ラ Scrolls of the LonelyAssassin ラ

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Sharingan Techniques

(Dōjutsu: Amanozako) Eye Technique: Heaven-Opposing Everything

Type: Supplementary/ Defensive/ Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: N/A (-20 to user)
Description: (Amanozako) is a Space-Time Mangekyō Sharingan technique unique to Lena's Mangekyō Sharingan. She is able to see things as though they are animated by ‘frames’ through the Sharingan’s natural ability to be able to predict movement precisely and fluidly. Using this the Amanozako can remove these ‘frames’ from space and time with her left eye ability and also add them with the right. Unrelenting Wrath | Yōshanai ikari is the use of her power in the Left Eye which is the ability to remove frames.

Upon a glance Amanozako can instantaneously cut out the frames of travelling techniques or peoples/entities. This is utilized at the exact same time as the technique it targets if coming from the user of Amanozako to give the illusion it has been incredibly sped up having the technique form then almost instantly hitting the target straight after cutting out the travel path between source and target. This allows the user to cause a technique to have it's travel time and distance shortened by removing up to 2 ranges from it, appearing at short range from the target. If the technique originates in mid range, 1 range will be removed and if it originates in long, 2 ranges will be removed to instantly appear at 5 meters away from the target. This can be done for movement of the user as well as other beings, operating in the same fashion as above. Since the Sharingan can perceive chakra and chakra nature this can be targeted more accurately at chakra networks and more specifically at techniques that last a set amount of turns’; the user is capable of reducing the frames a technique lasts by up to 4 turns, or 4 frames. This essentially fast forwards the use of a technique's time on the field without affecting the actual user’s wellbeing unless relating to the targeted technique. Should drawbacks and penalities occur at the end of a technique and this technique causes it's end, those effects will immediately set in.​

By focusing on the power of her Right Eye, Lena is able to use Against Conformity | Tekigō ni taishite which is the ability to add frames. Adding a high amount of frames to space and time can drastically extend the length of time within Lena’s target.

Lena can look upon a target, whether it be a technique or even an enemy, they can instantly drastically increase the frames it takes for them to move or act. The movement of techniques becomes incredibly slowed as if moving in slow motion, allowing the user to more easily dodge or avoid said technique within reason. If the technique in question is within short range when slowed, it must encompass a size shorter than 5 meters to avoid safely. This distance increases by 5 meters for each range added in distance between the user and technique. When used against enemies, the user is capable of slowing their base speed by 75% if eye contact is made, making it extremely difficult to move. Enemies are very aware of their inability to move at their normal pace and can still perform jutsu at a normal pace unless they require hand seals or gestures which would take too long to be able to perform at this pace in time to counter incoming attacks; same with body arts or those that require physical movements. If the opponent has S/T abilities, uses a Forbidden ranked body surge or is willed by the user of Amanozako they can be freed from this slow-motion state.​
Like with the Left Eye, Lena can also target chakra nature and networks or herself more precisely; this can increase the length of a target's "state" of being. Techniques and abilities that have a turn limit can now be increased by another four turns by lengthening it's state of existence. This doesn’t work for summons nor abilities such as Sage Mode or others that require a separate pool of chakra to sustain.​

Note: Lena can use Amanozako a total of 7 times. The left and right eye have 4 usages each maximum. Each usage of this technique can only affect one target, unless when using it is targeting multiple constructs/projectiles from a single technique then it will affect the whole technique.
Note: Mangekyou Sharingan must be active to use the full capabilities of this Technique and using it reduces MS by 2 turns.

Approved
 
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Lena: Current Void Infused Artifacts

(Mukō: Chikara Chūnyū) – Void: Energy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 75% chance to gain a single Void Infusion.

Acquired: Here

(Mukō: Jinsoku) – Void: Swiftness
Type: Void Infused Artifact
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes a single Void Infusion; the user’s ability to move in the Ninja World is strengthened, reducing the time it takes to travel between landmarks by 50%; this does not stack with any other source of travel time reduction. Lasts for up to six landmarks.

Acquired: Here
2nd Acquired: Here

(Mukō: Chikara Chūnyū) – Void: Energy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 75% chance to gain a single Void Infusion.

Acquired: Here

(Mukō: Chikara Chūnyū) – Void: Power Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique with a damage value greater than 100 they have a 35% chance to gain a single Void Infusion; this can occur a maximum of once every two turns. This chance is increased to 60% when a damage threshold of 150 is met

Acquired: Here

(Mukō: Meisō) – Void: Meditation
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Remaining within a single landmark and meditating for three turns (or three posts separated by 45 minutes) grants the user a 75% chance to gain a single Void Infusion.

Acquired: Here

(Mukō: Yūryō) – Void: Charged
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.

Acquired: Here

 
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WORKSHOP

Submission Links:

Submitted Custom Fighting Style Jutsu (Bliss & Ivy):

Submitted Custom Element Jutsu (Ebony):

Submitted Custom Element (Stasis)

Submitted Jett (Canon Monkey Summon)

Submitted Fury, Rampage of the Apocalypse (Body Seal)

Submitted Proficiency Pacemaker (Item)

Submitted Bliss & Ivy: Relative Dismissal

Submitted Chained Daemon Fury

Submitted Custom Element Jutsu (Ebony)

Submitted Bliss & Ivy: Relative Dismissal and Medusa's Grasp

Submitted Stitched Devil of Shinra Custom Kin

Resubmitted Stasis

Resubmitted Medusa's Grasp

Resubmitted VAR

Submitted Polymerization

Resubmitted Jett & Submitted Noodle
 
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(Shinra no Nuiawaseta Akuma) - Stitched Devil of Shinra
Type: Supplementary
Rank: Forbidden
Range: Self
Chakra: 100 (-10 per additional heart)
Damage: N/A
Description:
Using the Seals from "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together", the user moves them to the centre of their back between their shoulder blades, channelling a large amount of chakra into all of them to trigger a very violent physical transformation, changing their body structure entirely. The user's Dark Threads become more dense and the user's body become more packed and small tears in the stitching occur so that threads slightly hang out, the user growing into a burly and athletic form, muscles prominent and size larger than that of a normal person reaching 9 - 10ft tall. They also take a Devilish appearance with personal aesthetic, sharpened teeth, growing a large pair of horns made of tightly condensed hardened Dark Threads from their head that can range from being twisted like a rams or straight like a bulls or even a jagged brutal shape, they can also grow smaller hard horn-like appendages in other locations over their body. These horns can be used as weapons and techniques can be channelled through them like they are blades/swords within reason. The skin colour of the user also changes (purple, green, red), relating to any of the elements they have in their body. Their skin colour can change mid-battle if the related heart leaves the body, changing to a new colour mirroring a remaining element.

The user has other physical alterations, they have more clawed fingers and their feet have changed, they are now prehensile and have the capability of grabbing almost like a hand - they are also clawed - giving their Taijutsu more versatility. Because of the user's new larger transformation into this physically impressive specimen, their ability to combat techniques with Taijutsu becomes more definitive. When blocking or attacking with a suitably powerful enough Taijutsu technique they can halt or redirect oncoming objects even if its size is large (for example they can stand their ground and hold a large boulder or golem fist from bowling them down, pushing/throwing it to one side or allowing it to drop to the ground before them). Due to the user's new constitution their body can withstand the effects of beaten jutsu like burns or cuts from energy.

The transformation also causes all of the user's hearts beat rapidly with life, gaining their independence even whilst within the user's body, able to move about wherever they please and choose . And even though they do have their independence they all work as one efficient machine, their personalities all enhance and effect the user's own - becoming one yet the main still remains in charge, the user's voice almost overlapped with their hearts' voices. The hearts will be able to act as though they aren't a part of the user's body; using the user's body as if it's their own from different points of the body, for example one heart may require to use of the user's left hand and the other their right foot. All within reason.

Whilst in this Physical State the user must sacrifice 10 chakra per additional (not their own) heart still within their body. This means that if the user has not released any of the hearts within them, they will have to sacrifice 40 chakra per turn. Whenever a heart leaves the body it becomes 10 less, and whenever a heart returns it becomes 10 more etc. The user can undo their transformation at any time, though once they return to normal they will feel their muscles ache and feel a bit fatigued suffering -20 damage to all Taijutsu for 3 turns and unable to use EGF techniques for 3 turns (They can still release hearts passively through "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together"), they also have to wait 5 turns to transform again. The user may transform 3 times per arc, but requires all their EGF Hearts to be present in their body to be able to do so at first, if they have lost a heart to battle they cannot transform anymore. The user may transform into this form for aesthetic and social interactions, this still costs 50 chakra on activation but with no chakra per turn cost, they just gain none of the jutsu's true benefits ONLY the physical appearance parts of the transformations (Height, Skin Colour, Blade like Horns & Prehensile feet).

Note: This is a Custom Kinjutsu Technique & Requires "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together" to be posted on the user's bio to be able to use.

(Jiongu: Takei) - Earth Grudge Fear: Shapechange
Type: Offensive/Defensive
Rank: S
Range: Self
Chakra: 40
Damage:
Description:

(Jiongu: Takei) - Earth Grudge Fear: Polymorph
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage:
Description:

(Angela Bliss, Kanamizu no Kōgō) - Angela Bliss, Queen of Jinshui
Type: Supplementary
Rank: S
Range: Self
Chakra: 70
Damage:
Description: Lena releases her Issho of the Wood Heart, pouring yang natured chakra into it and breathing further life into the woman that once owned this heart. She gains some independence and a constitutional intelligence from before her life was taken. Angela Bliss becomes more like her old self, her abilities expanded as she has become more of her former self through Yang-Release. The "Bliss & Ivy" Fighting style has always been a part of her family's legacy and so is a specialist user of it and all it's techniques, this means she can use Bukijutsu, Kenjutsu and Adv. Fuuinjutsu as well. She was also very skilled in the use of Wood Release, her techniques gaining a passive +20 damage with the ability to use Wood Release through gestures with her Whipswords instead of needing handseals.

With her new life, she has her own chakra pool of 300 which can be recovered by outside means if she does not reach 0, her HP as an EGF Mask still remaining at 80. Whenever she uses a technique she drains it from this chakra pool, once it reaches 0 she returns to her original "Issho" self, losing the benefits of this jutsu and once again tied to the restrains of "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together". Her Base Speed is 12 and her Tracking is still tied to that of the user's.

(Yoton: Umarekawari) - Yang Release: Reincarnation
Type: Supplementary
Rank: S
Range: Self
Chakra: 70
Damage:

Instead of releasing an Issho passively through "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together", they will do it through this technique instead. A Pyre of Yang Flame will erupt from Lena's back as the selected Issho will be expelled forth into the air as if being raised from the dead - landing wherever the user desire's around them.


Angela Bliss, Queen of Jinshui

Yae Miko, Kitsune Dreaming

Sorrows, Lord of the Outer Night

Mila, Swift Redemption

(Jiongu: Kage Bushin no Jutsu) - Earth Grudge Fear: Shadow Clone Technique
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
The Earth Grudge Fear user performs a variant of the Shadow Clone Jutsu technique that makes a copy of their Masks. Basically they will split themselves in half once, but without the shell (the user) that keeps the masks in one body. The chakra pool created from this split is shared by the Shadow Clone Masks.

The shadow clones can merge with the user or they can merge with each other.

(Jiongu: Takei) - Earth Grudge Fear: Polymerization
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description:
The user releases two to four of their masks together, merged into one creature with a shape that is entirely different from the masks when they are individuals or a cross between them both - this can be up to the user's imagination as well as the location of the Mask which is now a a combination of the originals as one. This one new mask acts as tall of the independent masks, piloting the same body of threads - capable of using the elements they represent at the same time and any Earth Grudge Fear techniques the user knows. This combined mask can also use any custom elements the user knows, only if the natures that form said element are present in this Polymerization. In the case of the user having "(Jiongu Fuuinjutsu : Issho) - Earth Grudge Fear Sealing Art : Together", they will release the merged masks passively together using the chakra value from that technique instead of this one, taking the form of a person that looks like the two that the hearts represents, but as one form, they also have overlapping voices and a merged personality. The masks have a combined Health Value, but for every 80 damage taken, one is destroyed. For every mask released and merged, 15 chakra is used (30 minimum since it requires at least two).
 
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Korraa coal permish

YorHa Boots; Allow gliding across surfaces rather than walking. Counter immobilisation of the feet as long as mental command is a capability to the boots.​

Arm Gauntlet and Shoulder-piece. Glyphs that hold weapons behind back for easy carriage and movement, with hand movement commands user can guide swords or tools being held around them, maximum of 1 weapon per glyph and a maximum of 2 glyphs - carrying one standard weapon and one large/heavy or something. Maybe add capability to switch out weapons through summoning and fuuin.​


(YorHa SI : Asashin no Būtsu) – YorHa SI : Assassin's Boots
Type:
Artifact
Rank: B
Range: Short
Chakra: N/A
Damage: N/A
Description:
YorHa Standard Issue Assassin's Boots, used mainly for stealth and quick combat acceleration.

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(YorHa SI : Asashin no Būtsu) –
Type:
Artifact
Rank: B or A
Range: Short
Chakra: N/A
Damage: N/A
Description:

Artefact - Ideas hello

() - Artificial Grudge Heart
Type: Technology
Rank: S
Range: Short - Long
Chakra: -10 per turn
Damage: N/A
Description: A Mechanical Heart Prosthetic, though it is slightly larger than a normal sized heart due to a lack of intricacy in its creation - only meant to replicate a heart and it's stored chakra natures

Like a normal Mask, this Heart has 80 HP.


(Kogata Buki Seibutsu-teki) - Biotic Rifle
Type: Technology
Rank: S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description:
The Biotic Rifle is not a gun used for

Note: Must have the Middleman Specialty to be able to use.

VAR Approved. Changing VAR because with the Bukijutsu update some of it seems redundant.

(Vár) - Vár
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: X
Damage Points: X
Description:
Vár is a very versatile weapon. The size of the weapon usually outmatches the user's own size, but wielder's are still able to use it with ease. It can be used as a great sword, and a variety of different firing guns depending on what rounds the user would like to use. The Great-Sword attachment just means the wielder can use it as a normal sword, greatsword or sword/blade/katana substitute. Vár also has a grip on the Chassis which allows the user to wield it with both hands, used to shoot the weapon with reduced recoil and increased accuracy. Anyone wielding Vár gains access to Kenjutsu/sword attacks the user knows through the blade and can utilise the "Shoot", "Barrage" and "Bombardment" Bukijutsu techniques, utilising Bombardment shoots a large cannister into the air and releases a bombardment of bullets raining down on an area.

Wielders of Vár can channel an elemental affinity into it, using a move and a slot in the timeframe they pour their element chakra into the blade which costs 40 chakra. This gives Vár an elemental aura of the selected element, this makes it so when Vár uses "Shoot", "Barrage" and "Bombardment" it is infused with said elemental affinity, though instead of having no chakra they will carry a chakra value reflective of their rank that the user will have to spend from their chakra pool. The bullets will carry traits from each elements, fire will explode covering wider areas for example, water can create a water source, wind can slice and carry a large gust with them to deal with large scale techniques. This ability lasts four turn turns upon activation, upon which the gun will overheat and be unusable for two turns after - only capable of being used as an ordinary sword.

When using a Sword/Melee Technique utilising Vár's Large Blade, the user can pull the trigger and at the same time fire from it during the swing or each swing (of one technique), this increases the speed and damage of the attack only during the swing(s) of the sword. This doesn't work on thrusts, only slashes. The user's sword attack becomes x2 faster and gains +20 damage, but again only during the slash. The user can also use this to enhance their freeform dodge at x2 speed by shooting the opposite direction they dodge in.

There is also the matter of storage and capacity to carry, user's of Vár can opt to carry the weapon or have a Tattoo placed on the inside of their Forearm so it can be summoned straight to hand which acts like a summoning Tattoo for the weapon. Summoning the weapon costs 10 chakra each time, a slot in the time frame and costs a turn. They can disperse it at will.

- Vár must be reloaded to use "Bombardment", manually loading the cannister and cocking the gun.
- Vár's Looks and Scale :

(L. U. D. O.) - Long-range Utility Dispensing Ordnance
Type: Tool
Rank: S
Range: Long
Chakra Cost: X
Damage Points: X
Description:
L.U.D.O. is a large-ish drone that can fly beside the user or high into the sky and stay hidden amongst the clouds. It's a large disc-shaped drone with rotary blades and built in long range dispense system, the LRDS does not join the user in battle but remains outside of it but nearby - this can be as far as 1 Landmark away.

If the user carries the Middleman Specialty, the LUDO's ability expands.



Note: can only be used by bios with the Middleman Specialty.
Note: LUDO Can be summoned from a Tattoo or be attached to a Vehicle the user may have, it will remain dormant until activated.
 
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(Mokuton: Pēsumēkā Shūjuku-do) - Druidic-Wood Release: Fae Carpentry
Type:
N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Wood is a broad type of resource with many different species with differing properties. Although most woods aren't really unique enough to set them apart from one another, some actually do. The user may desire to create a specific species of wood that would be much more suitable in combat situations than the standard. When using a Wood Release technique, they can passively change the type of wood to one of the following:

Ochroma.
Also known as Balsa. This species if a fast growing, soft and lighter wood and as such using this kind of wood makes their wood release jutsu faster it's base speed becoming the same as Lightning Release. Though because of this change in properties the Ochroma version becomes weak to Wind Release due to being able to be held back by just the sheer force of it.

Pinopsida.
Also known as Conifers. Although most trees have rough bark, Conifers' foilage coupled with that can be noticeably sharper. When enhanced with chakra and using a Wood Release Technique, this type of wood can become quite harsh and will cut the targets as well as bludgeon. As such any wood techniques that creates a structure with no damage value (usually defensive) gain a damage value that mirror their rank; targets that come into contact with this wood will be hurt now.

Populus Tremula.
Also known as Aspen. When an Aspen Wood Release Technique is used, it passively creates an exactly replica of said technique somewhere on the field, both have the exact same damage value, except that their chakra value is split between the two. i.e. using one S-Rank Aspen wood jutsu, creates two 80 damage attacks with a value of 20 chakra each; making it much easier to Seal.

Socotra.
Also known as a Dragon Tree. This type of wood carries a symbolic warning along with it as when it is cut, it gives the impression that it is bleeding due to it's resin. Hurting this wood has consequences as it seeks revenge, after clashing with jutsu and beating it - the Dragon Wood will seep its bloody sticky sap, now enhanced by the users chakra this becomes more aggressive and viscous coating and carries the opponent's defeated technique along with it. This type of wood regains it's original strength after it wins it's first clash, but loses all its strengths and weaknesses for the next clash and will be weakened thereafter.

Betula Pendula.
Also known as Silver Birch. Whilst on it's own Silver Birch can reflect light, it becomes more enhanced when powered with chakra enhancing this property to a point where the Silver Birch constantly reflects light to make it near invisible. Outside of short range it becomes impossible to see, though when moving into short range a subtle shimmer can be seen enough to give it away. Dojutsu and Forms of Sensory make it a lot easier to notice.


(Sakura Sen'nyo no Miwaku) - Druidic-Wood Release: Enthrallment of the Cherry Nymph
Type:
Supplementary
Rank: S
Range: Short
Chakra: 100
Damage: N/A
Description:
The user performs four hand seals and slams her hands on the ground, this creates a sakura tree from the ground within short range of the user. The tree's petals constantly fall from the tree and it emits a Yang-empowered pollen from it's bark, a transparent white aura emits from it, reaching short range around the tree. Upon its first creation any allies and the user within this tree's short range aura will feel a warm sensation wash over them as they are broken out of Genjutsu, Healed for 80 Health Points fixing broken bones, internal damage and heavy bleeding and purges poisons. Additionally all allies, not including the user are granted boons of Yang Release thereafter, whilst within range of this tree they will not be effected by Genjutsu as the use of Yang Energy cleanses through them. The presence of the Cherry Tree also inspires teammates, remaining in this aura heals minor wounds for 10 health per turn, regains 2 sanity per turn whilst also giving them confidence against the odds, eradicating fear, allies will choose only one of their elements (this can be CE or AE) to gain +40 in damage when used within short range of the Cherry Tree. The user can spend a move per turn (at any time even during the performance of another technique) and 50 chakra to have cherry blossoms cling around one of their allies so that they can leave the aura of the tree, the blossoms constantly swirl around them and they still carry the effects of the Cherry Tree's aura for four turns after leaving the aura for the first time. Opposing Techniques that travel through the ground cannot form or attack the tree or anyone within the aura unless it exceeds 100 chakra points, if such is attempted the tree will feed off the chakra through it's roots, giving a lovely glow to the blossoms and healing anyone within the aura for the same amount of chakra siphoned. The Tree can be destroyed by damaging it enough as it has 150 Health Points, though when the user leaves the aura of Enthrallment of the Cherry Nymph the tree withers and will also die falling straight to 0 health, ending the jutsu.

Note: Requires Yang Release
Note: Can only be performed twice per arc. Cannot have Multiple Enthrallment of the Cherry Nymph's active at one time.
Note: Once Enthrallment of the Cherry Nymph has ended it has a 4 turn cooldown.

(Yo-Meiton: ?) - Yang-Dark Release: Retribution of Ivy
Type:
Offense
Rank: S
Range: Short - Long
Chakra: 70
Damage: 120
Description: This technique can only be activated once the Defensive Charges from "(Meiton/Mokuton: Shifuku no isan) Dark / Wood Release: Blissful Legacy" have all been spent to absorb jutsu. By Activating the dormant chakra inside the retracted blades, the user empowers it further with the Yang Energy and the blades burst to life - the cyan flames burning brightly. The Yang natured chakra empowered the life of the natural wood segments that make up the blade, whilst also giving them a form of being - the two swords capable of acting with a will of their own similar to tendril-like appendages and with a sense for other energy.
 
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(Kuchiyose no Jutsu: Tomodachi, Ita & Zura) - Summoning Technique: The Partners, Ita & Zura
Type: Summoning
Rank: S
Range: Short
Chakra: 40 (-10 per turn transformed)
Damage: N/A
Description: Ita & Zura are a Pair of Small Monkeys that usually assist the user by remaining on their person, hanging off them with their tail or sitting on their shoulder or head. They both wear what seem to be helmets of some kind, the two of them are quite the cheeky pranksters and have an affinity for Genjutsu, both being able to use S-Rank Genjutsu the user knows. Due to their bond of friendship, the two work together in great unison capable of layering their illusions with each other in the same timeframe. Alternatively, one of the two can meditate on the user, making a constant hand seal they will keep their summoner and themselves stable, passively releasing them both from Genjutsu up to S-Rank, not including MS or Yin level Genjutsu (This however leaves the other Monkey vulnerable). They can be broken out of this meditative state if their hand seal is interrupted.

Transformation: Adamantine Twin Axes | At the cost of 30 Chakra, both Monkeys can transform into Adamantine Hand-axes/Tomahawks. These Twin Axes can be thrown and will seemingly carry themselves to a long range distance and will continue to spin with a sense of direction, capable of coming back to the user almost like a Boomerang. As well as being indestructible the Monkey Axes carry illusive properties. Using a Move and 40 Chakra, the user can raise one of the axes above their head, triggering the illusion if the opponent can see this action, the user then throws their Axe at the opponent. When this Axe is defended against or avoid, it will cause the victim in the illusion to feel a sharp pain in their back which spreads to their front as they hear & witness another of the twin axes burst through their chest. Blood and their body matter splattering everywhere; as the illusion continues they'd see their ribs protrude through the hole in their chest as blood pours from it and they cough up blood and receive mental damage of 60 as they continue to suffer from the blow. This leaves them open to be attacked with the actual second attack from an odd angle as the Throwing Axe can spin around objects dealing a further 60 physical damage if hit (The equivalent of Two A-Ranks, the Gen being A-Rank and the Axe Throw being an A-Rank attack). This Illusion can only be used once.

The Pair remain for four turns upon the Field when summoned. However, transforming them into their Adamantine Form - Much like Enma, allows them to remain indefinitely until the user wills them to disperse. If they have utilized all four of their turns as Monkeys they cannot transform back into Monkeys and must remain as weapons. The Pair can be summoned onto the field in their Weapon Form with the 30 Chakra, however if they want to revert back to Monkeys they will have to spend the 40 Chakra for the initial summoning as usual.

Note: The Pair Can be summoned Twice per event, but once per Battle.
Note: Both of them have an innate immunity to Genjutsu up to B-Rank
Note: Must have Signed the Monkey Summoning Contract


BOW AND ARROW VERSION:

(Kuchiyose no Jutsu: Tomodachi, Ita & Zura) - Summoning Technique: The Partners, Ita & Zura MK2
Type: Summoning
Rank: S
Range: Short
Chakra: 40 (-10 per turn transformed)
Damage: N/A
Description: Ita & Zura are a Pair of Small Monkeys that usually assist the user by remaining on their person, hanging off them with their tail or sitting on their shoulder or head. They both wear what seem to be helmets of some kind, the two of them are quite the cheeky pranksters and have an affinity for Genjutsu, both being able to use S-Rank Genjutsu the user knows. Due to their bond of friendship, the two work together in great unison capable of layering their illusions with each other in the same timeframe. Alternatively, one of the two can meditate on the user, making a constant hand seal they will keep their summoner and themselves stable, passively releasing them both from Genjutsu up to S-Rank, not including MS or Yin level Genjutsu (This however leaves the other Monkey vulnerable). They can be broken out of this meditative state if their hand seal is interrupted.

Transformation: Adamantine Bow & Quiver | At the cost of 30 Chakra, both Monkeys can transform into Adamantine Hand-axes/Tomahawks. These Twin Axes can be thrown and will seemingly carry themselves to a long range distance and will continue to spin with a sense of direction, capable of coming back to the user almost like a Boomerang. As well as being indestructible the Monkey Axes carry illusive properties. Using a Move and 40 Chakra, the user can raise one of the axes above their head, triggering the illusion if the opponent can see this action, the user then throws their Axe at the opponent. When this Axe is defended against or avoid, it will cause the victim in the illusion to feel a sharp pain in their back which spreads to their front as they hear & witness another of the twin axes burst through their chest. Blood and their body matter splattering everywhere; as the illusion continues they'd see their ribs protrude through the hole in their chest as blood pours from it and they cough up blood and receive mental damage of 60 as they continue to suffer from the blow. This leaves them open to be attacked with the actual second attack from an odd angle as the Throwing Axe can spin around objects dealing a further 60 physical damage if hit (The equivalent of Two A-Ranks, the Gen being A-Rank and the Axe Throw being an A-Rank attack). This Illusion can only be used once.

The Pair remain for four turns upon the Field when summoned. However, transforming them into their Adamantine Form - Much like Enma, allows them to remain indefinitely until the user wills them to disperse. If they have utilized all four of their turns as Monkeys they cannot transform back into Monkeys and must remain as weapons. The Pair can be summoned onto the field in their Weapon Form with the 30 Chakra, however if they want to revert back to Monkeys they will have to spend the 40 Chakra for the initial summoning as usual.

Note: The Pair Can be summoned Twice per event, but once per Battle.
Note: Both of them have an innate immunity to Genjutsu up to B-Rank
Note: Must have Signed the Monkey Summoning Contract

(Kuchiyose no Jutsu: Jett) - Summoning Technique: Jett
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Jett is a Monkey of Lithe Build coming up to 5'1", she has a base speed of 12. She is a Monkey proficient in Wind Release & Bukijutsu and can use both of them up to S-Rank, proficient in utilizing many Kunai at once she can even hold three of them in her tail at one time. She can passively infuse her Bukijutsu with Wind Release, giving it the S&W of Wind and she can infused her using "Oikaze". Tailwind | Oikaze 追い風 is an ability unique to Jett in that she infuses herself with Futon Chakra at the cost of a turn, this is temporary and increases her base speed by x3, though this only lasts for 3 turns and once it's finished she can no longer perform Wind Release Jutsu for two turns, that includes her passive infusion. The Wind Infusion can only be used two times, with a two turn cooldown. Jett cannot bypass its Oikaze cooldown restrictions by transforming into its Adamantine Form

Transformation: Adamantine Giant Folding Fan | At the Cost of 30 Chakra, Jett will Transform into a Giant Folding Fan. This Folding Fan allows the user to perform Wind Release Jutsu through it, including Wind & Tai/Bukijutsu that require a Fan to be used (Not Uchiha Related Techniques). This Fan has a special Wind aura about it like the wind is carrying many daggers along with it's attacks; any jutsu performed through the fan gains +20 wind damage and this includes melee techniques, the Fan when hitting someone physically seems to make a barrage of tiny cuts impact area. Because of the Adamantine Form and Size of the Folding Fan it can be opened up and used as a Shield, using one of the user's moves per turn they can perform an S-Rank Wind Defense by hiding behind their Fan, it sort of spits the oncoming attack around it if it is large scale, leaving the User safe behind it in a little air pocket. The Defense can split up to 80 damage techniques according to Wind S&W, but can only be used two times with a cooldown of three turns.

Jett remains on the field for up to four turns after summoned. However, transforming her into the Adamantine Form - much like Enma, allows her to remain indefinitely until willed to disperse. If she has utilized all four of her turns as a Monkey then she can no longer transform back into one and must remain as a Giant Folding Fan. She can be summoned straight to the field in her weapon form for 30 chakra, however if they want her to become her Monkey form again then they will have to spend the 40 chakra for the initial summoning as usual.

Note: Jett can be summoned once.
Note: Must have signed the Monkey Summoning Contract

(Kuchiyose no Jutsu: Menrui) - Summoning Technique: Noodle
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Noodle is a very expressive monkey, dressing an a non-conformist way and having a mohawk and long plait that can come in an array of blonde, pink, blue and brown dyed hair - though she changes it each time she is summoned depending on her vibe; the sweeping mohawk and long plait staying consistent. Noodle wields a Kusarigama

Transformation: Adamantine Guitar | Whoever wields the Guitar can play it. When the Guitar is played, it allows the user of the Guitar to manifest a shroud of fire around them that reacts to the sound of the Guitar and is seemingly fueled by it. The Power of the Flame is that of S-Rank (80 Damage) and it takes the form of a large flaming monkey similar to Noodle playing a drum-kit around the user, acting a secondary form of music and also defense. The Drummer can defend against an attack from every direction or even use its drumsticks, drums, symbols and tail for specific points of defense. The fire comes from the Guitar, but the Guitar saps the users chakra as a means to be able to utilize it's fire; -40 chakra for the first turn its played and then -10 for each consecutive playing of the guitar. The user can play the guitar in more offensive ways, the drummer reacting to certain chords causing it to slam its drumkit with the drumsticks to cause eruptions of fire pillars in the ground that emerge from the drumkit and spread outwards in a number of ways of creative ways or even when it slams down the the symbols to fire discs of swirling fire that home in on targets or even a simple barrage of large fireballs that jump up and arc over like Mortars and explode as the drumkit is hit. Every time the Drumkit uses this offensive action it saps 40 chakra from the user to create an 80 Damage attack, costing one of the three moves. The Guitar becomes too hot to play after 4 turns and the user must wait another 4 after that to be able to play it again. The Guitar can be played 3 times altogether.


(Kuchiyose no Jutsu: Kozeni) - Summoning Technique: Coin
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kozeni is a large monkey compared to other Monkeys, he stands quite tall and is stout - usually seen smoking a long pipe. He wears a straw hat with decorations hanging around the brim of it, making a slight jingling sound, her wears a long dark coat - though it is less than dull, having many bright designs that pop against the dark material.

Transformation: Adamantine Abacus | At the cost of 30 Chakra, ??? will transform into a Abacus Sword. This Abacus has a handle connected to it used as the weapon's hilt whilst the abacus is built into the flat of the "blade" section, this sword has a blunt edge and does bludgeoning damage.

(Kuchiyose no Jutsu: Suisu) - Summoning Technique: Switzerland
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Suisu is a Monkey of Athletic build. Suisu was wounded awfully when he was younger, removing his left arm entirely and scarring the left side of his face causing him to be half blind. Since no healing could fix what had happened to Suisu, his brethren used Science to enhance him and as such he has access to the Scientific Ninja tools; "Type 5 Shinobi Gauntlet" which has replaced his left arm only and the "Artificial Eye Technique" which has replaced the left eye only. Suisu can use S-Rank Lightning jutsu through the gauntlet only and when using the gauntlet to hit a target with Taijutsu (can use up to A-Rank), because its made of Adamantine that Taijutsu attack will gain +20 damage. Suisu's base speed is 12, tracking is 16.

Transformation: Adamantine Revolver | At the cost of 40 Chakra, Suisu will transform into a Revolver. This Revolver is a Gun and so gives the wielder access to the Bukijutsu "Shoot" and "Barrage" techniques. These techniques are passively infused with Lightning because of Suisu's affinity for it, giving them +20 damage and as they travel through the air the lightning can jump from the bullet and latch onto oncoming targets, dealing with large scale jutsu as the bullet pulls it towards them using the lightning as a sort of tether. The bullet if stronger than oncoming attacks and defences will just pierce straight through leaving it's husk electrified and useless - dropping to the ground or dispersing as all the chakra would be zapped from it.

Suisu remains on the field for up to four turns after summoned. However, transforming him into the Adamantine Form - much like Enma, allows him to remain indefinitely until willed to disperse. If he has utilized all four of his turns as a Monkey then he can no longer transform back into one and must remain as a Revolver. He can be summoned straight to the field in his weapon form for 40 chakra, however if they want him to become his Monkey form again then they will have to spend the 40 chakra for the initial summoning as usual.

Note: Suisu can be summoned once.
Note: Must have signed the Monkey Summoning Contract
 
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(Hitotsu no Bō) - Staff of One
Type:
Weapon
Rank: S
Range: Short
Chakra:
Damage: N/A
Description:
The Staff of One is a Powerful and Sentient Construct that talks to the wielder and is referred to as "The One". It's made out of a long polished Ebony Release Shaft with a large decorated ring head, sharp around the edge and an engraved gold colour. The middle of the ring pulses with purple energy when in use, giving it a circular portal-like look.

The Staff works in tandem with the user's Ebony Release and the two Elements that compose of it.

Takes away -20 damage from Ebony, Dark or Wood techniques with a damage value and stores this damage in the ring head of the staff, pulsing and becoming more dense with energy and splintery mass. The user can store up 60 damage reduced from his techniques and then can pour it into another.

User can speak the name of his elemental jutsu into the staff like an incantation and it will register that jutsu as one chosen, performing the jutsu but with the -20 damage. The portal-like ring decoration acts like a screen, showing pictures made of colourful energy of the necessary hand seals required to perform the jutsu and if necessary the user will tap the butt of the staff (to mimic slamming the hands on the ground) or swing the staff. The Staff will create from its screen like decoration the necessary components for a jutsu to be performed, freeform tools which can be shaped into things like butterflies or creatures of similar size to shuriken, which will act as such - causing harm but in the form of burning instead of cuts. Staff of one has access to the Bukijutsu list because of this.

Approved Bliss & Ivy: Here

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. This ability can be channeled with a basic element to provide an edge against on specific oncoming attacks, creating an absolute defense entirely which will expand from within the vicinity of the user all up to three meters away from them. Opponents coming into contact with this spinning defense will suffer damage, the segments spinning at high speeds capable of easily shredding through flesh.

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, Elemental Chakra version of this can be used three times with a two turn cooldown at the cost of 40 chakra. The Sealing variant of this can only be used twice with a three turn cooldown at the cost of 70 Chakra.

Declined: This does not need a chakraless version, probably doesn't even need the elemental usage either. Seems as if you are trying to squeeze a lot of usages out of this one technique. - Daemon
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 thrice with a three turn cooldown at the cost of 70 Chakra.

Shifuku’tsuta: Zettai-tekina Teian - Bliss & Ivy: Absolute Proposal
Type Offensive
Rank X
Range Short - Long
Chakra X
Damage X
Description
This Technique is performed in the same Timeframe as a Bliss & Ivy Technique or a Technique that utilizes one of the user's whipswords as they attacking medium. This technique can only be performed if previous Bliss & Ivy techniques have been used to seal chakra into the User's Whip Swords.

Shifuku’tsuta: Mede~yūsa no haaku - Bliss & Ivy: Medusa’s Grasp
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

Shifuku’tsuta: ???? - Bliss & Ivy: Venomous Lust
Type Supplementary
Rank S
Range N/A
Chakra N/A (+10)
Damage N/A (+30)
Description
Boost for Bliss & Ivy Techniques, also slightly increases their speed by +5 speed levels.
Can only be used 3 times with a two turn cooldown.

Shifuku’tsuta: - Bliss & Ivy: New Name
Type Offensive
Rank A
Range Short - Long
Chakra Varies
Damage N/A
Description
This technique was made to be used at the same time or during the use of another Bliss & Ivy Technique or in tandem with any kind attack made using the blade of a Whipsword; but it can be used standalone. When they strike at a target or near to one, the blade can release a segment of it to remain; whether this be within a jutsu, person or in the air. A seal on the segment will be activated and a number of things can happen depending on the seal;

Rattled ガラガラ

Unhinged 不安定な The activated seal will pull in opposing jutsu within 5 meters of it and seal it within the segment, nullifying the offensive properties of the target as it is pulled towards it. Costs 60 Chakra to activate.

Viper 毒蛇 The activated seal will release two new Whipswords from it, attempting to strike and bind a target from a new angle. This seal will release an offensive Bliss and Ivy Technique from it, posted alongside this technique but counting as one move. This costs the same amount of chakra as the technique posted alongside it +10 Chakra.

Note: Each Seal type can be used twice.
Note: Cannot use multiple of these Seals in the same turn.
 
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Name: Death or Glory
Name: Cavalier's Massacre
Name: Howling Headless Hessian of the Hollow
Type: Bukijutsu
Background:
Cavalry Charges and The Legendary Headless Horseman, Reaper of the Battlefield.
Description on the Abilities and Inner Workings of the Style:
Mounted Combat, Includes Horses, Vehicles and other creatures one can ride upon.
Example Techniques:

Type:
Rank:
Range:
Chakra:
Damage:
Chain:
Description:
Type:
Rank:
Range:
Chakra:
Damage:
Chain:
Description:
Type:
Rank:
Range:
Chakra:
Damage:
Chain:
Description:

Additional Effects and Restrictions:
  • Learning this style allows users to become more efficient and confident on their Mounts, whenever riding on a Mount their speed drastically increases - moving at 4x their mounts speed.
  • Specializing in this style further increases their skill, Users are capable of performing their freeform dodge action on their mount within reason.
 
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This post marks the beginning of my Mission using the following Storyboard Elements:

- Custom: Rediscover a lost part of yourself.



Lena spent a few days in New Shinra with Mission, helping her and discussing the events that had happened with the White Shinobi. Lena cooling down to prepare for her meeting with her, as much as she didn't really want to - Mission had convinced her otherwise that it was for the best to find out more. For Lena's benefit, not the White Shinobi's. Lena took her crystal back, Mission had fashioned a lovely chain for it and had it slotted in a nicely crafted steel cage. Lena had it wrapped nicely around her waist.

Lena made her way to the Airship tower of New Shinra. She didn't know if she was supposed to go there for sure, but she had a feeling. Walking across the platform pier, she walked passed the one button-eyed teddy which now had its crystal friend - still sat there. Lena smiled sadly at them, missing Cheryl. At the end of the Platform there was the familiar silhouette of the White Shinobi - sitting on the edge.

Lena didn't get too close to the figure, keeping a good distance between them as she still felt anxious about everything. More anxious than she had been in years. She let out a shaky breath. The White Shinobi stood up from the edge, getting back onto the platform whilst carving something out of wood with a knife. She observed the little fox she had made, and then looking over her shoulder at Lena.

The Shinobi wasn't fully facing Lena, the side of her body in her direction, her face looking towards her. No more mask, since Lena smashed it. Just that face.
 
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New Missions for History:

Mila finds Lena: https://animebase.me/threads/fenchuch-084.755902/post-22126787
Lena causes a Riot: https://animebase.me/threads/fenchuch-084.755902/post-22127337
Mila & Lena rest & plan: https://animebase.me/threads/bone-fields-078.755896/post-22127405
Mila is confronted by Guards: https://animebase.me/threads/poppy-sanctum-080.755898/post-22127494
Lena & Mila storm Jinshui: https://animebase.me/threads/storyboard-mission-submission.756508/post-22127515
Heart to Heart: https://animebase.me/threads/jinshui-066.755883/post-22127591
Stitches and Threads: https://animebase.me/threads/jinshui-066.755883/post-22127712
Return to Motoi Drylands: https://animebase.me/threads/storyboard-mission-submission.756508/post-22127728
Hard Outlook: https://animebase.me/threads/motoi-drylands-116.756129/post-22127737
Mission Found: https://animebase.me/threads/motoi-drylands-116.756129/post-22127750
Ride of a Lifetime: https://animebase.me/threads/motoi-drylands-116.756129/post-22127756
A Helpful Hand: https://animebase.me/threads/storyboard-mission-submission.756508/post-22127763
Cheryl Blossom: https://animebase.me/threads/storyboard-mission-submission.756508/post-22128191

Cheryl & Lena vs Bandit Leader: https://animebase.me/threads/storyboard-mission-submission.756508/post-22128669
Healing! https://animebase.me/threads/storyboard-mission-submission.756508/post-22128672
Prologue to a A Tool Ascended https://animebase.me/threads/graveyard-of-sin-115.756128/post-22128654
A Tool Ascended: The Priestess and the Crystal https://animebase.me/threads/storyboard-mission-submission.756508/post-22128673
A Tool Ascended: Acquisition: https://animebase.me/threads/storyboard-mission-submission.756508/post-22128706
A Tool Ascended: Examination: https://animebase.me/threads/storyboard-mission-submission.756508/post-22128878
Tour Guide of New Shinra: https://animebase.me/threads/storyboard-mission-submission.756508/post-22128915
The White Shinobi: https://animebase.me/threads/storyboard-mission-submission.756508/post-22129276
Yang Release: https://animebase.me/threads/storyboard-mission-submission.756508/post-22129358
 
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(Futon: Hi no fukushū) - Wind Release: Fire's Revenge
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 100
Description: This is a Technique that can only be performed following the sequence of another Fire Technique, or another Technique that radiates an immense amount of heat. This Wind Jutsu is powerful, but also incorporates the lasting effect of a previous technique that had just happened, making its damage higher than usual. You manipulate the travel path of the fire technique or a location in which fire was created with the wind and direct the heated air with the wind technique to hit them with a force of scorching air. This technique still carries the same S&W of Wind Release, it just has a high temperature.

Note: This Technique MUST follow a Fire Technique or another element that utilizes heat. This Technique is not performed in the same timeframe as the first and can be interrupted.
Note: Can only be used two times, with a four turn cooldown.

( Doujutsu: Khora o’ Susano'o ) - Eye Technique: Lena's Tempestuous God of Valor
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 120 ( +30 per additional turn )
Damage: N/A ( -10 to user per turn )
Description: A gigantic humanoid avatar made of the user's chakra which manifests around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susano'o is anchored to its user and they to it: in its less developed forms it will move around with the user; in its more completed forms the user will be suspended within Susano'o, being brought with it as it moves. This connection allows Susano'o to shield against physical attacks, becoming more difficult to penetrate as it is manifested more fully.

Standard Form: In the Standard Form (Requires MS), Lena's Susano'o is of A-Rank durability and for combat uses a Kanabo

After two turns, her Susano'o will stabilize and become S-Rank in durability.

Note: Counts as a move each turn it is active; moreover, Izanagi, and Izanami cannot be used while this technique is active.
Note: Susanoo is usable twice and lasts up to six turns, whereupon he is left blind in both eyes.[/B]

(Genjutsu: ???) - Illusion Arts: ???
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user places the target in a genjutsu which makes them see a lady dressed in white shinobi gear wearing a fox mask with cyan blue markings on it. She then at incredible speed, always untraceable by the target appears in front of them and low, striking them at rapid pace multiple times in specific parts of the body relating to their tenketsu. They will take the hits, hurting and reacting as though they have been struck by them - it will and also cause them a little pain, but not enough to cause mental damage. After being hit they will then find that they cannot manipulate their chakra, being cut off from their chakra pathways - that is what they believe has happened, their mind being tricked enough they can no longer use their chakra. It feels almost like it's someone else's chakra network completely. This will deactivate anything active, including Dojutsu and Modes except for Eight Inner Gates.

This Genjutsu can be broken out of if the user sits and meditates for two turns, focusing on their chakra system to perform a self-examination of sorts. They will realise their chakra system is fine.
 
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Tenth Living April
Twentieth Creating May
Thirtieth Fighting June & July
Fortieth Charming August
Fiftieth Interesting September
Sixtieth Haunting October
Seventieth Dazzling November
- Mech Light Machine Gun
Eightieth ??? December
Ninetieth ??? January
Hundredth ??? February

(Rensa Dēmon no Ikari : ) - Chained Daemon Fury : Seventieth Dazzling November
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The Mech calls a weapon from its homeland, seemingly growing onto its arm as it's summoned attached to one of the Mech's forearm, looking like a big barrel with a huge tube that sticks out of it - similar to a cannon make completely out of Calcite Shell. It can also be used as a hard durable baton and it comes equipped with a sharp edge on the tube; the shell is weak against Lightning and strong against Water. The Cannon comes equipped with a number of abilities.

Recoil
The cannon's standard ability is a rapid firing of seemingly endless Lightning infused Thoracica shells at a target, it must be held in both hands when firing. With the speed of a lightning technique and an extremely high fire rate these shells will seemingly tear through solid objects with ease and can be used to lay down constant pressure. This costs a move and has 80 Lightning Damage in power, can only be used 3 times with a 2 turn cooldown.

Starshell
A Charged shot from the Cannon that fires a cluster of Barnacle shells into the air, they glow brightly emitting a continued "strobe" like effect which releases harmless pulses of blinding lightning chakra that will remove vision but anyone tied to the barnacle contract and its summons will be able to sense these pulses giving them an advantage from being blinded up to long range. The Cluster of Barnacle will float in the air, for the effect to cease one must destroy the cluster which has the power of an S-Rank Lightning Technique. This ability lasts 3 turns and can only be used twice.

Overheat
A Supercharged shot from the Cannon, it fires a powerful large beam at long range with about a 5 meter diameter across the battlefield. The beam will indiscriminately pierce through any weaker obstacle in it's way and leave a trail of fire burning whatever it had touched. This attack is the equivalent of an 100 damage Lightning/Fire technique. Once this attack has been used however the weapon becomes useless and cannot be used any longer, falling from the mech into pieces or dispersing.

Note: Can only be created twice, no Chained Daemon Fury in the same turn (unless it's a move from this technique).
Note: There can't be two of this weapon on the field at a time.
 
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Ebony Release Approved: Here

(Kakutanton: Hageshī kafun) Ebony Release: Violent Pollen
Type:
N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Ebony Release when ground into powder is innately toxic, it can form in the aftermath of an Ebony Attack, the fallout of an interaction or even emit from it’s very wood upon creation making it extremely deadly without even coming into contact with the solid constructs themself. The powder is flammable, chakra absorbing and creates hindering effects on targets through short range proximity of Ebony Constructs. The effects of the powder, outlined below, occur in every Kakutanton Technique, the effects increase depending on the rank of the Ebony Technique.

D-C Rank: Proximity to Ebony Release induces a -20 drain of chakra per turn to opponents. The powder form cause minor effects such as headaches and irritability, coughing which can give away a target's position.

B-A Rank: Proximity to Ebony Release induces a -30 drain of chakra per turn. After a full turn of being within Short range of the powder, opponents will now experience partial blindness, restricting their vision to mid-range and causing their aim of thrown projectiles to be off target.

S Rank and above: Proximity to Ebony Release induces a -40 drain of chakra per turn. Because of the strength and intensity of this rank of techniques, the volume of absorbing powder is increased and opposing jutsu and foreign chakra is absorbed partially just by being within the powder's presence reducing the power/damage by 20 or the chakra by 10 if there is no damage value.

Note: Users can carry Violent Pollen Smoke Bombs (2m Circumference) that explode with D-Rank Effects when thrown.

Note: Ebony Powder Lingers in the air from where it was created to where it was destroyed unless pushed/scattered away.
Note: Should a target affected by Ebony remove exposure (either through leaving short-range of the powder or removing its presence), effects will wear off after one turn

-Declined- This is to much considering you want this to just be like a passive byproduct of your jutsu existing, those numbers are wild and the debuffs are over the top. Just standing near your CE shouldn't be doing this.


(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
The user creates constructs of Ebony Release from the Ground/Doton, their person or sources of Kokutanton or even Mokuton/Wood. These constructs can be as small or large as they wish and their shape is only limited by the user’s imagination. Any animated construct(s) like large dragons that actively pursue a target require 10 chakra each turn to keep active. These constructs can be solid polished, reflective looking wood that can either cause force trauma or be crafted to a sharp point. Usage of A-Rank will require 2 hand seals and 3 for S-Rank. Ebony Release: Violent Pollen effects happen within a short range of these constructs.

The Kokutanton's chakra absorbing properties kick in when it interacts with energy elements, depending on it's strengths and weaknesses the energy will be absorbed and it will further empower the Ebony Release by igniting it with Blue Fire that coats the construct. This only happens when there is a suitable technique interaction and cannot be ignited without such, the user can control specifically where the fire coats the construct, the blue flames bursting from the glowing blue veins of the wood.

Note: Animated constructs last for four turns maximum
Note: A Rank can only be used 6 times per battle
Note: S Rank can only be used 4 times per battle with a two turn cooldown

-Declined- The note about violent pollen in this means I gotta just decline it
Ebony Release Approved: Here

No Bold because I basically rewrote the technique to be clearer overall whilst forgoing the passive technique that was recommended years ago (Keeping the name tho, but it will be a different technique).

(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
This basic creation technique creates constructs that can be as small or large with a shape that is only limited to the user's imagination; with the sacrifice of a further 10 chakra per turn the user can create animated constructs from animals to monsters. These constructs can be released from the user, the ground and earth or wooden sources including ebony. The constructs look like solid polished wood. B-Rank requires a single hand seal, usage of A-Rank will require 2 hand seals and 3 for S-Rank.

The main properties of these constructs is the unique aspect of Ebony Release where it siphons 10 chakra on contact with another technique without weakening it. Should the opposing technique be overpowered, this will replenish the ebony technique to its original power. The second property of Ebony Release is that it becomes empowered and the user may ignite it at will with a single hand seal, happening at the same time as another technique though takes up one of the users three moves per turn. When ignited it bursts with blue flames from the glowing blue veins of the wood to cover the entire construct or specific parts of it. This empowers the technique by 20 damage and removes the initial absorbing & siphoning properties of the construct.

After an Interaction with opposing techniques, Kokutanton Jutsu break apart and leave clouds of toxic powder in the collision area which will linger on the battlefield for 2 turns unless removed by opposing forces. Being in these clouds of toxic powder causes a 20 chakra reduction per turn to any entity with a different chakra system to the user, and it'll cause the opponent to cough and splutter revealing their location and their eyes will water causing their vision to become blurred and unclear. If the victims stay in this toxic powder cloud for two or more turns they will lose 2 speed levels until healed and receive 20 internal damage health.

Note: Animated constructs last for four turns maximum
Note: A Rank can only be used 6 times per battle, one turn cooldown
Note: S Rank can only be used 4 times per battle with a two turn cooldown

(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 breathing this in. This technique is an infusion technique that can be applied passively to Ebony Techniques or Wood Release 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 will siphon 10 chakra and quickly output this energy to fuel existing 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 variant can only be used four times.

Note: In no way whatsoever does this convert Mokuton into Ebony, Wood Release remains the same and keeps its S&W.
Note: The user can carry Violent Pollen Smoke Bombs that when thrown using one of their moves per turn perform the C-Rank properties of this technique and act as a normal smoke bomb, however the cloud is only that of a 2 meter diameter.
Note: These effects do not stack with other Ebony Powder Exposure unless specifically stated, the more potent ability takes effect.

(Yoton/Kakutanton: Kinji rareta mori) Yang/Ebony Release: Forbidden Forest
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 100
Damage: N/A (-10 to user)
Description: The user performs the hand seals; Horse → Dragon → Horse → Dog → Horse → Bird → Cat → Dragon → Horse → Boar and then stretches their arms out to the side, flexing them as they call forth from the ground a Humongous Forest that covers the entire battlefield in a 20 meter radius. The Ebony Trees erupt from the ground and grow as high as 30 meters, the branches decorated with an array of crimson and purple leaves.

The first thing that will be noticed is the darkness and the thick dust in the air.

The trees have a life to them. Trees have blue glowing veins in the bark that will spew out high damage blue flames out of them.

They can be destroyed in the opponents vicinity, however they will just regenerate after two turns and grow back to life.

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(Yoton/Kakutanton: ???) Yang/Ebony Release: Odogaron
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 70 (-40 per turn)
Damage: 120
Description:


 
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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 numbing & Fast conductivity through objects, elements and chakra systems, whilst infusing it with the aggressive nature of Yang to burn away chakra from those jutsu from 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, weaknesses, giving them an edge.

How it works:
Using the Wind, Lightning & Yang Natures altogether the user creates an energy which acts a lot like wind but is filled with an electrical buzz, taking a similar appearance to that of television static. When this is touched it gives a numbing sensation very similar to that of "pins and needles" aka Paraesthesia. It is clingy and will "stick" to surfaces like a layer of water wetting an object or a gel-like barrier with consistency of wind. This doesn't just apply to solid objects, but liquids or other energies made of chakra - the element has an "attraction" to it like lightning does and will cling to it's silhouette. Stasis is not inherently an offensive element, carrying no damage value and works on a chakra interaction basis due to the lightning and yang natures of this element directing itself at and eradicating chakra within other opposing jutsu - this is static energy. To efficient combat opposing techniques, Stasis Release jutsu have a higher base chakra cost than usual jutsu.

Stasis works to effect whatever it surrounds and comes into contact with, using the very air as a source Stasis can be used to surround a target like a tight shell around its form almost perfectly, animating in tandem with the target's silhouette if need be. 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 suspend it there, though this works on a technique to technique basis depending on the target. Stasis can also be used similarly to wind in it's manipulation, shaping it into swirling dragon tornadoes or weapons, though they still carry no damage value and will have a chakra interaction verses incoming attacks or against defences. The Attacking Stasis Dragon could for example hit a defence and force it's betrayal against it's owner, turning said defence into that dragon or under it's control. The weapons for example a staff can be used to quickly hit against incoming attacks quickly and forcing debilitating effects or taking command of them to enhance the user's close quarters combat.

Using the very air around the user as a source for Stasis, the aim is to combat opposing techniques by using the surrounding air to compress, clinging to it and then the static energy attacks and removes the chakra from within it - instantly replacing it with the Yang component of the element, sabotaging and breathing life into the target jutsu (much like the "Change into Hell" technique) and essentially recycling it. The user can then unleash a living creature made of the captured opposing element for example to send back at the target mirroring the strength of the incoming attack and in some cases augmenting OR have it appearing dormant as a surprise attack with captured jutsu "appearing" countered normally and then springing to life at an opportune moment. Stasis provides benefits to it's hijacked techniques, acting as a shell around it - it can reduce oncoming effects, though at the cost of it debilitating itself by stopping potential enhancing effects as well - a double edged sword (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 energy depending on the user (cosmetic) with the static like effect described above with a quiet noise that also sounds like television 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 it'll "switch it off".

Stasis also acts as an elemental barrier - disrupting chakra and signals, the double-edge sword mentioned in the previous paragraph. Keeping outside sources of chakra at bay might be beneficial but it also stops the user from further applying enhancements to the captured sources. Stasis can be used on themselves and allies, preventing debuffs 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. It would also keep out any allies attempt to heal them or outside buffs from other chakra signatures, unless stated otherwise. Building on the defences 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 stasis captured technique, it would stop that from happening too. Stasis can essentially evolve the terrain to a more creative degree, having pieces of elements suspended in a numerous ways allowing battle around and even possibly on them.

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. Stasis has a unique interaction with Lightning, if it is hit by a strong enough bolt(s) of it then it will "overload" the entirely of the stasis shell causing it to violently explode, anything inside it suffers the same damage mirroring the rank of the effected stasis technique

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 as it disrupts the chakra or electrical energy within it. 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. 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. The user takes command of the oncoming technique, releasing it from the binds of the stasis and turns it into a dragon reflective of the size of the beaten jutsu which he will then send back at the opponent, the strength of the technique remaining the same. If it's multiple projectiles, it will turn into multiple dragons. They all have sentience so can attack in a number of creative ways or using a move per turn the Dragons can release a breath weapon made of the element they are made up of equalling that of S-Rank.

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, targets feeling a warm sensation as the Stasis washes over 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: N/A

Students I pass this custom element on to: ? & ?
 
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My Overview of Mine and Zaphkiel's Skill Test, Judging as a Proctor for his Moves.

Turn One I liked the usage of Gambol Shroud to break of the Genjutsu, Dodge and Catch my Whipsword. I thought it was very creative and a good way to use movement. He doesn't need to counter Genes of the First Hokage this time around because he is not being dragged forward by the Whipsword anymore into it's grasp - but I wasn't interrupted from doing it, my fault for not mentioning that it would grasp for him if he was caught by the Whipsword or not then he'd have been caught out with this move with Timeframe, in future moves I believe it was off sometimes which we'll come to. TF: SharinGen, Whipsword Attack > Gambol Shroud > Genes of the First Hokage (N/A) > Nagashi.

Turn Two He implies his Nagashi gets off, but my renewed elemental Whipsword attack that I further pressure him with would take the place of the Genes of the First Hokage in the timeframe - however it's not a massive issue. What I was iffy about was his dodge, he does travel at 2x speed yes - but all my moves happen within the same timeframe technically. In my opinion he would run into the sections of wood which would burst out from "eitherside of him" as stated in my move, maybe he would just trip over them and technically have dodged out of the way, not too big of a deal but it could be argued wood is quite versatile, him tripping into it's spiral would catch him inside and yeah, the rest is 80 damage.

Turn Three He allowed me to keep pressuring him with my Whipsword, keeping the control of the fight in my ballpark. When he stopped moving he'd have to acknowledge it seeking him and defend again. He decides to dodge again, which honestly I could've kept pressuring him with the Whipsword but I decided to do something else for my own benefit. He also broke TF here in my opinion. Since the Whipsword was already continuing, the Wood Technique would be made by (a separate entity) before he hits Angela since its the first move of the turn in terms of TF. So he would be hit by the Wood Stag. The Dark Release: Scourge from my last move would also defend the stag against his next Wind Release: Quick Sword Technique and he'd fail to counter if he acknowledged my Stag.

Turn Four Okay so.... I think "Sword Style/Wind Release: Storm of Cuts" was just a bad move to counter her. It's one sword spinning around the user multiple times, doesn't make it omnidirectional. So he'd probably succumb to being tied up by my whipswords, his own Wind Technique AND my Wood Dragon - which he constantly ignores and says doesn't even get performed. I know it requires hand seals but c'mon now. He also says he gets his Heaven's Cursed Seal Transformation in that timeframe. Good use of Nindo tho! TF would be:
Law of the Underworld (With his Quick Sword Technique), Whipsword Freeform Attack, Wood Dragon > Sword Style/Wind Release: Storm of Cuts > Potentially My Next Counter > Heaven's Cursed Seal Level 1.

Turn Five Okay so he added his MIND Boost to his Arctic Earth even though he doesn't specialise in it. Other than that I liked this move, good use of the Anticipate ability and utilising his Speed over me very well to get a pretty good counter in. Though he still ignores my Wood Dragon, it would definitely hit him once his kick lands on me, but he decides to behead Angela instead of blocking with it - the Arctic Earth attack would also lose against the Wood Dragon.

Turn Six This final move, ignoring my Wood Dragon.... AGAIN - trying to get two moves off before it hits him. My Leaf Strong Whirlwind would beat his Arctic Earth attack, it wouldn't get the boost off Mind since he doesn't spec in it AND my Bio has Strong Fist so it would be stronger verse elemental ninjutsu (I assume this works on CE too). Not much needs to be said, He'd be eaten by the fiery Wood Dragon head after being smacked upside the head by my spinning back kick.

I think overall Zaph did okay, rust clearly showed - but his moves were nice and he showed off his abilities pretty decently as well as general creativity was decent. Though I think mechanics needs a bit of work with timeframe, some spec and damage issues. He did fail to counter a couple times and I continued the fight because I didn't want there to be issues with the length of the test itself and to give Zaph a chance to show more.
 
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Summoning Animal:
Barnacle
Scroll Owner:
LonelyAssassin
Other Users who have signed contract:
- - - - Open - Open
Summoning Boss if existing:

(Kuchiyose : Oregon) - Summoning : Oregon
Type: Summon
Rank: S
Range: Short/Mid
Chakra Cost: 40
Damage Points: N/A
Description:The User bites their thumb and wipes it on their tattoo, performing a string of three hand seals and then slamming their hands on the ground which creates a couple metre tall tornado of water with 1 metre diameter anywhere within mid-range except around the opponent - this is harmless and purely cosmetic the water disappears and reveals the summon. The Summon is basically a very large amount of ordinary sized Thoracica type barnacles clumped together to form a humanoid shape, 7 foot tall and a strong looking build. The mastermind of these Lesser Barnacles is the Boss of the Summoning Contract and he is able to command them to do his bidding, 'Oregon' the Barnacle Boss resides in the Head of the man representing the brain and in form he is a very large Barnacle that has outgrown it's shell and so is protected by the other Shells. Oregon wears a mask that looks ever so much like a demon, the mask is a hard calcite shell which is what Thoracica Barnacles are made out of; the mask has two large curved horns which a protrude from his forehead which can be used to impale an opponent - the mask is shaped into a stern face. He also has a tail which is just an extended barnacle tendril he has full control of. Oregon has a greater intelligence and is basically the one whom trained the first Barnacles passing down his knowledge. He can talk or communicate mentally to the Contract signer.

Oregon is a Taijutsu Specialist and he has the ability to perform Taijutsu of up to A-Rank and gets a +10 Damage boost because of his extremely hard body. Since his body is made up of many thoracica type barnacles which have their tendrils also spread out through the body to keep together - means he can be pretty versatile. He can pull apart his own body (except the head) to dodge oncoming attacks like punches or swords and then quickly clamp it shut again, the tendrils of the many Barnacles stretch to allow him to separate his torso or other sections so that he is not hit. When Oregon clamps shut like this, it is strong enough to snap a blade and so can crush bone pretty easily whilst at the same time Barnacles detach from inside his body and attack onto the limb of the enemy if he decides to let them free. The Barnacles that are left on the opponent's limbs can be then set up for the Barnacle Jutsu, "Body of the Thoracica". Oregon can also use this to stretch his limbs or body, making them much longer so he can punch and kick much further, or to further ensnare an opponent. He has one final use of pulling his body apart and that is to be able to completely cover his opponent with his body of barnacles and slowly crush him, this however takes about two turns to actually do some critical damage and it basically becomes the opponent's armour; if Nagashi is used on them it wouldn't be effective and would crush the opponent much faster due to the contraction caused by paralysis.

Oregon has the ability to change his body structure further by changing from a man to a four legged creature very quickly, the only reason he does this is to close distance between his opponent and can do so pretty fast. When running on all fours like this he can close the mid-range gap in seconds but it still trackable and when he goes to attack he quickly changes back into a Man to fight.

He also has a very strong Defense, being made completely out of Thoracica Barnacles it's like being a Walking Piece of Armour, he acts like the S-Rank Earth Hardening Technique in strength except B-Ranks and below have no effect at all. Unless it is Lightning then this immunity only extends to C-Rank and below. He also cannot be effected by Genjutsu of any kind as other Barnacles in his head will take the effect instead of him and because there are many that form the head.

- Oregon can use "Body of the Thoracica" on any Acorn Barnacle on the Field
- Oregon can be summoned with a Weapon made of Calcite Shell, it acts like a normal weapon.
- Oregon separating his body to dodge attacks costs a Move (not if he's doing it to stretch his limb further to attack). He can use this to dodge small scale jutsu as well.
- Oregon changing in the Creature Form to move faster costs a move, changing back doesn't.
- Oregon can only be summoned Once per fight
- Oregon can only last 4 turns on the field
- Must have signed Barnacle Contract
-Approved :

Update Approved :

Other Summoning Animals tied to contract:


(Kuchiyose : Bānakuru-wan) - Summoning : Barnacle Bay
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user can either do the normal summoning method or bite their thumb, wipe it on the summoning tattoo and then slam the ground. These are Acrothoracica type barnacles and they are summoned into the ground where they burrow into it, creating thousands of little slits in the earth all up to the max of Mid-Range all around the user. This summon uses its tendrils by sticking them out of their burrowed homes and anything that brushes passed they sense, sending the information back to the contract signer(s) of the disturbance in that area, their tendrils can be damaged but they usually retreat into their burrows if anything damaging starts to spread across the ground (like fire) and when it has dispersed they reappear. These barnacles disallow the opponent from using any jutsu using chakra that come from the ground up to A-Rank in their vicinity because they now have complete control of the earth stopping any chakra from above the surface.

Barnacle Bay can utilise the "Barnacle Arts : D.E.V.A" Technique using one of the three moves allowed in a turn and from the ground they will quickly grow and sprout a Goose Barnacle up to and including A rank in power from the use of D.E.V.A, the shell head acting like an egg as a D.E.V.A. is spawned onto the field the sprouted goose barnacle shrinks and retreats back into the ground. The D.E.V.A can only be a B-Rank one and is capable of creating up to two with one use. This can only be used once each time the Barnacle Bay is on the field.

- Can only be Summoned Once per battle, thrice per event
- Lasts 3 turns on the battlefield.
- If the Opponent uses an S-Rank Earth Jutsu For Example from the ground it is weakened to an A-Rank, but the Barnacles will be dismissed.
- Usage Restrictions of "D.E.V.A" apply to Barnacle Bay and not the User
- User can still use Jutsu from the ground, but will have to control the barnacles to move from the area he intents to use earth from beforehand.

Approved

Update Approved :

(Kuchiyose : Fujitsubohantā) - Summoning : Barnacle Hunters
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user makes 2 hand seals and swipes blood across their barnacle tattoo, they build up a large amount of water in their mouth and shoot it out as a harmless torrent of D-Rank water which would have a group of barnacles that would hit target and attach onto the part they were hit on (the torrent may be harmless but it still pushes the opponent back as it has a little force). Barnacles don't have to be summoned this way, they can be directly summoned onto the User. After the Barnacles Attach to the opponent and use their feather like appendages to beat against the air, manipulating the wind and creating currents that push the opponent towards the user or a desired direction which would also surprise the opponent and can stop them from performing a hand seal - the wind has great force and is like a stream which will push the enemy continuously until the barnacles stop. Barnacles MUST be attached to the opponent to do this the wind causes no damage and cannot be avoided with the Barnacles attached to them.

The Barnacle Hunters also have an ability when they are attached the the USER, they are capable of doing the same thing that can be done with the opponent - pushing them in a direction using the wind, however it's usually for their benefit. of course the continuous wind blast costs a move and can be stopped at any time with the user's will, also the barnacles can maneuver the user in a way which would be very similar to floating/flying, capable of changing direction mid-flight. If they so wish they can make a sharp direction change whilst flying, which would send the user in another direction suddenly costing a turn. They also have another ability to add Wind Chakra into techiques done by the user, meaning they will get a reduction is chakra used by the user (Wind Technique's chakra cost is halved), and they do not have to be stuck the user for this - they can be on the field (like if they missed attaching to the target).

These Barnacles are of the Thoracica "Acorn" kind and have a Calcite Shell so they cannot be killed or removed by simple blades, the opponent can't even cut off the section of clothing they are latched onto as they are actually pressed up against their skin through the clothing using chakra. B-Rank or below elemental ninjutsu cannot break through the shells bar lightning, which is only C-Rank and under, However Paralysis techniques like Nagashi does not affect the Barnacles and they will remain latched onto their opponent - Barnacles cannot be paralyzed.

- Continuous Wind Blast costs a move
- Sharp Turn Maneuver Costs a Turn, though Flight is Passive once Continue Wind Blast is activated once.
- Must have signed the Barnacle Summoning contract and be taught by LonelyAssassin
- Can only be summoned once
- Stay on the field for four turns
- Approved

(Kuchiyose : Barbaracle) - Summoning : Barbaracle
Type: Offensive / Supplementary
Rank: A
Range: Short / Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user will perform the ordinary summoning technique or swipe blood on their Barnacle tattoo and summon a tornado of water 2 meters high and 1 meter in diameter on the field within mid range (Similar way "Oregon" is summoned onto the field, water tornado is purely cosmetic) revealing Community of Barnacles that have already made a Piece of Rock their home, work together to become a monstrous creature. It's made up of two rocks, the larger one being the torso and the smaller one being the pelvis area, connecting the two would be regarded as their stomach area connected through the binding of many Barnacle tendrils to become this thick, strong flesh. Barbaracle also has arms and legs made of the strong, thick flesh and at the end of this thick flesh are claws made of Steel which they can use to slash at the enemy with their feet or hands, the barbaracle has four arms altogether. The Barbaracle has a head too which also has steel claws, it is about the size of the average human, just wider.

The Barbaracle is a Water User, capable of expelling torrents of water from it's arms and legs, the water will seem to leak from between their flesh like tendrils to become the torrent of A-Rank water which counts as a move - Barbaracle can split the power of the Water torrent if he wants to shoot it simultaneously from each limb (B-Rank each from two, C-Rank each from four, B-Rank and two C-Rank for 3). The water can even be used in such a way that when Barbaracle is standing they can expel the water from their legs to propel them upwards, however this can only be done if in contact with a surface, if angled correctly he can propel forwards quickly. Even though they are water uses, the earth they made their home can be used as protection like an Earth technique of A-Rank and lower, however they cannot repair it as they do not have an earth affinity. The Flesh can be cut like ordinary Human skin.

Because the Barbaracle is made up of many barnacles, at the end of each limb there is a barnacle which is used as an eye, there is also one in the head. These can be used to Barbaracle's advantage, however when the water technique is used they cannot see until the water subsides, of course they can't see if they're covered up (for example the eyes on the feet will be covered up when standing). The Barbaracle is a Soldier of the Barnacles, there are many Barbaracles that make up the Barnacle Army and another can be summoned if one were to fall in battle and so their special ability is that another Barbaracle can be summoned again later.

- Must Wait 2 turns before summoning Barbaracle again
- A-Rank Water Blast Counts as a move
- Steel Claws are Freeform CQC weapons
- Lasts four turns on the field
- Approved :

(Kuchiyose : Chinmoku, yūrei) - Summoning : Silence, the Spectre
Type: Offensive
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
Silence is summoned by wiping blood on one's Tattoo or by performing the normal Summoning Technique, however this is followed up by a very subtle 'finger to the lips' whilst whispering 'shh' - This is purely cosmetic and does not need to be performed, it's more of a tradition. Silence is also a Community of Acorn Barnacles which are made up like Oregon and Barbaracle. However each Acorn barnacle is connected through it's Tendrils to another on the opposite side of where it reside on the body, through this link the Barnacles produce Hexagonal Shapes which mirror what the other is seeing on the opposite side - giving the effect of Active Camouflage all over the body of the Summon. The Summon will look practically invisible from those with normal eyesight.

The Invisibility loses it's effect in close range of any opponent, his invisibility kind of distorts the background and scenery only slightly, and since Silence is only really effective in close range since he doesn't have any range abilities this can be a big disadvantage. Also Summon can get residue/dirt/something on him which would give away his stealth - Though the invisibility projections have a protection against anything of D-Rank and below, if anything of a higher rank were to be 'spilled' on them then it would show. To fix this the Summon would have to deactivate and reactivate the Invisibility, basically 'reset' it which after deactivation would mean they'd have to wait a turn before being able to reactivate. Upon Activation of Invisibility the summon will use their Chakra to produce 'Placebos' all over the battlefield that move unpredictably - These will only be seen and sensed through those with the Dojutsu as they will be the only ones capable seeing this chakra being intentionally manipulated in such a way, this means that even Dojutsu and Sensory users cannot pinpoint the exact where about of Silence.

Finally the Offensive Use of Silence is not his Prowess in Just Remaining Unseen, but to dispatch his enemies. If Silence were to carry his weapons they would be seen on his person under the invisibility, they do not 'merge' with him. This means that he has to keep his weapons somewhere else, Silence hides his weapons inside his body, beneath the Invisible Cloak between all the tendrils of the Barnacles. He can freely unsheathe his forearm blade which comes out of the top of his hand out as two sharp blades side-by-side with a small gap between the middle - The blade is about 8 inches past the knuckles of the hand, making them fatal. Also Silence can freely throw Flat Knives which he pulls from his body and throws, however the Knives don't remain invisible and can be clearly seen. If he wishes the user can give Silence Tools which he will hide in his body to use later - If so it will look as though the Tools given disappear in midair.

Every Barnacle has a Calcite Shell, this also means the same for Silence, however because the Acorn Barnacles do so much work manipulating the way his body works his armour is weak. The Calcite Shell that protects his flesh and "brain" equate to that of a C-Rank which is neutral to the elements, except lightning which is strong against the Calcite Shell meaning only D-Rank will be enough to break it.

- Silence moves Silently Passively.
- Invisibility Activation Costs a Move.
- The user can have Silence be Invisible on arrival, this will cost two out of the three moves.
- Silence is Summoned in Short range of the user.
- Summon Lasts 4 Turns on the Field
- Can only be summoned once per battle, thrice per event
- Approved :

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(Kuchiyose : Moyashi, Kokoro no Haka) - Summoning : Sprout, The Grave Mind
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
The user will wipe blood against their blade and will stab it into the ground, though it can also be summoned by wiping blood on the Barnacle Tattoo and a couple of hand seals being made to finish. From the earth a Thoracica Goose-type barnacle will be summoned, it's hard shell of a head will smash through the earth From Below and it's long stalk will boost it higher into the air like a long neck. The Grave Mind can be summoned under their target and will snap it up from underneath on the initial summon, this can chop the opponent in half cleanly or crush them within the mouth to be digested. Moyashi's huge neck stretches all throughout the earth all up to Mid-Range around the user when initially summoned. Moyashi can retract it's head back into the Earth at any time after summoning and travel through it, popping out again wherever it likes. Swamp of the Underworld is Ineffective against a Summon of this Size, though will stop him from being able to move through the earth if created.

Grave Mind has Rhizocephelia Type Barnacles living all over his body, though they have become a part of him - they respond to him mentally and so the user can also do this when Grave Mind is on the Field. The Rhizocephlia Parasites Capable taking control of part of Moyashi's flesh which seperates from him, they dig through the ground and appear from it. Up to Four flesh beings also known as "Kōzui" totalling A-Rank can be created at the cost of 1/3 of the user's moves. The Kōzui have a Humanoid form and they are the size of the average human - If only one flesh monster is created it can be four times that size, looking like a Mountain Troll. The Flesh beings can be spawned with Weapons made of Calcite shell, which are freeform. Through the Kōzui the user can use and , the Kōzui also Wield .

The Gravemind's Flesh can take up to large scaled A-Rank damage before he is de-summoned, for example a smaller scale fireball wouldn't do much as the Gravemind is very large. Moyashi adapted to his Parasites and will heal overtime if not enough damage is done to him within a turn, each turn he remains undamaged the next will take a full A-Rank to defeat him. The Shell that cover's Moyashi's head has an A-Rank defence Against Elements before his flesh is revealed, the shell can't be regenerated.

- Moyashi is very large in thickness, being an easy 5 meter in diameter.
- Kōzui costs one of the three moves and up to four can be made Power is split between them as explained
- A Single Kōzui can be summoned as a "Generic Summon" through the ordinary summoning Technique and will follow the same rules as that technique rather than this
- Must know the Barnacle Contract
- Can only be summoned Once
- Lasts for Four Turns
- Approved :

(Kuchiyose : Thel' Vadam, ābita) - Summoning : Thel 'Vadam, the Arbiter
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description:
This is another Barnacle Community comprised of many Thoracica Barnacle to form the shape of a creature, Thel 'Vadam stands an intimidating eight feet and two inches including the calcite armour from the acorn barnacles, and possesses huge fingers, two middle fingers, and two opposing thumbs on the outside for grasping on each hand. He is very strong and can lift a person and throw them across the floor with ease, making his close combat attacks very strong and capable of knocking out a human with a punch across the face or even a headbutt. His jaws are quadruple-hinged, with an upper jaw, a greatly reduced lower jaw which are four mandible-like "lips." These mandibles are generally shown with six teeth each; used for speaking through and even capable of savagely biting the enemy, though this is rare. His legs are , with short upper and lower legs, and elongated tarsals which gives him great agility - making his running speed faster (almost double the user's base speed - x2) and jumping distance much farther than the average shinobi. The Arbiter is renowned for his great strength and intelligence, and are praised for his bravery and honour, he is known to be summoned instead of the Summoning Boss - to do his Judgement upon the enemy as his "Arbiter" title confirms.

The Arbiter carries two swords, they act like normal blades with a few exceptions, their hilts are bladeless until activation and remain on each leg seemingly stuck to each side. When Activated it seems like the blades are made of energy, the only difference it has from a normal sword is that when it cuts an enemy it also burns and the fact that ignores any armour the opponent may be wearing (unless armour is made of ninjutsu). The swords have a very unique design, when the hilt is activate two blades are formed on eitherside of it extending hoizontally out of it in the same direction away from the user's arm as like an extension ( . The Swords have a special ability to help Aid the Arbiter's Kenjutsu in real fights, a single sword can be charged so that they're superpowered with chakra, giving them the same properties as an S-Rank Blade made of lightning. It remains active once it is charged and are the power of the sword is independent from the Arbiter, it costs a turn to activate the supercharged blade and can be applied to both (Costs a turn each). One initial summoning, one of these swords can automatically be supercharged, but only one. One of these swords can be given to the user, but only remain active when The Arbiter is on the field, they would disperse when he does. He can use the " " - and Technique without hand seals - Only these two Wind Techniques.

The Arbiter's Armour is special and different compared to the other Barnacle Summons, though it's not the strongest. The Armour can take 60 points of damage (A-Rank) before he can be hurt on the inside, however if he loses some or all of those 60 hitpoints they will "regenerate" every turn by 20 because of the Thoracica Barnacles that make up his armour using their chakra to restore it again. The Arbiter once his armour has gone is susceptible to any attack even a normal sword through his body could kill him.


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Arbiter (Left) Shown with his Sword and Speaking threw his four mandibles.

- Must Know Barnacle Contract
- Must be Taught by LonelyAssassin
- Using the Wind Techniques costs a turn as usual
- Armor Regeneration costs a Turn to regenerate each turn
- Can only be summoned 1 per battle, thrice per event
- Last four Turns on the Field
- Approved :

Update Approved :

(Kuchiyose : Zonbi) - Summoning : Zombies
Type: Summoning
Rank: A
Range: Short
Chakra: 30 (+30 for both)
Damage Points: N/A
Description:
From the very body of The Gravemind (Sprout the Gravemind Summon) it's flesh is in the control of a Rhizecephalia Parasitic type barnacle which manipulates the flesh to it's entirety, this is normally called a Kōzui. In this case these Kōzui are personal to the user and are seemingly trapped inside an ordinary sized Acorn Barnacle shells which are attached to the user's body, armor or some accessory they keep on their body due to the way Barnacles permanently attach to surfaces. The Shells are pretty small so can be attached to places like the underside of the tongue and the summon can seemingly grow out from the mouth or can act as the jewel on a ring that the user wears. The user channels chakra into the Shell on their person and the Kozui will pop out (like they are growing out from it) and have a humanoid shape, they can take the form of a Human if they so wish (As long as they have two legs and two arms and are around the same size as a person they can look as cosmetically wacky as the user's preference), a realistic transformation very similar to the Shadow Mirror Body Change Method with clothes and all. The "Zombie" can be spawned with a weapon each made of Calcite Shell, and can be any weapon the user desires - they're just an ordinary weapon. They can be summoned through ordinary summoning means if the user so wishes.

The Kōzui have a very strong resistance to ordinary weapons and taijutsu, anything powered with chakra would hurt the Rhizecephalia normally and being sliced in half with an ordinary blade would still cause the drawbacks of having no legs for example, however the Kōzui can still move and drag themselves with their hands. Kōzui can still feel pain and can break out of genjutsu through pain, however they cannot really be crippled by it (For example pain so severe it would paralyze them or stun them). Kōzui can perform A-Rank Ordinary Strong-Fist Taijutsu OR A-Rank Kenjutsu that the user knows (must be stated when summoned or in the user's bio which of the two they are allowed) and can use Legs of the Thoracica and Body of the Thoracica, and even be fused with the Organs of the Thoracica, the Kōzui also Wield Gadget Barnacles. The Restrictions of the Barnacle Arts when the Zombies use them apply to them separately as they are a singular entity with it's own abilities, their number of usages of an Art will not clash with the Users. Moreover, The Zombies can through the mental command of the signer use ONLY the Legs of the Thoracica and Body of the Thoracica from their Shell which they are trapped within until summoned that is on the User's person.

The Rhizecephalia act as travelling companions and last indefinitely on the field upon summoning, when they take B-Rank damage they will disperse from the battlefield back into their shells. They usually come in pairs, but each use of this Technique is a single separate Kozui and so the user can have up to two of these on their bio - each being different.

- Must have Signed Barnacle Summoning Contract
- The Zombies can communicate with the user in their shells, this is mainly cosmetic
- Can only have a Maximum of Two of these on ones bio.
- When Summoned they last for four turns.
- The user can spend 30 extra chakra to summon both Kozui with one usage of this technique.
- Must be stated in the User's Bio to be capable of being used.
- The user can have the Kōzui be taken back inside the acorn shells if in short range
- Approved :

Update Approved :

Update Approved :

(Kuchiyose : O. D. S. E) - Summoning : O. D. S. E
Type: Summoning
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: N/A (80 if used as an Attack)
Description:
More Clearly known as "Orbital Drop Storm Elites" are a group of Barnacle communities that look the exact same as the Arbiter except they are a lot shorter (being around 7 foot instead of the Arbiter's 8, since he is the superior) and have a different armour style, they just use the same anatomy so to speak. This form is usually referred to as an Elite or Sangheili and they come in different armour shapes and colours depending on their role in the squad. Example. When blood is swiped on the tattoo the ODSE are summoned in a unique way, the Elites being in separate 'drop pods' made out of the Thoracica Calcite Shell that surrounds them protecting them from the Impact they feel as they are summon high into the air and hit the ground with some force, because of how high they are summoned they will be able to be used offensively. The user may also summon the O.D.S.E and have them be delayed, creating them so high up in the air that they arrive a couple of turns late, the maximum amount of turns the user can stall the O.D.S.E. arrival is two and must be stated, however they can just be summoned immediately and they will impact with the ground where the user wishes that same turn.

The Group of ODSE are made up of Four Elites Wielding Blue Armour, Each are B-Rank and if hit by Ninjutsu of this rank will be killed however their armour can take C-Rank and below with ease. The Elites Wield Needlers on one arm and Three of them have Navy Blue armor, whereas the one with Red acts as a Captain, they all move at the user's base speed. Needlers are Calcite Shell Gauntlets that are loaded with Calcite Shell senbon charged with Lightning that give these senbon a Pink glow are passed from the wrist into the between of the fingers of the Elites allowing them to hold 3 at a time (Example of Gauntlets : Ignore handle, Hand would be where the Silver part at the front is). The Elites may throw the Senbon one at a time which act like ordinary explosive tags in power but are slightly stronger and will cut through opposing tags by diffusing them with the lightning or can throw three at a time at multiple. However Using one of the 3 moves per turn the Elites may Fire an S-Rank Barrage of Many lightning Senbon from all of them causing an explosion that builds and builds into a massive maelstrom covering a diameter of 5 meters, this ability has a two turn cooldown. They are allowed to fire a barrage from just one Elite equaling only B-Rank lightning which also costs a turn but no cool down. They are also each given energy swords like the Arbiter has however they only have one each and are all B-Rank sustained lightning and are wielded in the opposite hand of the Needler, if broken the sword can be reactivated at the cost of a turn - however this has to be done for each one. Using one of the user's turns from the sword the elites can release an aura of electricity that travels through their body and then pulses outwards in short range, paralysing anything caught in the field - but it also interacts with chakra, killing techniques of B-Rank and below according to elemental strengths and weaknesses. (Has a Two Turn Cooldown).

The User if they So wish Can Summon just the Weapons; Needlers and Energy Sword and gain their ability unless multiple Elites are required (For Example the Needlers S-Rank ability unless somehow at least 3 people wield these abilities on the field). The user cannot summon a squad and have them give their weapon to him, they will disperse when the summon disperses so must summon their own, however the user can summon these weapons onto an ally - Shadow Clone, Entity with reason, Kozui because it is the barnacles that make up the weapon give them that power and create those attacks.

- Must have Signed Barnacle Contract
- Can only be Summoned once per event.
- O.D.S.E. Disperse four turns after impact with the ground.
- No other summonings in the same turn.
- Summoning just the weapons have four usages and a three turn cooldown.
- So long as the weapons, alone, have been summoned, the O.D.S.E. cannot be summoned.
- Approved :

(Kuchiyose : Utahime, Sora Doroppā) - Summoning : Songbird, The Sky Dropper
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (80 if used as an Attack)
Description:
Songbird is a Large Community of Barnacles formed together to take the look of a Mechanical looking Bird, easily dwarfing a person as he can pick them up with just one of his two talons. The bird barnacle community is tough and sturdy and like most has large wings capable of flight, with a massive wingspan of 15 meters . When summoned by either the normal summoning jutsu or by swiping blood on the tattoo and performing a hand seal Songbird will be summoned mid flight soaring high in the sky as it appears from a cloud of smoke. Songbird has been said to be able to fly through anything, what this has been adapted from is the fact that Songbird can swim through normal water like it flies through the air (being made of Barnacles, a water based creature).

Songbird is sensitive to sounds, this can trigger a reaction which would be a threat to the opponent. The User can trigger the reaction by whistling a certain tune only contract signers know and which songbird can hear - this is not in any way a sound jutsu and other barnacle communities, kozui and mecha can whistle this tune if they are on the field also (Triggering it this way costs a Move out of three). However the opponent can also trigger it by using a Sound Release jutsu, a Lightning Technique or a Genjutsu that needs sound as a medium. What comes next is the Songbird's attack, a Divebomb of sorts which has the bird shoot down at great speed, increasing it's weight and solidity through Earth Release to make it drop faster - hitting speeds twice that of base Kage-rank bios. The Bird will not simply swoop the opponent up however, they will full on hit the earth with all it's strength (S-Rank) and this is where the Songbird's second ability comes in. When hitting the Earth Songbird burrows through it like an advanced version of "hiding like a mole technique" not losing it's speed as it drags the opponent through the ground, crushing and bashing them against the rocks. IF the opponent by chance dodges the technique, songbird will pop up later from underneath carrying the opponent into the air and in it's beak and throws the opponent to the ground.

Finally, Songbird flies around the Sky automatically when not attacking, defending against anything that comes from it - solidifying it's body to become that of an S-Rank Earth Defence (at the expense of a move). It flies above the user defending them easily. User can command the bird not to defend if it suits. Like all Barnacles Songbird has a strong calcite shell worth B-rank neutral t the elements except lightning which is strong against it and water which is weak.

- Can only be summoned Once per battle.
- Lasts Four turns on the Field.
- Approved :

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Contract Arts


(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Body of the Thoracica
Type: Offensive/Defensive
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description:
All "Thoracica" Type Barnacles can use this, manipulating their shells so that the essentially grow and they become spiked like many needles are protruding from them and this just makes their body more dangerous so they cannot be touched by enemy hands. They can then manipulate to form ninja tools, weapons or other kinds of constructs, though depending on the size of the Barnacle Summoning using this they can only make a certain amount of things.

C-Rank : Can be used by Single Thoracica Barnacles or above and can create small tools like Kunai and Shuriken can be made in singles, Senbon can only be made in threes - since these shells can only be manipulated to an extent, once the form is taken it cannot be changed unless this technique is used again to manipulate it

B-Rank : Can be used by Small Groups of Thoracica Barnacles or above and can create a barrage of Kunai or Shuriken, a wave of Senbon. They can create weapons as big as Spears or even shields all the barnacles would contribute by stemming off their shells to create a large shield. They can create singular pieces of armour like gauntlets, chestplates or masks - can only create one of these.

A-Rank : Can be used by a Community of Barnacles like "Oregon" or above and can fire ordinary-sized swords or large shuriken, create and wield Large weapons like Battleaxes, giant swords, even walls or a group of spikes from the earth (Contact with the earth must be made). The Communities can create full sets of armour.

The barnacle usually creates these tools for the user but they can launch them towards enemies at short range as well if need be. The Launched Shell Tool can stand up to elements however the shells are weak to lightning and strong to water. Like "Gadget Barnacle" the user can use this technique but only by clicking his fingers to summon a weapon within the limits of the chosen rank, the user cannot manipulate the shell though

- Can only be used by Thoracica Type Barnacles and not by barnacles without shell.
- C-Rank only has Short Range, B-Rank is Limited to Mid and A-Rank Long.
- User can only use the A-Rank version four times
- Must have signed Barnacle Summon Contract
- Can only be taught by LonelyAssassinn
- Approved :

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Legs of the Thoracica
Type: Supplementary / Defensive
Rank: A
Range: Short (- Mid for Larger Summons)
Chakra Cost: 30
Damage Points: N/A
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the limbs it becomes thick and almost like solid muscle (Not making it any less versatile) capable of standing up to the elements.

The Barnacles Tentacles can be grouped up and thickened so that they can be a bit more versatile and create fleshy parts to aid barnacles in battle. For example they can expand their tendrils which wrap around one another to form an arm. Anything can be made like limbs or wings capable of flight, a tail to whip prey - it's limited by the user's imagination and as long as the creation makes sense. The Size is limited to Short Range so can only be a maximum of 5 meters long from any kind of Barnacle source, whether it be an Acrothoracica or a Barnacle Shell or even a Kozui. However if a huge Summon, like "Sprout, The Gravemind" it will create things proportionate to it's size meaning it's range exceeds short range making it mid.

- Can only be used on up to four Barnacles, A-Rank power would be divided between them
- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts A-Rank and above in the same turn
- This Technique has a two turn cooldown
- Approved :

update approved :

update approved :

(Fujitsuboātsu : Gajettofujitsubo) - Barnacle Arts : Gadget Barnacle
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short - Long
Chakra Cost: N/A (+15 for summoning)
Damage Points: (+30 Spider-cle)(+30 Corrupt-cle)
Description:
The user will perform one handseal and summon what seems to be a generic Acorn Barnacle about they size of a coin in their hand, this isn't a summon and just a barnacle art that the user can use. The user can throw this Acorn Barnacle onto a target and it will permanently bind to it as long as it is solid (Person, Summon, Rock etc), the Gadget Barnacle has a number of effects and can only use one.

Source-cle
This Barnacle is used to bring up sources that may be needed depending on the user and their abilities. For example if the user is a water user then the source-cle will be thrown and it will release a puddle of water that will splash on the ground (can also be used as a C-rank water defence). Also creates an Ink Source if needed, (Puddle of Ink) or a source for Dark Release; The shell is gripped in the palm of the user's hand and the chakra is absorbed straight into the user capable of utilising one Dark Technique with it. Creates a Flame from the opening of the shell if that is a required source (Makeshift Lighter), can be used as a Mist Bomb which creates a small veil big enough to hide a couple of persons.

Spider-cle
Six tendrils will act as legs from the Shell and be able to move around, capable of carrying an item like a Shuriken or Kunai, Scroll or a Message (For RP use in the Ninja World) in a couple of their tendrils whilst the other four are used to move around. The Spider however is also a Bomb, is basically an explosive device that can be exploded at any time, before sticking to a target or after it. It creates a C-Rank explosion with a radius of 2 meters, the explosion isn't enough to kill and only blow the opponent away and cause minor burns. It can either be a Flame Explosion, Wind, or Lightning. The spider-cle moves at the same as their user's base speed.

Weapon-cle
The Acorn Barnacle actually becomes a powerful transformation, taking the shape of a weapon of the user's choosing. They can withstand up to C-Rank Elements before breaking, the barnacle can transform into a pair of weapons splitting the rank into D-Rank each.

Corrupt-cle
The Acorn Barnacle will be thrown at the ground where it will attach to it permanently with it's natural ability too, through this natural ability they have gained a knowledge and sort of affinity to earth of sorts. So the Earth is taken control by the barnacle and they will manipulate it into a 2 foot earth golem, it is capable of communication with the user and attacking with it's mouth and fists - like the Bomb-cle this acts like a C-Rank earth technique.

- These don't have to be summoned, they can already be on the user if stated in the bio.
- Body of the Thoracica and Legs of the Thoracica can be used through a Gadget Barnacle
- Barnacle Community Summons like "Oregon", "Barbaracle" can use Gadget Barnacles from their body.
- To use Varieties like Ink and Dark of the Source-cle then you have to be a user in that form of Ninjutsu
- Using One Gadget Barnacle costs a turn
- Must have signed the Barnacle Contract
- Can only use two different types of Gadget per turn
- Cannot use the same type more than once a turn
- Approved :

Update Approved :

Final Update Approved :

(Fujitsuboātsu : Thoracica no zōki) - Barnacle Arts : Organs of the Thoracica
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+10 chosen affinity)
Description:
The User bites their thumb and wipes it on their barnacle tattoo and is used when another Barnacle Summon made of a community (like Oregon) is on the field. There will be extra barnacles infused into the community, and these barnacles will have a certain elemental affinity of the user's choice as long as it's the 5 basic elements and only one elemental affinity can be chosen at a time. The Summon with these infused can use all Techniques of their chosen element with no hand seals up to B-Rank. If you infuse barnacles of the same affinity as the summon then they will be able to use techniques up to all ranks with a +10 damage boost.

- Cannot be used on the same summon twice.
- Cannot be infused whilst an element using this technique is already active
- Must have signed Barnacle Contract
- Approved :

Taught :

(Fujitsuboātsu : D.E.V.A) - Barnacle Arts : D.E.V.A
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Summoned in Short
Chakra Cost: 20 - 40 (-10 to sustain)
Damage Points: 40 - 80 (if summoned as an attack)
Description:
The "Defensive Environmental Vitality Armour" is a specialized suit also known as a mecha made from many different types of Thoracica barnacle to keep it together and also working actively. The user of this technique can choose to ride within the mech or to simply have it as a fighting companion; It's a clever piece of equipment designed by "Moyashi" and a contract signer of the scroll, Hana Song. The Mechas can be summoned either through the ordinary summoning technique or by swiping blood on the tattoo, the Suit will either be summoned directly in front of the user or can be summoned above and smash down in front, acting as a shield or even a really powerful attack - (Corresponds to the Rank of the Mech). The Suit will seemingly be curled up in a ball and will stand up and open for the user - who can either be the Contract user or another Barnacle Summon (as long as that summon is smaller than the mech). Mechas cannot be summoned by Barnacle Summons, but they can still ride within it adopting the abilities of the mech they are inside whilst sacrificing their own. The user can summon D.E.V.A directly around their summon so that it protects them from an attack. When a Mech is summoned it can be customized and up to the user what it looks like, but only cosmetically; the abilities have to be chosen. Depending on the rank of the Mecha summoned they can choose a number of abilities from below; B-Rank can choose only one, A-Rank can choose two and S-Rank can choose 3.

Defense Matrix - 防衛 - Bōei
A Strong Shield Defence which has a group of barnacles shaped around the wrist that can expel a large wide frontal shield that can cover the whole Mecha plus anyone standing directly on eitherside of them. The wielders of the shield can move their arm to point the shield in different directions, but the shield itself is basically just a wall made of chakra and so can only block from one direction at a time. The shield is one rank below the Mech's actual rank, can defend against techniques up to that rank and is activated at the cost of a turn; however, if a mech is summoned it can be automatically activated upon summon. The shield is strong and has chakra flowed through it so that it keeps that vitality; meaning anything less than the actual rank of the shield and cannot break it on the first hit will have no effect at all - however if it is hit by something of the same rank it will break, something of higher rank than the shield will go through and hurt the mech. The shield once active however disallows the mech to perform any offensive actions and can only move around - once they begin an attack the shield will deactivate, it also only lasts 2 turns. If the shield is broken or deactivated it has a five turn cooldown.

Beam Rifle - 線 - Sen
A Powerful long device which takes both hands of the mech to be able to hold, they can put it on their back to be used for later if they need to switch weapon, but it can never be used with just one hand. This device made of Thoracica Barnacles has a very long range and looks like a thick staff, at the cost of a turn the Mech can point it at a target and fire an offensive beam of Lightning that matches the rank of the mech; this beam travels extremely fast like most ordinary lightning techniques but is still trackable by ordinary shinobi with a 4 turn cooldown, lightning beam can also only be used 3 times if mecha is S-Rank with a one-turn cooldown (at this rank). This device is capable of firing ordinary Kunai or any ninja tools like shuriken from it (If the user gives them a certain tool on their person, this can be used to be fired). The fired weapon will match the speed referenced for the offensive beam, but still be capable of being defended against through freeform; however they can overpower ordinary opposing thrown tools. These can only be fired one after another.

King Katana - 剣 - Ken
Even though the name of this Technique is King Katana, it can be any kind of sword custom to the Mech; the user can even summon two swords however it is split between the rank (which is one below the Mech's actual rank) - the Sword is attached to the Mech's back or waist upon summon. The Sword is made of steel buffered by Barnacle Shell making it strong and durable, with reasonable force it can be destroyed. If a sword is destroyed the Mech can summon another after one whole turn and at the cost of a move. The user can channel their own Sword or Weapon Techniques through this blade with a +1 Rank boost (S-Ranks gain +10) and can be any that the user knows since it's them performing the technique, though this means they have to be able to fit this within their timeframe; but also allows the Mech to do something in the mean time.

Propelled Body - 体 - Tai
The Mech will be outfitted with Barnacles capable of expelling fire chakra with every movement they make, increasing their speed so that they move just a couple of levels faster than the user's base speed. The mech is capable of performing Strong-Fist Taijutsu and any Taijutsu that the user knows (minus Elemental infused Tai unless the Mech is couple with Organs of the Thoracica or if the user is riding within the Mech). Using one of the three moves Mechs can perform a 10 meter dash in any direction with a 2 turn cooldown, they also get a +10 damage boost to any Taijutsu based attacks during the window of time it is propelled.

Versatility - 多才な - Tasaina
The Mech is capable of creating Ninja Tools proportionate to it's size via the Barnacle Arts : Body of the Thoracica Technique. This selected ability also allows the Mech to be able to use fighting Styles that the user knows, he can replicate weapons or body structure needed through this ability and can perfectly replicate any kind of fighting style the user knows. They gain the same specialist boosts of the fighting style depending on what the user specializes in ONLY if he is riding within it, ordinarily they do not gain the specialist boosts and can infuse the wearer's elemental chakra if they need to for fighting style techniques but only through the use of these styles.

The Eject Mechanism is an effective means of escape, if the D.E.V.A takes enough damage rendering it destroyed it will effectively shoot any rider that is within it outwards and backwards passively, allowing them to escape any additional damage as the Mech takes the whole hit. This allows the user to defend against any remaining damage OR to escape it as it shoots them a good 5 meters away. Users usually name Mechs based on the abilities chosen, for example if an S-Rank mech can easily be called a Bōeisentai Mecha. Or for B-Ranks just a simple Ken Mecha.

- Two B-Ranks can be created at the same time, but will cost two moves.
- If the user is riding in the mech they are only allowed to perform moves that The Chosen Mech is allowed and perform their Primary Elemental Specialty.
- Mechs can reach great heights depending on their rank : B-Rank are 3 meters min and max, A-Rank 6 Meters, S-Rank 9 Meters
- B-Ranks have a 2 turn cooldown, and a 4 turn coouldown if two are summoned simultaneously.
- A-Rank can only be created 4 times and has a 4 turn cooldown
- S-Ranks can only be created 2 times and has a 6 turn cooldown, no barnacle arts on the same turn or next.
- Total number of Mechas permitted on the field cannot collectively exceed S-rank.
- Must have signed the Barnacle Contract
- Must have been taught by LonelyAssassin
- Mechs can utilize all Barnacle Art Techniques up to and including their own rank.
- Approved :

(Meiton Fujitsuboātsu : Antei-ka ⇵ Zōkyō) - Dark Release Barnacle Art : Stabilisation ⇵ Augmentation
Type: Supplementary
Rank: A
Range: Short (Self)
Chakra Cost: 30
Damage Points: N/A
Description :
The user swipes blood on his summoning tattoo and summons two "Rhizocephala" type barnacles on his palm in a similar way to how 'Dark Release : Evil Summoning' works they will be covered in a dark purple chakra aura, these are parasitic barnacles that attach onto the user's palm using their tendrils. The user will then channel chakra into his dark marks and the Rhizocephala will link with them, however the barnacle can only link with one square at a time;

Stabilisation
The Barnacle will feed the dark mark with it's own chakra, fuelling it so that the user can use dark release techniques without the need for using "Inhaling Maw" or other absorption based techniques because the chakra is now already there. However the user can only use a a maximum collective of S-Rank dark release techniques with this ability active (Collective of S-Rank means it can be split into two A-Ranks, A-Rank and 2 B-Ranks), if they decide to use another dark release that adds up to more than S-Rank technique then they MUST have used other absorption based techniques beforehand OR they can use one and then this barnacle technique will disperse. Using an F-Rank technique will be allowed but will disperse the barnacle and cause double damage to the user as it will severely burn their forearms.

↿- Switch Using One out of Three Moves -⇂

Augmentation
The Rhizocephala will focus on the Release of the dark marks instead of the absorption, it's tendrils feeding through this diamond on the palm instead - fuelling the output of the dark mark with not their chakra but summoning other Rhizocephala larvae that are created within all Dark abilities. These Larvae feed the dark jutsu with their chakra which will rapidly convert it to dark to a point where they become much stronger, their blue burns brighter and if the attack uses a dark purple aura they'll become a little more blue instead. Strength is increased passively by 1 Rank (S-ranks gain +10), however with this active it means the user still has to absorb jutsu before hand to perform attacks and all augmented dark release techniques cost 10 extra chakra.

- Taught by LonelyAssassin
- Can only be used by Dark Release Users
- Can only be used by Barnacle Contract Signers
- Only one can be active at a time
- Can only be Summoned three times
- Cooldown of Four turns after a Dispersal
- No Barnacle Arts in the same turn
- No Dark release A-Rank or above the same turn.

Learned :

Update Approved :

(Fujitsuboātsu : Uchinaru Akuma) - Barnacle Arts : Inner Demons
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description:
This technique is only accessible by those who have signed the Barnacle Contract and it utilises Barnacle Larvae that will live within the body, under the skin of the signer. These Larvae can do various things that modify and change the user's body but not to a significant degree, it is a way of adding things to create a variety of options and weapons it also allows for unique cosmetic looks that break certain human like boundaries but not to a huge degree. The Larvae can grow various tools from the user's body into their hand or can have it so the shell simply protrudes from their skin, for example they can grow a couple of calcite shell shuriken/shuriken into the palm of their hand or have Horns grow from their forehead as a new way to melee; or even grow claws from between their knuckles to assist with their punches. Tools created this way will be made out of Calcite Shell laced with Tendrils, meaning they can be the source of follow up Legs/Body of the Thoracica Jutsu however act as normal tools before these jutsu are used. The creation of normal tools like this is passive and counts as freeform, acting as a new way to use an arsenal of ninja tool. Because these Larvae are one with the user they change their skin so that is similar to Barnacle Flesh which allows them to reseal broken skin when tools are made from the user's body, it also allows the larvae to use "Legs of the Thoracica" from the user's very body, however creating extra hands does not allow the user to make hand seals with them. This in no way can be used to heal the user from incoming damage, it can be used to reseal cuts, but the internal damage is still done and is just a way to stop further bleeding, nerves, tendons. organs and everything within the body is still damaged except the skin. Larvae can use Gadget Barnacle from the user's body capable of launching it from a hand for example and even capable of infusing the user with Organs of the Thoracica.

Like with Zombies, the Restrictions of the Barnacle Arts when the Larvae use them apply to them separately as they can act alone with it's own abilities, their number of usages of an Art will not clash with the Users. Because of their limited amount of abilities the use-age of Legs of the Thoracica and Body of the Thoracica gain a rank, but only when the Larvae use them. Stated in the signer's bio there can be various cosmetic applications already active to change the appearance, like horns or spikes protruding off certain points of the body or elongated nails made from shell even a tail made of Barnacle Tendril flesh or tendrils intertwined within the hair, capped sharp teeth or a longer tongue and even if you so wish - pointy ears. Making modifications to the user's body is unranked (Unless Jutsu are used instead ofcourse) and can be done freeform and is limited to the user's creativity.

- Must have Signed the Barnacle Contract.
- Must be taught by LonelyAssassin
- Must be stated on your bio that you posses these.
- The Larvae can use Barnacle Arts independently from the user.

Approved :

Update approved :

(Fujitsuboātsu: Chikara no Sai Kouchiku) Barnacle Arts: Power Reconstruct
Type: Suplementary
Rank: C - Rank
Range: Short -Long
Chakra: 15
Damage: N/A
Description: Power Reconstruct is a specialized technique known to the Barnacles who are considered “communities” among the contract much like Oregon and Arbiter. Due to how their bodies are structured, they are capable of using the innate ability they possess in order to reshape themselves into new forms. Through the manipulation of the tendrils that keeps them together and adjusting of the position of the barnacles they can attain new forms such Oregon changing into the form of a dragon or wolf as opposed to his normal state, allowing for more unique variety and twist among them. They cannot grow taller than they already are though can become shorter in height if needed, while retaining all their original abilities. One unique application of this technique can also be applied if in the instance of a single Acorn Barnacle is existing on the field, through which the user can summon a mass amount of barnacles together allowing for the single barnacle to join together in order to form a new community of barnacle capable of roaming around the battlefield in order to assist the summoner while retaining the ability to use Barnacle Arts much like other like other communities, while the single acorn barnacle acts as the “brain” of the community. This technique can only be used by Barnacles who are considered “communities” while creating new communities can only be done once per turn.

Approved :

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Muscles of the Thoracica
Type: Supplementary/Defensive
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A (+1 rank to A-Rank and below Tai/Ken | +10 to S-Rank Tai/Ken)
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tendrils, fuelling them with strength and making them much longer and stronger. The tendrils will then coil around the Barnacle’s limbs, specifically the parts that function as “muscles” increasing their physical prowess. However, because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the coiled tendrils it becomes thick and almost like solid muscle (Not making it any less versatile), also functioning as armor capable of standing up to the elements. Due to the increased physical prowess all taijutsu or kenjutsu used increases in power by one rank, however S-Rank techniques gain +10.

- Any Thoracica, Acrothoracica or Rhizocephala type barnacles can use this
- No Barnacle arts S-Rank and above in the same turn
- This Technique has a three turn cooldown
Approved :

(Fujitsuboātsu : Bācharu Heiki) - Barnacle Arts : Virtual Armoury
Type: Offensive/Defensive/Supplementary
Rank: N/A (varies)
Range: Short
Chakra Cost: N/A (varies)
Damage Points: N/A (varies)
Description:
Daughter technique to "Inner Daemons", the Virtual Armoury is a jutsu that the Barnacles infused in your body can use, they will proceed to create from the user's body the desired weapon or defence or infuse more barnacles of the user's selection that work independently from them. The limits of the chosen weapon is that only one can be selected from either a Barnacle Summon or the Barnacle Arts : D.E.V.A. Jutsu. The weapon selected that is to be wielded or implemented must be posted along with this jutsu, bolded and carry all the limits listed in the summon. But most importantly it must make sense, for example; from "Thel' Vadam, The Arbiter, the user can create his blades, but they can not gain his ability to get x2 speed as that's more bound to his body structure and fitness rather than the actual abilities the barnacles his body is made up with is infused with.

The rank, range, chakra and damage this jutsu will cost is equal to that of the selected weapon from the summon or D.E.V.A. For example if the B-Rank Beam Rifle from D.E.V.A is chosen, it'd be Long Range with (20/40) chakra and damage values. If the ability has no stated rank or damage value then it would be one rank less than the whole summon's rank itself, for example; Spectre's camo has no stated rank but the summon is A-Rank, making their ability B-Rank through this technique. However if an ability states a chakra or damage value, then you would use the rank equal to that, i.e. 30/60 = A-Rank.
  • Barnacle Arts: D.E.V.A. : Each ability except "Tasaina" and Eject can be used, but only one can be chosen through this technique. The weapons can be summoned on the user or grown from the skin through the use of "Inner Daemons".
  • Summoning : Silence, the Spectre : The user can create a a layer of barnacles over their body through "Inner Daemons" to mimic Silence, The Spectre's Camouflage ability. The same restrictions carry over. The newly summoned barnacles can work independently from the user.
  • Summoning : Thel 'Vadam, the Arbiter : Can Create The Arbiter's swords. One would already be supercharged the other must be activated costing a move.
- Three-turn Cooldown
- The User's "Inner Daemons" can use this
- Only One Ability can be infused per usage
- Must have learned "Inner Daemons"

Approved :

(Fujitsuboātsu : Zonbi no furue) - Barnacle Arts : Zombie Quiver
Type: Offensive/defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description :
Barnacle Summons can produce these Calcite Arrows with specialized arrowheads directly from their body, and so can users with "Inner Daemons" fused within them. The Arrows can be fired straight from the body or produced to be used later on a Bow or to be thrown/planted. Once the arrows are produced they work independently. The arrow has acorn barnacles wrapped around the arrowhead, but there is still a point so when the arrow hits the target it still causes damage; the barnacles wrapped around the arrowhead can have a series of usages;

Restrict : The User can fire up to three arrows that will spread out towards different angles of their target. When in range the arrowheads will release a 5 meter long flesh tendril imbued with Lightning Release that will latch and wrap around a desired target and pump lightning into it. This can paralyse people, summons and disperse clones. Can be used to grab on to tools and nullify their trajectory or even penetrate earth techniques and relinquish the chakra within the earth stopping it's progression and causing it to crumble to pieces of useless rock.

Encase : The user can fire a single arrow that will upon command of the user create an orb of wind using the arrowhead as the center, this orb has a 5 meter diameter. This version can be used to trap techniques within the orb to stop them from coming further or can be used to trap targets inside. The sphere then rapidly shrinks and rapidly spins the inside suddenly feeling like you're being enclosed by hundreds of buzzsaws. Techniques of the same rank caught inside get subdued.

Communities can only use this 3 times with a one turn cooldown. The user can only use this three times with a two turn cooldown.

Note: Only useable by those that possess the requisite elements (Raiton for Restrict OR Fūton for Encase).

Approved :

(Fujitsuboātsu : Zonbi sentō) - Barnacle Arts : Zombie Combat
Type: Offensive/defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A or 60
Description :
Because of the unique structure that Barnacle Summons have given themselves, it has given them a lot of unique applications in similar cases to "Power Reconstruct" where a community can completely change how they look and how their form is. This uses a similar idea but on a smaller scale and for more immediate combat purposes. The user of this technique can use their unique form to do unnatural things with their limbs or body, and even produce calcite shell from their skin for defensive or offensive ways to then counter. For example, the user may use their arm to break it's usual structure to suddenly become flexible and then wrap around an opposing arm that is coming to strike you whilst also growing out shell like spikes from its skin to lacerate the striking limb to make it useless or even use their legs as a spring to perform a high jump to dodge and strike from above. User can also create a shell around their forearm to block the impact of a very strong strike and then follow up with a kick or punch of the user's own which is aided by calcite spikes on the end of the knuckles for example. All close combat movement can be related to this technique when used by the summon.

The summoner cannot use this and is only available to use by Barnacle Summons including Communities and Kozui. This technique counts as a Taijutsu and/or Kenjutsu technique depending on it's usage. This technique is very versatile but near enough impossible to use to defend against larger scale techniques.

Note: Useable six times per event and has a one-turn cooldown.

Approved :

Description and Background:
A barnacle is a type of arthropod belonging to infraclass Cirripedia in the subphylum Crustacea, and is hence related to crabs and lobsters. Barnacles are exclusively marine, and tend to live in shallow and tidal waters, typically in erosive settings. Barnacles are encrusters, attaching themselves permanently to a hard substrate until they have to leave the field. Barnacles usually have a natural affinity to water and earth, depending on which Barnacles are summoned they are able to attach to Earth or any kind of hard substance easily - they can even attach to the opponent. Barnacles can be summoned in with water, washing against the earth and attaching onto it.

There are three types of Cirripedia, they are Acrothoracica, Rhizocephala and Thoracica :
  • Thoracica
    These are the most Common types of Barnacles and there are two types of this class called the "Acorn Barnacles" (Sessilia) or the "Goose Barnacles", these Barnacles have six little limbs used for catching food and are usually found in large quantaties on hard substrate e.g. Rocks or Drift Wood. These Barnacles have a very hard calcite shells which are impermeable, and they possess two plates which they can slide across their aperture when not feeding. These plates also protect against predation - simple blades cannot break through the barnacle shells. Their feathery appendages beat rhythmically to draw plankton and detritus into the shell for consumption - this rhythmical beat will be used in more ways than one depending on the summon's ability. Barnacles are usually found within water and can be found very deep within it, though they are commonly found in the shallow areas. Barnacles are well adapted against water loss.

  • Acrothoracica
    These Barnacles 'bore' into materials like the ground like earth or wood, though they can bore into shells and sometimes other plants - this produces a slit-like hole in the surface. Acrothoracicans are typically smaller than other types of barnacle, being only a few millimetres in length. Being protected by the hard surfaces into which they have bored, they have no solid carapace of plates like other barnacles but have a soft, sac-like body fixed to the surface by a chitinous disc at the front of the head. They have from four to six pairs of feathery limbs, or "cirri", which they project out of their borings to catch drifting detritus for food.

    These Barnacles can be summoned in large quantities and create slits in the ground, they usually use their limbs to reach out of the holes slightly and use their chakra to generate an attack or some sort of supplementary use to the user - the Acrothoracicans also have other functions aswell. Because these Barnacles don't have the great protection of calcite shells, they can be killed much more easily than the Thoracica.

  • Rhizocephala
    These are Parasitic Barnacle which usually could only take over other crustaceans, but these Rhizocephalan can use chakra and become more powerful and Parasitic to other creatures other than crustaceans, making them extremely Deadly. Their bauplan (body plan) is uniquely reduced in an extreme adaptation to their parasitic lifestyle, and makes their relationship to other barnacles unrecognizable in the adult form. As adults they lack appendages, segmentation, and all internal organs except gonads, a few muscles and the remains of the nervous system. The only distinguishable portion of a rhizocephalan body is the externa or reproductive portion of adult females. These are usually summoned by the user or when the summoned directly onto a target using the summoning technique.
Signers of this contract have a tattoo where they swipe blood on it to summon the different barnacles they are wanting to summon.
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Approved :

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Rensa Dēmon no Ikari | Chained Daemon Fury

Type:
Kuchiyose TaiBukiJutsu

Background:
Inspired with the creation of the Barnacle Contract's D.E.V.A suits that were created by Hana Song an the Thoracica Moyashi, this was taken Further with the help of one of the previous Arbiters; Ripa 'Moramee who was proficient in Close Quarters fighting. Using the Mechas as a Vanguard as sorts to get straight into the action using their fluidity and flexibility to adapt in a situation; it was just a matter of summoning the correct configuration and using the right tools to overcome an obstacle.

(Fujitsuboātsu : D.E.V.A) - Barnacle Arts : D.E.V.A
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Summoned in Short
Chakra Cost: 20 - 40 (-10 to sustain)
Damage Points: 40 - 80 (if summoned as an attack)
Description:
The "Defensive Environmental Vitality Armour" is a specialized suit also known as a mecha made from many different types of Thoracica barnacle to keep it together and also working actively. The user of this technique can choose to ride within the mech or to simply have it as a fighting companion; It's a clever piece of equipment designed by "Moyashi" and a contract signer of the scroll, Hana Song. The Mechas can be summoned either through the ordinary summoning technique or by swiping blood on the tattoo, the Suit will either be summoned directly in front of the user or can be summoned above and smash down in front, acting as a shield or even a really powerful attack - (Corresponds to the Rank of the Mech). The Suit will seemingly be curled up in a ball and will stand up and open for the user - who can either be the Contract user or another Barnacle Summon (as long as that summon is smaller than the mech). Mechas cannot be summoned by Barnacle Summons, but they can still ride within it adopting the abilities of the mech they are inside whilst sacrificing their own. The user can summon D.E.V.A directly around their summon so that it protects them from an attack. When a Mech is summoned it can be customized and up to the user what it looks like, but only cosmetically; the abilities have to be chosen. Depending on the rank of the Mecha summoned they can choose a number of abilities from below; B-Rank can choose only one, A-Rank can choose two and S-Rank can choose 3.

Defense Matrix - 防衛 - Bōei
A Strong Shield Defence which has a group of barnacles shaped around the wrist that can expel a large wide frontal shield that can cover the whole Mecha plus anyone standing directly on eitherside of them. The wielders of the shield can move their arm to point the shield in different directions, but the shield itself is basically just a wall made of chakra and so can only block from one direction at a time. The shield is one rank below the Mech's actual rank, can defend against techniques up to that rank and is activated at the cost of a turn; however, if a mech is summoned it can be automatically activated upon summon. The shield is strong and has chakra flowed through it so that it keeps that vitality; meaning anything less than the actual rank of the shield and cannot break it on the first hit will have no effect at all - however if it is hit by something of the same rank it will break, something of higher rank than the shield will go through and hurt the mech. The shield once active however disallows the mech to perform any offensive actions and can only move around - once they begin an attack the shield will deactivate, it also only lasts 2 turns. If the shield is broken or deactivated it has a five turn cooldown.

Beam Rifle - 線 - Sen
A Powerful long device which takes both hands of the mech to be able to hold, they can put it on their back to be used for later if they need to switch weapon, but it can never be used with just one hand. This device made of Thoracica Barnacles has a very long range and looks like a thick staff, at the cost of a turn the Mech can point it at a target and fire an offensive beam of Lightning that matches the rank of the mech; this beam travels extremely fast like most ordinary lightning techniques but is still trackable by ordinary shinobi with a 4 turn cooldown, lightning beam can also only be used 3 times if mecha is S-Rank with a one-turn cooldown (at this rank). This device is capable of firing ordinary Kunai or any ninja tools like shuriken from it (If the user gives them a certain tool on their person, this can be used to be fired). The fired weapon will match the speed referenced for the offensive beam, but still be capable of being defended against through freeform; however they can overpower ordinary opposing thrown tools. These can only be fired one after another.

King Katana - 剣 - Ken
Even though the name of this Technique is King Katana, it can be any kind of sword custom to the Mech; the user can even summon two swords however it is split between the rank (which is one below the Mech's actual rank) - the Sword is attached to the Mech's back or waist upon summon. The Sword is made of steel buffered by Barnacle Shell making it strong and durable, with reasonable force it can be destroyed. If a sword is destroyed the Mech can summon another after one whole turn and at the cost of a move. The user can channel their own Sword or Weapon Techniques through this blade with a +1 Rank boost (S-Ranks gain +10) and can be any that the user knows since it's them performing the technique, though this means they have to be able to fit this within their timeframe; but also allows the Mech to do something in the mean time.

Propelled Body - 体 - Tai
The Mech will be outfitted with Barnacles capable of expelling fire chakra with every movement they make, increasing their speed so that they move just a couple of levels faster than the user's base speed. The mech is capable of performing Strong-Fist Taijutsu and any Taijutsu that the user knows (minus Elemental infused Tai unless the Mech is couple with Organs of the Thoracica or if the user is riding within the Mech). Using one of the three moves Mechs can perform a 10 meter dash in any direction with a 2 turn cooldown, they also get a +10 damage boost to any Taijutsu based attacks during the window of time it is propelled.

Versatility - 多才な - Tasaina
The Mech is capable of creating Ninja Tools proportionate to it's size via the Barnacle Arts : Body of the Thoracica Technique. This selected ability also allows the Mech to be able to use fighting Styles that the user knows, he can replicate weapons or body structure needed through this ability and can perfectly replicate any kind of fighting style the user knows. They gain the same specialist boosts of the fighting style depending on what the user specializes in ONLY if he is riding within it, ordinarily they do not gain the specialist boosts and can infuse the wearer's elemental chakra if they need to for fighting style techniques but only through the use of these styles.

The Eject Mechanism is an effective means of escape, if the D.E.V.A takes enough damage rendering it destroyed it will effectively shoot any rider that is within it outwards and backwards passively, allowing them to escape any additional damage as the Mech takes the whole hit. This allows the user to defend against any remaining damage OR to escape it as it shoots them a good 5 meters away. Users usually name Mechs based on the abilities chosen, for example if an S-Rank mech can easily be called a Bōeisentai Mecha. Or for B-Ranks just a simple Ken Mecha.

- Two B-Ranks can be created at the same time, but will cost two moves.
- If the user is riding in the mech they are only allowed to perform moves that The Chosen Mech is allowed and perform their Primary Elemental Specialty.
- Mechs can reach great heights depending on their rank : B-Rank are 3 meters min and max, A-Rank 6 Meters, S-Rank 9 Meters
- B-Ranks have a 2 turn cooldown, and a 4 turn coouldown if two are summoned simultaneously.

- A-Rank can only be created 4 times and has a 4 turn cooldown
- S-Ranks can only be created 2 times and has a 6 turn cooldown, no barnacle arts on the same turn or next.
- Total number of Mechas permitted on the field cannot collectively exceed S-rank.
- Must have signed the Barnacle Contract
- Must have been taught by LonelyAssassin
- Mechs can utilize all Barnacle Art Techniques up to and including their own rank.

It combines the use of the Contract's and the Mecha's Versatility in structure, seeing as these are two factors in the production of the jutsu and how the user can use this in an advantage using the Barnacles' Broad abilities and putting them together in one Style of Fighting. There was many trial an error to put the Mechs through such strain and straight into the heat of the battle, but it finally panned out with the right mixture of Barnacles to get the trick done, and even moreso when further barnacles could be added to harness even stronger abilities.

Description on the Abilities and Inner Workings of the Style:
Utilisation of Mechs to create unique combination Taijutsu or Weapon Attacks to give the edge and upper hand in close combat. Because of the Mechs bigger size and natural better strength they can perform a numerous more capabilities than the standard shinobi. They can through these techniques be summoned temporarily without it effecting the original D.E.V.A, they would then disperse after the description / duration of the technique has been performed. Of course Mechs already summoned on the field can also utilise these techniques and will remain on the field if not summoned temporarily for the jutsu at hand.

Every barnacle shell or parasite that makes up a Mech or a Barnacle Community summon have a specific job they need to do on its own or with it's kin around them to perform specific functions whether it's just to move or channel specific abilities. This also makes the summons extremely versatile in that using this style they can change their configuration to adapt to situations in battle, especially physically. The Mechs have been trained the adapt to the changes this Fighting Style will allow, for example some Anatomical differences in how their body is structured work much better than the normal Humanoid form (Legs built like an Ostrich's or amount of legs can effect movement speed in this configuration, Or build and size of an arm can effect strength). For example even though a Mech is restricted in what abilities or elements they can use, the new addition of Barnacles can make up for it; the weapon created in the mechs hands or on the body can expel a fire blast, but the mech itself cannot use Fire Release jutsu. Multiple Mechs may also be needed to pull off certain combination attacks.

Creating and adding new weapons to the Mechs bring new possibilities and actions to the table, allowing certain combinations to be pulled off that couldn't be before. This is done through the use of the mech creating/summoning more barnacles onto their person that have their own specific functions and can work independently to the mech but need it to be able to be aimed or manoeuvred as support. Certain options for mechs like the "Defence Matrix, King Katana, Propelled Body, Versatility, Beam Rifle" may also be needed before hand to perform said technique, meaning specific D.E.V.A. have to be created in order to pull some combos off. For example a technique in this Fighting style might utilise the Propelled Body ability to create more open CQC attacks

Example Techniques:

(Rensa Dēmon no Ikari : Miryoku-tekina Dai Shijūshi) - Chained Daemon Fury : Fortieth Charming August
Type: Offense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The User Temporarily Summons or Utilizes a D.E.V.A. with a 'King Katana' on it's person - the blade created with the mech will be a huge blade, similar to that in size of a Buster sword proportionate to the Mechs size making it quite hefty in size (1.5 - 2 meters wide and 5 - 7 meters in length). There are also extra barnacles created around the Mecha's Sword Forearm. The Mech will appear on either side of the user and will essentially scoop them up with the flat of the blade off the ground and then utilizing the new barnacles around the forearm they'll act as a piston mechanism and will shoot the arm forward whilst letting go of the sword, creating a powerful and speedy throw. This can be used to close the distance between the two parties or even just move out of the way. The user will surf on the edge of the blade which also has special properties, the barnacles on the other side of the blade manipulate it so that it surfs across the ground or through the air with chakra control and keeps it's high speed momentum, but allows it to arc around. Whilst riding the sword the user is free to do anything.

Dawnhammer
At any point during the battle the user can jump, allowing the sword to proceed forward the user will tap the pommel as it passes underneath and infuse the whole of the large blade with Wind Chakra which makes it spin rapidly on the spot and act like a drill capable of digging deep into the ground especially if used from above. The user will land soon after. This only counts as one of your three moves if used later.

- Can only be used 3 times
- Cooldown of 3 turns

(Rensa Dēmon no Ikari : Rantan Shōmei 11 Tsuki) - Chained Daemon Fury : Lantern Lighting November
Type: Offensive / Defensive
Rank: A
Range: Short - Mid (- Long if ejected)
Chakra: 30 (-15 for re-vitality)
Damage: 60
Description:
The User will use this whilst inside the Mech and it is attacking, whether it be with it's fists or any weapon of any kind in close quarters. The user will imbue the mech's weapon, body or limbs with an element of their choosing as they are attacking to break through a defence that had been put up or to strengthen it upon creation - it can also be used to tank an opposing attack leaving them still able to strike after. The Mech can if the enemy tries to escape by dodging can either; throw their weapon, punch or stomp the ground and release the element across the ground in a linear fashion, release as a chest beam if it was created as an armour. OR the Mech can Eject the user from it through the defence tanked or countered, and the left over Elemental chakra will transfer to them as they are propelled out of the mech in the direction of a target or someone else specified. The Ejection will force the user to close the gap between him and the escaping opponent. The user can be ejected with a freeform standard Calcite Weapon (Shell of the barnacles) and the elemental chakra will take the form of an aura around said weapon which can be thrown or used in close combat.

The Mech can if the Element is damaged after contact re-vitalise the coating passively, the chakra is leeched from the user since it's his own - however this can only be done after the initial damage has be deducted. If the coating is completely dispersed then it cannot be re-vitalised unless this jutsu is used again.

- Effect of 'King Katana' if equipped by the mech will increase this by one rank if sword is infused with it.
- Can only be used four times with three turn cooldown
- No S-Rank of the chosen element in the same turn

(Rensa Dēmon no Ikari : 10Gatsu o Saisoku suru Pisutoru) - Chained Daemon Fury : Pistol Prompting October
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The Mech summons a Weapon from it's homeland, it's summoned attached to one of the Mech's forearm, looking like a big barrel with a huge tube that sticks out of it - similar to a cannon make completely out of Calcite Shell. It can also be used as a hard durable baton and it comes equipped with a sharp edge on the tube; the shell is weak against Lightning and strong against Water. The Cannon comes equipped with a number of abilities.

Recoil
The cannon's standard ability is a stream ability which is the rapid firing of seemingly endless Lightning infused Thoracica shells at a target, it must be held in both hands when firing. These shells because they're being fired with great speed, about the speed of a lightning technique will tear through flesh and can cut them into pieces, removing limbs if aimed for them. (Weak to Wind, Strong to Earth)
- Costs a Move
- 3 Turn cooldown
- Is S-Rank in Power

Starshell
A Charged shot from the Cannon that fires a cluster of Barnacle shells into the air, they glow brightly emitting a continued "strobe" like effect which releases harmless pulses of blinding lightning chakra that will remove vision but anyone tied to the barnacle contract will be able to sense these pulses giving them an advantage from being blinded up to long range. The Cluster of Barnacle will float in the air, for the effect to cease one must destroy the cluster (A-Rank, weak to wind, strong to water)
- Can be followed up with Recoil
- Lasts for 3 turns

- Lasta until Mech is destroyed or dispersed
- Can only be created twice, no Chained Daemon Fury in the same turn or after (unless it's a move from this technique).
- User can create a hand held version of this, it's abilities are 1 rank lower and cannot be used by the mech (Vice Versa for other version). This version can be created 4 times.

Additional Effects and Restrictions:
- When Signers of the Contract drop the contract, they also Drop this Fighting Style since it cannot be used without it. Fighting Style must be taught all over again if that is the case.



- Must be Taught by LonelyAssassin

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Suna's Village Customs


I have permission forever as the 13th Kazekage U~U

(Katon: Kikokanten) Fire Release: Climatic Drought
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Superheating the surrounding air in the atmosphere to the levels of heat found in the desert, the user causes a drought by preventing clouds condensing and falling as rain. In addition to that, low-level moisture based suiton jutsus will be removed from the battlefield such as "Hidding in Mist Jutsu".

~ Usable once per battle
~ Prevents up to A rank rain Jutsu for 4 turns
~ Prevents B-Rank and below moisture based suiton jutsu for 4 turns


(Futon: Kazeuo no jutsu) ‡ Wind release: Grand war prison technique
Type: Supplementary
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
An advanced futon technique that is used to trap a victim inside a virtually inescapable sphere of air. The user sends chakra into the air around the opponent(s). Then, the user preforms two hand-seals and causes the air around the opponent/opponents to compress around them, binding them encase them in a near-invisible spherical prison of wind trapping them and restricting their movements. Once trapped the target is unable to move while within it due to the density of the air. Because of the density of the air it can be used, to a limited extent, for defensive purposes if performed on oneself. While active, the user cant preform any hand-seals. The technique last 1 turn maximum and user must wait two turns before each use.

Note: Can use a max of 3 times
Note: No Jutsus above S rank in the same turn


(Katon Genjutsu: Sabuku Stroke) - Fire Style Demonic Illusion: Desert Stroke
Type: Attack
Rank: A
Range: N/A
Chakra Cost: 30
Damage: 60
Description: An illusionary technique used by Sand ninja to limit their opponent's abilities when attacking the village. The user forms three hand seals and focuses their fire chakra into the sand around the opponent. The heat warms the sand causing it to warm the air around the target triggering the illusion. Once the opponent begins to feel the heat they begin to get light headed, has trouble focusing and feels fatigued. This prevents them from preforming to the best of their abilities while under the illusion, limiting them to two moves a turn and nothing above A-rank.
-Can be used twice per battle.
-Must be performed on a sandy terrain.
-Effects last for three turns or until the illusion is dispelled.


(Futon/Katon: Sutenresu koppu) Wind/Fire Style: Stainless Shard
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/a
Description: The user will do 2 handseals (Dragon>Boar), and slam their hands on the ground channeling wind chakra through the ground. They will then manipulate the wind to surround the opponent in a 5meter radius, picking up huge quanities of sand with it as it surrounds the opponent. Even though the wind is carrying the sand particles, it look as if it is a sand technique but it isnt. The user will then do the tiger handseal causing fire to cover the whole outside of the sand surrounding the opponent. This will cause the sand to harden into a glass like material encasing the opponent inside looking like a glass orb with the opponent inside of it

Note: Must be used on a sandy terrain
Note: Can use 3 times
Note: Must wait 2 turns before using it
Note: Harder materials of the same rank or above can break through it (Earth, Steel, Crystal, Etc)


(Fuuton/Katon: Ken Odoriko) Wind/Fire Style: Sword Dancer
Type: Attack
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: This is a unique type of wind jutsu as it can only work on sand terrains, and only be trained sunagakure members. The user will do a set of 2 handseals then palm their hands on the ground, channeling their wind chakra through the sand. While In the ground the wind will rotate gathering sand through the wind, following right after 10 sharp swords made of wind will launch up from underneath the opponent in a 6Meter radius. As they shoot up, they stop mid air around the opponent. These swords are completely surrounded/coated with sand due to the rotation of the wind that pulled in the sand from underground so it would look like sand swords that launched through the ground. The user will then do the tiger handseal to channel fire into each of the swords causing the swords to turn into glass. As they turn into glass the user will do the half tiger handseal to send the Glass swords raining down on the enemy.

Note: Cant use another Fire or Wind jutsu In the Same turn as this
Note: Counts as 2 Jutsu slots
Note: Can be used twice and must wait a period of at least two turns in between usage.
Note: Can only be done in a sandy environment.


(Genjutsu: Suna no kukkī) - Illusionary Arts: Sand Cookies
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A (+15 mental damage each time bones crumble in the illusion)
Descriptin: A genjutsu technique used by Sunagakure shinobis to defend against taijutsu attacks or other form of short ranged attacks which requires physical power from the opponent's body. Once the opponent is within short range, the user releases chakra to disrupt their opponent's chakra system and the chakra within their brain leading them to believe that their bones turned into cookies the moment they make their next physical action. This jutsu is commonly used while seeing their opponent under the process of landing an attack with their own body (most commonly a punch or a kick) at the user. Whenever the opponent takes an action which puts pressure on their bones (such as taking a step, jumping, taijutsu, freeform, etc) they will believe that the bones in use to perform this action breaks like cookies. This causes the opponent's attack to loose its full potential as it ceases to properly land on the user's body as it was supposed to while also inflicting illusionary pain in the opponent's body part which gets its bones crumbled. If they for example take a step and have their leg's/foot's bones break in the illusion then they would fall to the ground in reality because of being under the impression of being incapable to use their leg/foot. Taijutsu attacks used by the opponent which lands at the user would still inflict damage. However, as the attacks ceases to give the intended impact, taijutsu/freeform attacks would not be powerful enough to destroy inner organs or break bones. The illusionary pain, by itself, hinders the opponent from being as effective in close quarter combat due to lack of concentration.

~ 3 times per conflict
~ Lasts for 2 turns unless broken
~ Must wait 2 turns before using again
~ While under effect, opponent's taijutsu/freeform attack cannot destroy inner organs or bones


(Genjutsu: Kako no Senseikunshu) - Illusionary Arts: Tyrants of the Past
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A (80 due to mental strain)
Description: This is a special genjutsu, only exclusive to sunagakure members while on a sandy terrain. The user will do a set of 3 handseals inducing the opponent into a genjutsu, once done a cloud of smoke will appear around the user and the opponent, revealing the 3rd, 4th, and 5th Kazekage. As they are revealed it would seem as if the user used body flicker to exit the scene. Soon as the user disappear the jutsu starts. The 4th Kazekage will restrict the opponent's movement with gold dust by wrapping around the user's ankles and wrist to the ground similar to shackles immobilizing the opponent due to the heavy properties of gold sand. Once done, the 3rd Kazekage will materialize iron sand in the air forming a spear to pierce the opponent's thighs, chest , arms, legs, and chest, but careful not to pierce any vital organs (This is to reassure that he/she can't move with the iron sand stuck in their body also dealing crazy pains) While the 5th kazekage (Gaara) will cause the opponent to sink inside the ground all the way up to his head. Once the opponent's head is sunk inside the ground all the kazekages will quickly assemble to one point and do 2 handseals and slam their hands on the ground causing a formula to appear from their hands. Causing the 1 tail beast to be summoned right beneath them with all 3 of them on his head. The tailed beast will then gather up positive and negative chakra to form a tailed beast bomb and aim it at the opponent's head to deal lethal damage. In reality the opponent is simply stunned, and when pierced by the iron sand, he/she will receive mental pain where their brain would believe that the body has actually experienced them in reality and therefore also experience illusionary pain in their real body parts which were pierced in the illusion. Then once the TBB commence the user will have snapped out of the illusion but would be unconscious due to its overwhelming power.

Note: Cannot use above A-Rank genjutsu the following 3 turns
Note: Can only be used in suna terrain and borders
Note: Can only use once


(Futon: Nefutisu kōka) -Wind Release: Nephys' descent
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: This unique technique is only employed by the Shinobi of Sunagakure. Having become accustomed to life in the desert, the ninja of Sunagakure looked for ways to turn the blistering heat of the desert to their advantage. Eventually developing this powerful technique in which the user will make a string of five handseals finished by clapping their hands and releasing their chakra in to the air around them, causing the air to become heavy and thick with less oxygen content whilst at the same time picking up in speed. The effect of this is a stacking detrimental debuff that culminates in a number of turns. The core ability of this technique is to slow enemy ninja down and it does that by causing a sense of overheating and asphyxiation thanks to the lower content of oxygen and the incredible natural heat of the desert. Thusly any non Sunagakure ninja trapped inside this effect will suffer a decrease of -2 to both his base speed and reactions each turn for a total of four turns and then remain that until the end of battle. The second ability of this technique relates to earthen techniques and structures. While it is incapable of directly blocking earth based techniques, the structures created by earth jutsu will begin to crumble after a single turn of being on the battlefield becoming sand that crashes to the floor, this ability is effectively capable of turning any terrain in to a sandy desert terrain through the eroding power of the winds and whilst it will not defend against any techniques it will erode every earth based technique regardless of rank after a culminating number of terms. To erode a D rank takes one turn a C takes two a B takes three an A takes four an S takes five and a forbidden takes six turns to totally erode away to sand.

Note: This technique can be used once and only in Sunagakure Lands.
Note: This technique remains active for the entire battle, provided the user has the chakra remaining that is needed.
Note: Techniques that alter weather conditions can be used to dispel this technique but only if they're superior in power.


(Aite Ninpo : Kotonatta shiten) - Companion Ninja Art : Differed Perspective
Type: Supplementary
Rank: B-Rank
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description:
This is for Users who have Animal Companions through Summons, Inuzuka or a Generic Pet that a Biography has stated in said bio. This allows said user to be able to use that companion in a time of need, the user will touch their companion with a finger or hand and then perform two hand seals.

After the hand seals have been made the user's and companions senses will be linked. This is similar to Gaara's Sand eye technique and has been developed from that, the user will cover their eyes whether it be with a hand or their headband or simply by closing them and then will be capable of seeing through the Companion's eyes. The user has to keep their eyes closed to be able to see through their pets eyes which could be very disadvantageous. Techniques like Bringer of Darkness won't work on the user unless it is targeted at the pet, this also goes for Genjutsu that "traps" the user in a world, he will still see the real world unless the pet is targeted.

- Limited to Mammals, Birds, Reptiles and Amphibians
- Can be used on Summons with Sight, Generic Pets, Inuzuka
- Can't be used on a Fellow Human
- No Eyesight boost
- Link lasts until the user opens their eyes.
- Once eyes have been opened they cannot switch back, jutsu must be performed again.

(Fuuton: Moriawase Kaishuu) – Wind Release: Assorted Collection
Type: Defensive/Offensive
Rank: A
Range: Short (- Mid if used to attack)
Chakra: 30 (-10 per turn)
Damage: n/a (60 if used to attack)
Description: The user begins by clapping his hands, releasing his wind chakra and manipulating the air currents around himself to create a total of 12 unfolded, regular sized fans, made of wind which float, orbit, and rolls (sideways) around the user. These fans act as a barrier against incoming attacks that target the user’s body and are fairly large in size and are able to stop opposing elements following strengths and weaknesses. While this is in effect, the user can’t use any Fire elemental techniques due to being at risk themselves. The user can manipulate the wind to have them attack the enemy by all shooting outwards and fire an omni-directional attack or shoot them forward at a specific target.

- Lasts up to three turns
- Must wait two turn between use once the technique ends.

(Sōgu Fuuton: Kakushu fan dansu) - Manipulated Tools Wind Release: Assorted Fan Dance
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The User Takes out a Small Scroll coloured Green and Yellow, they will unravel it out in front of them in mid air and it will summon two Fans that are just a little small than Temari's. The User will catch one in each hand and either; spin around releasing a blast of wind from all around that spreads outwards growing bigger as it gets into the distance (Like Pressure Damage, this isn't omnidirectional as it doesn't fire from above. OR they can swipe both fans forward crossing one over the other to release many blades of wind from the edge of the fan that seem to endlessly multiply and cut anything down that's in the vicinity.

- A Fan Can then be Kept to use Wind Release that requires a Fan (Except Temari's Techs)
- The Wind Part can be done without summoning the Fans, as long as they have two Fans.
- Can be done three times

[Fuuton - Geirufōsu Fan) Wind Release - Galeforce fan
Type: Supplementary
Rank: A
Range:Short
Chakra: 30
Damage: N/A ( +20 To fan based wind techniques)
Description: A wind technique designed for Sunagakure shinobi in order for them to best utilise the wind element, This technique involves one focusing there wind chakra and by using shape manipulation shapes the wind chakra into a solid large fan, slightly bigger than temari's made of pure wind chakra which has a blue glow similar to the technique "Wind Style: Beast Tearing Gale Palm" which the user can hold, this fan can be used to perform all wind styled techniques which require a fan to use them with an aditional boost supplied from the wind fan itself. The fan itself due to being made of pure wind chakra feels as light as a feather to the user.

How this works is that when using the fan to perform a wind technique which requires a fan to use, it will supplement the fan based jutsu with its own wind energy in order to increase the fan techniques power.

The fan can be used as a common weapon for freeform attacking and defending and can cut just as well as a sword using the end of the fan, the surface of the fan can be used to block freeform attacks just as well.

-Can only be used twice per battle
- Must wait 2 turns between use

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Konoha's Village Customs


(Sarutobi Hi Ichizoku no Jutsu: Idaina Hai Hinotama) Sarutobi Clan Fire Technique: Great Ash Fireball
Type: Offensive
Rank: C-A
Range: Short-Long
Chakra: 15-30
Damage: 30-60
Description: Being capable of mastering high-level techniques for various jutsu in Konoha, the Sarutobi Clan was known for their afinity towards Fire Release, namely those that revolved around their trademark technique, the Ash Cloud technique. After observing the Uchiha Clan's Great Fireball technique for many years, they decided to develop a similar technique and make it more deadly by combining it with their own skills. Through practice and diligence, they came up with the Great Ash Fireball technique. As the user channels his chakra inside his lungs, he makes the Boar → Horse hand seals. As the user exhales, he releases a large fireball enveloped in ash. The projectile created is a compressed fire ball, covered in incredibly hot ash, resembling a ball of red hot rock rather than a fire ball. Upon impact, the ash breaks and releases the compressed flames into a fiery mayhem which rips through anything caught within a mid range area around its impact. The effect is devastating as the ash augments the destructive power of the fire by adding a physical almost sand-like grinding effect to it and by quickly engulfing the area in a cloud of blazing hot ash. Alternatively, the user can perform only the Boar handseal and unleash a barrage of smaller, yet much faster, Ash covered Fireballs. In this case, the quantity can be such that it seems more like a stream of ash and fire rather than a barrage of individual projectiles. The more chakra added, the more powerful the ash fireball becomes.
Note: Can only be used by Konoha Ninjas
Note: If A rank version is used, the user must wait at least 2 turns before using again in any form.

(Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre
Type: Attack
Rank: D-A
Range: Short-Mid
Chakra Cost: 10-30
Damage: 20-60
Description: The user channels their wind chakra throughout a forest, or into any number of trees, and coats the leaves with a thin layer of wind chakra. This thin layer of wind gives the leaves the ability to cut deep into skin. Once the leaves are coated the user takes control of them and causes them to envelope the target or targets. The more leaves available to more deadly the attack.
-Can only be used by members of Konoha
-One tree is equivalent to rank D
-A few trees is equivalent to rank C
-A thin forest is equivalent to rank B
-A large forest is equivalent to rank A

Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
Type: Offensive
Rank:S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.
-In order to use this jutsu, the user is required to have mastered his Genjutsu training
-Usable only twice per battle
-Usable only by Konoha Ninjas
-Requires user to know the Rasengan

(Katon: Ryūsei-gun) – Fire Release: Meteor Shower
Type: Attack
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage: 90
Description: The user extends both arms in front of him, with the palm of his hands facing forward. Then, as he focus fire and wind chakra into both hands, two small but bright flames will be create in front of each palms. Immediately after, as the flames keep hovering centimeters away from the user, he will start punching those flames at a blazing rate. Each times he do so, a powerful jet of fire will burst from the flame and shoot itself toward the enemy(ies). Each of those fire blast are so fast and powerful that an untrained eye will only see flashes of light and the craters created where the fire hit it's target. The total amount of damage will be divided by the number of fire blast sent. This mean that if the user shoots 4 blast, they do 20 damages each.
-Can only be used twice per match
-Can only shoot up to 10 fire blasts and a minimum of 3 fire blasts
-Must at least be Sannin rank to use this jutsu

(Sono Izō no Senju: Hachi Mie no Moji) The Legacy of Senju: Trigram of Eight
Type: Offensive/Supplementary
Rank: S-Rank (S-Rank)
Range: Short-Long
Chakra: N/A (40 per stage)
Damage: N/A (80 for the first stage)
Description: A simple yet devastating summoning technique, the Legacy of Senju was a technique designed by the Senju clan elders in the war thorn era of their feud with the Uchiha Clan. Designed to be effective against large enemies or large groups of enemies, the technique stands as a vicious and enormous attack using basic weapons to their fullest. The user will draw blood and perform the Rat+Tiger handseals while focusing copious amounts of chakra. As it glows red, the user will point his palm at a target. From 8 points around the target, in an octagon formation, 8 Senju Clan crests appear mid air, glowing in light blue. From them, a torrent of swords, daggers, kunais, shuriken, etc shoot out, faster than any ninja can throw them. As the technique triggers, above the target, a final symbol appears, the crest of Konoha, before a large octagonal prism is summoned, falling on the target from above. The prism will always be proportionate to the size of the target as are the weapons shot in the first stage of the technique. The prism is made of chakra conducting metal and has a smaller hollow area, allowing it to imprison the enemy inside. If the user knows fuuinjutsu, he can clap his hands upon the completion of the technique and focus a huge amount of chakra. The 9 crests will converge upon the prism and activate a powerful sealing technique, containing the target inside. The first stage of the technique carries 80 damage and is equal to an S-Rank Weapon attack, the second stage carries no damage but carries an S-Rank strength with it, while the sealing technique is a S-rank sealing technique, with 40 chakra cost. Sealing technique can be released by the user by spending 50 chakra points and doing the confrontation handseal. Enemies caught inside can release the sealing through whatever method is valid to release a sealing technique of that same rank.
Note: Each step counts as a move but the first two can be done in the time frame of a single one and simultaneously
Note: Cannot use summoning techniques above A-Rank for 3 turns; if the sealing technique is triggered, cannot use sealing techniques for the next 2 turns
Note: Can only be completely used once (with all three stages); however, one can use the first and second steps of the technique up to 3 times
Note: Can only be used by Konoha Ninjas

(Fuuton: Arashi) – Wind Release: Tempest
Type: Attack
Rank: Forbidden
Range: Close-Long
Chakra Cost: 50
Damage: 100 (-20 to user)
Description: The user will start by infusing a large amount of Wind chakra into a projectile (Kunai, Shuriken, Needles…etc). Then, after he throws it, he will perform one hand seal which will trigger the jutsu. A devastating spinning wind will be created around the kunai, merging with it. From the enemy’s point of view, it’ll look like an F-5 tornado is coming toward him, horizontally, and that the tip of that tornado is the kunai, which is now spinning at a furious speed. This jutsu will carve the very earth as it rushes toward its target, and it’ll leave the field devastated to the point where even the user will suffer damage and be projected long-range from his initial position. Even if the jutsu doesn’t directly hit the opponent, both him and the user are left with several cuts on their bodies, moderately bleeding.
-Can only be used once per match
-No S-rank and higher Wind jutsu next two turns
-Must at least be Kage rank to use this jutsu

(Hijutsu: Konohagakure no Rō) Hidden Technique: The Law of the Leaf
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 70
Damage: 90 per each enemy on the field (-15 to the user)
Description:
A technique developed to protect the hidden leaf, ages ago, the Law of the Leaf is an offensive technique that has no equal in terms of power. The user will gather an immense chakra and mold it into his primary elemental chakra nature, focusing it in his hands and will clap them. Depending on what elemental chakra the user is primarily linked to, the effects will vary, though a unique characteristic will be kept: bearers of the Will of Fire or the Will of Darkness will suffer no harm from any of its variations. The technique itself is designed as a punishment to anyone who the caster sees as an enemy of the Hidden Leaf and was made specifically to fight more than one enemy at a time.
Earth: as the user claps his hands and the technique is triggered, the earth around the user shatters outwards in a gigantic shockwave-like effect (as if the earth was punched by a large, invisible fist from above). The jagged rocks lifted from the ground, rise up into gigantic spikes, chasms, fissures, plateaus, etc, altering the terrain in a dramatic fashion. As the ground is cracked outwards all around, the large rocks will converge upon any enemy nearby. The rocks will lift up and converge upon them with drastic force and speed, pilling themselves upon the enemy in rocky layers, eventually crushing the enemy within.
Water: as the user claps his hands and the technique is triggered, countless droplets of water materialize and seemingly grow out of thin air all around the field. The thick and gluey spheres of water rapidly converge upon any enemy on the field from all directions, first heavily impacting upon his body and then rapidly spreading across it. Once the enemy is fully covered in the gluey water, he'll begin to suffocate as the water, even when the technique ends, will retain its stickiness and be incredibly hard to get rid of. Seemingly simple, the speed of the small droplets and the sheer number of them add up to make one of the deadliest techniques.
Fire: as the user claps his hands and the technique is triggered, an inferno of flames rapidly rages outwards from his body in tendrils, waves and large arcs, as the user releases more and more flames. Rapidly resembling a sun, the user will shine in a bright orange color as the flame arcs and tendris spread chaos all around. The flames, once released will be attracted to any enemy on the field and surround them in a mayhem inferno of rotating flames and reducing them to ash.
Wind: as the user claps his hands and the technique is triggered, the air all around shifts as if a large shockwave passed through the field. As this happens, strong currents of wind ravage through the field seemginly out of nowhere in rapid speed as the skies darken and the weather shifts, converging upon any enemy around and rapidly surrounding them. Forming large spheres of ravaging rotating winds, the currents tear upon any enemy in the field, cutting and bashing their bodies inside until nothing is left.
Lightning: as the user claps his hands and the technique is triggered, electrical arcs span away from the users body as he glows in a golden light. Small minute electrical discharges will be felt all around the user and the sky will rapidly become charged with great amounts of electricity. Suddenly, Lightning will fall from above in the form of a large cylinder of golden light, hiting the ground with the user as its center. The effect is drastic and the speed ridiculous. Ravaging the field all around, the lightning will only affect enemies who will be electrified and killed if they can't defend or escape from the technique.
Note: Usable only once per battle
Note: The technique can only be used for the element in which the bio who is using it specializes (this means, the element it is able to use with one handseal). In the case a bio has no elemental specialty, the user will need to do 5 handseals prior to clapping his hands and pick one of the 5 elements above. Bios that can wield more than one elemental specialty can pick between the available ones to use.
Note: The element used for the technique cannot be used above B-Rank for 2 turns and the user cannot use any other Forbidden Rank techniques for 2 turns

Summoning Technique: The Golden Branch Armor (Kuchiyose no Jutsu: Eda no Yoi Yoroi)
Type: Supplementary
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A (60 if used offensively)
Description:
All Konoha ninjas sign a contract which links them to a secret bunker inside the village. In this bunker, hundred of thousands of different weapons exist, from basic ones, to more elaborate ones, making the whole of the villages arsenal and armory. With a simple chakra cost and using the basic summoning method (blood + handseals + slam hand on air/surface) the user can call forth any number of these weapons to aid and use in battle. If he wishes, he can summon them anywhere around him up to mid range, which can result in damage if used correctly. However, as they are summoned they carry little to no momentum thus the damage is only possible if the user summons the weapons above his opponent which will enable them to fall under the effects of gravity and thus do damage (summoning a large amount of weapons more than 10 meters above the target will induce the mentioned damage). The technique can be used in tandem and in a fast sequence with the (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu, which doubles its damage and its lethality by multiplying the number of weapons almost to infinity. The list of weapons one can summon encompass any basic weapon known to exist in the ninja world though the most common variations are: Shurikens, Kunais, Knifes, Needles, Swords, Axes, Spears, Staffs, Shields, Bows, Nun-chucks, etc. The user can summon from each type specific weapons, like summoning a windmill shuriken instead of a normal one or a broad sword instead of a katana or a ninjato.
Note: Usable only by Konohagakure Ninjas
Note: The user can use this technique with (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu to double its damage, costing 2 moves but being done in the time frame of a single move

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Summoning Animal : Fisher Scroll Owner : Other Users who have signed the contract : Cobra73 Summoning Boss if existing :
Summoning Technique: Buck the Fisher Boss (Kōatsu itachibosu)
Rank: S Type: Supplementary / Attack Range: N/A Chakra Cost: 50 Damage points: N/A (+30 when with dagger) Description: Buck was a small furry Fisher that had a long body, tail and a set of short limbs, He is also no bigger than 75cm. Buck also wields a small Dagger that is no bigger than a kunai, it is white and curved, he wears a green eyepatch to show superiority and has smoke bombs. Buck is able to use up to A-Rank Earth Release with Handseals. He can only use normal strong fist Taijutsu up to C-rank, this means no NB Taijutsu or EIG Techniques. He is quite fast and is slightly faster than a human. -Can only be summoned once per battle -Can only be on the battlefield for 4 turns -Fisher Summoning can only be taught by LonelyAssassin Approved :
Other Summoning Animals Tied to contract :
Summoning Technique : Triad the Water Lurker
Rank : A Type : Supplementary/ Attack Range : N/A Chakra Points : 40 Damage Points : N/A Description : This fisher is white and can stand up like most. He is a water user and is quite short compared to buck, he is only 50cm of height and has a longer snout than buck, he is also seen with a red bow tie to show his superiority to most Fishers, he also has smoke bombs. triad can use up to A-Rank Water Release with handseals. He is very fast and can match the speed of a human. -Can only be summoned once per battle -Can only be on the battlefield for 4 turns Approved :
Description: Fisher are usually dark brown in color. Males oftentimes have a lighter grizzled coloration on the face, head and over the shoulders. The longer guard hairs in the fur are 1 1/2 to 2 inches on the body and 1/2 inch longer on the tail. The fur on males is much coarser than on the females and both are darkest on tail and legs. Two small, white patches of fur are found in the front armpit areas. Fisher have 38 teeth. Five toes register in fisher tracks and the inside toes are smaller and placed behind the other four. The fisher cannot retract it's claws and they are usually dulled somewhat by constant contact with the ground and rocks. Approval :








 
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