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Scroll II - Contents
Contract - Barnacles (In Mandatory Edits)
Contract - Cats
Contract - Griffins
Custom Fighting Styles
Custom Elements​
 
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Summoning Animal: Cats (Nineko aka Ninja Cats)

Scroll Owner: Mirai
Other Users who have signed contract: Jonbro, Chihaya, Never
Summoning Boss if existing: Rinsei
Other Summoning Animals tied to contract: Carla , Bubbles, Happy, Pantherlily
Description and Background: The nineko,or ninja cats are a species of felines that resides on an island named Extalia. Their appearance and behavior directly matches that of common domesticated cats found on the main lands. However what separates these domesric cats are their affinity for chakra, allowing them to achieve feats such as walking on water, climb vertical walls and even perform jutsus. They are all capable of understanding human speech and also speak it as well. They all adopted the trait to stand upright on their hind legs if needed but also can just as easily walk on all fours much faster. They are ruled by their Queen, Rinsei who is the matriarch to cats residing on the island. While they share a lot of common abilities, many individual cats have demonstrated their unique traits that separate them from the rest of the family.

Average Cat (Basic Ability #1): All cats are naturally fast felines, which all of them move a speeds rivaling a Jonin Ranked Shinobi, though in some cases individual cats might even be faster or slower than this (specified per summon if needed). The feline specific summons with no mentioned speeds also follow the base speed mentioned here instead.

Keen Senses (Basic Ability #2): All cats are naturally good sensors, utilizing their noses and ears to detect others. This keen sense of smell however is far more potent, as they are capable of smelling the chakra of others akin the Inuzuka Clan. This allows them to track targets up to 1 adjacent landmarks away. This smell is so keen it can different between other humans and animals alike, and also the nature of elemental techniques used in battle.





Type: Summoning*
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 (Depends on the jutsu she performs)
Description: Rinsei is the Queen of the Neko family (like Manda is the king of snakes). She is one of the most powerful of the Neko Family. Like the 3 tailed Demon she has 3 tails, this allows her to use her 3 Katanas. Her fur is soft like clouds and she has the Ying and Yang symbol printed on her forehead (the place where the summoner stands, if she allows it). Like all of the Neko family she is able to use a large amount of chakra, if needed. Her personality is that of a protective mother, if anything comes to hurt her young, or summoner, she will go all out against the person responsible. Jutsu she can use are (some cases she might need help from her summoner):
Katon – Up to S-Rank
Fuuton - Up to S-Rank
Rinsei is very touchy when it comes to a summoner, she will only let a summoner stand on her forehead when they have done something to prove themselves to her. In order for a summoner to attempt to stand on her forehead the summoner must undergo a variety of tasks, which vary depending on her mood. The only exception is Kusari Uchiha (Hazure), who holds the Contract of the Neko Family.
*Stays in battle for 3 turns.
*Can only be used once per battle.
*Must have signed the Contract of the Cats (held by Hazure)




Type: Summoning
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Chisoku is shy when he meets new people but after he gets to know them he can get quite attached and protective; that is if he likes them. He is fast and can match the speed of Rock Lee when his weights are taken off. His fur has a soft texture. He is roughly the same size as Akamaru when Kiba and Akamaru first meet each other. He can be quite cheeky sometimes, especially to a new summoner, like playing practical jokes with his speed, for example putting a thumbtack on a chair just as the person is about to sit on it or he uses his speed to tie up the new summoners feet and then he headbutts them in the back as so that they trip. He is smart and likes to spend his time with his summoner reading challenging books.
*Must have signed the contract of the Cats (held by Hazure)
*Stays in battle for 5 turns
*Can only be used/taught by Hazure




Type: Summoning
Rank: D
Range: Short*
Chakra Cost: 10
Damage Points: N/A
Description: Bubble is shy and cute, she is the basic summon of the Cat family and should only be used for training purposes, like getting the basics for the summoning of this noble family. She is fragile and will only allow 1 summoner to hold her and that is Hazure.*
*Must have signed the contract of the Cats (held by Hazure)
*Can only be used/taught by Hazure
*Can only be handled by Hazure




Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost:
Damage Points:
Description: After marking the opponent with the users own blood, he/she will then proceed to smear their hand with their blood. Building up chakra, the user slams his/her hand down onto the ground and summons a group of 6 Ninja Cats. These cats can either appear on the surface of the ground or appear underneath the ground and then follow the scent of the summoner’s blood to the opponent. Once they have located and targeted the opponent, the 6 ninja cats will then attempt to restrain him/her. Two will appear at the opponent’s feet and bite into their ankles, effectively halting the movements of the opponent, two more Ninja cats appear out of the ground and bite into the wrists of the opponent, keeping their hands in place. The remaining two Ninja Cats, the largest, appear behind the opponent and bite into his/her neck, preventing further movement of the upper body. The cats names are:

Kinomi
Kuro
BoriBori
Guraindo
Buuta
Ooki

Kinomi is the same size as Akamaru in the original Naruto series. Kinomi's fur is a pale orange color and is rather course to the touch. Her eyes are a dark green shade of color but even though they show a deep hidden sadistic nature they are very gentle most of the time. When Kinomi is summoned she is somewhat protective of her bother, Kuro, and is not afraid to chomp the ankles of a new summoner that she believes is about to hurt Kuro.

Kuro is the same size as his sister Kinomi. Kuro's fur is a midnight black color with a white pattern on his belly and his fur is soft to the touch. His eyes are a light blue shade of color and they reveal a warm feeling if you stare into them for too long. When Kuro is summoned he is quite care-free and will dawdle if he can get the chance, although he will protect his sister if the need arises.

Boribori is roughly the same size as an abnormally large sausage dog. He has a long thin body that is accompanied with long, spiky fur which is like a mixture or amalgamation of dark gray and white. He is quite hyperactive and has trouble focusing on things others tell him however when the need arises he can be quite vicious.

Guraindo is the same size as Borbori but is more muscular then his partner. His fur is long and smooth and is the color of ice (a very pale blue) with black stripes much like a zebra. He has OCD (Obsessive Compulsion Disorder) and is continueously asking anyone if he is black with pale blue stripes or pale blue with black stripes.

Buta is the same size as Bull from Kakashi Hatake's Ninja Hounds. He has a bright/happy demeanour and always seems to look on the bright side of a situation. His fur is a dark brown which looks almost black and he has swirls on his cheeks (similar to Choji Akimichi) that are a red color. He is a bit of a glutton eating as much as he can however he does show a great amount of restraint as he has never been shown to take a bite out of an opponent when the opponent is being restrained.

Ooki is slightly bigger then Buta and has a more serious tone to his summoner. His personality is very similar to that of Jiraiya that its scary. His appearance is also very similar to that of Jiraiya. His fur is white and spiky like Jiraiya's hair and he also has the same red lines under his eyes like Jiraiya. He has been referred to as a closet pervert and enjoys lying in the sun.

*Can only be used/taught by Hazure
*Must have signed the Contracts of the Cats
*Can only be used Once Per Battle
*The opponent is immobilized for 1 turn


Contract Arts


Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After activating either (Neko Mo-Do) Cat Mode or (Neko Mo-do Tsugi Ni) Cat Mode Stage 2, the user will begin to purr. They start out low and then the sound begins to grow until the target can hear it. Once the target hears the purring they are caught in the Genjutsu. The area around the target goes completely black; the target cannot seem to move any part of his body. The targets vision is still black but it gradually starts to reveal images, of little kittens running toward him/her. They think the kittens are adorable until one goes up to him/her and lifts one of its paws at the target, revealing that the claws are as sharp as blades. The kitten then begins to scratch the target who realizes that they are a Scratching Post with a face on it. Once the target realizes this, all the other kittens (5 in total) race over and join in scratching the target.
*Must have signed the Contract of the Cats (Held by Hazure)
*Must be in (Neko Mo-Do) Cat Mode or (Neko Mo-do Tsugi Ni) Cat Mode Stage 2
*Paralyzes target for 2 turns from pain and fear
*Can only be used Once Per Battle
*Can only be used/taught by Hazure




Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user takes on the characteristics of a cat. The user’s senses become 10X stronger. All taijutsu damage is increased by +20 and all ninjutsu damage is increased by +15. The user’s eyes become that of a cat and his speed becomes equivalent to double of Lee’s speed when lee took his weights off. The user’s nails grow longer. The user can move as they normally would or they can run on all fours.
*Only lasts for 4 turns
*Can only be used once per battle
*Can only be used/taught by Hazure
*Must have signed the Contract with the Cats (held by Hazure)
*After the mode has ended, the user cannot move for 1 turn




Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A (-15 to the user for each turn it is in use)
Description: Like the original Neko Mo-Do the user takes on the characteristics of a cat. The user’s senses are the same strength except for their sight; the user’s sight becomes accustomed to speeds equal to the Neko Mo-Do’s speed. All taijutsu and ninjutsu damage are the same as ‘Stage 1’. The user’s eyes become that of a cat. The user’s nails grow longer. The user is able to sense chakra and his/her chakra is increased by half the original user's chakra, the user releases the chakra that forms a cloak around the user, the cloak looks like a regular cat. The user can use the chakra to lengthen the user’s range of taijutsu.
*Only lasts for 4 turns.
*Must have activated Neko Mo-Do
*Can only be used once per battle.
*Can only be used/taught by Hazure.
*The chakra can only block elemental jutsu up to C-rank.
*After the mode has ended, the user cannot move for 1 turn.
*Must have signed the Contract with the Cats (held by Hazure)
Note: The cloak is nothing like the Demon Cloaks the Jinchuuriki have; this cloak does not act on its own accord but on the thoughts of the user. The user must know where an attack is coming from for it to be able to defend him/her, they still take damage from the use of the chakra.

 
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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, Benzaiten & Idaten, Garuda

1. Kuchiyose: Hono Gurifin kōtei) Summoning: Hono, The Griffin Emporer.

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. (Kuchiyose No Jutsu: Berufegōru) - Summoning Technique: Belphegor

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. (Kuchiyose No Jutsu: Amaimon) - Summoning Technique: Amaymon

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. (Kuchiyose No Jutsu: Ririsu) - Summoning Technique: Lilith

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. (Kuchiyose No Jutsu: Akame) - Summoning Technique: Akame

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. (Gurifin Kuchiyose no Jutsu: Hanuke) – Griffin Summoning Technique: Toothless

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

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7. (Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten

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: Garuda) - Griffin Summoning Technique: Garuda

Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Garuda is the most talented of all Griffins who is known for his immense knowledge in the field of taijutsu and genjutsu that he acquired over the ages. His age is unknown even to the Emperor Griffin, as he was still alive and as young as he is today, even when the Emperor was born. When on his four limbs, Garuda stands thrice as tall as any human, while his wing spans around 12 meters long. He has a red muscular body with golden wings, and a golden hood that gives him an appearance of that of a phoenix. Even though his size is comparatively smaller as compared to the Emperors, Garuda possesses the talent to defeat each and every one of them, due to him being the master of the ancient Griffin Claw Arts. With constant training, Garuda has developed claws that can crack even the hardest substances on earth. These claws can not only take any amount of damage, without feeling any repercussion, but they can rip open the target's flesh using the raw muscle strength. Even his body, protected by the golden feathers, are immune to C-Rank and below physical attacks. He can take one B-Rank attack once and still continue though. This is again, due to the numerous times that he has hurt himself during training, that he no longer feels the pain in those areas. His reaction and movement speed is twice as much as any other Griffin, giving him an unfair advantage over others. However, this does not affect his flying or running speed. Although Garuda is so much proficient than others in Taijutsu, he rarely gets in a taijutsu brawl. That is because, he would have already defeated the target even before the fight has begun, thanks to his Genjutsu skills. Since he is unable to use elemental chakra, Garuda flaps his wings to release a pulse of chakra(mid-range). Anyone caught within the radius, gets caught in the genjutsu (A-Rank against one person; B-Rank against multiple) where they will see purple smoke appearing all around the terrain, to blind their vision. Garuda can constantly channel his chakra into their brains, since he is not capable of performing any other elemental attacks, by spending 10 chakra every turn. The smoke will limit the vision of the target(s) to short-range of themselves, and they can only see silhouette of everything around. And to add to the confusion, the target(s) will see the silhouettes of multiple entities hovering around them, till one of them attack the target(s) from behind, break their spine, and render them motionless which causes mental damage (40). In reality, the target(s) are free to move.
Notes:
- Can only be summoned once.
- Garuda can carry two people on its back.
- Garuda can only use the genjutsu mentioned above.
- The genjutsu above can only be used once per-match, and while Garuda is on the field. Genjutsu lasts two turns unless broken.
- The genjutsu cannot be layed with.
- Garuda lasts on the battle for 4 turns.
- Must have signed the Griffin contract

Yüme's permission for allowing me (Nathan) to take full ownership of Griffins: .
Yüme training me (Nathan) in Griffins: .



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.

27.
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.

22.
Type: Supplementary, Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, continuous and harmonized cry, that creates an A-Rank Illusion which affects a very wide omni-directional area, mid-range from each of them. Any target(s) of this Genjutsu-infused cry within a rough 15m radius that hears it is immediately rendered immobile, and trapped within a paralyzing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralyzed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten. The sound waves by themselves do not cause any physical damage, except mental damage that the target(s) receive while being subjected to the illusion. Also, since the user/summoner, has so much training with the two, he/she would've been used to the cry, and as such wouldn't get trapped in the illusion.

This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain, ) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again (unless a chakra surge is created to break the effects. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves. Also, to use this genjutsu, either Idaten or Benzaiten (whoever produces the base note), will have to build up chakra in their throat first (which lasts one turn), that creates a loud high-pitched noise, and then the other sibling, would join in, to harmonize the voice note, and thereby creating an illusion.
Note: Must be a signer of the Griffin contract.
Note: Can only be used twice per-match.
Note: Cool down of one turn before re-use.
Note: Benzaiten & Idaten must both be present to use this technique.
Note: Lasts for two turns.
Note: Cannot be layed with another genjutsu.

 
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Fighting Styles

Bliss & Ivy
Chained Daemon Fury (In Mandatory Edits)
Reaper of the Cards
Way of the Sai
Chop-Hanging Rippling Fist
Impetus of Untouchable
Dance of the Blade Sage
Way of the Avenger
Fatal Impact
Football Arts
Dark Webbed Arts
 
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Bliss & Ivy

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Shifuku’tsuta - Bliss & Ivy
Type:
Ninjutsu + Fuuinjutsu + Kenjutsu
Background:
This style was created many years ago, an ancestor of an old Noble Family with the name Ivy Valentine would have this weapon forged and utilise it to destroy her foes; for she had many. Ivy swore to destroy the Senju for what they did to her bloodline, making her the only surviving member. The Whip sword perfectly combated their wood and close quarters style for she tore down many of them. Eventually she was deemed too dangerous a Shinobi and a kill squad was made just to bring her down.

A Senju Male on the run from his own clan for crimes he had committed amongst them fell into Ivy’s clutches; and though it took her a very long time to be convinced he was no longer one of them they eventually became lovers. They decided to settle and run away from having a target on their back, changed their identity and called their new family “Bliss”, from then on their children and their childrens’ children would learn this fighting style as a part of the Bliss Family name as part of Ivy’s Legacy. Lena of Shinramoto would meet such a student of the Style, Angela Bliss.

Description on the Abilities and Inner Workings of the Style:
This Style utilises the weapon known as either a Whip Sword or Snake Sword. The Weapon is unlike a normal sword, it’s blade is split into many smaller segments whilst still being attached to the hilt with a strong flexible metal chakra wire, cable or tinier segments that attach the larger ones together; with the utilisation of chakra this gives the illusion that the blade is indeed a living one. Some say Ivy’s original Snake Sword, The “Valentine” was a living sword fuelled by Forbidden practises. The sword can be stored in a sheathe when contracted or can be coiled around the body like a belt or clothing accessory when expanded.

The Whip Sword is a dominatrix in combat, it’s fluidity and flexibility makes it a tough opponent to shrug off in the wake of destruction as it can easily slither around limbs, weapons to disarm or maim and defensively patrol the user’s proximity at high speeds. It can be utilised on it’s own or as a pair the user has passive control of how the blade expands within it’s short range reach and contracts back into that of a normal blade at will. The creativity in which the user manipulates their whip sword is down to their imagination, it can slash at range, thrust repeatedly through a foe like a jackhammer without even needing to make the arm movements, can coil around the body to defend whilst also attacking at the same time or when binding an opponent can be used in tandem with that second whipsword or Taijutsu for effective finishers. It can penetrate through the ground or terrain to execute sneak attacks on targets from below or different angles.

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When basic Elemental chakra is channelled through the blade it’s segments will light up with a colour that relates to said element with properties radiating off it. In certain Techniques Blade Segments can come apart from a whip sword, this utilisation is more advanced as it requires concentration on multiple assets at once when performing combos. Released segments are usually used to perform flanking manoeuvres whilst the true whip sword is occupied. User’s have control of segments even when they’re apart from the blade and once channelled with chakra and then separated the segments still have that element channelled through it until used.

The Blade’s segments also usually have seals on them so that they can be used to bind targets once the blade is coiled around opponents or when the segments are stabbed into or in proximity. Strikes from the blade can be used in tandem with sealing quite fluidly when the blade strikes an opponent’s defence or body, sealing arts will activate to further penetrate through defences or leave foes open for finishers. Furthermore when a Whipsword manages to fully coil around an opponent the Kanji all activate acting like a quicker but less permanent version of the “( Fūin Fuda ) – Sealing Tag” jutsu which can completely bind an opponent leaving them at the user’s mercy, once the whip sword is retracted from the target they regain control of themselves. ( This is to be submitted as a technique )

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Example Techniques:

Type Offensive
Rank B-A
Range Short - Mid
Chakra 20-30
Damage 40-60 (+20*)
Description
The Basic Technique of the Fighting Style, this ability incorporates the versatile usage of Bliss & Ivy. The user will manipulate their blade to thrust forward at high speed, stretching out completely to perform a ranged sword strike or they can perform a whip-like maneuver with their arm and perform ranged slashing attacks. When the user manipulates their blade to shoot forward they can do so so that it moves around obstacles to reach their target.

The user can stab their blade into the ground and under the target the stretched out blade will thrust upwards impaling/slashing them and stretching high into the air. They can then retract their blade which forces it back through the opponent causing new more devastating damage which *causes an additional 20 internal damage on an already struck target (this doesn’t increase the power of the technique) . When the blade is pulled through the opponent it can “grasp” them and pull them closer to the user into short range to be followed up with a new attack or pulled into the ground so they are partially buried if the whip sword was initially stabbed into the ground.

With one use of this technique the user can channel one of their basic elements into this technique to make it more usable versus certain defences or attacks. If the user manages to make a hit they can release a segment of their blade to remain in the target.
Type Defensive (Offensive)
Rank S
Range Short
Chakra N/A (40)
Damage 80
Description
The user has their Whip Sword completely surround their immediate vicinity at high speeds, intercepting any attacks coming their way whether it be sword strikes, projectiles, taijutsu or even just small scale techniques. They can do this with two whip swords and intercept more larger scale techniques as they have more segments and area to defend against. Though when channelling a basic element or their advanced element into the blade the user can create an aura from the segments of their whip sword that completely surround the user being a complete defence from all angles. If anybody comes in contact with this defence they will suffer damage, whether it’s channelled with elemental chakra or not - the high speeds of the segments travelling around the user will shred flesh easily.
  • When channelled with Chakra this technique only has 3 uses. Two turn cool down.
  • The chakraless version is weak to ninjutsu attacks.
Type Offensive
Rank A
Range Short - Long
Chakra 30
Damage N/A
Description
This technique is used passively in tandem with other Bliss & Ivy techniques, when they strike the target with the blade the can release a segment of the blade to remain in it’s position, depending on the seal a number of things can happen;
  • The Seal will activate and will then temporarily seal the opponent’s struck Limb, stopping any chakra to be able to be molded through said limb and it also cannot be oved and goes limp. The target can no longer feel that limb. The segment burns/seals itself into the opponent and cannot be removed unless the user wills it.
  • The Seal will activate forming a pattern circle of energy and kanji around said area like a glyph. This seal forces the opponent to be moved by the seal, it is manipulated by the user and they are led by said seal wherever it has embedded into the target. Capable of moving it out of the way or into the way of certain things. This can be used on Solid Elemental techniques as well as shinobi, summons and entities of that ilk.
Each Seal effect can be used twice.
This technique has a two turn cooldown

Additional effects and Restrictions:
  • The user has Passive control of the whipswords they are wielding or on their person, capable of manipulating it’s expanded form however they need to in short range.
  • Using the basic creation jutsu of tools of any field the user knows, they can make whip swords that can be utilised for this Fighting Style.
  • Specialist: The user has passive control of the whipswords they are wielding now up to Mid-Range

Approved: Here

Approved Jutsu:

1. (Shifuku’tsuta: Miwaku-tekina gunshuku) - Bliss & Ivy: Seductive Disarmament

Type: Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80
Description:
The fighting style has an edge on combating other close combat users and this technique builds on that advantage and seals it. When parrying an incoming weapon attack the blade uses it's whip form to it's advantage, the sword upon clashing unlocks it's segments which wrap around the incoming attack whether it be a blade or limb it will completely bind the target in it's sharp segments causing cutting damage if possible. The user can then swipe their arm and pull away captured weapons disarming the target with ease or tighten around the limb causing it severe critical damage. Because of the range advantage of Whip Swords they can disarm targets from a distance by having their whip thrust forward and the tip of it will bind it's target. Utilising no chakra is an A-Rank move, it is very effective against Taijutsu, Kenjutsu & Bukijutsu. This usage can be used any number of times.

The user can apply Fuuinjutsu which is S-Rank, utilizing a sealing barrier when the whip sword strikes incoming attacks, the barrier will coat an entangled / clashing opposing weapon and will stop any kind of chakra utilizing said target as a medium - stopping chakra infused sword attacks or bukijutsu or additional infusions of chakra; then proceeding to throw and disarm the weapon from the enemy. If specifically targeted at the target's hand and weapon then it causes damage. This barrier can additionally be used on projectile techniques, the whipsword will hit the jutsu and the 5 meter diameter barrier will form around it the user can then throw the projectile(s) to the side or over their head and redirect it or even throw it back at an opponent. S-Rank can be used 2 times with a two turn cooldown, additionally users with Advanced Fuuinjutsu can created an augmented barrier of up to 70 chakra when defending against incoming projectiles. A rank can be used 3 times per battle.

Approved


2. (Shifuku’tsuta: Saigo musume no hōseki o motomete) - Bliss & Ivy: Seeking Jewels of the Last Daughter

Type: Offensive
Rank: (B) A - S
Range: Short - Long
Chakra: (N/A) 30 - 40
Damage: (40) 60 - 80
Description:
The Basic Technique of the Fighting Style, this ability incorporates the versatile usage of Bliss & Ivy and the athletic nature of it's users. The athletic nature can entirely be optional or part of this technique, performing a flip of any kind or cartwheel side flip to avoid incoming strikes and attacks whilst also whipping their blade - almost like a ribbon dance. The user can follow their dodge with an attack or attack whilst dodging at the same time. The user will thrust their blade forward to quickly stretch out to perform a long range sword thrusting strike that can go straight forward or weave around obstacles to reach a target like a seeking rocket. Once it hits a target it can be used to pull the opponent forward, "grasping" them after being stabbed or interlocking with a weapon or item on their person. It will pull them all the way back through the initial striking path the blade traveled, but the user can choose to retract the blade or not in set up for future usages. B-Rank usage is a chakraless whipsword attack.

A - S Rank usage of this technique are imbued with the elements, coating the whole length of the blade even when fully extended. Lightning ripples across the blade and causes paralysis to hit targets and will branch off to any enemies 2 meters away from the blade; Wind coats the blade in a sharpened aura and break straight through objects in their path instead of weave around them; Fire sets alight targets and can be willed to explode from a point along the length of the blade up to a 2 meter radius; Earth Hardens the blade and allows the user to thrust their blade through the ground and strike from underneath their target and pull them through the earth or partially bury and restrict them; Water will allow the user to use their blade as a source of water from any point of the blade when fully stretched out. A-Rank has 5 usages and S-Rank 3, two turn cool down for the latter.

Approved


3. Shifuku’tsuta: Sōtai Kaiko - Bliss & Ivy: Relative Dismissal

Type Defensive (Offensive)
Rank S
Range Short
Chakra Varies
Damage 80
Description
The user draws their Whip Sword and it spins the entire length of the whip around the user, this can be done with two whip swords or one. The Segments of Blade and length of Whip they're attached to rapidly spin around the user like a cocoon that protects them from all angles - batting away weapons and close combat maneuvres, it can also be used to capture and bind opponents or multiple weapons and throw them to create range/attack. Because of how quick this spins around the user it can defend against multiple attacks at once, if attacked by multiple taijutsu, ken or bukijutsu moves - the whip(s) will wrap, cut and snake around multiple limbs, weapons, deflect weapon projectiles at once and the user can then thrust their arm forward after the over the head spin a bit like a Lasso. They will throw the weapons and people caught by the sword in that direction up to 5 meters away, them all colliding with each other. This Chakraless version can also defend against Manipulated Tools techniques, deflecting them and sending the tools back to anyone within short range.

The refined and full application of this jutsu utilizes Advanced Sealing Arts. When something with a chakra signature comes into contact with the defense the seals on the segments of the blades will trigger and capture the signature(s), sealing them within the user's Whip swords. The Sealing Segments rip through jutsu, physically and spiritually tearing chakra apart and capturing it within the segments for potential later use. These Seals aesthetically remain lit up as though they have been charged with energy, usually in a color that is significant to the absorbed chakra-type. If these segments actually manage to cut through a target with a chakra pool, it also drains 100 chakra from their pool.

Note: Chakraless version of this can be performed three times with a two turn cooldown, The Sealing variant of this can only be used twice with a three turn cooldown at the cost of 70 Chakra. If the sealing variant is used, no Fuuinjutsu above A rank can be used in the following turn.

Approved: Here


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Kādo no Shinigami | Reaper of the Cards

Type: Nin-Kenjutsu/Bukijutsu
Background: Reaper of the Cards was created by a Jōkā who had sworn vengeance on the world. Once a powerful and respected figure, he had soon lost everything. His family, power, wealth, it was all taken away on nothing more than a whim. He was soon reduced to nothing more than a fool. In the fear of losing his life if his identity were to be found out, he took the disguise as a Joker in a carnival. This is what he had to become... a bitter old fool who entertained others with his foolishness. He hated his life and couldn't really do anything to change it. But he could do things to make himself seem better. That one thing that entertained the entertainer, made his hell of a life just barely bearable was... blood. Killing a few of those who had part in the killing of his family, and their families. That was the purpose of the Reaper of the Cards style. With his cards and his Scythe he brought true terror and despair to the masses. He became known as Jack the Ripper. Eventually he was taught and executed. He passed down his fighting style to a few of the other Jokers, and eventually it fell into the hands of the Cursed Prince.

Description on the Abilities and Inner Workings of the Style: Kādo no Shinigami is a style that incorporates both kenjutsu and bukijutsu. It requires the use of a double edged Joker Scythe and a 52 deck of ornate metal cards that are normally kept in a holster. They are inscribed with the symbols on normal cards such as the Joker, Ace, King etc. This allows them to be used as regular shuriken outside of the style in the place of shurikens for techniques that require them as they are extremely sharp. The style itself requires precise control over ones chakra, allowing them to levitate cards within a few feet of them and to send them flying at an opponent. This is just a simple ability of those using the style. Kādo no Shinigami relies on surprise attacks and stealthy attacks instead of pure raw power, mostly used as means for assassination. The original master of this style was very proficient in the use of the Silent Homicide technique. Using the abilities to send the cards where they desire they can set up attacks using them. The attacks are done by channeling pure chakra or in some cases elemental chakra into the cards. Whenever this is done into 1 of the face cards, it allows sharp scythes to emerge from them. They are solid manifestations of chakra in the form of the same Scythe the user wields, used to attack an opponent from cards that have slipped through their defenses or send them at the opponent and stab them. They can quickly and stealthily end the opponent without his notice. Advanced users can cause a joker wielding the same scythe as the user to emerge from a face card and decimate an opponent. He is just as stealthy as the cards when he to assassinate an opponent, he is composed entirely of chakra and controlled entirely by the users. The users Scythe is used to strike down the target when an opening is created. Using chakra and the number cards present they can enhance every slash from the scythe, creating powerful shock waves from a single slash that could easily slice an opponent in half and grind and slash opponents due to the large number of the cards. The user also uses the cards to enhance hand to hand combat, by wielding a card as one would a kunai. The user is proficient enough with it to defend even from heavy weapons such as axes Because of its small size, making the cards very quick and efficient hand held weapons.

Example Techniques:
Kādo no Shinigami: Bāsuto no Jakku | Reaper of the Cards: Jack of the Bursts
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This technique can be used on a single card anywhere within the limits of the range. After the swift formation of 2 handseals the user will focus 1 of 3 elemental chakras throughout the card and release it from the card. Depending on the desired element, different effects may be caused.
Lightning: The user will send his lightning chakra into any card within range and when he wills it so, discharge the lightning from the card causing lightning to emanate from it in all directions within 5x5 from the original location of the card. The lightning is rather unfocused, so it can only shock and paralyze an opponent, similair to nagashi, only it doesnt numb the body.
-Restrictions here-
Fire: The user will this time send fire chakra into a single card anywhere with mid-range of him. The user will channel fire chakra into the card and release it, causing fire to shoot out from it in all directions within 5x5 meters from the original source of the card. The fire is much more like the fire irl causing 2nd degree burns on contact. It sets the opponent on fire and it must be rid or else the opponent may burn to ashes.

Earth: The user will this time send Earth chakra into a single card anywhere with mid-range of him. The user will channel the earth chakra into the card and then release it. This is different from the other 2 elemental releases as it requires direct contact with the desired object. The user can use this to cause the object its in contact with to suddenly drastically increase weight.

Kādo no Shinigami: Burēdo no Jakku | Reaper of the Cards: Jack of the Blades
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into in a card of the user's desire, the user can manifest the chakra into the form of a blade made entirely of chakra. It bears great resemblance to one of the blades on the double edged scythe used by the user. Each blade can range in size from 1 to a full 5 meters in length. The user can force 3 cards to use this technique, but the strength would be equally divided between each blade. Since the technique was designed for quick and stealthy kills, it is quite hard to notice.
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Kādo no Shinigami: Kādo no Hontō no Jakku | Reaper of the Cards: True Jack of the Cards
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will channel an exceptionally large amount of powerful chakra into a card anywhere within Short-Mid range. The user will manifest his chakra into a the upper body of a Joker projected from the card. The joker wields the same scythe as the user and is inhumanly strong. It can quickly swing and stab opponents with its scythe at the same speed of the user. Being a technique used for assassination it is quite stealthy, seemingly using the Silent Homicide Technique when it attacks. It has a short range reach when it attacks, but can also use the card it emanates from to move from place to place
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Restrictions come later z.z

Additional effects and Restrictions:
~Requires completion of kenjutsu
~The users proficiency with Bukijutsu is increased when using the cards, being generally faster then other projectiles
~Levitating the cards is done passively but the user only has control of the cards within short-mid range. They can be sent at an opponent as if they were thrown
~

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

Cursed Prince, our loyal member, gave on the date the 11th of July 2014 a request for a Patent on Custom Fighting Style (Reaper of the Cards). 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;​

Kado no Shinigami
Powered by Caliburn
Copyright 2014, Madāra Uchiha, NarutoBase.net

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Learned :
Permission to Submit :

Kādo no Shinigami: Burēdo no Jakku | Reaper of the Cards: Jack of the Blades
Type: Offensive/Supplementary
Rank: B
Range: Short/Mid
Chakra: 20
Damage: 40
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into a card of the user's desire, the user can manifest the chakra into the form of a blade made entirely of chakra. It bears great resemblance to one of the blades on the double edged scythe used by the user. Each blade can range in size from 1 to a full 5 meters in length. The user can force up to 3 cards to use this technique, but the strength would be equally divided between each blade. IF you manage to get a card behind the opponent without them noticing this can be a great assassination technique as there is little sound when the blades are formed for this purpose.

~ Must know Reaper of the Cards Fighting Style and be taught by LonelyAssassin
~ Can't be used more than once in the same turn
~ Approved :

Kādo no Shinigami: Kādo no Hontō no Jakku | Reaper of the Cards: True Jack of the Cards
Type: Offensive
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into a card of the user's desire, the user can manifest the chakra into the form of the upper body of a large Joker-like entity the originates from the card. With just the upper body of the joker, it is easily 6 feet tall. The joker wields a larger version of the scythe the user wields. Once it is formed it will swing or stab an opponent with it's scythe. Being a technique used for assassination it is quite stealthy, seemingly using the Silent Homicide Technique when it attacks and moves quickly. This is able to be used on up to 2 cards, the power between each would be split. It has a short range reach when it attacks.
~Can only be used 5 times per battle
~Must know the Reaper of the Cards
~Can only be used once in the same turn
~Approved :
~Learned :

Kādo no Shinigami: Akui No Aru Suu~ōmu | Reaper of the Cards: Malicious Swarm
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique requires the user to first surround his opponent in a dome-like formation of 21 of his cards, similar to the Demonic Mirroring Ice Crystals technique used by Haku, only smaller scaled. The user will charge chakra into the cards and from each card, a miniature joker carrying a miniature scythe will dash from the card, attacking the opponent in a swarm of slashes.The Joker's are as big as the cards and do not have to be dispersed straight away, they can all move to attack as a barrage in another direction if they so wish and if the user manages to escape the dome of cards.

Note: Can only be used Twice
Note: Lasts 3 Turns
Approved :

(Kādo no Shinigami : Kauntā no jakku) - Reaper of the Cards : Jack of the Counters
Type: Defense/Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description:
The user disperses into many cards (this is used after being hit in close combat usually) and the cards will all spread out towards the left and right, revealing a Joker made of chakra with a their usual scythe which they will swing around to try and cut through their enemy. The user can appear at the left or right from the bundle of cards about 5-10 meters from his original position - the bundle of cards will spin around like a tornado revealing the user again where in reality they used transformation to disguise themselves among one of the bundles going left and right. The Joker that replaces the user will be formed either in the air where it will drop down upon it's enemy or can be formed where the user ones was as the cards part away, dashing forward at least 5 meters whilst cutting through anything in it's path with a scythe.

If the user is hit whilst in card form it will act like ordinary transformation, though because of the small protection of them hiding in the bundle of the cards they will have at least B-Rank protection again Elemental Ninjutsu - This means that the Joker will have the other half of the Strength equating to B-Rank as well. They will also prematurely transform back. However the user is still aware of their surroundings. Also the bundle of cards that the user travels with can be used to perform Reaper of the Cards jutsu after he transforms back into his original form.

- Cannot be used Consecutively
- No Reaper of the Cards Jutsu above B-Rank in the same turn
- Joker Disperses After Turn of Posting, User transforms back once he has reached desired destination
- Must Know Reaper of the Cards
- Approved :

( Kakuhenkan, Kama no Katachi ) | Transmutation, Scythe Form
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20 (+10 to Reaper of the cards techniques)
Damage: N/A
Description: By channeling chakra into one of the card's that the user has under his control, he will manipulate any number of cards' form into that of a large double-sided scythe, exactly the scythe that the joker conjures to attack. These scythes can all be controlled as the cards would be, however when using reaper of the card techniques through these scythes, a joker materializes with his hands around the scythe, ready to slash. This allows for a more in-depth fighting style and combo's.
Note: Can only be used three times, lasts for 6 turns
Note: Specifically allows for the True Jack Of The Cards technique to be used
Note: Must Know the Fighting Style Reaper of the Cards

Approved :
Learned :

(Kādo no Shinigami : Ō no engun) - Reaper of the Cards : King's Reinforcements
Type: Supplementary
Rank: D
Range: Short - Long
Chakra Cost: 10
Damage Points: N/A
Description:
The user will stream their cards into a jutsu, the cards won't be damaged by it and will simply travel with them offering no damage boost or perk. It is simply a way to tranzit the cards across the battlefield with a little more ease. As they form a technique with their chakra the cards will be stream through it to hide within the structure or energy (of course within reason, if the technique is too small then it won't be able to hide any cards in it). For example if When the technique is countered or lands the hit, depending on it's size cards of the same proportion will be littered across the battlefield and could potentially hit some one if they were to fall on them - however they can be simply countered through freeform. Whilst this jutsu is active the user can choose which jutsu they stream their cards into passively.

- Activation of this is instant and can be within the same timeframe of the first jutsu it is used with
- Can only be used on Techniques that come from the user or erupt from the ground.
- Must know Reaper of the Cards.
- Lasts four turns
- Approved :

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Way of the Sai (Sai no michi)

Type
NinKenjutsu
Background
After Travelling the Ninja World Sokka learned to be able to use the Sai in a style kept between a group of Shinobi that resided in the Land of Lightning. This group didn't live inside Kumogakure, but inside a village - the shinobi of this village seemed to only know of this style and nothing else, a traditonal technique taught among them.

Description on the Abilities and Inner workings of the Style
The Sai is split into different parts and all of the parts of the Sai have a use in this style (Labels shown in diagram above). The tsuka being the handle of the blade allows the normal grip that is made with the Sai, it is usually held in a reverse grip and with one in each of the user’s hand - this is the ordinary and the first stage of Sai Practice along with the use of the Saki. The Saki is the pointed tip on the end of the Sai, because it is a rounded blade, this is the main method of attack, it is primarily used as a striking weapon for short jabs into the solar plexus but it also has many defensive techniques. Users of this style with have the knowledge to be able to strike an enemy in the abdomen and cause collateral damage - instead of most people going for the head or neck, users of this style will aim for the area of nerves behind the stomach. If this area is hit it just with one jab it can cause spasms, harsher breathing and extreme pain. The Element of Wind can be used in combination with this to cause sever damage, expelling it through the Sai like a needle and shredding the opponent’s body.

The next part of this style is the use of the monouchi - this is the rounded part of the blade which means the user can hold it without it hurting himself. After practising in this style the user can freely switch from a Tsuka grip to a Monouchi grip, this allows the user to counter attacks quickly with great effect, by hooking the yoku over a blade and yanking it out of the way, this allows the user to then slash or thrust their opponent freely with the other Sai. This Monouchi grip also allows the user to block Taijutsu based attacks but also cause damage to limbs, by plunging the Yoku into the opponent’s arm or leg and again yanking it out of the way so you can freely attack your target and cause some damage (especially if you hit a muscle). The Butt end of the Tsuka is called the Tsukagashira and become a weapon that deals blunt damage when in the monouchi grip - though for extra damage, Lightning can be used in combination to cause a Paralysing smash, leaving the opponent open for a switch of the grip and a slit throat.

The Spinning Technique of the Sai is mainly used to switch from Tsuka Grip to the Monouchi grip in very quick speeds allowing a quick defence and then a quick switch to counter. The users of the style will be able to use this spin at very quick speeds, spinning them using the tip of his finger in the gap between the yoku and monouchi to manipulate this spin. There is also the fact that if a Sai is thrown, users of the style will throw it in a spinning motion so that the tip of the blade is affecting a bigger radius - this is just a simple technique.

(Sai no Michi : Kitei no injekushon) Way of the Sai : Prescribed Injection
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The User deals multiple blows towards the opponent’s torso with one of the Sai’s as a distraction, these blows don’t have to be offensive and it could be defensive again the opponent’s close combat attacks. They would then channel Wind into their spare Sai and step immediately to the side, stabbing the Wind Sai into the side of the abdomen and injecting the Wind Chakra through it and shredding the opponent from the inside of their stomach hitting their solar plexus, causing extreme pain and muscle spasms.

(Sai no Michi : Monouchi gurippu ) Way of the Sai : Monouchi Grip
Type: Supplementary / Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description:
The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), they will quickly counter a Kenjutsu / Weapon attack by hooking the Yoku around the blade and yanking it away from them, this gives the user and opening to strike the target with the other blade. They can also block Taijutsu attacks by plunging the tip of the Yoku into the attacking limb and again, yank it away so it gives them an opening to strike with the other Sai.

Additional Effects and Restrictions
-Can only be taught by Shino500
-To be taught in this style you must have mastered elements lightning and wind
-Arm movements are slightly faster than the average Shinobi’s
- Approved:




Approved Techniques

(Sai no Michi : Fōku fukushū ) Way of the Sai : Fork Vengeance

Type: Offensive / Defensive
Rank: B
Range: Short
Chakra: N/A (+20 Lightning)
Damage: 40
Description:
The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), and more adept users of this style can switch the grip instantly by spinning it on their finger in between the Yoku and Monouchi. The user can then counter a Kenjutsu/Weapon attack by hooking the 'Yoku' of the Sai around the blade and yanking it out of the way leaving them free to strike with the other Sai OR even disarming them by twisting it out of the opponent's grip and catching it for them self with a free hand (if they are only using one Sai) leaving their enemy completely defenseless.
This Grip can also be used to counter Taijutsu moves, the tips of the Yoku on the Sai are point and can easily pierce the human skin with enough force - and so by stabbing it into the attacking limb the user can move it out the way, putting their opponents in awkward unbalanced positions and leaving them open to being struck with the other Sai. This way of using the can be accompanied by lightning, it doesn't add any damaging properties and only comes into effect once the limb has been stabbed, it paralyzes whatever limb is stabbed and makes it useless for a number of turns (one).
~ Must Know Way of the Sai
~ Can only be taught by -Shino-
~ Can only be used 4 times
~ Learned :


(Sai no Michi : Kuikkuhanmā) Way of the Sai : Quick Hammer

Type: Defensive/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Similar to Fork Vengeance this is a very quick counter attack switching to the Munouchi grip with BOTH Sai and using the Yoku to stab the attacking limb whilst at the same time striking with the other Sai and hitting the opponent with an electrified Tsukagashiri (butt end of the Sai) like a hammer to slam into the body of the opponent which sends a quick pulse of lightning through the enemies body paralyzing them for a turn leaving a big opening for attack.
- Must know Way of the Sai CFS
- can only be taught by -Shino-
- Can only be used twice
- Learned :


(Sai no Michi : Kage seriu) Way of the Sai : Shadow seil

Type: Offensive / Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The user can channel channel the element of wind or lightning into either Sai or only a single one. Using one Sai and keeping the other sheathed or in their hand doing nothing, the user will defend attacks and distract the opponent using combos with the single Sai in CQC of their choosing by blocking attacks or hooking the crossguard of the Sai around a sword or limb etc. The distraction is all for the other Sai which is usually (depends on the user) channelled with Chakra whether it be lightning or wind will whip their hand forward (whilst unsheathing the Sai if sheathed) and flicking it forward with great precision all whilst attacking/defending with their other Sai. The hidden Sai will be done low around the waist area whilst the other is usually keeping the opponent's eye busy at chest area, the attack being sort of hidden and quick because of the close range. The lightning can paralyse whereas the wind can cause a internal damage by exhaling through the tip of the blade once it has stabbed the opponent.
- Must be taught by Professor Shino
- Must know Way of the Sai
- Paralysis if used lasts for two turns
- Can only be used twice
- No Way of the Sai in the same turn
- Two turn cool down
- Learned: Here


(Sai no Michi : Karitori fukku) Way of the Sai : Reaping Hook

Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+20 If performed on Water)
Description:
The user utilises both their Sai, The first is thrown into the air and charged with Lightning chakra and also used as a feint/distraction. With the Second the user will perform a low sweep but instead of knocking them down with their leg they will extend their arm with one of the Sai in a Munoichi Grip and charged with lightning they will use the Yoku (one of the prongs on either end of the Sai blade and dig it into the leg, usually stabbed into the calf muscle and continue their spin around, sweeping the opponent from their feet. This will send a stream of lightning through the opponent's legs, paralysing their lower half for a turn - it will also permanently damage their struck calf for the rest of the match making them slower. Once the full 360 sweep is finished the user will do a couple of back flips making some distance between the user and it's target.
The Sai that was thrown into the Air also charged with lightning chakra will suddenly flare and shoot down with some speed acting like a bolt of lightning, finishing the swept up target and also drilling them into the ground, buckling the earth wherever it strikes so that the jagged rocks surround the enemy almost essentially burying them. If performed whilst standing on water, the water will be charged with lightning causing extra sustained damage when the Sai hits their legs and even more so when the second strikes it.
- Lightning is split between the Sai, meaning each is charged with A-Ranked Lightning
- Can only be Performed Twice.
- Two turn Way of the Sai Cooldown
- Must Know Way of the Sai
- Learned:


(Sai no Michi : Nokogiri o karitori) Way of the Sai : Mowing Buzzsaws

Type: Offensive / Defensive
Rank: B
Range: Short (- Long)
Chakra: 20
Damage: 40
Description:
This requires the use of the Spinning Aspect when holding the Sai. The user will spin both or one of their Sai at an extremely fast pace whilst channeling Wind or Lightning Chakra into them to increase speed or deadliness, Wind is Usually used to increase the speed of the spin to defend against attacks whilst lightning is used to increase deadliness when attacking - though they can use either to defend or attack. The spinning Sai will create two circle like shields that can deflect CQC jutsu or jutsu big enough to cover the user from different sides because the elements expand the size of the spinning Sai's radius, though the size of the spinning radius is controlled by the user whether they want them to cover their whole bodies or not (Shields are a Max 2 Meters in Diameter).
When used for attacking the blades thrust forward and spun at the same time acting like buzz saws the severely cut the enemy. Or the user can swipe their arms in two different directions horizontally in front of them whilst spinning the Sai blades, the way these spinning blades are used is up to the user as long as it makes sense. The user can even spin their body around whilst spinning their blades at the same time whether it be in mid air or on the ground. They can also be thrown, giving them a Long range reach.
- Must be taught by Professor Shino
- Must know Way of the Sai
- Has a two turn cool down
- Learned:


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Kuro Amimono Gigei | Dark Webbed Arts


Type: Nintaijutsu

Background: Kakuzu's abilities revolved around his unique body structure, which was composed of hundreds of thick, black threads woven throughout his flesh called Earth Grudge Fear, holding his body together like the stitches of a rag-doll. This allowed him to extend and retract his threads from anywhere on his body with ease.

Shortly after coming across Water Style: Starch Syrup Capture Field, Kakuzu realized that adhesive suiton chakra could be used in conjunction with his body structure to attain a new branch of Taijutsu which sought to eliminate the weakness of close range fighters.

Description on the Abilities and Inner Workings of the Style: The fighting style is based on fusing adhesive suiton chakra with his dark threads to enhance their combat capabilities. This is done through the user creating the adhesive suiton chakra on the target limb e.g. fingers and then unleashing dark threads from there, causing the threads to become coated in the adhesive liquid. This process is down so quickly, the two steps seem to be done simultaneously and so it can be done in quick combat situations without difficulty. Kakuzu’s natural ability to extend and retract his dark threads supplement this by allowing him to ensnare his opponent with his adhesive threads, perform complex Taijutsu attacks by attaching them onto his opponent and swing them around to achieve various effects.

The adhesive suiton chakra is expelled from within the user's body, converting a small portion of natural moisture into an adhesive liquid, which is then secreted from the user's glands in their fingers, wrists and palms. The adhesive suiton chakra completely soaks into the threads giving them their pitch black colour, whilst the threads are coated in a thick layer of adhesive slime. A unique property of the adhesive suiton chakra is it resembles oil more than it does water, making it incapable of conducting electricity/currents.

Kakuzu’s threads have already proven to be strong to be used to lift opponents without the threads breaking, allowing this to be a viable fighting style.

The fighting style itself is broken down into four main doctrines of combat:

1) The main use of the fighting style relies on using the sticky threads to attach the opponent and perform complex combinations. Once the threads attach to the opponent, the user can manipulate the threads with sheer strength to lift the opponent, swing them around in air, throw them side to side and perform far more complex maneuvers. This use mainly translates to grappling type offensives, using the sticky threads as a medium to do so. This in a way mimics puppetry, by using the threads as puppet strings to govern the movements of the opponent. Naturally, these type of attacks can only be created from the user’s fingertips, wrists or palms. The Taijutsu involved in this style will mostly utilize the sticky threads to pull their opponents towards them, slam/swing their bodies around and stringing together many different types of attacks.

Watch the below video from 0:39 onwards for a good representation of the fighting style

[video=youtube;niD81hdW9Gg]https://www.youtube.com/watch?v=niD81hdW9Gg[/video]

From the watching the video, you'll see this the fighting style itself is very taijutsu orientated. The user uses the adhesive threads as a means of pulling their opponent in for attacks, sequencing various mid-air combos, governing over the opponent's movements e.g. slamming them forcefully upon the floor. Stringing together various attacks both on the ground and mid-air is what his fighting style is all about, making Taijutsu combinations much more fluid and easier to perform in conjunction with eachother. This has many practical implications in close to mid range battles including the use of acrobatic maneuvers/attacks.

Basic Taijutsu maneuvers using the fighting style:
-Spinning the opponent repeatedly to cause dizziness
-Swinging around the opponent and toss them away
-Slamming them on the floor repeatedly
-Pulling the opponent in to land a basic hit e.g. punch, kick
-Swinging towards the opponent to land a basic hit e.g. mid-air kick

More advanced maneuvers using the fighting style:
-Swinging around the opponent before throwing them into the distance before firing multiple projectiles of sticky threads towards them

-Swinging towards the opponent, vaulting over them whilst flipping before lifting their body from behind your back to forcefully slam them into the ground in front of you

-Attaching the sticky threads to the opponent to toss them to the side before swinging towards them and dealing a lariat type attack to their throat.

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One last benefit granted by this type of combat is allowing the user to fight efficiently against multiple enemies. Using adhesive dark threads from either hand allows the user to combat two opponents with ease and using them from individual fingertips allows for the user to fight against a maximum of ten enemies. The adhesive nature of the threads means sticking cords of threads together grant them the ability to withstand high levels of stress, meaning the cords aren’t easily broken when lifting opponents.

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2) Another use of the sticky threads is to expel small adhesive projectiles e.g. balls of sticky threads. The main use of the projectiles is that they can be used to deflect the opponent’s attacks through holding their limb/weapon in place and using the force of projectiles to deflect attacks off of their original trajectory. Further building on this allows the user to deflect kunai, small weapons and gain the upper hand against Kenjutsu users. Kenjutsu users are at disadvantage against this style since the user is capable of disarming them from mid-long range.

The balls of sticky threads can only be shot from the user’s palms, through unstitching them to create holes. The projectiles can be used in quick succession, one after the other and from either or both of the user’s palms. The projectiles can be no larger than half the size of the user’s palm.

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3) Due to their adhesive properties the threads are capable of sticking and weaving together into complex shapes and weapons. This allows the user to create weapons from their limbs and utilize them in combat. These weapons are physically attached to the user’s body and are retracted back into the user’s body after use.

The weapons can only be created from the center of the user's palms whilst outstretching their arms and retract a mass of adhesive threads which congeal into whatever weapon they seek to create. The weapons created via this method are wielded like swords.

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4) The final use of this fighting style involves mid-air combinations and rappelling. Using the adhesive dark threads the user is capable of pulling objects/people towards them, but likewise can pull themselves towards people/objects. The user is consequently allowed to pull themselves towards the opponent, perform complex acrobatics in mid-air and rappel towards different parts of the terrain. Masters of this style are therefore granted increased agility due to becoming proficient in mid-air acrobatics.

The user can only utilize this fighting style from their hands, wrists and fingers, creating adhesive suiton chakra on the target location(s) and extending out threads from their body to perform attacks.

This style mainly entails gaining maximum skill in the art of evasion, using the opponent's position as a pivot point to vault over them, using the terrain to elude projectile-based attacks and dodge incoming Taijutsu attacks at the last moment.

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Approved Techniques
1) (Kuro Amimono Gigei: Supaida Heikikoujou) – Dark Webbed Arts: Arachnid's Armoury
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 30 (-10 chakra per turn to sustain construction)
Damage Points: N/A (60 if used to attack the opponent)
Description: Kakuzu will channel his chakra throughout the dark threads within his body whilst unstitching a sizable hole in either of his palms, releasing a mass of adhesive threads from this opening. These same threads instantly form into a weapon of the user's choice. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt, in which the user uses to hold onto the weapon, much like one would do with a sword. Any weapon made via this method is physically attached to the user's palm but can be detached or retracted into the user's body at any time. Once the weapon pierces someone, the user can cause the individual threads to sporadically spike and branch out in every direction, impaling them in an in-numerous amount of places. The weapons the user can create include: spears, maces, swords, hammers, spiked cannonballs, tridents, lances, shields, etc. Once the user is finished using the construction, they can either retract it into their bodies or detach from it, allowing it to fall to the floor.

Note: Created construction lasts while fueled but after detaching from the users grip/body, it only lasts one turn before withering into nothing.
Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: Can only create one weapon/construction per use

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2) (Kuro Amimono Gigei: Nechinechi Tama) – Dark Webbed Arts: Spider's Spawn
Rank: D
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 10 (+5 for every pair of shots)
Damage Points: 20 (+10 for every pair of shots)
Description: Kakuzu creates sizeable holes in both of his palms, whilst outstretching his arms in front of him. As soon as he does so, he motions his right arm as if he's flinging something, shooting a projectile composed entirely of spiked sticky threads towards the opponent. Immediately after doing so, he motions the exact same way with his left arm to shoot a replica projectile. These projectiles are shot at enough force to deflect punches, kicks, kunai and other small weapons. The shot projectiles will puncture and attach to anything they hit due to their adhesiveness as well as their spiked protrusions, allowing the technique to be much more versatile in use. A maximum of three additional pairs of shots can be used fired by the user, with each pair being used in quick succession.

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3) (Kuro Amimono Gigei: Fukusuu Yurasu) – Dark Webbed Arts: Continuous Rappelling
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: Kakuzu will shoot out a fast-moving stream of adhesive threads from either of his wrists towards a certain location/object/person, pulling the user towards the desired location extremely quickly. However, unlike this technique's lesser counterpart (Water Release: Dark Threads Rappelling), the user will continuously unleash sticky threads in quick succession to travel from one place to another. This differs from its lesser counterpart, as instead of simply traveling from A to B, it can be used to move from location to location (E.g. A -> B -> C -> D -> E). The adhesive threads can extend up to a maximum of mid-range from where they were originally released, meaning this technique can be used to ascend colossal structures.

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight



Additional effects and Restrictions:
-Can only be used by Kakuzu bios
-Must be taught by Negative Knight to learn the style
-Masters of this style are granted enhanced agility slightly above that of a taijutsu specialist
-Must be a Sannin or above to learn the style

____________________
P a t e n t C e r t i f i c a t e*
Negative Knight, our loyal member, gave on the a request for a Patent on custom fighting style Dark Webbed Arts | Kuro Amimono Gigei. I, Vincent 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;​

Dark Webbed Arts | Kuro Amimono Gigei
Powered by Vincent
Copyright 2013, Negative Knight, NarutoBase.net

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Taught Here: https://animebase.me/threads/alright-i-suppose-were-going-to-do-this-again-one-last-time.784198/#post-22127571
 
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(Tsubaki no Ken-Sennin)Dance of the Blade Sage
Type:Nin-kentaijutsu
Background:
Once there was a girl who went by the name of Penny. She was a well-known fighter of her age, being an exception swords master but trouble was she wanted to learn how to be a puppeteer. She tried to make the two of the work but she couldn’t find a common ground between the two, so what she did was come out and asked for help. Now one knew how to achieve such a feature, but then she meets a man who was named for some reason but told Penny he can help her dreams a reality.By merging the two styles and adding a twist to it, he recreated his idea into what Penny now uses called the Dance of the Blade Sage. She became far known around the world for her usage of the style.

Description on the Abilities and Inner Workings of the Style:
Dance of the Blade Sage is a style that revolves around the usage of special designed ninja wire and swords. The style is similar to that of the puppet technique, where the user manipulates the wires to control the swords that they wield. Once activated the user is able to freely manipulate the blades.

The style uses a method similar to how Hidan used is scythe, having the end of the handle attached to a spool on his back. Dance of the Blade Sage uses a similar concept but instead of just one sword, the user is able to manipulate up eight blades at once. These blades when out of reach of the user can be manipulated as well through chakra to levitate the swords. This done through a method similar to the (Soushuuha) - Manipulate Advancing Blades but instead of manipulating the blades, the user does so to the ninja wire,now being able to control them more freely.

The wires are made of special wire which can’t be cut so easily, making usage of the style easier. Once the swords are removed from storage (which is usually on the users back in a special case) the user can also use elemental chakra in the blade. This is done by channeling chakra into the blade’s wires and flowing the chakra into the sword itself. Lastly the swords can also obtain elemental chakra in them. The user will manipulate chakra into the swords and using mental commands, can ignite or infuse chakra into the swords with ease.

The swords are kept on a case on the user’s back, which also contains the spool to retract the wires of the swords. The case is made of metal that can absorb chakra, so that the user can channel chakra into the wires through the case and into the swords, which is done very quickly.

The activation of this style is done passively through sheer chakra flow alone. The user can also perform strong fist or other style in between usage of the style.

Sample of the style being activated
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Entire style can be seen here:
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Starting from: 2:13- 3:11

The swords of this style are not long, each being roughly the length of a wakizashi being about 30 centimeters long. This allows for easier transport of the blades and more lighter when used in combat.

Example Techniques:

(Tsubaki no Ken-Senin: Kakusa Retabukiko)Dance of the Blade Sage: Hidden Armory
Type:Supplementary
Rank:C-Rank
Range:Short - mid
Chakra: 30
Damage:N/A
Description:
Once the style has been activated, the user will manipulated chakra into the blades, applying the camouflage technique to each sword, allowing them to blend the swords in with the environment around the blades to allow for sneak attacks with ease.

(Tsubaki no Ken-Senin: Kinkyuu Hinan)Dance of the Blade Sage: Emergency Evacuation
Type:Supplementary
Rank:C-Rank
Range:Short - Mid
Chakra: 30
Damage:N/A
Description:
The user manipulate two of there swords, and using the spool while launch them to a near by solid structure. Once done, the user will channel there earth chakra quickly through out the body to decrease there weight by half, then using the spool will retract themselves. Due to the user being lighter the spool will bring the user along with them and bring them out of harms way. This is done quite fast, allowing the user time to avoid a echnique, simply by getting out of range. The user can also use it to get close to enemies behind of them fast. Once done the use's weight is returned to normal.
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Additional effects and Restrictions:
-Must have mastered basic five elements
-Must have completed kenjutsu and ninjutsu training
-Masters of this style has well rounded chakra control

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

Riker Slade, our loyal member, gave on the 6th of June 2015, a request for a Patent on the Custom Fighting Style Tsubaki no Ken-Sennin | Dance of the Blade Sage. 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;


Tsubaki no Ken-Sennin | Dance of the Blade Sage
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Copyright 2015, Riker Slade, NarutoBase.net

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Taught :

(Tsubaku no Ken-Sending: Tsubasa no Sutoraiki)Dance of the Blade Sage: Wing Strike
Type: Offensive
Rank: S
Range: Short-Long
Chakra:40
Damage:80
Description:After calling forth all eight blades stored on their back, the user will launch four of them forwards in a spiraling formation while channeling Wind Chakra throughout each of the blades. The wind chakra will spiral around the blades, forming a solid mass of wind around them, giving the blades an appearance similar to that of a drill made of wind. The four blades will strike the opponent in the midsection, with the blades impaling deeply as the wind "drill" causes the enemy to be blown backwards. As the opponent is thrown through the air, the user will direct the remaining for blades towards them, moving around them and doubling back to impale the opponent in the back, finishing them off.
-Can only be taught by Riker Slade
-Can only be used three times per battle .with a 3 turn cooldown period in between uses.
-After using, the user cannot use any Dance of the Blade Sage jutsu for two turns.

(Tsubaki no Ken-Sending: Gokuaku Resshō)Dance of the Bladed Sage: Villainous Laceration
Type : Offensive
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description:The user will direct two of his blades towards the opponent in a downwards arc, causing them to fly towards the opponent from above in a diagonal arc. The blades will then swirl around the opponent before lodging into the ground, causing the wires attached to them to coil tightly around the opponent's entire body. Due to being infused with chakra and their natural strength, the wires are extremely hard to break and will restrict movement. The user will then quickly retract the blades in the reverse of the formation it went to coil around the opponent, causing the wiring to shred through the opponent's skin as it retracts, leaving them to bleed out. Due to the intense natures, number and size of the wounds, particularly on the neck, the opponent would have a very short window of time before bleeding out. The user can mentally cause the chakra infused on the wiring and sword to transform into one of three natures to in increase damage and add an effect: Wind to make deeper and cleaner cuts, Fire to cause the cuts to become severely burned, or Lightning to numb the body as the wire cuts through it.
-Must be a practitioner of the Dance of the Bladed Sage
-Can only be taught by Riker Slade
-Can only be used four times per battle
-Cannot be used in consecutive turns
- Taught :
 
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---Hikasazanami-Ken | Chop-Hanging Rippling Fist

Type: Nintaijutsu

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


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

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


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



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

As this is simply you updating it...

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

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

Hikasazanami-Ken | Chop-Hanging Rippling Fist
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Copyright 2014, Typhon, NarutoBase.net

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

(Hikasazanami-Ken: Hyoro Darumadoru Kyuushuu) - Chop Hanging Rippling Fist: Swaying Daruma Doll Revenge
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: This technique is used to counter strikes towards the upper torso or head of the practitioner. Using careful chakra control they'll momentarily reinforce the point of impact to minimize damage while allowing their upper body to move with the strike by swaying their hips. They'll then use their hips to convert the momentum of their body and rebound towards the opponent at high speeds while striking out with both palms releasing a ripple through the opponent's body that can encompass their entire torso.
-Can defend A-rank and below taijutsu.
-Can be used three times per battle.
-Learned :
 
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∾ Antatchaburu no hazumi ↜↝ Impetus of Untouchable ∾
Type:
Taijutsu & Ninjutsu​

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

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

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

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

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

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

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

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

Creep

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


Example Techniques:

Antatchaburu no enchanto ∾ The Enchant of Untouchable
Type: Supplementary / Offensive / Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: A basic technique within the style whereas user would release chakra from their pores except the ones located around the joints as they apply processes of both nature and shape manipulation causing for the chakra to congregate into sticky adhesive like molecules that would surface the body as a cloak. However, they wouldn't quite be visible to the normal eye making them quite hard as to be distinguished. Activation of this technique is almost immediate.​

Additional effects and Restrictions:
∾ Masters of this style would have better resistance abilities and also would be faster when it comes to their body movement than normal taijutsu users due to getting used to maneuvering their body with additional layer of sticky adhesive liquid enveloping it.
∾ To learn this style one must have already learned the C ranked technique of water release (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field and hence know how to generate the variation from their chakra.
∾ Can only be Taught by Akasha​




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

Akasha, our loyal member, gave on the 28th of July 2015, a request for a Patent on the Custom Fighting Style Antatchaburu no hazumi ↜↝ Impetus of Untouchable. I, Lord of Kaos, 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;


Antatchaburu no hazumi ↜↝ Impetus of Untouchable
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Copyright 2015, Akasha, NarutoBase.net

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Learned :

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

- Learned :

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

- Learned :

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

- Learned :
 
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(Shuukyuu Geijutsu)-Football Arts
Type: NinTai

Background:

This art was developed fairly recently, during the time of the second hokage. There was a shinobi similar to rock lee who was untalented with chakra, he was able to perform ninjutsu alright, but his chakra control was horrible. He had almost no shape manipulation skills whatsoever, instead he was able to channel chakra into objects as is commonly done. One day, he saw children playing with a ball and got an idea. He worked for many years, developing the style and his chakra control in the process. Finally, he was able to perfect this style using it for years as a fighting style, so that He became feared throughout the nations. He died as an old hermit, and buried the secrets of his style in a tomb along with himself. Grave robbers eventually found it, and raide:cool:d it not knowing who's it was. They took his scrolls, making no sense of them and so threw them away. By Chance, Vex was able to salvage them and mastered the style himself.

Description on the Abilities and Inner Workings of the Style:

The style is fairly simple, the user creates a ball through either shape transformation using his extremely condensed raw chakra. The ball is made of pure chakra, and the user basically uses it as a soccer ball, dribbling it, kicking it at the opponent, using a series of flips, etc. The user infuses his legs with chakra as he kicks the ball, adding a lot of power to it. There are also a lot of jumps, flips, and dives involved, so the user is usually very agile. This way is used for simpler applications of the style and more lower ranked techniques. The user uses tremendous leg strength to kick the ball at his opponent, and break bones, and if the ball bounces back so that the user can dribble it, or even kick it again. The user can't infuse it with elemental chakra because it is already made of pure chakra.

The second way of using this style, is by using actual soccer balls. The user uses them in a similar way above, but also infuses them with elemental chakra. The user can infuse it with fire to add burning damage, wind to add cutting damage to the ball, earth to add blunt force to the ball, Lightning to numb or paralyze the opponent, and finally water to saturate the target. Obviously, normal soccer balls wouldn't be able to last, so if the style is approved I will submit special soccer balls through the CJ thread.

Example Techniques

Fire Tornado Kick
Type: Offense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user begins dribbling the ball, and suddenly kicks it high into the air and jumps. As he jumps, he surrounds his leg with fire chakra, and at the same time spins creating a flame tornado. Using the momentum, the user kicks the ball as hard as he can, transferring the fire chakra to the ball so that it is on fire and flies forward at the opponent.
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Formation!
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user uses his chakra and feet to form a ball the size of a soccer ball composed entirely of extremely condensed chakra, able to be used for Football arts CFS. Cannot however be infused with elemental chakra, but however can be formed with elemental chakra similar to an elmental rasnengan.

Additional effects and Restrictions:

→Can only be taught by Vex

→Can only be used by those who are at least S Class ranked.

→ Must carry soccer balls in your bio

→Users of this style because of the constant moving around, and kicking gain increased speed, and tremendous leg strength when compared to an average strong fist master.

____________________


Vēx , our loyal member, gave on the 17th of October, a request for a Patent on custom fighting style (Shuukyuu Geijutsu)-Football Arts. 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;​

(Shuukyuu Geijutsu)-Football Arts
Powered by Madāra Uchiha​

Copyright 2013, Vēx , NarutoBase.net

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Learnt :

Football (Shuukyuu)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (10 to fill the ball)
Damage: N/A
Description: At first appearing to be a minature soccerball about the size of your thumb. This is simply for the purpose of easy transportation. The weapon itself is primarily wind based. The user can expand it in size by filling it with air by channeling wind chakra into the ball through physical contact with the user's skin. This doesen't take much time at all, and it can reach the size of a normal ball. When in normal size, the ball can do extreme blunt damage to the opponent if it hits him, and is able to bounce a very far distance. It is extremely difficult to pop the ball, normal weapons won't do the trick. It takes an elemental jutsu of at least A rank, or a regular ninjutsu of S rank to pop. The ball also has the ability to return to the user whenever he wills it to, and it moves at the speed of a thrown kunai. This ball is usually used in the application of Football Arts.

Restrictions

Can only be wielded by those trained in Football Arts
Can only be taught by Vex


Football Arts: Gouenji's Legacy (Shuukyuu Geijutsu: Izou no Gouenji )
Type: Offense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user begins dribbling the ball, and suddenly kicks it high into the air and jumps. As he jumps, he surrounds his leg with fire chakra, and at the same time spins creating a flame tornado. Using the momentum, the user kicks the ball as hard as he can, transferring the fire chakra to the ball so that it is on fire and flies forward at the opponent.


Knuckle Ball-(Fushi Butoukai)
Type: Offense
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:The user will either create a ball made up of pure chakra or use a pre-existing soccer ball (CW). The user will simply deliver a powerful kick aiming towards the middle of the ball but the leg will swing in a low arc, quickly recoiling his leg back after making contact with the ball, this also means there is little to no follow through after the kick. This causes the ball to race towards the opponent in a very awkward and confusing motion, with the ball seemingly moving from all directions in a short direction as it makes its way towards the opponent, this makes it very difficult for the opponent to predict where the ball is heading or where the user aimed, but as it goes close to the opponent it will make a sudden curve and head straight towards the opponent (about 2 meters within the opponents range) which will knock the opponent back and inflicting blunt force damage. The user is able to perform the kick in almost any position due to having excelled acrobatic abilities because of the fighting style, the user would just have to make sure they kick the ball correctly. If used with a CW soccer ball, this can be added with wind release to match its unpredictable movement and even slice through the opponent.

Note: Can only be used three times
Note: Must be a practitioner of Football Arts
Note: Must have wind release mastered to perform the skill with the CW

Football Arts: Curve Ball-(Shuukyu Geijutsu: Sori Butokai)
Type: Offense
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will either create a ball made up of pure chakra or use a pre-existing soccer ball (CW). They will kick the ball with the inside of their foot, while swinging their leg in a large arc with a heavy follow through. This will cause the ball to have a massive lateral spin. The ball will race towards the opponents location, but due to the heavy follow through the ball will actually pass the opponent during flight, not harming them whatsoever in this stage, but due to the massive spin and force delivered, the ball will make a sudden curve during flight, where it will change direction and had back towards the opponent, by making a circular curve, hitting them from behind. This jutsu makes for a powerful deceptive attack. The user is able to perform the kick in almost any position due to having excelled acrobatic abilities because of the fighting style, the user would just have to make sure they kick the ball correctly.

Note: Can only be used three times
Note: Requires a two turn break between usage.
Note: Must be a practitioner of Football Arts



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Chishi Shindou | Fatal Impact
Type: Boomerang Ninjutsu

Background:
Fatal impact is a fighting style developed by Two young ninja by the names of Shady and Seventeen, They traveled across the entire world searching for a fighting style that fit them both, they searched for years and never found the right one, So one day they got tired of searching and decided to create one that was unique to in itself. They remembered the boomerang they used to play with as kids growing up, a toy of there's that they used to also use as a means for target practice. They knew they weren't kids anymore, but elite shinobi, so they worked many years together in order to create a deadly style based off of there childhood toy.. And they named the style Fatal Impact once they mastered their created style.

Description on the Abilities and Inner Workings of the Style:
The fatal impact style mainly revolves around the infusion of chakra into boomerangs and wielding them as weapons, whether its close or long range use. Once the boomerangs are infused with chakra they can be used in numerous of deadly and versatile ways. The basic skill of using fatal impact is infusing ones chakra into a boomerang(s) and allowing them to use it in many different ways depending on the chakra used. This allows one to use the fatal impact techniques whilst using several boomerangs at once if needed by using specific jutsu (will make jutsu for this). The controlled boomerangs can be altered for several different situations, such as using chakra to gift the boomerangs slicing abilities, defensive abilities, or even blunt attacks. The duo also found a way to expand their boomerangs to larger sizes or even make them smaller, allowing them to use the boomerangs efficiently in different situations.(Will have jutsu to alter boomerangs). An advanced usage of the fatal impact style is infusing element chakra into boomerangs, thus producing a mass amount of affects from the boomerangs. Some basic skills could easily be used with each element, such as using earth to make boomerangs more powerful in blunt attacks, or making the boomerangs lighter to move at many times faster than their base speed (fast as the users base speed). One could use lightning and wind for cutting properties and fire for burning affects. Those are just examples but there will be techniques created for different abilities. The user has his own specific boomerangs that will be specified in the bio, such as metal, large boomerangs, wooden boomerangs, plastic boomerangs etc etc..

Example techniques
Chishi Shindou: souran Fatal Impact: Altered Size
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: User's of Fatal Impact have the ability to reduce or increase the size of their boomerangs by doing the snake hand seal and molding the boomerang(s) with chakra, This can be used on a maximum of 10 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 10 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.
- Can be used 5x per battle

Fatal Impact: Ever changing defense
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user aligns his boomerangs into various formations as he applies chakra to them whilsts making them spin propeller-like. The rapid spinning of the boomerangs can be used to align a boomerang in front of an attack and intercept and disperse a technique outward, but only up to A-rank though.
- Can only use up to 3 boomerangs for this technique, thus allowing one to defend against up to three techniques.


Chishi Shindou: shidō Fatal Impact: Wind cutter
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: User's of Fatal Impact
Infuse sharp wind into a single or several boomerangs, thus granting the boomerangs A-rank cutting potential.

Additional effects and Restrictions:

- Can only be taught by Shady Doctor

- Users of this Style must carry a Boomerang of any size, and can passively control them

- Must be Sannin rank, Mastered Ninjutsu and at least 3 elements to learn or use the style.

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

Shady Doctor, our loyal member, gave on the 19th of December, 2013 a request for a Patent on custom fighting style Chishi Shindou: Fatal Impact. 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;​

Chishi Shindou | Fatal Impact
Powered by Madāra Uchiha
Copyright 2013, Shady Doctor, NarutoBase.net

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Learned :

(Chishi Shindou: souran) - Fatal Impact: Altered Size
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: User's of Chishi Shindou have the ability to reduce or increase the size of their boomerangs near instantly by doing the snake hand seal and molding the boomerang(s) with chakra. This can be used on a maximum of 5 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 5 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.

- Can only be used by users of Chishi Shindou
- Only taught by Ares
- Learned :

( Chishi Shindou: Erementaru Shindou ) - Fatal Impact: Elemental Impact
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
This is a simple, yet affective technique which increases the killing potential of a chosen boomerang(s) by using elemental chakra within them. There are 5 forms of using this ability, each form pertaining to a selected element. The 5 forms of elemental use in Chishi Shindou is as followed:

Sandā Shindou -
Or better known as the 'Thunder Impact' form. The user channels raiton chakra into a held or thrown boomerang in order to alter its abilities through the use of the lightning. Upon activation of this form, lightning envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting lightning coating it due to the properties of the lightning element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The lightning itself is S-rank in strength, thus being able to cut straight through any rank of earth, and S-rank and below of other basic elements, if logical of course.

Kasai Shindou -

Or better known as the 'Flame Impact' form The user channels fire chakra into a held or thrown boomerang in order to alter its abilities through the use of the fire. Upon activation of this form, fire envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of blazing flames coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the fire element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The fire itself is S-rank in strength, thus being able to power straight through any rank of wind, and S-rank and below of other basic elements, if logical of course.


Nami Shindou -

Or better known as the 'Wave Impact' form The user channels water chakra into a held or thrown boomerang in order to alter its abilities through the use of the water. Upon activation of this form, water envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting water coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the water element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The water itself is S-rank in strength, thus being able to cut straight through any rank of fire, and S-rank and below of other basic elements, if logical of course.


Uzu Shindou -
Or better known as the 'Vortex Impact' form The user channels wind chakra into a held or thrown boomerang in order to alter its abilities through the use of the wind. Upon activation of this form, wind envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting wind coating the boomerang. This allows the boomerang to increase in both speed and killing potential due to the properties of the wind element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The wind itself is S-rank in strength, thus being able to cut straight through any rank of lightning, and S-rank and below of other basic elements, if logical of course.


Tsuchi Shindou -
Or better known as the 'Earthen Impact' form The user channels earth chakra into a held or thrown boomerang in order to alter its abilities through the use of the earth. Upon activation of this form, the boomerang(s) are coated with a thick layer of earth and take on a darker look, very similar to Kakuzu when using his earth technique. This allows the boomerang to increase in both power and killing potential due to the properties of the earth element making the boomerang gain more mass, thus more impact power. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The earthen shell itself is S-rank in strength, thus being able to cut straight through any rank of water, and S-rank and below of other basic elements, if logical of course.


One of the greatest strengths of this technique is a basic ability of even a Normal boomerang. The user can indirectly attack a target by throwing the boomerang(s) in a given direction and allowing them to arc and attack from a different direction. Or if an opponent so happens to dodge the boomerang it will curve back around and hit the target from the opposite direction, thus making each attack unpredictable, though in no way can the user change the trajectory of the boomerangs via chakra.

- Usable 3x
- Only usable by users of Chishi Shindou cfs
- only can be taught by Shady
- Learned :

Chishi Shindou: Chishi Erupti | Fatal impact: Fatal Eruption
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels his chakra throughout his boomerang(s) He will then throw it towards the ground at an angle of any sort. The boomerang(s) will then meld into the ground, as one would when using the leech of all creation technique. Using his connection to the chakra infused into the boomerang the user will manipulate the weapon to travel through the ground and curve back upwards once it's below the opponent, causing the boomerang to propel from the ground and strike the opponent. Unlike when the user uses the actual leech of all creation technique, the boomerang(s) can be sensed by sensors and the chakra signatures can be seen by doujutsu users.

~ Can only be used thrice a battle
~ Must know Fatal Impact
~ Can't use any Fatal impact techniques next turn
~ Learned :

Chishi Shindou: Stunaarang | Fatal Impact: Stun-a-rang
Type: Supplementary
Rank: S-rank
Range: Short-Long
Chakra Cost: 40 (-5 per turn)
Damage Points: N/A
Description: This is a specialized fatal impact technique that is created for supplementary purposes, holding no attack or defensive capabilities. The user would initiate the technique by throwing a single boomerang that is infused with lightning Chakra, which would multiply near instantly to create a dozen physical copies of itself. The boomerangs can be controlled by the user's will by concentrating on them continuously, but the ability they hold comes from the lightning chakra infused within. The boomerangs each emit a static electrical field that is active between them, giving off a paralysis affect to any organism caught in the field. What makes the electrical field so good is that capturing enemies becomes easier due to the fact that controlling the boomerangs allows the user to give the fields versatility. For example, the user could surround a single target with 4 boomerangs and paralyze just them, or surround a much larger target/group of targets with all of the boomerangs to create a bigger field to capture them with the paralysis affect. The biggest drawback of this technique is the fact that the user is giving the boomerangs his concentration, he wouldn't be able to perform any other chakra related techniques while fueling this one.

☆ Usable 2x per battle
☆ Lasts up to 3 turns with 1 turn cool down between uses
☆ Only usable by users of Chishi Shindou

Chishi Shindou: Ōkina eikyō | Fatal Impact: Greater Impact
Type: Supplementary
Rank: A-rank
Range: short
Chakra Cost: 30
Damage Points: N/A (+20 to Fatal Impact Jutsu)
Description:
This jutsu was created simply to make techniques used in the Chishi Shindou style more dangerous. Users of the style store extra Chakra into their throwing arm in order to strengthen it physically, which results in stronger and faster throws, similar to the simple ability of using chakra in your feet to run faster or chakra enhanced physical attacks to hit harder. With the chakra enhanced throws of the boomerangs, they gain more speed, as fast as Lightning jutsu. making each boomerang harder to keep up with. The killing potential of each thrown boomerang also rise exponentially, thus adding +20 damage to blunt and slicing damage due to the the power the boomerangs are launched with. This enhanced throwing ability only works on freeform boomerangs and fatal impact techniques seeing as it takes a certain style to throw the boomerangs, thus the added affects wouldn't be applied to say a kunai or thrown sword.*

☆ Usable 3 times with a one turn break once it deactivates
☆ Lasts 2 turns
☆ Only usable by users of Chishi Shindou
☆ Boosts only apply to Chishi Shindou techniques

Chishi Shindou - Suterusu-a-rang | Fatal Impact - Stealth-a-rang
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: n/a
Description:
Stealtharang is a special technique created based off of the Hiding in camouflage technique in order to create more stealthy attacks with the fatal impact style. The user uses the same basis as its mother technique to control how light is reflected around the boomerangs with chakra inflections to camouflage the boomerang by simply touching it and adding chakra to it to achieve a "Stealtharang". The technique also erases the shadow, and is usable on any terrain, making it ideal not only for covert maneuvers but also offensive strikes with fatal impact techniques combined with this. Perceiving the boomerang's position is possible only for ninja who are astute enough to observe minute variations within their surrounding environment, such as distortions of air currents in the immediate vicinity or distinguishing sounds of the boomerangs as they move in the air (Doujutsu, sensors, sound users). The user can turn any boomerang into a Stealtharang and up to 4 at a time, thus allowing the boomerangs to achieve this state for 2 turns before the inserted chakra runs out and the boomerangs are converted back to normal.

☆ Usable 3 times
☆ Only usable my users of Chishi Shindou
☆ The user must touch the boomerang in order to add the stealth on to it, being able to make 4 Stealtharangs at a time which will last 2 turns
☆ Can't be used in consecutive turns
Taught

 
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Ebony Release
Custom element Japanese name: Kokutanton

Custom element English name: Ebony Release

The element is based on: Mokuton + Meiton

Facts that prove the element to be possible (in manga context):
Ebony is found in trees and As far as Naruto goes, there isn't really anything to lead anyone to believe that the makeup of Naruto's earth, especially the plant and organic life there, is any different from our earth. Not only that, but there is also no reason to believe that, without chakra intervention, the organs and chemicals within a normal human beings or animals body in Naruto is any different than ours. If the plant life and the human and animal life in Naruto are all the same (and there is not much as far as reasoning that it wouldn't be) then it stands to reason that Ebony exists in Naruto.



How it works:
Ebony is a more Dense and refined form of wood that usually resides within the trunks and wood of the trees it is apart of. It took Lena of Shinramoto a long time after finding a chunk ebony to be able to manipulate it and create more. Though Ebony has more unique properties than just it's hard more dense form, being able to combat a lot more elements - though the refined nature of Ebony is slick and can be reflective. Ebony has more unique properties than normal wood doesn't and it's especially prominent when it is broken apart with force or ground into dust (for example, with a saw); it leaves a toxic and flammable powder which can float in the air for several days making it quite dangerous. The Toxic effects of Ebony include Irritability of the Skin, Pink Eye and restriction of Vision and effects similar to that of having an Allergic Reaction to something. Lena to try and make use of this property in a more unique way than other custom elements tried to imbue her Heart's other Advanced Element Meiton within it as part of the control of the element. After long concentration and meditation Lena polymerised her dark chakra within the toxic powder properties of ebony giving it's a sort of cosmetically blue glow. Now with the powder having more chakra suppressing/absorbing abilities and increasing it's toxicity, it can ignite itself if enough chakra is absorbed and can also drain chakra directly from energy-based techniques it's strong to or opponents if it comes into contact with them. Though Ebony Release is less potent in that area than Dark Release.

Now as a Ninjutsu based Element, Ebony can be created from the user and the ground like it's Mokuton counterpart and has just as much versatility with it's creation and construction; as it's . However Ebony created techniques whilst still being able to create natural rough wood surface constructions (which now with the addition of meiton has a blue glowing aura from within it's cracks and grooves), it can also be created in a more refined more varnished look which has a mirror-like finish - it's reflective nature can be used for more interesting and illusion-like effects during combat. The shift in the wood could reflect harsh lights into enemies to blind them even.

Now with the added usage of the toxic powder, when ebony is produced it will radiate a powder from it's surface and across it's surfaces. When it clashes with other techniques or dense objects and creates friction or shatters it apart, it can leave a large amount of powder residue in the air that can last for a long time, if ignited can create and extend the range of the technique. When ignited it creates blue flames due to it being imbued with Meiton and will further empower a technique making it really dangerous for Katon or any fire based elements to come into contact with it. If for example; an ebony dragon would hit a fire technique it would ignite the surface and area around the dragon, blue flames erupting from it's surface it will become even more powerful. Mass amount of powder maybe blown away, but it's useless if the source of the ebony is not destroyed, water will dampen the effects and neutralise any powder on the surface of the ebony.

Usage Examples:
Type Offensive/Defensive/Supplementary
Rank A-S
Range Short-Long
Chakra 30-40 (-10 for animated constructs)(-20 to opponent per turn)
Damage 60-80 (+20 if ignited)
Description
The user creates constructs of Ebony Release from the ground or their person, these constructs can be as small or large as they wish and they're only limited by the user's imagination. This can range from Ninja tools to Walls; any animated constructs like large dragons that actively pursue the target require chakra each turn to keep active. If these constructs come into contact with opponents or living beings that use chakra they'll be subject to irritated, burning skin and partial blindness if it gets in their eyes, they'll be unable to breath properly and not able to concentrate on attacks with more than 2 hand seals.

If the technique comes into contact with any fire based techniques that aren't strong enough to defeat the constructs, they will instead of being weakened absorb the chakra within itself and ignite from within itself and across it's surface turning the flames blue seemingly taking it under their control. Any other energy-based elements it comes into contact with that aren't strong enough to defeat the constructs will be absorbed instead into it though not immediately ignited; it becomes up to the user when they want the constructs to ignite with a simple handseal.
- Animated constructs last for four turns maximum
- A Rank can only be used 6 times per battle
- S Rank can only be used 4 times per battle with a two turn cooldown
Type Supplementary/Defensive/Offensive
Rank S
Range Short - Mid
Chakra 40 (+5 per turn actively shifting)
Damage N/A (+80 if ignited)
Description The user creates a very polished construct of Ebony which takes the form of tree like pillars with other branches of polished ebony hanging from them. They cover the entire field like a forest and constantly shift and spin and twist, reflecting the sunlight or moonlight into the eyes of opponent's causing them blindness; the light is not constant blindness but active enough to constantly shift and flash into the vision of enemies after every second making it hard to concentrate on techniques with hand seals over 2. If an opponent comes into contact with the tree it saps 40 of their chakra.

If the trees are attacked and attempts at removing them are made, they will break apart and release clouds of powder which saps chakra from techniques but doesn't stop them, it also leaves the residue behind and begins to irritate any opponents caught within the vicinity of the forest and also begins to sap their chakra. If it's ignited the whole forest explodes with blue and the trees light up on fire, touching the trees deal 40 damage.

The user can perform two handseals at any time, also costing a move to localise and explode one of the trees near an opponent. It will secrete powder and then ignite, exploding in a 5 meter radius. This causes a chain reaction of lightning up the other trees though they won't explode, they'll just be on fire. The user can continue to have trees explode each turn.
-Whilst this technique is active the user cannot perform any Kokutanton techniques.
-Whilst this technique is active the user can only perform Mokuton and Meiton techniques
-Can only be used thrice per battle
Type Supplementary/Defensive
Rank Forbidden
Range Long
Chakra 50 (-40 to the opponent(s) per turn)
Damage n/a (-5 per turn to opponent(s) and the user)(+90 if ignited)
Description
The user perform four handseals and creates a large dome around the battlefield that covers both the user and the opponent - the diameter of this dome is 15m and height at it's peak is 20m. Within the dome it is completely pitch black and normal vision becomes impossible to use, the dome when it rises also fills up with black ebony powder that makes the air toxic and irritable to the skin hurting the opponent a little but over time; but also absorbs 40 chakra per turn of them and anyone but the user trapped within it. Within the dome if a fire technique is used it ignites the powder and the inside of the whole dome lights up with blue flame (see second para). It becomes really hard to use sensory techniques or sharingan/chakra seeing dojutsu with all the chakra powered black powder full inside of the dome

The user performs a couple of hand seals after any time chakra has been absorbed and can ignite the dome, causing the inside the completely explode with blue flames. The inside of the ebony walls erupt with blue flames and continue to linger, coming into contact with said wall causes a further 20 damage to anyone. It takes another move to force the powder to ignite, if the user is still inside they will also be hurt by the full force of an F-Rank Technique. If the dome is ignited by fire it doesn't count as another move as it was ignited by an outside source though the full damage still applies.
- Usable Once
- No Kokutanton/Mokuton in the same turn

Conditions to be able to use it:
Must be at least Jonin rank
Must have mastered Mokuton & Meiton
Must be able to use both Mokuton & Meiton on the same Bio, limiting it further to certain characters and abilities. (Example)

Weak to:
Lightning; even though it's an energy, lightning is quick and can tear up wood like it's nothing and it's electrical properties can neutralise ebony's toxic aura. Though if the lightning is still low enough of a rank not to defeat the construct (C-Rank Lightning versus A-Rank Ebony for example), it has the potential to be absorbed to empower it.

Extremely dense elements like Crystal, Steel and other Metals. These elements are just too hard for Ebony Release to bunch through and with a large enough volume of said elements will just easily carve through the wood.

Lava Release: even though it will ignite the powder, the sheer liquid form of lava will just melt through the ebony meaning if it's quick enough to come into contact with the source (i.e the ebony itself) the powder will explode but at a localised point under the force/shield of the lava.

Water: Wood acts as a good solid defence versus water usually. However because of the properties that Ebony carries the water isn't fully solid so absorption is attempted soaking through the wood and causing it to become soft and can easily pull apart. Water also extinguishes Ebony when ignited and neutralises any powder and further potential for ebony to ignite.

Strong to:
Earth and Doton based elements; like standard mokuton, wood can infiltrate and break apart earth. Earth cannot be absorbed so when defeated will not allow the user to ignite techniques further.

Fire and other elements that use flames, combust or ignite like Bakuton; a dangerous element to combat Ebony and one that will potentially empower it further.

Wind release and energy based elements like dust; the dark properties residing within Ebony further augment it's power. Energy based elements that could be feasibly absorbed by Dark Release just make it hard to combat and can end up empowering the user's techniques.

Bijuu Chakra; like normal Mokuton Ebony would still retain it's chakra suppressing properties versus Bijuu chakra and raw bijuu chakra techniques.

Mokuton; Ebony is more dense, refined and just inherently stronger than normal Wood Release and so can easily halt it's form.

Dark Release; Dark Release can only combat energy based elements - since ebony is solid then it's a counter for it's own element.

Co-creator: N/A

Students I pass this custom element on to: ? & ?

☣ P a t e n t C e r t i f i c a t e ☣

I, Punk Hazard, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Never, our loyal member, gave on the date June 28th, 2020, a request for a Patent on his custom element Kokutanton; after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Powered by Punk Hazard
Copyright © 2020, Never, Animebase.me​


Approval: Here

Approved Jutsu:

1. (Kakutanton: Hageshī kafun) Ebony Release: Violent Pollen

Type: Supplementary
Rank: C - B
Range: N/A
Chakra: Varies
Damage: (+20 for B-Rank infusions)
Description: Ebony Release when ground into a powder is innately toxic, the powder is flammable, chakra absorbing and creates hindering effects on targets when coming into contact and inhaling it. This technique is an infusion technique that can be applied passively to Ebony Techniques with the additional of one hand seal. This infuses these techniques with this toxic powder which will cause effects depending the rank of infusion.

C-Rank: This infusion costs an additional 5 chakra to the infused technique, this allows the infused technique to have the powder emanate from it clinging within 2 meters of the construct and following its movement. Just by being within the 2 meter proximity of the technique opponents lose 10 of their chakra per turn exposed and suffer tightness of chest and sporadic coughing. After interactions and collisions the powder remains collision area for 2 turns, the burst of powder created is a 5 meter diameter black cloud with a blue-ish hue. Being in prolonged exposure with the effects of Violent Pollen for a full two turns increases the victim's chakra consumption in each of their technique (does not make them anymore potent) by 10.

B-Rank: This infusion costs an additional 10 chakra to the infused technique and will have the C-rank properties but will give the powder a more aggressive chakra consuming effect where the powder will be more potent in interactions, just by the opposing chakra source coming into contact with the emanating powder it uses the chakra source to convert and quickly output this energy to fuel existing ebony blue flames to make them wilder or to cover wood constructs with a layer of this aggressive fire. This gives the infused jutsu an extra 20 damage. This does not decrease the potency of enemy techniques, it is only a consequence of the interaction. This variant can only be used four times.

Approved


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Custom element Japanese name: Amatsu Fūton

Custom element English name: Empyrean Wind
The element is based on: Wind element without oxygen and chakra unique rotation

Facts that prove the element to be possible (in the manga context):
The main concept behind the creation of Empyrean Wind is the complete removal of the oxygen gas particles from the wind. The user uses the basic techniques of both wind nature manipulation and chakra shape transformation to achieve this goal. The user will start by first focusing large amounts of regular wind chakra then begins compressing it to form a denser collection of wind. The user will then begin rotating the wind chakra. This is the crucial step in the creation of Empyrean Wind that separates it from all other advanced form of wind. The rotation that takes place in Empyrean Wind is very unique compared to other wind elements. Instead of rotation of wind in one constant direction and sharpening the wind to increasing the cutting the power, the user applies a special form of rotation. The path of rotation in Empyrean Wind is directed toward the center from all directions in a circular pattern that also touches the external surface. In greater detail, the rotation of Empyrean Wind is essentially directed toward the one point in the center where all the wind actually come together. From that point, all 360 degrees of the wind have different patterns of rotations. From the center, in each degree the wind moves in a circular orbit from the center to the external surface then back to the center. Empyrean Wind is basically a collection of countless thin rings of wind put together to come together at one point which creates a unified structure. Throughout the rotation, the wind differentiates the oxygen gas particles and begins carrying them, at the point where the wind touches the external surface, it releases the oxygen gas particles out of itself and prevents any oxygen from entering back into it. The entire process creates a wind devoid of oxygen with rotation directed toward the center from all points. At this stage, the creation is complete and the new form of wind can officially be called the new element Empyrean Wind. Though Empyrean Wind has rotation directed toward the center, it can be any shape, structure, or size that the user wishes. This simply means nothing more than that the rings that compose the structure are different sizes or in different arrangements. A significant difference in Empyrean Wind and other wind elements due to its rotation is that Empyrean Wind has absolutely no cutting power at all. Instead, its attacks much more savagely. Though it does not cut, anything that it touches will be caught in the rings of inward wind rotation which are sources of massive suction that rip off whatever they touch at a molecular level then instantly spit them back out as dust as they go through their cycles. This gives the viewer a feeling that Empyrean Wind is actually craving into its target, but in actuality it is tearing away at the target at an incredibly rapid rate paving a way straight through. Empyrean Wind through its suction also has the ability to absorb liquids into its flow, and instead of merely releasing it back out, it can carry it to another location that the user wishes making its attacks even more deadlier. Empyrean Wind is very fast as it does not have any oxygen in it lowering its mass. The color scheme of Empyrean Wind is a light green verging on clear.

How it works: When the user uses Empyrean Wind by directly releasing Empyrean Wind chakra from their body into the external world, no matter what structure or size the technique contains, the timing of the creation of the techniques is no different than that of any other advanced wind element, and once released it will move at an incredible speed. When Empyrean Wind is used through the manipulation of air outside of the user's body at any range, the creation of the technique will take longer to be completed but is still only about a couple seconds maximum, this allows an experienced ninja time to effectively counter but doesn't allow enough time that the technique can essentially be disregarded by the opponent for a period of time after it is used.

Usage Examples: Empyrean Wind can be used any way that wind that can be used, except its properties will obviously be different meaning that effect of the techniques will have different outcomes. Empyrean Wind can be used to creates blasts, saws, vortexes, orbs, tornados, and basically everything else that one's imagination can think of that is possible with regular wind. Except instead of cutting, Empyrean Wind will pave its way through. To the normal eye, the process happens so quickly that neither can be distinguished from each other and it often confused as act of cutting by the opponent.

(Amatsu Fūton: Tenrai Oozara) Empyrean Wind Release: Celestial Discoids
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user releases several concentrated medium-sized flat discs of empyrean wind from their mouth that can be directed toward any place the user wishes to attack the opponent from all sides. The discs will slice through any object in their path and almost seem as if the object was cut through but were actually ripped apart on a molecular as it paves through the object.
~Can only be used five times per battle.

(Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user releases a massive blast of empyrean wind, slightly larger than Pressure Damage, that is shaped in the form of a dragon's head. The massive blast of empyrean wind will rage toward the target and cannot be satisfied until its hunger is quenched. This technique is so powerful that it has been said that it was used to pave an enormous tunnel straight through a large mountain in order to making traveling from one side to the other easier.
~Can only be used five times per battle.

(Amatsu Fūton: Muon Maru) Empyrean Wind Release: Soundless Circle
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Damage: 90
Description: The user creates a small, visible sphere of Empyrean wind, the sphere will be about the size of a football at its creation. Immediately after being created, a slightly bigger sphere of Empyrean wind is created around the original one, encasing it like a second layer of skin with no space between the two layers. More and more layers are subsequently added to the technique in quick succession afterwards. Small ripples in the immediate vicinity of every layer heralds their coming to the world. The ripples also appear right before the original sphere is born, warning vigilant enemies of its coming. All the layers are individual structures in their own right. Therefore; each sphere has its own center. All the midpoints, one for each layer, are placed around each other, forming their own circle with a small hollow space in the very center. The small hollow space will, as the technique swallows more and more mass, slowly be filled with extremely compressed matter, forming a kind of core. The extreme amount of compresison means, that while the core might not be very big, it's extremely heavy and unstable because of its forceful creation. When enough layers have been added and enough mass has been gathered, the user performs a single handseal, which causes all the layers to be compressed into countless microscopic spheres with each their center, encasing the core of mass, thereby forcefully ripping it apart. The second the core is ripped into countless pieces, the rings disperse, as to not gather all the microscopic shards at their center, but still letting them retain their velocity and lethality The extreme speed with which the core is destroyed sends countless of extremely heavy, microscopic projectiles flying in all directions, covering the entire area in a deadly rain of death. The user can control which sides of the core the microscopic rings gather at when he compresses them around the core of mass, to avoid killing himself with his own technique.
~Can only be used once.
~No Empyrean Wind technique for 4 turns after this technique has been used.
~The sheer concentration and chakra this technique requires severely tires the user and damages him for 20 points.
~No A-ranked or above wind techniques can be used the turn after this has been used.

Idea behind its creation: I wanted to created a new wind based element that does not face the glaring weakness to fire. The wind element had be new and more unique rather than simply sticking to the basic principles of wind such as cutting which are still excellent, but a more special way of dealing damage that is equally as effective would be more exciting and maybe even more horrific.

Conditions to be able to use it: Mastery of the Wind element and high chakra control.

Is weak to:
- Earth techniques of A-rank and above: While Empyrean wind has incredible ‘cutting’ power; highly-ranked earth techniques are capable of withstanding its assault. This is mainly because of the versatility of earth.
- Water: if a large enough watersource is used, the water will overload the wind rotation structure, thereby causing it to collapse. Though this can be avoided if the user disallowed the water from entering the wind flow. Furthermore, a water technique that collides with an Empyrean wind technique will merely loose its form, not its momentum. While the incredible suction power of the Empyrean wind will certainly cause the water to be sucked into the center of the Empyrean wind technique for as long as the technique is active, the water will be released once the Empyrean wind technique disperses. Therefore; a water technique with enough force and speed will merely be delayed by the Empyrean wind, and continue along its designated route once the Empyrean wind disperses.
- Ice: would cool down the molecules and slow them down as it rips at the ice, thus causing both to cancel each other out rendering them ineffective against each other. Though if the size or power of the techniques used varies, then one will overcome the other.

Is strong against:
- Fire based elements: it has no oxygen and cannot fuel fire, when it collides with fire it smothers it out and continues as if nothing happened.
- Lightning based elements: the suctions will absorb any lightning in the area and cancel it out.
- Earth techniques of B-rank and below: While some strong earth techniques are capable of withstanding the power of Empyrean Wind, most cannot. Even deviations of the earth element will find themselves lacking in comparison to Empyrean Wind. This is especially so when it comes to organic material.

Co-creator: Crutch Kaguya

Students I passed on this custom element: Reborn & ɴᴇᴠᴇʀ


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

I, Nexus of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei and Zise, give you the following:

Zero Kelvin, our loyal member, gave on the date January 1st 2012 a request for a Patent on his custom element (Empyrean Wind); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;


Amatsu Fūton
Powered by Nexus
Copyright 2012, Zero Kelvin, NarutoBase.net​

Approved Techniques

B-ranked
(Amatsu Fūton ♦ Suzume-Kyū) – Empyrean Wind Release ♦ The Sparrow Spheres
(Amatsu Fūton ♦ Suzume-Kyū) – Empyrean Wind Release ♦ The Sparrow Spheres
Type: Defensive/Offensive
Rank: B-Rank
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: A simple, but versatile technique. By displaying great control the user can release microscopic spheres of Empyrean Wind. The spheres are dormant upon their creation, meaning that they do not damage anything they come into contact with, and they can be directed by the user. Through an exertion of will the user can activate the spheres, inflating them to fist-size and activating the properties Empyrean Wind intrinsically harbors. The technique owes its name to the loud chirping sound the spheres make as they grow.
-Must wait one turn before reuse.


(Amatsu Fūton ♦ Tamago) – Empyrean Wind Release ♦ Egg
(Amatsu Fūton ♦ Tamago) – Empyrean Wind Release ♦ Egg
Rank: B-Rank
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 20 (-5)
Damage points: 40
Description: A multipurpose technique with roots in non-elemental Ninjutsu. By forming a single handseal the user is able to create a medium-sized egg made of Empyrean Wind within short range of themselves from which a steady stream of small chakra creatures will pour forth. The creatures can take the form of any small bird, lizard or fish, though their form is purely cosmetic, and are made entirely of Empyrean Wind. Possessing the innate properties of the element the small creatures are designed to devour any target. Both the creatures and the egg itself can be controlled at will by the user. Should the egg itself be destroyed the technique ends.
-Lasts a maximum of four (3) turns. Usable 4 times
- While active this technique removes the user's ability to use elemental ninjutsu other than Wind and elements consisting primarily of Wind.
-Must wait a turn after deactivation before reactivation is possible.


A-ranked
(Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
(Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user releases a massive blast of empyrean wind, slightly larger than Pressure Damage, that is shaped in the form of a dragon's head. The massive blast of empyrean wind will rage toward the target and cannot be satisfied until its hunger is quenched. This technique is so powerful that it has been said that it was used to pave an enormous tunnel straight through a large mountain in order to making traveling from one side to the other easier.
~Can only be used five times per battle.


(Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
(Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
Rank: A
Type: Supplementary/Defensive
Range: Short-Long (Mid range around the designated area)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and creates two blankets of Empyrean Wind; one in the sky and one in the ground. Each blanket consists of uniquely rotating Empyrean wind that has the single purpose of drawing matter either upwards or downwards. By using the connection to the two blankets as a either a damper or an amplifier, the user is able to create gravitational-like effects. By amplifying the bottom blanket, the user can severely restrict the movements of those within the field, ranging from decreasing their speed to pinning even the strongest of summons to the ground. The stronger downwards pull also has an effect on most techniques, making them harder to aim upwards and decreasing the range of projectile-based Ninjutsu by one (1) range. By amplifying the top blanket, the user can, within reason, pull projectile-based Ninjutsu of B-rank upwards, ensuring the safety of those within the field. The upwards pull can also create a zero gravity environment.
-Pulling a technique upwards counts as one of the three moves allowed per turn.
-The user cannot use S-ranked or above Empyrean Wind during the following turn.
-The technique lasts for three (3) turns.
-Can only be used twice (2) per battle.


(Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
(Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
Rank: A-Rank
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
-Earth-techniques of S-ranked strength and above can be used in the dead terrain, but their damage is reduced by 20 points.
-No Forbidden-ranked Empyrean Wind techniques during the following turn.
-Can only be used twice (2) per battle.


(Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
(Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
Rank: A-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast of reasonable size. By using the incredible suction power of Empyrean Wind to gather air, this technique allows the user to create semi-physical, semi-transparent objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to condense the objects created by the technique, increasing their life-spans.
-Must wait one turn before reuse.
-Objects last for the turn they are used and can only be created short range from the user.


(Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
(Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust. The shape of Empyrean Wind will keep the needed matter/gases in and the unneeded matter/gases out. The increased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, warning them of the imminent danger.
-Must wait one turn before reuse.
-The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.


(Ototon/Amatsu Fūton ♦ Karui Tatchi no Jutsu) – Sound Release/Empyrean Wind Release ♦ Light Touch Technique
(Ototon/Amatsu Fūton ♦ Karui Tatchi no Jutsu) – Sound Release/Empyrean Wind Release ♦ Light Touch Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: By combining the power of sound waves in the form of resonance frequencies with great chakra control the user can release concentrated waves of sound-infused Empyrean Wind from his hands and feet. The waves are only effective through physical contact, but are still widely admired for the sheer extend of their targeting prowess. Through the infusion of sound the individual molecules of Empyrean Wind remain dormant, activating only sporadically as they come into contact with a specific target. Through this the user can target singular parts of a target’s body or elemental technique; such as bone or steel.
-Can only be used four (4) times per battle.


S-ranked
(Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
(Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
Rank: S-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a massive dragon of uniquely rotating Empyrean Wind and chakra-based strings of Kanji somewhere on the field. The dragon will circle the battlefield and look realistic, but its shape is purely for cosmetic purposes. Through its rotation; the dragon uses the air itself to gather all odorant molecules alongside moisture and most vapors, which makes it impossible for odors and gasses to be spread around the field as the dragon immediately draws them into itself. Humidity and rain will also be absorbed by the dragon, which can create an extremely dry environment. Finally, the shape draws insects and big concentrations of germs, particles and spores into itself. The dragon, however, does not differentiate between friendly and hostile techniques, which means it will absorb all techniques that fit the aforementioned descriptions.
-The dragon can maximally absorb techniques of S-ranked strength.
-The user can form a single handseal to unseal everything the three formulas have stored. This counts as a move and simply releases everything sealed inside the dragon into the area.
-The user cannot use higher than A-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.

(Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
(Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
Rank: S-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great masses of chakra-based Kanji to appear around a specific point. Upon creation, the masses of Kanji arrange themselves into forming the frame of a big, rectangular box that reaches mid-range around the area it's created on. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of so many seals; the entire box will be black as night and impossible to see through. Upon completion; every corner and side of the box will use the incredible suction power of Empyrean Wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The formulas of the seals are designed to reject energy from entering and leaving the box. Physical attacks may still enter and leave, but energy-based attacks up to the rank of the technique are unable to pierce the box.
-It’s possible to confine the Empyrean Wind to the outer surface of the box and simply use the matter-rejecting formulas to safeguard matter inside it.
-Can only be used twice (2) per battle. The offensive version can be used once (1), as can the defensive version.
-No other Empyrean Wind techniques during the following two (2) turns.
-Cannot mold chakra above S-Rank for the same and next turn.

(Amatsu Fūton ♦ Kaku) – Empyrean Wind Release ♦ Nucleus
(Amatsu Fūton ♦ Kaku) – Empyrean Wind Release ♦ Nucleus
Rank: S-Rank
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: By forming a single handseal and utilizing their own person as a focal point this technique allows the user to create multiple blades of Empyrean Wind rotating in fixed orbits around them. The blades are formed from the very air and build velocity very quickly upon creation. The technique’s appearance is reminiscent of an atom, with the user acting as the core and the blades fulfilling the role of electrons. Just as atoms possess varying numbers of electron shells so can the user create varying numbers of blades at varying distances, though these must be organized in layers of rings rotating in fixed, circular patterns. The user can thus not control the shape of the technique’s orbit, but is able to freely manipulate its velocity. The blades themselves are paper-thin and can be maintained for a limited time, during which the user can freely create and dispel any number of them, though using them defensively and/or offensively after their initial creation costs a move. The logical nature of the technique’s orbit can be exploited by an opponent to bypass it.
While active this technique removes the user's ability to use elemental ninjutsu other than Wind and elements consisting primarily of Wind.
-Lasts a maximum of three (3) turns.
-Can only be used twice (2) per battle.
- No jutsu above A rank while active

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Custom element Japanese name
Teitaiton

Custom element English name
Stasis Release

The element is based on
Wind, Lightning, Yang​

Facts that prove the element to be possible (in manga context):
Advanced Elements are always seen utilizing the attributes of certain basic elements whilst also discarding others, such as Dust Release utilizing fire but having no inherent heat properties and Storm taking the properties of water's flow. This Element utilizes the Wind's forces, intangibility & usual presence on a battlefield and Lightning's Fast conductivity through objects, elements and chakra systems, whilst infusing it with the aggressive nature of Yang to destroy those jutsu from the very chakra source and leave its shell empty and useless or without fuel.

Also, with the ever progressing technology and power of the Naruto (Now Boruto) Universe, the combination of chakra and technology has become ever prevalent and as such a symbiosis between chakra and storing complex information becomes more apparent, especially when it comes to the Sealing Arts. This was kept in mind creating the element, the chakra signals implemented with the knowledge of Advanced Fuuinjutsu to be able to read techniques and deduce properties of them as seen with a manner of sensing related techniques from Rain to basic Chakra Sensory and Fuuin Barriers. This Element can be used to learn information whilst also fighting on the fly to better defeat one's opponent, providing the user with insight.

How it works:
Stasis is not inherently an offensive element, carrying no damage value and works on a chakra interaction basis - because of this these techniques have a higher base chakra cost than the usual jutsu and this is mostly because it needs to fight against others' chakra whilst also providing other benefits to the user. Stasis works to effect whatever it surrounds, using the very air as a source Stasis surrounds a target like a tight shell around its form almost perfectly, changing with the target if need be and can then work on countering. Using the forces of wind and the speed & conductivity of lightning Stasis attacks the chakra makeup of techniques and people whilst also halting them in their tracks, the air condensing around the target with strong slowing forces pushing against it all at once in one quick instance to keep it there, though this works on a technique to technique basis depending on the target.

When a Stasis attack defeats another technique it removes the chakra from it and keeps it there in place, leaving just a shell of what was used before. For example if a Stasis technique halts an Earth technique, removing the chakra from within it - it'll just leave rocks which will fall uselessly to the ground. This is the same with a lot of physical abilities, energy is a bit different - it completely dissipates. The difference here being that there is potential for more physically present elements to be sent back at a target. Furthermore, with the addition of the Yang within the Stasis this seeks to bring like to these empty shells. Here Stasis can capture a target and do one of two things, make it completely useless or recycle it and create something new to use against the opponent. An example of this can be energy, the Yang will bring it to life (much like the "Change into Hell" technique) instead of letting it dissipate - releasing from the Stasis a living creature of the captured element to attack the opponent with a mirrored damage value and maybe in some cases, augmented now that is filled with Yang Release. Other YY component based abilities do not become augmented if captured and redirected. Capturing other targets with Stasis in this barrier like shell is visible, its like a layer of white, blue or purple depending on the user (cosmetic) with a static like effect with a quiet noise that also sounds like static; Techniques that will beat Stasis and are too powerful for it to be halted in the interaction essentially break free of this shell and "switch it off".

When Stasis is used against targets like entities or shinobi themselves, because they have an entire chakra system it becomes a lot less desirable to contain them. This doesn't stop it from being used on them however, in this case the Stasis becomes more intangible and malleable around a person, adapting as they move in a means to debilitate them rather than to completely disrupt or take them out. Stasis can drastically slow down a person's speed or cause them to lose extra chakra for the longer it remains around them; this can be countered with surges or enough force to break free from it which will be stated on a technique by technique basis. Stasis can be used to debilitate much weaker entities like summons or clones or things brought to life by other Yang Release techniques halting them entirely - the opponent can break their beings free with outside force, but have to be careful not to overdo it to hurt their allies, requiring a neutral interaction.

Alternatively, the user can use stasis on themselves, since it keeps outside chakra sources at bay, including Genjutsu and Yin tethers with the right cost. It would also shroud the user from a lot of Dojutsu, making them blind to the goings on of activity within Stasis or on the opposite side of it; an excellent way of blindsiding such an opponent. This however would slow the user, due to the wind-based forces at play. It would also keep out any allies attempt to heal them or outside buffs from other chakra signatures, unless stated otherwise. Building on the defenses it gives to the user, when capturing other techniques or surrounding existing sources - this stops boosts from being further applied to a technique or areas of the battlefield from being brought to life in general; it also cuts off signals from the opponent - if they were to make a handseal needed to "activate" a technique, it would stop that from happening too.

Finally, Stasis was also created as an information gathering ability which may also benefit other people, being able to be used on objects that utilize chakra or people to diagnose & remove potential debuffs. When used to capture, scan or make contact with a target the conductive properties will essentially read the chakra, this will send information back to the user telling them of potentially weaknesses of a technique, hidden mechanics to a piece of technology and stopping it from working in general. It would be able to determine the element makeup of a jutsu, any further boosts that may have been applied to it and possibly remove. It would be able to determine foreign chakra in someone's system and remove it or a disturbance about it and re-balance it with the healing properties of Yang, or determine someone's health state and give them such vitality to rejuvenate them, which could also work on rejuvenating other techniques of the user's so that they regain their strength.

Usage Examples:
Type Defensive/Supplementary
Rank A - S
Range Short-Long
Chakra 60 - 70
Damage N/A
Description
The user performs 3 hand seals and stretches out their hand towards the target and make a gripping motion creating Stasis around a projectile technique, forcing it to a halt within it's silhouette it will cause the effects of the jutsu to remain inside of it, nullifying any further effects or boosts from applying, like explosions for fire or the technique from expanding from its captured form. The user will know of any other hidden properties due to it being identified by the stasis formed around it and can either destroy the chakra within it leaving any remaining tangible rubble like Earth or Water to just fall uselessly to the ground, energy will entirely dissipate.
The Technique caught in stasis cannot be effect by chakra or exert any outside of it's chakra field making those abilities useless. When this technique is done on techniques with multiple projectiles or tools it will envelope each individual one. If this technique is done on Transformations like a Kunai isn't actually a kunai it will be forced into it's original shape and the Stasis Field will switch off, however it will have lost all its momentum and fall to the ground - if it's a clone or summoning they'll disperse and if it's a different entity (Shinobi, CoaT, Yang) with a chakra value they'll lose 100 of that Chakra. This technique can only be used four times.

Type Supplementary/Defensive
Rank B - S
Range Short
Chakra 50 - 70
Damage N/A
Description
The user raises their hand and moves it up and down the target as if observing them with their palm, creating a wave of stasis that seemingly flickers over a form before them, this sends information back to the user telling them of any ailments they may have like recoil damage, exhaustion, poisons, toxins, broken/instable chakra pathway and will eradicate or fix them. It will free targets of Genjutsu, Seals and barriers and Yin Tethers. When used on objects or items it will tell the user any information related to chakra about it, mechanisms, a general idea of abilities and any elements or fields it may be related to (basic ninjutsu, kekkei genkei, YY but nothing more specific than that). If the case of eradicating poisons and toxins applies, then by the choice of the user any damage those did to the target is healed by 40 - 80 health.

Type Supplementary/Defensive
Rank S
Range Short/Long
Chakra 70 (-30 per turn)
Damage N/A
Description
The user creates a Field of Stasis that covers the entire battlefield in a 20 meter radius, it's intangible and lives in the air though Dojutsu will be able to completely see it and be blinded by the Stasis as it dominates the field. It doesn't interact with Jutsu unless the user deems it so. Any Sources in this field become useless unless its for Stasis Release, anything with a chakra value under 50 using the ground for earth or other abilities that come from it do not manifest not capable of pushing passed the layer of Stasis across the field or water sources for that matter. Within this Field the user is able to sense anything that moves within it and can also tell the chakra natures of techniques and location of them. Within this Field the opponent must spend an additional 20 chakra points to perform techniques (with no extra potency to their abilities) as they are zapped by the stasis field and requires that bit more. Whilst this jutsu is active the user can only use Stasis Release with a Rank Boost and the usage limit of their techniques are ignored until the Field is deactivated by the user or outside means. The Stasis Field will remain on the field even if techniques manage to get through it, only weakening them by 10 chakra.

Conditions to be able to use it:
Must have Lightning & Wind Release
Must have Adv Fuuin & Yang Release

Weak to:
Neutral to All

Strong to:
Neutral to All

Co-creator: Shady Doctor

Students I pass this custom element on to: ? & ?
 
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Custom element Japanese name: Mueton

Custom element English name: Coal Release

The element is based on: Earth + Fire + Advanced Chakra Control

Facts that prove the element to be possible (in the manga context):
The user is capable of either forming coal by pulling it out of the surrounding earth or from their body. Earth, already a significant element in the Narutoverse, coal is simply a highly combustible piece of earth. On missions, if there were no Fire element user, the usage of small lumps of coal as long as you have at least a pair, would enable the personnel to create a source of fire. A downfall to the usage of coal itself is that if another person were to get a hold of it before it was ignited, they could use it just as effectively as the user. Not able to manipulate/create it the way the original user could, but if they are able to successfully block the technique before it is ignited, pick it up as it were but a rock. Since coal is a fossil fuel the villages used it as a way to fuel fires for cook like when Asuma took his team to the BBQ there was coal use to cook the food.

How it works:
Coal is an ignitable/combustible substance formed from metamorphic rock (rock subjected to extreme pressure and heat that changes its form and properties) of the earth and dead plant matter inside of it. Focused lightning simply cuts and travels too fast through the coal to ignite it as fire would. The coal when created or pulled from the ground, shakes loose large amounts of Coal dust can be ignited by friction, static discharges, hot surfaces, and fire. Coal dust unlike normal coal is highly explosive rather than flammable. Lingering deposits of coal dust can lead to explosions. Dust explosions are caused by the rapid combustion of flammable debris residing on the floor or suspended in the air. However, unless the surrounding environment is a relatively small enclosed space, the resultant deposits will simply be dispersed into the open air and rendered harmless.

Coal can be ignited through various means, however it is not as readily ignited as oil or other volatile substances. Furthermore, once ignited it is also easily extinguished. By rubbing two pieces of coal together, the user can utilize this friction to generate a spark. Static discharges (unfocused lightning) and Fire can also be used ignite the coal. Coal itself is a flammable not a explosive material. When ignited, the coal will be smouldering hot and coated in a layer of blazing red fire.

Conditions to be able to use it: Mastery of Earth | Mastery of Fire | Great Chakra Control

Is weak to:
Fire and Lava Release (and all variants) - Coal only serves to augment the flames of these elements.

Lightning Release (and all variants) - The sheer penetrative capabilities are capable of cutting through coal.

All Metal Elements - Much harder than coal. Capable of breaking through and shattering it

Is strong against:
Earth Release - Coal is much harder than normal rock.

Water Release (and certain liquid-based elements) - Coal's earth-like properties allow it to overpower and dissipate the force of both of these elements. This elemental strength also includes Rain, Foam, Amber and Oil.

Co-creator: Blake Belladona

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

P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Negative Knight, our loyal member, gave on the date May 30th 2014 a request for a Patent on his custom element (Coal); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​

Mueton
Powered by Caliburn
Copyright 2014, Negative Knight, NarutoBase.net​

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(Mueton: Kosshi no Tscuhi) – Coal Release: Bones of the Earth
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn to sustain creations)
Damage Points: 60
Description: This technique allows the user to create constructs, objects and tools of coal directly from their body or from earth sources using a simple handseal. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an A-Rank).

Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank
Note:

(Mueton: Keimei no Kyouryuu) – Coal Release: Dawn of the Dinosaurs
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-15 chakra per turn to sustain creations)
Damage Points: 80
Description: This technique allows the user to create constructs, inanimate objects and tools of coal directly from their body or from earth sources using 3 simple handseals. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an S-Rank).

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Coal in the user's same and next turn
Note: All created constructs will amount to the collective power of an S-Rank
Note:


Type: Offensive/Defensive
Rank: S
Range: Short - Long (Explosions are Short-Range)
Chakra Cost: 40
Damage Points: 80
Description: The user will release their mueton chakra into the ground in order to send an omnidirectional wave of coal across the ground in every direction after doing 3 handseals. This mountainous wave of blackened earth will spread out from his position in a circular motion (360 degrees around him) which will crush anyone and anything in its wake, as well as devastate the terrain on an unimaginable level. The wave of coal will grow in height as it spreads out, leaving the resulting effect as a massive crater in the middle of the battlefield, the center point of the newly formed crater being the user's position. The thing that makes this technique unique from its elemental variants is that the release and outward movement of the rampaging wave will continually scatter and suspend massive amounts of coal dust in the air which will explode into a maelstrom of crimson flames due to the friction generated by the wave moving against the ground. This process of ignition and explosion of the produced coal dust will continually repeat itself as the wave travels outwards in a radial manner, meaning anyone nearby is prone to being caught within the explosion and consequently being set ablaze. The reason this technique poses no threat to the user is that the wave will need to gather enough momentum before generating the necessary frictional force to ignite the clouds of coal dust, meaning the wave will be a considerable distance from its creator before the first outburst is initiated (just beyond the boundary of short-range). All surfaces will be capable of producing a spark due to the friction created but certain terrains (e.g. wet areas, sandy terrains, etc) will result in the ruby-coloured flames being extinguished almost as quickly as they were produced. Since the wave ignites the coal dust the moment its produced, it is unable to harmlessly disperse into the environment and instead enhances the ruination this technique brings to the battlefield. The technique will consume all the coal in the field, self igniting it as it self ignites itself, leaving the field clear of coal but completely scorched.

Learned






(Mueton: Shin'en no akuma, Balōr) – Coal Release: Balor, Fiend of the Depths
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 100
Description: The user bites their thumb and wipes blood on their palms, performing three hand seals before slamming their hands on the ground. Within their short range the user will create a Coal Entity from the ground along with a mist of Coal Dust that ignites as soon as the being is creating, an Ominidirectional Blast with the user safe inside of it spreads out into Mid-Range.
 
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