakra:30
Damage:60
Description: The user will engage the opponent by quickly pouncing at him/her. While he/she is moving quickly they will use their scythe to knock dust/mud/rubble/water into the opponents face temporarily blinding them. Without hesitation the user grabs the opponent by the neck and releases a large concentrated mass of chakra into the opponents body. By doing this the user's chakra will interfere with the opponents chakra flow making it harder for the opponent to perform jutsu quickly. The user then jumps back before the opponent can retaliate.
-Must be taught by a Grim Reaper or Master
-The effect last for 3 turns.
-The speed of jutsu performance is greatly decreased.

Note: It is somewhat similar to the way Franken Stein used his scythe in his fight against Medusa. Though they are not the same.

I have made the required changes.
____________________
P a t e n t C e r t i f i c a t e

Shade Dracova, our loyal member, gave on the a request for a Patent on custom fighting style |Dracova no shinigami āto|Reaper Art Of Dracova. I, Riku.. of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

|Dracova no shinigami āto|Reaper Art Of Dracova
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Copyright 2012, Shade Dracova, NarutoBase.net

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(Dracova no shinigami āto: Majin Hanto) Reaper Art Of Dracova: Genie Hunt
Type:Attack
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: This is one of the 3 main techniques of the Reaper art this being the second. By circulating mass amounts of chakra through the sycthe. This technique resembles a massive halberd-like blade, expanding to 3 meters wide and 2 meters long. This technique is very dangerous to use with others around in a 5meter diameter. The user will swing the sycthe in a 360 degree angle towards the opponent increasing the cutting capability to its fullest degree. As the scythe is swung it will release chakra as a powerful thin line that cuts through anything in a 5meter radius with ease, easily able to cut through human flesh with extreme ease and earth (A rank). The line of chakra is so thin that it can barely be seen by the normal human eye.
Note: Can only be used twice with a two turn break in between usages.
Note: Cant use reaper arts , kenjutsu, nor taijutsu for 2 turns



(Dracova no Shinigami āto: Tsuin majo hanto) Reaper Art Of Dracova: Twin Witch Hunt
Type: Supplamentary | Offensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/a (+20 to RAOD Techniques) (+10 to kenjutsu techniques)
Description: This is one of the two ultimate techniques of this fighting style. After the user has used the technique "Pulsating beat" they will channel mass amounts of chakra into their scythe, causing the scythe part to take the shape of a large crescent moon that glows with an eye in the middle of it that ranges three meters long. The moment this happen, the user will channel more chakra into into the scythe, causing chakra to travel alongside the body of the user into their free hand causing another identical scythe made from pure chakra with an bright blue glow. These two scythes are link via a chakra chain which can extend in the front of the user or the back of the user. This technique is/can be used as a host for other techniques, allowing the user to mix and be diverse with their techniques, incorporating regular kenjutsu in their fightings The unique thing about this technique is that the user is able to use two techniques in a single time frame using the twin scythe to their advantage.

Note: Can use twice and last 3 turns
Note: Cant use for 2 turns after its ended
Note: Can only use kenjutsu and RAOD techniques while active
Note: Though the attacks are in a single time frame, it still takes up 2 of the 3 user slots.
Note: This technique can be paired with regular kenjutsu techniques

(Dracova no Shinigami āto: Myakuhaku Hyoushi) Reaper Art Of Dracova: Pulsating Beat
Type: Supplamentary
Rank: A
Range: Self
Chakra: 30 (-10 per turn)
Damage: N/a (+10 to RAOD Techniques)
Description: This technique is one of the base techniques for the style, utilizing the pulsing and fueling of chakra into the users body. The user will raise their chakra levels by fueling the scythe with their own chakra allowing the recycle of that chakra to enter the scythe then back into their body. This allows the scythe to act as a host to chakra that constantly pumps into the users body, putting the user in a state of an adrenaline rush with the constant fueling of chakra, causing his scythe, arms, and arms to pulse with great strength. This makes both his physical strength, and the scythe stronger allowing free-form scythe strikes to be able to deal E rank damage, increasing the strength of the techniques as well. This technique is the host for other stronger techniques, needing this technique to be active for all of the forbidden techniques of this style.

Note: Can use twice with a three turn cool down.
Note: Last 4 Turns
Note: The user is physically stronger due to this technique being active causing his arms to be slightly bigger then normal (more muscular to give it a visual)
Note: Cant use any other cfs while this is active

 
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Ars Planetarum: Arusu Planetarum
Type: Bukininjutsu
Background: This style was developed by rogue ninja living on the run due to being hunted by their respective villages. The rogue ninja would disguise themselves as fortune-telling travelers. When hiding, they discarded their weaponry and utilized their disguises to fight. They would use the orbs that they made fortunes from in order to fight. The orbs were usually crafted of an intensely hard material that was near impossible to break nor crack. This is due to the high density of the material used to craft the orb. The style is based around a speedy attack that can be utilized from any angle as well as hidden that the rogue ninja could use. It was eventually also passed down to Samurai that the Shinobi believed to be worthy of this style. Years of experiments and training has let the users come up with alternatives of using this style. At times it became difficult to access the weapon due to various reasons (paradox events). In those cases, the users simply create orbs made out of their own chakra, instead of channelling it into the weapons, to get similar (yet a weaker) orbs that could perform the exact same techniques.

Description on the Abilities and Inner Workings of the Style: The workings of this Fighting Style revolve around manipulating the orb - Dust. The user can use the custom weapon and manipulate the chakra in it to attack the opponent. The user can manipulate the chakra present in the weapon to change it to elemental chakra and use its properties to further enhance the attack.

Due to the use of chakra in the usage of this technique, that chakra can be utilized and used to form objects of chakra, such as a shield or blades to sprout out of the orb. Due to the chakra being of non-elemental nature, it can only block jutsu of equivalent size and power. If the user has stressed their usage of this style and developed it to higher extents, the user gains an ability to use the orb to add an elemental nature to the orb and add a quality to the chakra use to create objects. Along with adding elemental weaknesses and strengths to the chakra, the change in chakra nature can also be used to add effects to the orb. Adding an element to the chakra in the orb counts as a move. An example of this would be, in case of earth natured elemental orb, it is capable of hitting with such strength by using mass manipulation, seen to be used multiple times in the manga and anime, and make it "lighter" until just a moment before impact where the mass of the orb is then increased and then hit with a large amount of momentum. This style of mass manipulation requires a high amount of chakra control.

Elemental Effects on Orb:
-Wind: When channeled with the Wind chakra, the orb vibrates violently as its exterior surface turns sharp with the overflowing wind chakra. On contact with an opponent's body, this orb can cause deep lacerations and cuts.
-Fire: When channeled with the Fire chakra, the orb raises the temperature within it, as it turns so hot, that it evaporates the nearby water sources (bucket full of water), thanks to the overflowing fire chakra. Prolonged contact with an opponent's body, this orb will cause the opponent's skin to be burned.
-Lightning: When channeled with the Lightening chakra, the orb radiates with energy as its exterior surface vibrates with the overflowing lightening chakra. On contact with the opponent, this orb will cause the opponent's skin to be numb and paralysed. The limb which comes in contact with it, remains paralysed for 1 whole turn.
-Water: When channeled with the Water chakra, the orb turns itself into an orb of sticky water. The water orb, when it comes in contact with the opponent, releases a sticky adhesive fluid at the area of contact. The fluid quickly spreads over the target's body, restricting his movements.
-Earth: When channeled with the Earth chakra, the orb turns itself into a very hard material. The ball becomes even more dense and gains the ability to soak up small water sources that are produced from the opponent's chakra. (Note small is equivalent to about the size of enough water to fill a bucket). The ball's mass and strength can be manipulated to be increased or reduced considerably. This orb can break bones with its raw impact.
Note: Further effects of the orbs will be explained properly in the jutsus.

Palantir takes the above properties of the elemental orbs, when using it as the medium of attack.

Example Techniques:

Ars Planetarum: Chakra Infusion (Arusu Planetarum: Chakura Chūnyū)
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long (Created in short range)
Chakra Cost: 30 (+10 chakra every turn)
Damage Points: N/A(60 if used to attack)(+10 damage to taijutsu)
Description: The user can use his elemental affinity to create orbs of a particular element. The orb, with the size of a human head can actually hover in the air.
-Wind: The orb is capable of stopping electrical currents that take the shape of a bolt of lightning by driving the ball through the electrical current and dispersing the lightning away. This is done by manipulating the air around the orb and causing it to increase in size by pushing the air back, pushing the lightning away from the ball. Up to B-Rank. On contact with an opponent's body, this orb can destroy the skin cells (like the effects of rasenshuriken)
-Fire: The orb is heated up to a high extent and can release the heat as a small flaming burst and stop wind jutsu by dispersing the flames. Up to B-Rank. (The small burst of flame reaches about a meter away from the orb and can cause minor burns to an opponent, not enough to kill). On contact with an opponent's body, this orb will cause the opponent's skin to be burned.
-Lightning: The orb is electrified with a high amount of electricity and gains the ability to pierce through the earth. Up to B-Rank. (Due to the ball being electrified, it can pass that electrical current through a water source as well as numb the opponent upon contact). On contact with the opponent, this orb will cause the opponent's skin to be numb and paralysed. The limb which comes in contact with it, remains paralysed for 1 whole turn.
-Water: The orb is seemingly soaked in water and with a burst of chakra, will release water that has been compressed and form it into a wall of water capable of blocking fire jutsu. Up to B-Rank. (The size of the wall is equivalent to a wall produced by the Destruction Torrent jutsu). On being destroyed with a physical attack, this orb can re-form again (5 chakra) and continue its attack. The water orb, when it comes in contact with the opponent, releases a sticky adhesive fluid at the area of contact. The fluid quickly spreads over the target's body, restricting his movements.
-Earth: The ball becomes even more dense and gains the ability to soak up small water sources that are produced from the opponent's chakra. Up to B-Rank. (Note small is equivalent to about the size of enough water to fill a bucket, or fuel smaller water jutsu) The ball can also be slammed into the ground to uplift a B-rank wall of earth. The ball's mass can be manipulated to be increased or reduced. This orb can break bones with its raw impact. However, the speciality of this orb is to petrify the target at the point of contact for one whole turn. The user won't be move that limb and any small damage will cause it to break into dust.

Restrictions:
-Can only use one nature at a time
-The orb moves at speeds according to the user's mastery.
-Usable by Samurai and Shinobi, elemental uses is available to Samurai with the usage of Harmony.

Ars Planetarum: The attack of Mars (Arusu Planetarum: Kasei no kōgeki)
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user can manipulate the orb to to move at incredibe speed and hit the opponent with a 10 hit combo. The same attack can be performed by pure elemental orbs or by channelling chakra to the CW

Additional effects and Restrictions:

- The orb moves at comparable speed to a Lightning Release jutsu.
- Finished training in the Basic 5, Ninjutsu, Taijutsu
- Using the constructs or the ball while it is infused with chakra, counts towards the user's turn count.
- Must be able to use Palantir CW.
- Using Palantir grants the user, the ability to change the chakra nature in the orb (which would cost a jutsu).

Image for better understanding:
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Video for better understanding:

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

Azráel, our loyal member, gave on the 15th of October 2014 a request for a Patent on custom fighting style Arusu Planetarum | Ars Planetarum. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Arusu Planetarum | Ars Planetarum
Powered by Madāra Uchiha
Copyright 2014, Azráel, NarutoBase.net

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(Arusu Planetarium: Dasuto no shinajī) | Ars Planetarium: Synergy of Dust
Type: Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: To fight against opponents who use high ranked techniques to destroy the orb, Dust quickly absorbs chakra from the user to utilize it, and defend against incoming attacks. The chakra simply coats the orb, giving it special properties of the said elements [refer CFS for effects], and giving it appropriate defense. This obviously means that should the orb coat itself with S-Rank fire instead of D-Rank fire, the burning damage would be greater. Similar effects apply to all other elements. Note that, even if the orb has superior ranked chakra, size will always play a role when clashing against any technique. Also, higher the rank, greater the ability of the orb to inflict damage (obviously).
Restrictions:
* Can only use one nature at a time.
* S-Rank and A-Rank defense can be used twice each in total.




(Arusu Planetarium: Sheipushifutā no giman) | Ars Planetarium: Deception of a Shape Shifter
Type: Supplementary

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Using the ability to make changes to its body, the crystal ball shape shifts to form various entities. From a snake to a bird, from a fish to a human skull, it can shape itself to form anything; but never exceeding its own size and volume. The advantage of using this technique is that, when assuming a form, it takes on the advantages of that form while retaining its normal abilities. The weapon being so old, and having passed on from various masters, with various abilities, it has picked up some talents which it can use now. For example, a shark (though a small one) will have sharp teeth, can rip out the flesh of the opponents, can swim in water at very high speeds (comparable to canon sharks) etc. If it chooses to be a snake, it will have all the ability of a snake (heat and vibration perception etc.) in addition to having the ability of travelling at good speeds through earthen structures. A bird will have its own ability with an addition of travelling at high speeds through windy atmosphere and likewise. However note that, Dust does not gain the special abilities of the said animals (spewing venom etc.). By mimicking the animal, Dust gains their unique ability as it is an omniscient and a living weapon, allowing it to learn things at an alarming rate. A special ability that the weapon achieves in this form is that, being a sentient weapon, it can communicate with animals by posing as one of them. This makes it easier to track down opponents over the Ninja World a bit easier. Also, an interesting fact that was noted is, summoned animals usually don’t attack the weapon when it poses as one of them, as they consider it as one of their kind, leaving the opponent to attack the weapon himself.
Note:
* Can only by used three times.
* Transformation may last for a maximum of 5 turns.
* The weapon can turn back to its normal form whenever it feels like (similar to water substitution ) However, to move to another form, it needs to use this technique again.
* Can only be taught to users of Ars Planetarium.


(Arusu Planetarium: Kurohige no tsūru) | Ars Planetarium: Tools of the Blackbeard
Type: Defense/Attack
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Kurohige no tsūru enables the orb to release the chakra it stole from its owner, outwards to create tools and structures that can be used by the user for his benifit. The objects created by the orb follow the basic tool creation techniques which would enable it to create structures like a shield, a chair, a giant elephant etc. But it can never release the element in the form of a jutsu. The orb will always be touching the said element. So for example, the orb can utilize the chakra and create a lightning spear, but it will not be able to release the spear.
Note:
S-Rank variation can only be used twice (requiring three handseals) and no other S-Rank or above techniques in the user's next and same turn after use.
To sustain the tools, the user will channel 5-15 chakra (B-S Rank) every turn (unable to use any other techniques at the same time).
The tools will last a maximum of 3 turns.

(Arusu Planetarium: Wakusei bakugeki) | Ars Planetarium: Planetary Bombardment
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: The basic ability of using the CFS allows the user to attack his target using the crystal ball - Dust. While it is a simple and effective technique, opponents often time track the ball quite easily and counter it accordingly. To overcome this situation, Dust physically divides itself into 5 smaller orbs. These orbs are weaker in strength than the original one, and will have only the size of a tennis ball as compared to the original skull size of Dust. The division allows the user to hit his target/s from different angles one after the other. The only ability that the smaller orbs receive from the original orb is the ability to fly and their shared vision with the user. The rest of the abilities of the original orb are possessed by the primary orb. The orbs automatically re-combine after 3 turns. However, to re-combine, at least one orb should be in working condition. And once it recombines, it will stay inactive for a certain period of time (ex. if two orbs were deactivated, the orb will have to wait two turns to work again etc.) depending on the damage sustained.
Note:
Lasts 3 turns max.
Cannot be used consecutively.
Can be used thrice.

 
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