Lost Teachings of the Raging Beast

Ańbu Juniør

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Custom Element
Custom element Japanese name: Seshiumuton
Custom element English name: Liquid Caesium Release | Sky Silver
The element is based on: Earth Release, Fire Release, Shape Manipulation, Advanced Chakra Control

Caesium, or Sky Silver as it's called, is a silvery-gold metal that exists in a liquid state due to it's incredibly low melting point. The element is highly reactive when introduced to hot air or water, often igniting as it evaporates or exploding altogether.

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

It has been shown in the manga on multiple occasions that shinobi are not only able to manipulate the earth itself, but even minerals in the earth through things such as steel release, sand release, and crystal release. In the Narutoverse shinobi are also capable of producing many of these elements directly from their bodies through the use of chakra. The manga has also been shown to have many of the minerals and elements that exist in the real world, such as gold and silver, which makes it easy to assume that Caesium also exists, seeing as how it's the 45th most common element in the earth.

How it works:

As touched on briefly above, Caesium is a highly reactive, silvery-gold metal that exists in a liquid state. It is created by manipulating the consistency of the user's Fire chakra and adding Earth chakra to create the base of the element, which results in a metallic liquid being produced, after which Shape Manipulation is introduced to allow the element to take on various shapes. Due to its low boiling point Caesium can easily be evaporated when exposed directly to fire, immediately explodes on contact with water, and ignites when exposed to highly heated air. The element has a special trait that can only be found in a few substances, which is being more dense in its liquid state. Due to this density and through the use of shape manipulation, the user can concentrate Caesium to form constructs that are able to stop solid objects and function almost as a solid when concentrated enough, while still maintaining the viscosity of liquid and regain its shape. Caesium can be released from the user's body, or from the ground by channeling the chakra into the earth. When the element is ignited and begins to evaporate it creates bright blue flames that can burn an opponent if not properly defended from, and the light from the flames can effectively blind anyone within short range. Due to the nature of Caesium it serves more supplementary/defensive use, but still retains enough power to be used offensively.

Other than being highly more reactive than Francium, there are a number of other ways in which Caesium differs from it. Firstly, liquid Caesium is corrosive, allowing it to dissolve solid objects and metals. Secondly, it reacts even more violently when exposed to water than Francium does, leaving a large amount of smoke behind after each explosion. Another note of difference between the two elements is that Caesium causes burns upon contact with the skin or eyes. The last point of difference is the blinding blue light given off when Caesium ignites and begins to evaporate.

Jutsu Usage Examples:

(Seshiumuton: Sōsa Jörð) Caesium Release: Manipulation of Jörð
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user channels his chakra and, after performing a single handseal, creates constructs such as pillars, orbs, walls, or tendrils of Caesium that can either be used to attack, defend, or bind. These constructs can be made to resemble anything within the user's imagination, and can be made either from their body or from the ground.

(Seshiumuton: Magni Hosoku) Caesium Release: Magni's Entrapment
Type:
Offensive/Defensive/Supplementary
Rank:[/B] A
Range: Short - Long
Chakra: 30
Damage: 60
Description: After performing three handseals the user channels his Caesium chakra beneath his opponent and creates a large amount of tentacle-like appendages of Caesium that rise from the ground and binds the opponent in place. These tendrils are large enough to wrap around and entangle even a large summoning, and by performing another handseal the user can have the Caesium continuously expand until it completely encases the target.

Conditions to be able to use it:

User must have completed training in Earth and Fire Release.
User must be Jounin Rank or higher.

Is weak to:

Fire Release: Fire will be able to easily reduce Caesium to its boiling point and force it to ignite, which causes Caesium to burn away in with a bright blue light as it evaporates. By using fire to heat up the surroundings similar to the effects of Scorch Release, Caesium will easily evaporate.

Scorch Release: Caesium ignites spontaneously when exposed to hot air, and since scorch is just that, the element will ignite when exposed to it and evaporate.

Lightning Release: Caesium is a semiconductor, meaning that electricity can be channeled through it. In addition, the sharpness of lightning techniques will be able to easily slice through Caesium. However, due to the heat generated from the electricity the Caesium will evaporate and give off a bright blue light that can temporarily blind both the user and the opponent.

Is strong against:

Water Release: Caesium reacts violently when it comes into contact with water by instantly exploding. However, the force of the explosion is enough to scatter the water that touches the Caesium in its entirety.

Ice Release: Caesium reacts violently with water in any state, and ice in no exception. When ice and Caesium come into contact with each other the element will immediately explode and shatter the ice, scattering it in every direction.

Earth Release: Caesium is exceedingly corrosive towards solid elements, and is capable of corroding through earth with ease. It has a density of nearly twice that of water, but reacts violently when the two come into contact.

Steel Release: Due to its corrosive properties in its liquid state Caesium is capable of overpowering and destroying structures made of steel.

Wind Release: Due to it's incredible density, Caesium is capable of withstanding blasts of wind that would normally dispel most liquids, and is flexible enough to retain its shape when facing slicing/piercing wind techniques.

Co-creator: Delta

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

☣ P a t e n t C e r t i f i c a t e ☣

I, Daemon, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Anbu_Junior, our loyal member, gave on the date March 21st 2020, a request for a Patent on his custom element (Seshiumuton); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;

Insert Stamp Here

Powered by Daemon
Copyright © 2020, Anbu_Junior, Animebase.me​


Approval Link: [X]

(Seshiumuton: Sōsa Jörð) Liquid Caesium Release: Manipulation of Jörð
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: The user channels chakra and performs the required handseals in order to create constructs such as basic weapons, pillars, orbs, walls, or tendrils of Liquid Caesium that can be used to attack, defend, or for supplementary purposes. These constructs can resemble anything within the user's imagination and can be made from their body or the ground. Though these constructs hold the effects of Liquid Caesium, the user and those designated as allies are able to come into contact with the substance without receiving damage when used for supplementary purposes.

Notes:
- A-rank constructs can be created four times per battle, and S-rank constructs can be created thrice.
- B-rank Liquid Caesium Release techniques require a single handseal, A-rank requires three, and S-rank requires four.

(Seshiumuton: Surtr No Fōsuobukaosu) Liquid Caesium Release: Surtr’s Forces Of Chaos
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user channels their chakra and performs the necessary handseals to create entities made of Liquid Caesium that rise from the earth or are produced through the user’s body. These entities vary in size and can mimic the form of anything the user has seen or can come directly from their imagination, but can be no larger than the Great Stone Golem. They can use their body to attack directly, dealing damage according to their rank, and are capable of performing Liquid Caesium techniques equal to their rank without the need for handseals. Though these entities hold the effects of Liquid Caesium, the user and those designated as allies are able to come into contact with the substance without receiving damage, allowing them to be used for travel and other means outside of battle.

Notes:
- Created entities can last up to four turns per usage of this technique.
- A-rank entities can be created four times per battle, and S-rank ones can be created thrice.
- Creating B-rank entities require a single hand seal and cost -5 chakra to sustain, A-rank requires three and cost -10, and S-rank requires four and cost -15.

(Seshiumuton: Vígríð No Keshin) Liquid Caesium Release: Vígríð Incarnation
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user performs four handseals and channels his chakra into the earth through his legs or hands. This creates a layer of Liquid Caesium three meters beneath the ground that oozes upward to the surface, making the enemy unable to utilize techniques that use the ground as a source as they would be corroded before surfacing. Destroying the layer of Liquid Caesium requires complete destruction, as simply destroying a part of the layer will only result in it regenerating as more Liquid Caesium oozes upward to take its place. Additionally, the user can control this layer via hand movements to form defensive walls or to bind the opponent, dealing 40 per turn as the Liquid Caesium corrodes their clothes/armor and deals damage to their skin directly. However, the constructs formed from the material can’t be created within short range of an enemy unless they are also within that range, and can’t converge on an opponent if they’re positioned outside of the affected area. Though this layer holds the effects of Liquid Caesium, the user and those designated as allies are able to stand atop it without experiencing the damaging effects over time.

Notes:
- This technique lasts for four turns per usage.
- Manipulating the layer through hand motions counts as a move per turn.
- This technique can only be used twice per battle and requires a two-turn cooldown between uses.

(Ninjutsu/Seshiumuton: Roki No Gyanbitto) Ninja Art/Liquid Caesium Release: Loki’s Gambit
Type: Defensive/Offensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 10
Damage: 20
Description: A more effective form of the substitution technique, Loki’s Gambit has the user release chakra outward in the form of Liquid Caesium that perfectly mimics the user's shape while they move up to mid-range in any direction of their choosing. This allows the user to avoid incoming taijutsu and kenjutsu attacks by having the Liquid Caesium take the full brunt of an attack. If an opponent's strike connects to the material, then their body or weapon will sink into it. Solid weapons that make contact will be dissolved due to the corrosive properties of the element, while body parts will suffer 20 damage from being burned. This dissolving effect will be based on the S/W of the element and effect items of up to one rank higher.
 
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Ańbu Juniør

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Custom Element

Custom element Japanese name: Anburaton

Custom element English name: Umbra Release

The element is based on: Yin, Fire, Fuuinjutsu

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

Umbra Release is composed of Fire Release and Yin energy, as well as Fuuinjutsu. In the series, it has been demonstrated that Yin is the energy that governs one’s spiritual energy and areas pertaining to the mind, darkness, imagination, and creation. Through Saruke Uchiha’s use of Yin Release in combination with Lightning Release and Sage chakra, he was capable of producing a black Chidori primarily due to Yin’s ability to give form to the imagination. Through a similar influence, as well as its combination with Fire Release to grant Umbra’s appearance and form, it gains its primary ability: Manipulating spiritual defenses. As the concept of spiritual defenses is directly related to Yin Release, through this one can bolster or reduce a target’s spiritual defense and even inflict negative effects such as dejection and Idleness.

How it works:

In his attempts to replicate the violent purple energies that erupted from voidspace and were masterfully wielded by the Voidlord Phetra in the Palace of Ganzir, Kōtetsu Inuzuka ended up creating an element he referred to as Umbra Release that came to exist through the combination of Fire chakra and Yin energy, with added characteristics of Fuuinjutsu. Umbra Release is somewhat similar to Fire Release in its physical characteristics, taking the appearance of an energetic violet flame. Like with regular fire, Umbra can be manifested in numerous ways. It can be expelled from the user’s body or conjured on the field around them except within short range of an opponent unless the user is also within that range.

Because of Yin’s spiritual properties, Umbra's primary ability allows it to deal spiritual damage to living targets including summonings, creations, clones, and Edos. Upon striking living beings the flames deal no physical damage, but instead can interact with spiritual energy and inflict spiritual damage while leaving the body undamaged. Because of this enemies struck directly by Umbra possess no noticeable wounds despite the injuries occurring to their spirit, which causes the target to feel a cutting sensation as if they’re being ripped apart while the flames feed on their spirit.

Umbra’s primary ability is based on the concept of spiritual defenses, which is achieved through Yin Release but is not to be confused with Spiritual Health or the ability to heal from it, nor does it grant bonus durability. Through this, the user can manipulate the balance between the spiritual and physical energies within themselves and those designated as allies to grant potent spiritual defenses. By adding spiritual energy the user tips the balance to favor Yin, resulting in increasing their defenses against illusions and other spiritual techniques such as Yamanaka and Ronin abilities, reducing the damage done to their spirit by temporarily increasing their defenses. This does not come about from stealing foreign spiritual energy but from the user fortifying the target’s spirit. This can also negate the effects of certain Yang techniques that forcefully cause an imbalance by purging the excess Yang energy.

When an opponent is struck by an Umbra technique they will not only take spiritual damage, but the Yin energy will eat away at their chakra network while applying degenerative effects by reducing the target’s spiritual defenses. These effects follow similar traits to the “properties of sloth”, primarily those which are dejection and idleness. These effects will vary depending on the rank of the technique used but can cause the target to lose coherent perception of the world around them, weakening their ability to defend against genjutsu, and can also hamper their ability to cast techniques of a certain rank or within the same timeframe.

As mentioned above, Umbra Release possessed characteristics of Fuuinjutsu, which is incorporated into the element upon formation. The sealing property gives Umbra a unique aspect that governs its interaction with elemental techniques, including those brought to life through Yang Release, and other chakra or energy-based abilities. Derived from its combination of Fuuinjutsu and Yin Release, “Feed The Void” is a trait that allows Umbra techniques to feed upon those possessing equal or lower chakra than themselves, allowing it to appear as if they're consuming the abilities it interacts with as it neutralizes or overpowers them.

While this ability does not increase the strength of Umbra techniques, it allows them to become self-sustained on the field for an additional number of turns by utilizing the consumed chakra or energy of techniques it overpowers as a sustainment source. This means that self-sustainment only triggers after absorbing techniques of lower chakra. Because of this ability, Umbra techniques that last multiple turns inherently possess shorter turn durations. In terms of interactions with elemental techniques and other chakra-based abilities, Umbra will cause those that are not solid in composition to completely dissipate after neutralizing or overpowering them, as opposed to reverting to a purer state of being. Techniques that are purely solid in composition, such as Earth, Ice, or Steel Release will have their forms become unstable and crumble after having the chakra within them consumed. The remains of these Solid techniques deal no damage and cannot be manipulated in any way.

Jutsu Usage Examples:

(Anburaton: Furuki Kami no Ko) Umbra Release: Child of the Old Gods
Type:
Offensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 80 - 120
Description: Child of the Old Gods encompasses the basic applications of Umbra Release. Through this technique, the user can produce Umbra from their body or manifest it around them, though it cannot be created within short range of an opponent unless the user is also within that range, and can shape it in the form of anything from their imagination. This includes projectiles, weapons, walls, vortexes, etc.

Conditions to be able to use it:

The users must be Jounin Rank or higher.
The users must have completed training in Fire Release, Yin Release, and Fuuinjutsu.

Is weak to:

Umbra Release is Neutral to all natures and abilities, except Anutu and its components.

Is strong against:

Umbra Release is Neutral to all natures and abilities, except Anutu and its components, but is superior to raw chakra.

Co-creator: N/A

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


Approved, Cba to find the approval note but will edit in later.



(Anburaton: Furuki Kamigami no Ko) Umbra Release: Child of the Old Gods
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 80 - 120
Description: This technique entails the basic applications of Umbra Release. Child of the Old Gods allows the user to produce the violet flames from the body or manifest it in any form they can imagine anywhere on the battlefield, though it cannot manifest within short-range of an opponent unless the user is also within that range as well. Manifested constructs that are maintained require the expenditure of -15 chakra per turn but allows the user to perform other actions simultaneously and can last for up to two turns. When the flames are released the user will choose to apply the reducing or bolstering effects of Umbra Release as outlined in Gateway to Infinity, with the flames damaging only those designated as enemies while harmlessly passing over allies.

As an effect of the “Feed The Void” trait inherent to Umbra Release, this technique is capable of self-sustainment by using the absorbed chakra of techniques overpowered after a clash as a source. A technique overpowered by 10 chakra allows Umbra Release techniques to sustain themselves for one additional turn, dealing 10 additional damage following initial contact with the opponent. This increases by one turn and 10 damage per turn at each chakra tier for as long as an opponent remains in contact with the flames, and caps at a 40 chakra difference.

Notes:
- A-Rank applications require three handseals, while S-Rank requires four.
- At A-rank this technique can be used four times per battle, while S-rank can be used thrice.
- No Yin or Umbra Release techniques above A-Rank can be used in the following turn.
- The spiritual flames will always damage enemies on contact regardless of which effects are applied.

(Anburaton: Tsuihō no Ekō) Umbra Release: Echo of Expulsion
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 50
Damage: 100
Description: Echo of Expulsion is a basic technique that allows the user to draw upon Umbra’s violet flames, surging it throughout the body to cleanse any debilitating afflictions affecting them by consuming the foreign chakra that permeates through the body, especially against techniques like powerful genjutsu, Ronin and Yamanaka abilities, and chakra imbalances cause by Yin and Yang release. It doubles as an offensive technique that deals considerable damage as the surged chakra is released outwards. The technique appears as a pulse of violet flames that travels up to mid-range in all directions and carries the reducing or bolstering effects of Umbra Release as outlined in Gateway to Infinity, with the flames damaging only those designated as enemies while harmlessly passing over allies.

As an effect of the “Feed The Void” trait inherent to Umbra Release, this technique is capable of self-sustainment by using the absorbed chakra of techniques overpowered after a clash as a source. A technique overpowered by 10 chakra allows Umbra Release techniques to sustain themselves for one additional turn, dealing 10 additional damage following initial contact with the opponent. This increases by one turn and 10 damage per turn at each chakra tier for as long as an opponent remains in contact with the flames, and caps at a 40 chakra difference.

Notes:
- This technique can be used three times per battle, requiring a two-turn cooldown between each use.
- After use, the user is unable to use Yin, Yin-Yang, or Fire Release above A-Rank for a single turn.



 
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Ańbu Juniør

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Custom Element


Custom element Japanese name: Hokkyoku āsurirīsu | 北極アースリリース
Custom element English name: Arctic Earth | Arctic Earth Release
The element is based on: Water+Wind+Earth

Facts that prove the element to be possible (in the manga context):
Permafrost or cryotic soil is perennially frozen ground that remains at or below zero degrees Celsius (32 degrees Fahrenheit) for two or more years and forms in regions where the mean annual temperature is colder than zero degrees Celsius. Permafrost underlies about 20 percent of the land in the Northern Hemisphere and is widespread within the Arctic Ocean’s vast continental shelves and in parts of Antarctica. Most of the world’s permafrost has been frozen for millennia and can be up to 5,000 feet thick.

Now in terms of the NV, lands such as Yukigakure and Land of Frost (land between Land of Hot Water and Land of Lightning where Naruto challenged the Raikage to desist his blood lust for Sasuke) should geologically possess this natural phenomenon. Given the lands of the NV has been around a very long time. It's very simple to grasp, as long as there is a slab of earth or section of earth constantly exposed to subzero temperatures permafrost will be formed. Sometimes deep within the soil (making it inaccessible at times) and sometimes right below the fauna, it all depends on the amount of time it took to make it.

How it works:
Although similar to the cannon release Arctic Earth varies in that it is actually made of frozen earth not frozen water. This special sub zero earth has been compressed and cooled to such low degrees for such long periods of time it has reached a state of absolute frost, meaning it is close to impossible to melt under traditional means and requires almost same amount of time for its creation for its destruction. That is, if a slab of permafrost took two years to become permafrost it would take approximately 10-15 years for its degrade. Contrary to popular belief, permafrost rarely melts and rather thaws as it contains a large percentage of substrate materials other than ice, it thaws rather than melts even as any ice content melts. These other substrate materials include earth metals, minerals, and other naturally occurring elements that can be found in regular earth, this means permafrost is actually impure in its chemistry makeup. However, when permafrost does melt there is a release of gasses and all the impurities that contributed to its creation. This would mean, the element consists of Water, Wind and Earth. How it works is by cooling the earth to the point where normal water would be frozen and using its normal moist composition the earth is frozen giving birth to a special type of earth. This means that Arctic Earth is not as translucent as normal ice but instead has silvery shallow water look. Exposure to permafrost through direct contact with the skin can leave devastating blotches of frostbitten flesh due to the sheer frigidity of the substance.

Alternately, being frozen soil would make it more blunt and act just like earth but at a much cooler temperature and with much more compactness meaning it wouldn't shatter or cave in like regular earth would as frozen water holds it in place firmly. Instead of being individual earth particles amalgamating to a general shape permafrost is actually earth with frozen water and other minerals inside its composition which would make it a solid rather than particles suspended in a frozen solution. In addition to heightening the melting point, the frozen impurities such as water and other earth metals and minerals in the composition of Arctic Earth also lowers it freezing point making it much more frigid to the touch than regular ice and also increases the durability of its formations. Because of its unique composition, Arctic Earth can be formed from earth (by the user infusing his Arctic Earth chakra as the catalyst to add moisture to the earth while while also super cooling it in mere seconds). Also, Arctic Earth has much more density and weight than regular earth with the ice component giving it the sheer crushing power similar to earth jutsu. Despite its bulky make up, the user can still morph it into a shape of his choice similar to normal Doton, Mokuton and Hyōton shape manipulation.

Usage Examples:
(Hokkyoku āsurirīsu : Sōzō)- Arctic Release: Creation
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage: N/A
Description: Using his Hokkyoku āsurirīsu chakra the user will cause a tool or object of his imagination (and limited by logic and the NV of course) to spring from either the earth he is standing on or a water source. This happens quite quickly and can be mistaken for teleporting objects. The objects created are completely composed of permafrost and hence carry the same strengths and weaknesses.

(Hokkyoku āsurirīsu : Hādona tachiba)- Arctic Earth Release: Hard Footing
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: The user will focus his Hokkyoku āsurirīsu chakra in the ground below his opponent causing it to turn into permafrost. The surface of this area is very slippery and can cause them to lose footing if not countered properly. The formation is limited to a short ranged disk beneath the foot of the target (5 meters in diameter) while it is capable of affecting targets up to mid ranged of the user.

(Hokkyoku āsurirīsu: Akumanohōyō)- Arctic Earth: A Demon's Embrace
Rank: A
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user will will cause four frozen earth structures humanoid in shape to sprout from the ground around the opponent holding him in place at his back, left, right, and at the front. While in this 'embrace' the user's body temperature is significantly lowered due to the frigidity of Arctic Earth to the point where his very bodily actions will slow (heart rate, muscle movement, blood circulation). With the opponent in place the figures will begin to merge creating a extra personal ice prison that shapes around his body leaving no room for even air. To break free from this trap the opponent would need an outside force to help as almost all of his body is delicately covered by the four figures hugging around him. He has also very limited view of the outside world due to the obstructing earth particles that make up the frozen earth (permafrost).

Conditions to be able to use it:
Mastery over Fuuton, Suiton, and Doton. And at least Kage level chakra control

Is weak to:
Mokuton: Although very harsh, plants have been seen to grow through permafrost giving its weakness away to the obvious Mokuton (Wood Release)

Lightning and storm: Having both earth and ice in its makeup Arctic Earth, unfortunately, falls prey to lightning and storm.

Earth and metals: Although capable of blunt damage, due to its ice makeup Arctic Earth is quite fragile on the molecular level, and as such earth and any other blunt damage release is capable of shattering it.

Is strong against:
Katon: Permafrost has a very high melting point due to its impurities. This is another point where it varies from regular earth.
Wind and Suiton and their variations: Almost like an absolute defense, Permafrost is known to trap methane gas under its
formations for millions of years (even as we speak in some oceans) and with very little space within its composition, air and any gas type of release is incapable of passing through its dense formation. This also proves the resilience of the substance towards liquid by not allowing it to pass through with its non porous build.

Decay: Permafrost can retain its fidelity for millions of years regardless of weather conditions or molecular disturbances. And it's also been proven to house long dead organisms while preventing them from rotting.

Ice: Although similar to, permafrost is significantly more dense than ice and can damage the release with little to know effort. Thanks to earth metals and minerals filling its spatial composition.

Crystal: Too fragile for the likes of frozen earth, Arctic Earth shatters the release with little to no effort.

Sound: Having a higher density than regular earth Arctic Earth is able to withstand high frequency waves that would otherwise shatter regular ice, this is because of it's earthen particles acting as shock and sound absorbents throughout its makeup.


Co-creator: Gutsy Jiraiya

Students I passed this custom element on too: Six Paths & Hokusai



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

I, Caliburn, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Zaphkiel, our loyal member, gave on the date July 28th 2015 a request for a Patent on his custom element (Arctic Earth); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;

Hokkyoku āsurirīsu
Powered by Caliburn
Copyright © 2015, Zaphkiel, NarutoBase.net

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Approved here.


Taught Here: [X]

I: (Hokkyoku āsurirīsu: Fuyu no Sasayaki)- Arctic Earth: Whispers of Winter
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.

II: (Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):
- Can only be done 2×
- Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn

III: (Hokkyoku āsurirīsu: Shi-jigen ni Hinan) - Arctic Earth: Refuge in The Fourth Dimension
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: This technique, similar to the Hiding in Rock technique that allows the user to merge with any earthen structure, allows the user to fuse himself with any Arctic Earth structure he comes in contact with. This fusion is much more in depth as the user essentially 'becomes' the structure. For example if the user creates a permafrost golem he may enter the golem and become it. Performing maneuvers and jutsu within this new body. This also has its disadvantages; in addition to be super weak to lightning, earth, and Mokuton techniques, if the structure that the user has fused with is completely destroyed he is killed. While inside a permafrost structure the user can only perform Arctic Earth techniques, Suiton, Doton, and Fūton ninjutsu. Everything else becomes impossible for the user to perform such as Taijutsu, Ninjutsu (non-elemental), Genjutsu, and Kekkei Genkai technqiues. While in the body the user has the utmost control over it as he would with his own body, and moving at his base speed. He is also able to exit at any time (providing that it isnt severely damaged) but doing so destroys the structure.
Note (s):
- Can only be used once every two turns
- Costs 10 chakra per turn to maintain

IV: (Hokkyoku Āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rod(s) will shatter violently (but not completely disintegrating), sending boulder sized chunks of Arctic Earth in all directions of the impact up to long ranged to litter the field with debris. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Each boulder/pieces of debris can be used as source for future techniques.
Representation of Aftermath:
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Note (s):
- Can only be done once.
- No Arctic Earth techniques of A ranked and above for two turns after.
- User is unable to perform Doton, Futon, and Suiton techniques above above S ranked for a turn after
- No other Forbidden rank techniques in the same turn and next.
- Due to the exhaustion of this, the user loses 2 ranks to his speed for 2 turns

V: (Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).
Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down.

VI: (Hokkyoku Āsurirīsu: Omo no Freljord)- Arctic Earth: Lord of The Freljord
Type: Supplementary/Offensive/Defensive
Rank: N/A (Dependent)
Range: Short-Mid
Chakra cost: 20
Damage: N/A (Dependent)
Description: Omo no Frejlord is a technique dedicated to using the remains of Arctic Earth techniques once they've been destroyed or reduced. With hand gestures the user will take control of any pieces/shards of Arctic Earth around him up to mid ranged and can send them flying at a target in an effort to dish out some last second damage before the structure is truly wasted. Something very important to note is that Omo no Frejlord's true rank and damage is equal to one less rank of the technique that it was taken from. For example, if an A ranked structure was reduced to pieces this technique will take control of those pieces and be treated as a B ranked technique, doing B ranked damage (40) to a target. in the same light, if the structure was B ranked this technique will become a C ranked and carry C ranked damage (30) to a target. However this move cannot be performed in rapid succession (i.e more than once in the same turn), cannot be performed on pieces that have already been used prior, or if the structure in question had been destroyed entirely prior. Omo no Frejlord can also be used defensively to form crude walls and shields with the same rank-dependent system previously mentioned. However, only one type of the technique can be used each turn, meaning one cannot use the shards offensively and defensively at the same time or even in the same turn.
Note(s):
- Can only be performed twice (2x) on S ranked Arctic Earth structures with a two turn cool down in between.

VII: (Hokkyoku Āsurirīsu: Kōkina Kōtei)- Arctic Earth: Highborn Imperium
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Doton technique)
Damage: N/A (+20 to Doton technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Doton techniques by infusing trace amounts of an all-too-similar Arctic Earth chakra. By adding an extra hand seal at the end of a regular Doton jutsu, the Arctic Earth chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen with glistening, ice-like veins coursing over it's structures as well as a core of frozen earth at its center. The infusion boosts the technique's damage, but it also allows it to take on Arctic Earth's known S/W's which in turn improves its usefulness and adaptability. Some properties also adopted by the superior Doton structure is the ability to meld with existing Arctic Earth structures, morph into varying shapes upon physical contact, and the option to be used as source for future Arctic Earth techniques.
Note(s):
- Can only be performed four times
- The user is unable perform Arctic Earth and Doton techniques above A ranked in the next turn

IIX: (Hokkyoku Āsurirīsu: Waru no Hiya)- Arctic Earth: Wicked Cold
Type: Offensive
Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to take control of any preexisting or subsequent Arctic Earth structures present around him (up to mid ranged) or, by adding an extra Ram hand seal to an Arctic Earth technique being performed or mental command to ones already there, cause the structure to spontaneously explode. This will in turn lead the Arctic Earth structure to shatter voilently, spewing razor sharp shards of the element in all directions of its location, leading to anything caught in the blast radius (7m) to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around. If used as a controlled explosion then the radius is reduced to 5m. Alternatively, the user can also have only a select area of his permafrost structure explode. For example, a Golem's arm can be used to explode but the rest of the golem remains intact and under the user's control.
Note(s):
- Can only be done three times on preexisting Arctic Earth structures and three times on techniques being performed.
- Requires a turn cool down between uses.

IX: ( Hokkyoku Āsurirīsu: Hajimeta ) - Arctic Earth: Startouched
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: This Arctic Earth technique is a passive one that employs the element's frigid nature and perks and lends it to the user. The user's extremities (hands and legs), through an infusion, will take on the appearance of Arctic Earth, ice-like and glistening, giving the appearance of a starry night--hence the name. Of course this does not harm the user as they are capable of touching element without ill-effects and it doesn't harm opponent(s) directly either. Instead what this technique does is allow the user the ability to, once per turn, use their limbs as sources for Arctic Earth techniques up to B-ranked. In addition to this the user is able to passively cause frostbite and necrosis to any enemy body part through simple physical contact and what this does is prevent them from using said limb for a maximum of two turns every time affected. If done to an opponent's head for one or more turns of prolonged contact then they will be made unconscious for that same amount of time. And the last perk of Startouched is its uncanny way of leaving behind paths of frozen earth wherever the user steps, and if he stands still, can turn the surface area under the user up to 5 meters into the element so that anyone who enters close range will be unable to find footing. This is especially useful to speedy enemies as they will most likely trip and fall upon entering this technique's range.

Note: This technique lasts up to four turns from when it was passively activated.
Note: Can only be used twice with a two turn cool down.

X: (Hokkyoku Āsurirīsu: Tsundora no Chūkū no Kodomo-tachi) - Arctic Earth: Hollow Children of the Tundra
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: The Hollow Children are familiars made of Arctic Earth that can be created from the user's body or the surrounding earth up to mid-ranged away, except within five meters of an opponent, unless the user is also within that range. The Arctic Earth creations are humanoid in appearance but severely emaciated, like skeletons, with glowing eyes and hollow chests. Despite their appearance however the Children are frighteningly quick, able to travel at inhuman speeds when in contact with Arctic Earth structures. On regular surfaces they move at the speed of normal Arctic Earth techniques, but when situated on Arctic Earth they are able to move at 1.5x the user's speed for as long as they maintain contact with the element. The user can use the creations as a source for Arctic Earth techniques up to B-rank from their bodies on regular terrain and A-rank when in contact with Arctic Earth. These count toward the user's move limit. Being savage in nature, the Children usually end up overwhelming opponents with their frigid bodies while gnawing and tearing them apart with surprising strength. The user may form one or multiple creations using this technique, following normal splitting rules, and they may remain on the field for a maximum of four turns regardless of rank. This jutsu requires three hand seals and can only be formed twice per battle with a two turn cool down. No Arctic Earth techniques above A-ranked can be performed for a turn after this technique ends.
 
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Custom Element

Custom element Japanese name: Yumeton

Custom element English name: Dream Sand ( it's actually Dimethyltryptamine, also known as DMT, Dream Sand just sounds better)

The element is based on: Earth + Fire + Water +Great Chakra Control

Facts that prove the element to be possible (in the manga context): First, there must be proof that Dream Sand (DMT) exists in the Naruto universe. : Dream Sand is a hallucinogenic substance found in soil, fungi, trees, and well over 50 varieties of common plants and fauna, it's even abundant in common grass. Research has also found and proved that Dream Sand is found and released in the pineal gland of mammals when they dream, and other areas when they are not (this includes humans). It has been used, extracted, and consumed for many years, even before labs were made to synthesize it, notably by the Amazonian Indian cultures for different healing and religious purposes.

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

One might say that Dream Sand can only be easily made within science labs using complex chemicals, but this is untrue. In addition to it's historic use by the Amazonian Indians, sources such as , , , , and among many other sources which even include , show that DMT can be easily extracted within a time frame ranging from a few hours to a few weeks from the comfort of your own home. Each of these methods are done with common house hold items, and are done by the everyday common man, not scientists.

Another complaint as to how viable this element is lies in the amount of Dream Sand that can even be extracted. Would it be enough to actually combat other opponents? Consider another organic element, Wood Style. In real life, it takes many years, if not decades, for full grown trees and forests to grow. Yet Hashirama and Yamato have been shown to accomplish completing this feat in mere seconds or less. Another example would be Crystal Release. In order for the amount of crystals that can be created from the ground with this element to naturally occur, decades if not centuries would have to pass. Yet Guren can create a massive amount of crystals from the ground in an instant. The point here is that with chakra being the engine behind the growth of natural substances, the growth rate exponentially expands. If you consider that in mere hours, you could have a few crystals of Dream Sand made from within your own home, and combine that with the growth rate that is created in Wood Style from a forest being created in an instant, you will see that the production of Dream Sand can be gargantuan. After all, it takes a few hours to create Dream Sand, it takes years for even the first appearances of a trees growth. Especially when you combine this with the fact that the total amount of Dream Sand you are able to create is completely dependent on the amount of base material you have to work with. This particular point will be expanded on in the "How it works" section as it is very important to the CE.

How it works: is one of the many methods to extract Dream Sand for use. Reading over the instructions, you will see there are a few steps needed to complete this process via this method.

1) The source material (grass, bark, fungi, soil etc) must be in a sort of aqueous solution that consists of water and the base material (step 1-2 in the link).

2) The Ph balance of the solution must be regulated during the creation of the substance (step 3 & 7)

3)The solution must be filtered thoroughly so that any impurities that are caused from the prior steps are gone. This is most of the process and the most important (step 4-6 and 8-9)

4) The solution must be heated in a way so that the final product are a few moist white crystals of Dream Sand (step 10)

This seems like a daunting task to do in the heat of battle, but is actually very easily done. With earth release it is seen that you may alter the balance in earth chakra and water chakra to create mud based jutsu. In wood release it is seen that you may alter the very makeup of an element. This is seen in "Advent of a world of flowering trees" in which instead of making the usual tree or lumber, a large flower was created. Beyond this, it should be common sense when talking about chakra nature, that one can alter the ratio of their chakra to make an element more of one type than the other. Killer Bee even spoke to naruto about changing the ratio of chakra within his rasengan to create a new one. Thus, water and earth are combined to represent the soil, bark, grass, or otherwise organic material that the Dream Sand lies in. Special attention is given to these two, as the water chakra is changed in its ratio to be more abundant that the earth chakra, to truly represent the aqueous solution.

At the very same time, Fire is introduced as well. This effectively controls and regulates the pH balance in the entire thing as needed. But that's not all. Because the Fire chakra also uses it's innate destructive nature to symbolize the destruction of any impurities that would lie in this mix of chakra natures. This is why Chakra control mastery is extremely necessary. The fire chakra placement would need to be precise in order to achieve this goal, lest it destroys any of the needed final product. The fire chakra would also come to symbolize the heat the Dream Sand to it's needed temperature, as it was doing it's work to destroy the impurities.

Thus this element can be made just as fast as any other, due to the fact that the changing and the filtering and regulating is being done concurrent to the actual base material being produced. The best part of this is all of it can be done via chakra. The problem of only a few crystals being made is eliminated due to there being as much pure Dream Sand being made as the user pours chakra into. And as shown before with chakra accelerating the growth of Wood and Crystal, it working as the engine behind this element should create enough growth that the amount of Dream Sand that can be produced is truly gargantuan. However Dream Sand can only be created from the user's body or from the earth/ground.


Spoiler
Spoiler


What makes Dream Sand so special is what would happen if one were to absorb the substance, whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned. Dream Sand is highly susceptible to absorption and has been proven to enter the human body in all of these ways. It has also been proven that no matter what form Dream Sand takes, it's hallucinogenic effects do not lessen or fade. Speaking of which, Dream Sand is capable of giving off a wide variety of psychoactive affects, some of which are listed below. In small quantities, Dream Sand won't be as harmful but larger quantities will inflict more severe effects.

Dream sand takes the form of many compressed white crystals that are controlled en mass similar to sand.


  • Intense visual hallucinations
  • Altered concept of time
  • Stomach discomfort
  • Overwhelming fear
  • Lung irritation
  • Increased heart rate
  • Increased body temperatures.
  • Unconsciousness
  • Death
  • Distortion of color, sound and vision
Usage Examples:

???? | Dream Sand: The Knowing
Type:
Supplementary/Attack/Defense
Rank: A-Rank
Range: short-long
Chakra Cost: 30
Damage Points: 6p
Description: Using his chakra the user will create Dream Sand from his body in order to make any weapon he wishes

???? | Dream Sand: Kissland
Type:
Supplementary
Rank: A-rank
Range: mid
Chakra Cost: 30
Damage Points: n/a (+20 to tai)
Description:
Using his Chakra, the user creates a single crystal of Dream Sand in their mouth. The crystal will immediately be absorbed into the users body, putting him under the affects of the Hallucinogens nearly instantly. The user's heart would start to beat at rapid rates as he begins feeling a white spirit wrap its limbs around the user's limbs as if to control them. On the other hand he starts to hallucinate that the opponent is some feeble shell of themselves, thus giving the user the thought of being way stronger than the scrawny opponent. The simple state of "mind over matter" kicks in and due to the user believing he's much stronger than the opponent physically, he actually pushes his body past its limits to reach this gap in physical strength. In turn this gives the user a slight boost in his physical movements (1.5×) and stronger damage from his physical attacks (+20).

☆ Usable 3 times
☆ Lasts 3 turns with a turn cool down between uses

???? | Dream Sand: Love In The Sky
Type:
Attack
Rank: C-rank
Range: mid
Chakra Cost: 10
Damage Points: 20
Description: Using Dream Sand from the body, the user spits out senbon sized needles at the opponent aimed to pierce them in order to put them under its hallucinogenic effects.

Conditions to be able to use it: Earth, Fire and Water Mastery + Great Chakra control

Is weak to:

Lightning/Lightning Based CE : Being composed partly of Earth and Water, Lightning is a natural enemy to Dream Sand. Its raw destructive power also can't be matched by Dream Sand.


Fire/Fire Based Ce Fire can incinerate Dream Sand. Also, when burned, Dream Sand takes on a gaseous state which is then out of the users control as far as manipulation of it goes.

Is strong against:

Earth/Earth Based CE: Due to the Dream Sand being made up of many compressed crystals, it is able to become far more dense and present a harder "punch" so to speak than earth in order to break through it.


Wind/Wind Based CE: Suffering a similar fate to earth, Dream Sand is far too dense and compressed for wind to cut through it or blow it away.

Co-creator: Shady Doctor

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


☣ P a t e n t C e r t i f i c a t e ☣

I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

-Broly-, our loyal member, gave on the date September 25th 2016 a request for a Patent on his custom element (Dream Sand); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Yumeton

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Copyright © 2016, -Broly-, NarutoBase.net


Taught here [X]

Yumeton: Futsūno katsu | Dream Sand: Ordinary Life
Type: Attack / Defense / Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: Using Yumeton chakra, the user will be able to create objects, tools and other creations composed of the Crystalline Sand with two handseals. These can be created directly from the user's body, from already existing Yumeton or created from a source of earth. The creations can be created in the form similar to sand, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (sand like/solid). Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as the great golem technique (S). Each creation of Yumeton of course would hold the side affects the element carriers upon touching, ingesting it or smelling the fumes it let's off when burned, though the user himself wouldn't be affected to the former (touch) seeing as it is directly made from his chakra and body. These effects are very strong drug induced psychoactive side-effects which range from intense visual hallucinations, distortion of senses (color, sound and vision), unconsciousness, altered concept of time and even death.

Note: S-rank variants can only be used 3x maximum and once used the user will be limited to A-rank and below Yumeton techniques for 1 turn
Note: A-rank can only be used 5x max

Yumeton: Sutābōi | Dream Sand: Starboy
ype: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description: Using his Chakra, the user creates a single crystal of Yumeton in their mouth. The crystal will immediately be absorbed into the user's body, putting him under the affects of the psychoactive side-effects near instantly. The user's heart would start to beat at rapid rates as he begins to feel/see a white spirit wrap its limbs around the user's limbs as if to control them. On the other hand he starts to hallucinate that the opponent is some feeble shell of themselves, thus giving the user the thought of being leagues stronger than the scrawny opponent. The simple state of "mind over matter" kicks in and due to the user believing he's much stronger than the opponent physically, he actually begins to push his body past its limits to reach this gap in physical strength. In turn this gives the user a slight boost in his physical movements (1.5× speed) and stronger damage from his physical attacks such as taijutsu, Kenjutsu and Bukijutsu (+20). Of course, being under the affects of such a strong psychoactive substance, it would come with a few drawbacks.

Note: Lasts four turns, only usable 2x with a 3 turn cool down
Note: Due to the user pushing his body past its limits, he'd be limited to A-rank and lower tai during the cool down and moving 1.5x slower

Yumeton: Trū Cúlar | Dream Sand: True Colors
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.

D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

Yumeton: Sutāgāru Dream Sand: Stargirl
Type: Supplementary
Rank: B
Range: N/A
Chakra: (+10 to chakra of original technique)
Damage: N/A
Description:by paying additional chakra of a dream sand or dream sand combination technique the user will create a much larger dose of Dream Sand by producing twice as much. Rather than add Damage, this raises the effect of the Dream Sand by 1 Tier on "True Colors" on techniques up to A rank. This user may use this ability up to 4 times per battle with a 2 turn cool down between each use. If the dream sand effected by this technique is rendered chakraless but not destroyed it will carry a passive strength of C rank on True Colors. This is a mere ability of dream sand users that simply requires an additional chakra portion. Therefore this technique is passive

Yumeton: Pātī monsutā | Dream Sand: Party Monster
Type: Attack / Supplementary / Defensive
Rank: A-rank
Range: Short
Chakra: 30 [-5 per turn]
Damage: 60
Description: Similar to many techniques that allow the user to turn into their element, the user manipulates his Yumeton chakra in order to gain a full body manipulation and conversion of the element. With the use of a full body surge of pure Yumeton chakra, one is capable of converting their body partially or fully into the element, giving them full control of said part of the body in the same fashion that one would control average sand. They'd still visually look no different, until physically struck by something or if they so choose to manipulate their body to become the sand like composition. When hit by something, according to strength and weaknesses of Yumeton, they'd be capable of avoiding damage all together; Completely reforming their body at will whenever it is compromised by enough force. For example, an earth golem punching the right side of their body off; It'll be like punching through Yumeton, and that side of the body would reform. While in this form the user can extend Yumeton from the body in the form of spikes, streams and waves up to short range, or manipulate their limbs to create makeshift weapons and such by converting the limbs into compressed Yumeton. Of course, while being in the form of complete Yumeton, the user's body would also gain the affects of the element upon coming into contact with people. Specifically, if someone was to ingest the element in ways explained in the submission, they'd Succumb to the psychoactive side-effects that comes with it. These affects include Intense visual hallucinations, Altered concept of time, Overwhelming fear, Lung irritation, Increased body temperatures, Distortion of senses (color, sound and vision), and even unconsciousness. The severity of the effects depends on the amount of the element ingested orally, through smell, or even prolonged contact.
Note: Only usable 2x and lasts 4 turns per usage
Note: The user's elemental usage is limited to the elements that make up Yumeton while in this state.
Note: Using attacks/defenses from the converted body would be A-rank and cost a move slot.
Note: The user's body can still be overpowered and/or harmed if an attack is of stronger than the strength of this technique.

Yumeton: Prëvëlg | Dream Sand: privilege
Type: Attack / Supplementary / Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 [-5 per turn]
Damage: 60
Description:
The user makes 2 handseals, focuses on his Yumeton chakra and creates thousand of petals made of pure crystallized Yumeton short range around him. The petals are created directly from the body and the surrounding ground short range of the user and while they are tanslucent due to their crystalline nature, the user is able to see through them and likewise, the opponent can both clearly see through them. Through simple hand gestures the user is able to command the petals to form a attacks towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal thrown blades. The user is able to bring the petals closer to make solidified structures by accumulating them around in order to support them in different ways. However the user is not able to perform any jutsu outside of Yumeton techniques while controlling/piloting this jutsu, or the Yumeton petals falls and disperses once the user breaks control from it.

Note: Usable 3x per match
Note: The user sacrifices (-15 chakra) per turn to sustain them

Taught Here [X]
(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: Dependent
Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on all the senses, but limited to one at a time, with the affected category gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, or smell, then proceeds to use a physical technique, a sound technique, or an odour based technique respectively, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. Breaking the illusion will purge the body of dream sand. Usable twice, with a two turn cool-down and no A rank or above DS techniques the turn after.
 
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Custom Fighting Styles

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♦ Demon God's Fist - Pencak Silat

Type: Nintaijutsu

Background: Pencak Silat is an martial art specializing in decisive blows and guerrilla tactics. Pencak means Dance or Distraction, and Silat means Attack. It was developed in the Land of Fangs to ward off suppression and succeeded at one point in driving invaders from the Land of Claw, via a resistance led by Silcardo Jenazad (a native of the Land of Fang). The style became so notable that shinobi and martial artists from other countries frequently visited the Land of Fangs solely to train in the craft. Something that was accomplished by many, however it is yet to be heard of anyone trianing directly under Silcardo Jenazad, a complete master.

Description on the Abilities and Inner Workings of the Style: The style has a plethora of moves that could be considered "dirty", like the "Jurus", a set of 18 combo attacks in a single attack (technique) meant to go for vital areas like the eyes, throat, and groin for kill. But has direct and unpredictable approach as well. There seems to be a large number of moves preceded by a jump, as well. However the style is not so simple, experts in the art began to progress it's nature and mixed Earth Ninjutsu into the craft, perfecting the style; through Doton chakra. The user uses Doton chakra by making their skin robust, sharp and abrasive, with a dark almost entirely black tone of color. This allows for even the smallest contact to result in skin cutting, capable of doing penetrating damage, shredding flesh, piercing targets. Essentially making their limbs become virtual shredding hammers. This allows them to even grab the ground firmly to the point of shattering it within the scope of their grip. When entering the style the user adopts a slighlt bent knees position with one arm placed above his head, palm facing out and their dominant hand is closed in a fist, lifted to mouth level.

Combat Stance:
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Hands and Legs under influence of Pencak Silat's abrasive nature:
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This is done by channeling chakra and materializing the robust nature of rock through their limbs, or manually removing the earth from the ground or from existing techniques for offensive and defensive purposes; such is the nature that it can parry and break regular blades, swords and other weapons bare handed. It is a formidable martial art, showing strength against Karate, and able to adapt to anything, any form of terrain or surface to keep balance and accommodate with the style, with a large amount of techniques and high speed movement. Being complicated and bizarre. The technique is perfected through the waving of ones body and limbs before attacking. Unlike Drunken Fist the user does not appear willow or wavering, however they hold flexibility and dexterity of the same level, due to the round and jumping patterns they utilize with both arms and legs, unlike the stumbling and unbalanced rythm of Drunken Fist, this form of unpredictability relies more on deceiving the opponent with our limbs. To better understand in picture what i'm aiming for, look at the second spoiler above. Providing equally useful unpredictable movements simply by hiding their real intentions with hand patterns.

Supreme Silat ( Expert Master of the Style)
^
Expert (Learning the advanced techniques)
^
Disciples (Learning the basic techniques)​
Example Techniques:
(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, making it near impossible to dodge once the intial blow has been landed and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous internal organs in the process.

(Kenmashajin: ) - Pencak Silat: Whirling Stone
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user brushes and slides their hand or leg through either a pre-existing earth technique or from natural rock and using the Pencak Silat trademark ability to add earth into their skin they lift part of the rock and shape it into formidable and sharp gauntlets or boots in order to land stronger blows capable of shattering bones and rupturing internal organs; these can have a normal look, or resemble a wolf's head, snake, etc. The technique is strong enough to play in equal grounds with other elemental techniques following Earth's strength and weaknesses. The technique is one of the few Pencak Silat that have wider range, as the user can shoot these accessories as rapid projectiles. The user can only use earth techniques made by the opponent if they are B rank or lower, even to the point of stopping the technique by infusing their arm with earth chakra and forcefully stealing the rock from the jutsu.
Additional effects and Restrictions:
♦ Must have mastered Basic Taijutsu.
♦ Must have mastered Basic Ninjutsu & Earth Release.
♦ User's hand and feet become more resilient in receiving attacks and blocking.
♦ The user's hands become accustomed to the style, remaining slightly abrasive by nature. This makes their freeforms attacks have a minor cutting/abrasive edge.

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

Loki, our loyal member, gave on the 30th of March 2016, a request for a Patent on the Custom Fighting Style Demon God's Fist - Pencak Silat. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Demon God's Fist | Pencak Silat
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Taught Here:

(Kenmashajin: Rōringuniyari) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a total of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependent on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.
X Usable x5 per battle.

(Kenmashajin: Setchi Saku Otosu) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance in-between with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: Kyū Kōgeki Ichi Korosu) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous internal organs in the process.
x Can only be used twice per battle.
x No other Pencak Silat jutsu in the same turn
x No taijutsu A rank or above next turn

(Kenmashajin: Funka Suru Chikyū) - Pencak Silat: Erupting Earth
Type: Defensive/Supplementary
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: 40 - 80
Description: A defensive Silat move that takes advantage of a practitioner’s resilience in receiving attacks and blocking physical attacks due to the materialization of the robust nature of earth through their limbs. After channeling earth chakra into a limb(s) of their choosing and manifesting the style’s trademark black and abrasive appearance, the user is able to block, deflect, or parry incoming physical attacks be it from an opponent or a weapon with their bare hands or feet by knocking them away to alter their trajectory or even catching it. After using this technique the user's limbs return to normal.

Notes:
- The A-ranked version of this technique can be used three times per battle, while the S-ranked version can be used twice and requires a two-turn cool down between each use.
 
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Rosuto Oshie sono Gekiryuu Yajuu (レイジングの失われた教え) | Lost Teachings of the Raging Beast

Type: Nin - Taijutsu

Background:
The Inuzuka clan of Konoha had been well known for their hit&run tactics on the battlefield. This allows for the them to cause plenty of damage then retreat before a counter attack can be made. However this has been mostly done by the Inuzuka's use of spiraling attacks able to cause destruction on anything but often times in a one on one match it can be proven useful but can be avoidable at times. Long ago the Inuzuka formed a Taijutsu that combines the ability of the ravenous within them but by using their speed and reflexes to their advantage which in turn it soothes the beasts intent but keeps all the power. After this form of Taijutsu was formed the Inuzuka were able to stand ground in a fist fight with quick, in your face movements with a side of intellect.

Description on the Abilities and Inner Workings of the Style:
This form of Nin - Taijutsu works in relation to the use of "Four Legged Technique". This increases the users speed, reflexes, physical power, and beast-like features. By using the teachings it makes the most out of what they gain from the increased abilities. The Inuzuka are able to channel their chakra into their sharp/long nails and keep the tiger/wolf/claw like fist when they use these teachings, they also use their feet as wells since they're also increased by the 4legged tech.

The teachings shows the user quick, in your face strikes with their enhanced claws. Just like a wolf the attacks are pinpointed to weak areas to slow and eventually cause a fatal wound to the target. By using the claws they're able to slash specified muscles and veins to cause damage and incapacitate a target. In addition to the slashing of body points, they use a rotation claw maneuver in which when they aim attacks in the lower stomach or chest, the claw fist hits but then the user very quickly turns their hand clockwise as they puncture, this happens in a fluid motion due to the years of teachings in which they prefect this by the use off both their legs and hands.

  1. Claw strikes directed at pinpointed muscles & tender areas
  2. Use of very quick kicks and claw punches
  3. Purpose to disable/incapacitate target
  4. Using 4legged to the fullest in terms of speed/reflexes/reactions
  5. More beast-like features while in 4legged form then those who haven't learned teachings
  6. High level techs forms a chakra-like wolf over the claw, serves no additional purpose except mastery of teachings. (picture below)
Pictures to show some aspects below.
Four legged technique // Claw Fist
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Chakra wolves on fist similar to pic below
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Additional effects and Restrictions:
- Masters of the teachings allows for enhanced reflexes, speed, and reactions then those Inuzuka who haven't learned it while in 4legged tech.
- Allowing them to channel chakra in their claws for increased length by a few inches and increases sharpness.
- Knowledge of the human body is needed. Since Inuzuka grow up with dogs and sometimes wolves they gain the insight to how and why they pinpoint areas of targets to cause the most damage.
- Heightened Senses is generally not applied to these teachings because the Inuzuka already have extremely heightened smelling and hearing.
- Only Sannin rank and above can be taught.
- Only teachable to a Inuzuka clan member.

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

Coyote, our loyal member, gave on the 4th of May, 2012 a request for a Patent on custom fighting style (Rosuto Oshie sono Gekiryuu Yajuu) Lost Teachings of the Raging Beast. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

(Rosuto Oshie sono Gekiryuu Yajuu) Lost Teachings of the Raging Beast
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Taught Here: [X]

Oshie sono Gekiryuu Yajuu: Kito Hitonomi | Teachings of the Raging Beast: The Returning Slash
Type: Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
When the target tries to preform any kick, fist or weapon attack the user will increase the chakra sharpness in the users claws to block the kick, fist or weapon. If blocking a fist or kick the appendage will be grabbed and bound by the claws meaning the claws will puncture the arm, leg, etc. If blocking a sword then it can grab the sword on any part without harming the hand of the user due to the increased chakra barrier in the claws. Once the attack is blocked, with the other claw the user will straighten their hand out with the increased claw length with chakra and slam it into any part of the human body they wish. This is all done very quickly just like how a beast will attack it's prey. It's also done in near one motion, block - puncture.

Notes:
- Usable 4 times per battle
- Must be in 4legged tech
- Only usable by a master Inuzuka clan member
- Must have mastered "Lost Teachings of the Raging Beast"

Oshie sono Gekiryuu Yajuu: Fenrir | Teachings of the Raging Beast: Fenrir
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+10 Inuzuka techniques, +15 Taijutsu)
Description:
Known as the strongest technique in the teachings, this move is forbidden for use. While the user is in "Four Legged Technique" he will unleash his chakra into the already existing coat of chakra into the users muscles, skin, nails, hair, basically all over the body (same concept as the 4legged) The user will gain speeds that are unimaginable to any other Inuzuka, the strength, the reflex, the flexibility is pushed to the utmost limits, playing off the Inuzuka ability to preform Taijutsu and clan techs at a much stronger level. When the user enters this sudden burst of power, their whole body changes even beyond the point of being in the most advanced form of "Four Legged Technique" The users will take on the closest form to a wolf without actually turning into one. Chakra coats them looking like a wolf while their hair is extremely beast-like as well as their teeth form almost into a full wolves jaw, the same goes for the joints and skin, they're to portray the ancient wolf god - Fenrir. This highly advanced technique does come with repercussions, while in this mode the user cannot use any form of ninjutsu or genjutsu. However with that great power comes of it, ability to cover ground that the normal eye cannot track.

Notes:
- Lasts 4 turns
- User's speed can only be tracked by either EIG users or Dojutsu users
- Only Taijutsu and Inuzuka techniques are allowed in this form
- Must be in 4legged tech
- Only usable by a master Inuzuka clan member
- Must have mastered "Lost Teachings of the Raging Beast"
- Only usable once per battle
 
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Re: ±±Custom Fighting Styles Submission±±

( Kuro-Ashi Taijutsu ) - Black-Leg Taijutsu
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Type: Taijutsu/Nintaijutsu

Background:

The Black-Leg Style is a martial-arts style that is based on Sanji's techniques from One Piece. It is designed to free the use of one's hands and prevent them from being damaged during a battle. As a result, practitioners tend to drop into certain stances in which their upper-body portions are most relaxed, such as placing their hands inside their pockets or crossing their arms together across their chest, and only puts them into action whenever the event requires them to do certain maneuvers such as handstands, which aren't prohibited.

Skill levels of the style:

Creator (created the style)
^
Master (knows Diable Jambe)
^
User (someone who knows basic techniques)
^
Apprentice (is learning basic techniques)​

Description on the Abilities and Inner Workings of the Style:

As a fighting style, the style boasts a wide and impressive array of kicks, coupled with super acrobatic skill making it a very versatile fighting technique, allowing user to effectively weave continuous and powerful attacks upon adversaries and combine the power of his kicks with his respective strengths for devastating team combinations. Idea behind the simpleness of the style is to keep it as powerful as it can be while allowing biographies that possess no elemental knowledge to use them as well.

The specialty of Black-Leg taijutsu is Diable Jambe which allows user to focus chakra into their leg and convert it into high temperature by igniting the chakra with friction, adding extreme heat to the impact of his kicks. In this form, user, due to the high temperature has the ability to slightly burn his opponents. While like this, he can light his opponent on fire.

( Kuro-Ashi Taijutsu: Diable Jambe ) - Black-Leg Taijutsu: Devil's Leg
Rank: Forbidden
Type: Mode
Range: Self
Chakra cost: 50 ( - 15 per turn )
Damage points: N/A
Description: Black-Leg taijutsu master can activate a mode which will double their speed. The mode requires user to be at least Sannin rank and to be trained in other Black-Leg taijutsu techniques. To activate this technique an user below Kage rank must stop and spin while guiding chakra into their leg, granting temporary speed boost. User that has already reached Kage or higher rank can activate this technique while battling without stopping moving. Once activated, the technique will increase user leg's strength momentarily and Leg taijutsu damage done by user will be multiplied with 1.5 with the leg this is activated on. Using this technique for longer durations will cause painful cramp and muscle strain if used for four consecutive turns. This also decreases user's speed by 25% of the original speed upon the first usage. Second usage will drop the speed from 75% that was left to 35% of the original speed before using this technique for the first time and the feeling of pain in the leg becomes overwhelming, making it almost impossible to walk. This technique can be used on one leg and can be maintained for max four turns. User's leg looks as if it were on fire when this mode is activated and is covered in chakra. Getting hit by this causes also nerve damage to opponent, giving slight sensation of burning to the nevers and opponent once hit due heated chakra in leg.
  • Causes strain to user's muscles and leaves user limping if used for long durations.
  • Can be activated twice per battle and the second usage will be extremely painful and second usage will last only two turns.
  • Costs 15 chakra per turn.
Additional effects and Restrictions:
  • A person who knows this fighting style has slightly stronger kicks and is faster than a normal ninja without it.
  • Only people on or above Black-Leg master rank can possess Diable Jambe.
  • Each person wanting to learn Black-Leg style must be approved by the creator, Passion.
____________________
P a t e n t C e r t i f i c a t e

Passion, our loyal member, gave on the 3rd of March a request for a Patent on custom fighting style Black-Leg Taijutsu (Kuro-Ashi Taijutsu). I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Kuro-Ashi Taijutsu
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Copyright 2012, Passion , NarutoBase.net

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Taught Here: [X]

( Kuro-Ashi Taijutsu: Diable Jambe ) - Black-Leg Taijutsu: Devil's Leg
Rank: Forbidden
Type: Mode
Range: Self
Chakra cost: 50 ( - 15 per turn )
Damage points: N/A
Description: Black-Leg taijutsu master can activate a mode which will double their speed. The mode requires user to be at least Sannin rank and to be trained in other Black-Leg taijutsu techniques. To activate this technique an user below Kage rank must stop and spin while guiding fire chakra into their leg, granting temporary speed boost. User that has already reached Kage orf higher rank can activate this technique while battling without stopping moving. Once activated, the technique'll increase user leg's strength momenarily and Leg taijutsu damage done by user will be multipled with 1.5 with the leg this is activated on. Using this technique for longer duratons will cause painful cramp and muscle strain if used for four conscutive turns. This also decreases user's speed by 25% of the original speed upon the first usage. Second usage will drop the speed from 75% that was left to 35% of the original speed before using this technique for the first time and the feeling of pain in the leg becomes overwhelming, making it almost impossible to walk. This technique can be used on one leg and can be maintained for max four turns. User's leg looks as if it were on fire when this mode is activated and is covered in chakra. Getting hit by this causes also nerve damage to opponent, giving slight sensation of burning to the nevers and opponent once hit due fire chakra in leg.

- Causes strain to user's muscles and leaves user limping if used for long durations.
- Can be activated twice per battle and the second usage will be extremely painful and second usage will last only two turns.
- Costs 15 chakra per turn.

( Kuro-Ashi Taijutsu: Venaison Shoot ) - Black-Leg Taijutsu: Venison Shoot
Rank: S
Type: Offensive
Range: Short - Close
Chakra cost: 40
Damage points: 60 (- 20 to user)
Description: Before using this technique, one is required to have knowledge of how using Highest-rate Mincemeat and Diable Jambe. Combining these two attacks, Black-Leg taijutsu user is able of using a technique that is powerful on closer ranges. First, one must have activated Diable Jambe. After that the user jumps above opponent and starts spinning horizontally in a position where user's leg is pointing down at their opponent, he/she starts furiously kicking with one of their feet at opponent's chest and belly area as already activated Diable Jambe increases their strength. The kicks aren't dealing internal damage but are extremely fast and the places where hits are dealt can be seen through opponent's back as the user's ignited leg lands kicks on the target. After the spinning stops, user finishes with a powerful axe kick on the opponent's head/shoulder area which is capable of shattering bones. This technique is strong enough to deal considerable damage even to small to medium-sized summoning creatures.

- This technique disables Diable Jambe after using (without strong cramps/leg strain to user that would come from Diable Jambe).
- Can be used once per battle, and like after every fast paced attack, user requires few seconds to let their leg muscles relax.

( Kuro-Ashi Taijutsu: Hakaizu ) - Black-Leg Taijutsu: Destruction Spin
Rank: A
Type: Offensive - Defensive
Range: Close - Short
Chakra cost: 25
Damage points: 50
Description: Black-Leg taijutsu technique which is designed for Taijutsu user against weapon fighter. The technique is used in a way where user first covers his/her feet in chakra. Then if this jutsu is used for defense user will quickly make 360 degree spin to gather up strength. When the spin ends user performs a kick done with the heel part of user's foot. Once the enemy attacks with blunt weapon the user will deliver the kick on its side, breaking it ( If not indestructible weapon ), Causing damage to it ( Nearly indestructible ) or kick it out of opponent's grasp with the strength of kick ( For indestructible weapons ). If the jutsu is used for attacking it'll be strong enough to break bones or dislocate limbs.
Note:
- Can be used only once
- Cannot use Genjutsu or Kenjutsu on the turn afterwards
- Defensive version will kick the blunt type weapon out of its course.

( Kuro-Ashi Taijutsu: Hazumu ) - Black-Leg Taijutsu: Dodge Haze
Rank: A
Type: Supplementary - Defense
Range: Short - Close
Chakra cost: 30
Damage points: N/A
Description: Dodge Haze is a special jutsu that only the ones that have fully mastered Black-Leg taijutsu and are using Kick Course can use. This jutsu works by user using the chakra boosted legs to make fast sidesteps and/or leans to avoid incoming projectile/taijutsu/weapon attacks. After avoiding the attacks user can attack with another jutsu, giving him/her the upperhand.
Note:
- Can be used only twice
- Must wait three turns before using it again.

( Kuro-Ashi Taijutsu: Kikku Kōsu ) - Black-Leg Taijutsu: Kick Course
Rank: C
Type: Supplementary
Range: Self
Charka cost: 15 ( - 5 per turn )
Damage points: N/A ( + 10 to leg taijutsu )
Description: Simple technique that's used by Black-Leg Taijutsu experts. Idea of this jutsu is constant chakra circulation to user's feet, allowing user to deal attacks with feet faster and harder. While having this activated user loses ability to use hand taijutsu but user's hands can still be used for Kenjutsu/Handstanding and other stuff like that.
Note:
- Stays with user whole battle
- Consumes chakra every turn
- No hand taijutsu can be used while this jutsu is activated.

( Kuro-Ashi Taijutsu: Ago Yakusuru ) - Black-Leg Taijutsu: Jaw Crusher
Rank: B
Type: Offensive
Range: Close
Chakra cost: 5
Damage points: 45
Description: User encases own feet with chakra and literally sprints with huge speed at opponent and jumps in air when opponent is nearby. When the user has jumped user will land on the opponent's shoulders while preparing the muscles in user's own feet and perform spinning somersault backwards, landing hit on opponent's chin that's powerful enough to break opponent's jaws. The downside of this technique is that user will lose 1/2 speed on running and any movement done with feet for one turn.
Note:
- Can be only used once

( Kuro-Ashi Taijutsu: Extra Haché ) - Black-Leg Taijutsu: Highest-rate Mincemeat
Rank: A
Type: Offensive
Range: Short - Close
Chakra cost: 30
Damage points: 60 (- 10 to user)
Description: An user that knows Black-Leg taijutsu and has high speed can, once taught, use Highest-rate Mincemeat. The technique includes fast footwork and will work only if the target's short or close range from the user. To begin with this technique, user must jump in air and once he/she gets close enough to the opponent, user starts delivering fast paced kicks aimed at mainly opponent's torso area. The technique isn't automatically 60 damage but can be less if the opponent is a taijutsu specialist and/or has sharingan to increase their reaction time that he/she uses to block the hits. Even the hits are blocked, the kicks will hurt. If not blocked, user can aim at opponent's vitals and cause quite alot damage by hitting opponent's internal organs and bones. If this is combined with Diable Jambe, the technique gains burning attributes. As long as user's airborne he/she can attack their target with more taijutsu but once user lands, he/she is forced to jump backwards and allow their feet to rest for a short period of time (the higher user's rank is, the shorter time is required for feet to rest).

Can be used twice per battle with three turn interval between each usage.

( Kuro-Ashi Taijutsu: Armée de L'Air ) - Black-Leg Taijutsu: Air Force
Rank: B
Type: Offensive - Supplementary
Range: Short - Close
Chakra cost: 25
Damage points: N/A (+ 40)
Description: Air Force is a Black-Leg taijutsu technique designed for a counter attack or an opening. The technique itself is a chakra infused kick which takes form of 360 crescent kick. The kick itself is strong enough to send opponent flying away from the user. The kick can also be used to send allies flying into other ranges, though once a strong(er) kick is attempted user must spend more time concentrating before kicking. This can also be used quickly in openings to deal a quick hit to the opponent and then expose them for further combinations.
Can be used twice per battle
If you attempt on sending your ally to other range, the ally must jump on your leg just as you're kicking to guarantee the strength of kick to send him/her away.

Black Leg Taijutsu - Collier Coup - (Trachea Turnover Surprise)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: The user gets ready and quickly jumps up into the air. This jump could be considered as a high jump, or a low jump, but a jump must be made. Using gravity as a helper the user can either kick side ways towards the opponent's neck, or downwards against the neck area of the opponent, close to the collar bone. If used properly this technique is capable of pushing the opponent down making them off balance, or down to their knees for more powerful attacks.

Black Leg Taijutsu - Parti Tableau - (Party Table)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description:The user quickly plants their hands down along the ground and begins to spin rapidly. The user's legs are spread out in the splits as they spin with great speed to slam into the opponents that may be surrounding the user. The user spins with such speed and strength the user is capable of hitting the opponents, or whatever is hit by this technique into the distance of sixteen meters. With this technique the user is capable of moving around with their hands while still spinning. Some users spin around in a small radius moving in a circle to ensure that they hit their targets if need be.

Black Leg Taijutsu - Cours Parti Coup Tableau - (Party Table Kick Course)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:The user jumps up into the air as they slam their hands against an opponent's shoulders. Doing so stuns the opponent for one round as a brief moment to ensure the user is capable of using the opponent's body as a form of stand to kick all other opponents that may be near by. Some practitioners of this technique spin rapidly hitting all opponents around the user kicking them off into the distance of up to thirty two meters. Some practitioners somewhat juggle around the opponent's shoulders kicking in all directions in one fluent movement in a break dancing like form in that of a windmill. In a final movement the user quickly slams a final kick into the opponent. This could be used against the opponent's chest, across the opponent's face, or anywhere else that may have the opponent open capable of sending the opponent flying off into the distance of thirty two meters.

Black Leg Taijutsu - Sheep Meat Shot - (Kuro-Ashi Taijutsu - Mouton shot)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:This is one of the most powerful kicks in this style and commonly used as a finishing blow,the user will begin by either jumping or flipping into an aerial position. They will then channel as much power into the kick that they can,and proceed with a kick aimed at the face or the chest of the enemy with the intention of sending them flying.

Black Leg Taijutsu - Skewer - (Kuro-Ashi Taijutsu - Brochette)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:This is an attack primarily targeted towards enemies on the floor,the user will jump high in the air above the opponent and begin to spin rapidly. Once the required amount of momentum has been generated, they will deliver a devastating downwards kick. The spinning portion of this attack is intended to help drive the attack deeper.

Black Leg Taijutsu - Three Point Division Cut - (Kuro-Ashi Taijutsu - Santen Decoupage )
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:A very fast attack used by a black leg user , they will stand almost calm and will then launch three near simultaneous roundhouse kicks toward the enemy's throat , chest and stomach striking with as much of the leg they possibly can.

Black Leg Taijutsu - Third Rate Mincemeat - (Kuro-Ashi Taijutsu - Troisieme Hache )
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:his is the strongest attack in the dish washer rank,it compiles most of the attributes on would learn before progressing to a higher rank.The user will first turn their back,then they will begin a series of back flips toward the opponent and will use their hands for one final push towards the enemy,and attempt to hit a flurry of incredibly fast kicks to their face.

Black Leg Taijutsu - Chest/Breast meat - (Kuro-Ashi Taijutsu - Poitrine)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description:This attack is different from a lot in the style as it is delivered as a straight stabbing kick , this attack is quicker than most in this style due to its directness. Although it is better in terms of speed it forfeits the large attack area of the sweeping kicks , thus making it a quite balanced attack.

Black Leg Taijutsu - Under Saddle Meat - (Kuro-Ashi Taijutsu - Selle)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This is an attack which is commonly used in combination with Cotellete , the user using the momentum from the Cotellete attack. The user who is still in a handstand will use the momentum to spin back the other way, to deliver a fierce sweeping kick to the opponents lower back or lumbar region.

Black Leg Taijutsu - Rib meat - (Kuro-Ashi Taijutsu - Cotellete)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: An attack as given away by the name is primarily focused on the ribs of the opponent, the user will fall down onto one of their hands and perform a one handed handstand. As they are falling they bring their legs over and deliver a straight kick to the ribs, this can be and usually is if the attack hits followed with Selle.

Black Leg Taijutsu - Shoulder Meat - (Kuro-Ashi Taijutsu - Epoule)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This attack is used for a standing position much like Collier , this though is a forceful kick directed straight down with the heel. This axe kick as given away by the name is intended to hit the enemy on top of their shoulder , the idea behind this is an attempt t either knock the opponent off balance , or send them crashing into the floor with the force driving them down on that side taking them off their feet.

Black Leg Taijutsu - Neck Meat - (Kuro-Ashi Taijutsu - Collier)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This attack that the user executes from standing , placing their hands in their pockets they will deliver a powerful kick directly to the opponents neck. This is achieved with very little back lift which is surprising , the users foot will come in a roundhouse fashion sweeping from the side to attempt to damage the opponents neck. This is all done from a casual standing position with no indication of an attack.
 
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Custom Fighting Styles





Type: Taijutsu/Katon
Background:

Unlike conventional styles that are based on control, this one was developed by the steel used Gajeel, who would let his inner demons flow through his body, and let his negative emotions take control. In doing this his steel would mimic what he felt, his desire to crush, destroy, break, just like that of a demon. It started with him relying on his body to fight, turning it to steel, fighting to defend his friends and family, but this wasn't enough, by retaining control of his emotions, he was always held back. But when he saw all those he cared about die before him, he let all his anger and rage out and let this flow into his steel body as it would twist and war[ the steel and the steel taking the form of demonic creations to form a deadly style. One where the user would make mutated limbs and weapons that looked like they were forged in the underworld, dark in colour.



Description on the Abilities and Inner Workings of the Style:

- This style uses steel form the users body to make weapons and tendrils and demonic like limbs formed from steel. They will form by growing out of the users body to take shape and can flow in a sense of how the "Greater wood technique" can have weave and wrap around, as wood is also a solid..
- This is a close combat style as it creates weapons and sharp destructive limbs that add cutting/destructive force due to them being made of steel. An example of how it's destructive is how Kakuzu turns his body solid then punches a building completely destroying it, this takes on the same properties. Due to the size of some of the style, it can reach up to mid range.
- Make makes this style unique is how the steel flows with the users body movements, becoming an extension of themselves, a swing of the arm and around it comes a large demonic blade to tear apart anything in front of the user, extending their range, based on the construct made, much like the frog kata technique can be used as an extension to the users body, this would apply the same but through the use of steel release, increasing the range and all destructive properties.



Example images to help represent the style:

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The entire style flows from the users body in the form of heated steel (not molten, just hot to the touch) being one extension that has an ungodly form. So tendrils that look like that of a mutation, the weapons that have a sinister look.



Example Techniques:


Demon's Grasp
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The users will thrust their arm forwards releasing their steel chakra to form what looks like 4 mutated tendrils of steel that are wound around each other, looking like a demonic limb. This would be similar to to shikaku's arm that forms when Sasuke breaks through Gaara's defense. The main difference is this being made up of steel. It would have a destructive force being able to break through most solids due to the strengths of steel. At will the user can control the tendrils to separate into 4 to wrap around and bind a target, though they will retain the collective power of A rank.

Flowing blade style
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user at will, will release their chakra in a surge through their body and from their limbs, release their chakra in the form a large blade that extends from their body as they move. Anything from swinging their arm around and growing a large blade to extend their reach to creative methods like doing a cartwheel creating a blade from every limb to act like a large shuriken.




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Additional effects and Restrictions:
- Requires mastery of koton use.







Taught Here: [X]

(Purototaipu: Ōrufāzā No Ken) Prototype: Fist of the Allfather
Type: Offensive/Supplementary
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: N/A
Description: The user channels chakra to their one or both hands, producing a demonic-looking fist of steel several times larger than normal. Almost similar in size to the partial muti-size transformation of the Akimichi clan, these fists are capable of dealing destructive blunt force damage to either the opponent or the environment.

Smackdown - Varying in strength (A - S), this aspect of Fist of the Allfather is purely offensive in nature and is capable of smashing through most defenses. The user makes use of his enlarged steel fist to strike in the form of punch or uppercut, sending the enemy flying back into the air. Alternatively, the user can slam fist downward to pummel a target or strike the ground directly, which creates a shockwave that travels through the earth and shatters it up to mid-range around them. This causes running enemies to trip, those standing still to lose their footing, and can shatter earth-based techniques.

Hammertoss - Focusing primarily on attacking aerial targets this aspect of Fist of the Allfather (B-rank) has the user rotate their body before tossing their enlarged fist in a given direction, using the weight of the steel to pull their body wherever they wish to go. Capable of traveling a maximum of ten meters, this application allows the user to maneuver over obstacles or out of the path or incoming attacks.

Notes:
- The A-ranked version of this technique can be used three times per battle, while the S-ranked version can be used twice and requires a one turn cool down between each use.
- When overwhelmed by an attack, by the user’s will or having reached its duration limit, the fist(s) will shatter and fall away from the user’s body.
- When this technique is in use, the user is unable to perform handseals.
- The fist(s) can last for two turns upon creation.

(Purototaipu: Kagayaku Shīrudo Svalin) Prototype: Shining Shield of Svalinn
Type: Defensive/Offensive
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: 40 - 80
Description: One of the only primarily defensive techniques of the Prototype fighting style, the user channels steel chakra to one or both arms to produce a demonic-looking spiked shield that can be used to block or deflect incoming attacks of varying strength. Mounted on the forearm, the shield(s) can be of various sizes, from just small enough to block a punch or projectile, to large enough to cover the entire body. Due to the spikes on the outer portion of the shield(s), it can be used to attack in the form of a shield bash, dealing damage in accordance with it’s rank to those it makes physical contact with. When overwhelmed by an attack, by the user’s will, or having reached its duration limit, the shield(s) will shatter and fall away from the user’s body.

Notes:
- The A-ranked version of this technique can be used three times per battle, while the S-ranked version can be used twice and requires a one turn cool down between each use.
- These shield(s) can last for two turns upon creation.

(Purototaipu: Sekai Hebi No Hōyō) Prototype: Embrace of the World Serpent
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels chakra to either one or both arms as they thrush them forwards, releasing their steel chakra in the form of four demon-like tendrils of steel wound together that can reach up to fifteen meters. Connected to the user, these tendrils are released with enough destructive force to easily pierce through solid structures of equal strength, and once impaled the user will be able to lift, tear apart, and even throw their target. The user can also manipulate the tendrils to separate into four individual parts to bind a target, though they will retain the collective power of S rank. If a target is bound, the user can have the part binding them to remain intact while the rest of the steel will shatter and fall to the ground.

Notes:
- This technique can be used twice per battle and requires a one turn cool down between each use.

(Purototaipu: Haku kurō No Meisei Urufu) Prototype: Sweeping Claw of the Fame Wolf
Type: Offensive/Supplimentary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels chakra into a limb that they use to attack, producing an extendable, elongated, bared steel appendage with a claw-like blade at the end. Capable of reaching up to long-range, the Sweeping Claw can be used to impale and latch onto enemies at a distance and can be retracted to either pull the enemy toward the user or vice versa. The claw can also be manipulated via body movements to repel, attack, or counter enemies attacking from multiple directions with a 360-degree swath.

Notes:
- This technique can be used four times per battle.

(Purototaipu: Sensō No Nami No Shihai) Prototype: Dominion Of The War God
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user channels and releases their steel chakra from every chakra point in their body, releasing it outward in a burst of numerous demon-like tendrils that rapidly expand to impale everything around them, with the exception of the ground beneath. As these tendrils are a part of a single central structure, the user, the power of this technique is not divided between the individual tendrils. After expanding to their maximum range, the tendrils will retract back into the user’s body as quickly as they shot out, leaving gaping holes and deep gashes in enemies and structures in the surrounding area. Alternatively, instead of releasing them omnidirectionally, the user can instead create the tendrils through his feet and have them erupt from the ground, creating a deadly circle of massive spikes that reach up to 15 meters into the air. When used in this manner, the tendrils disconnect from the user’s body and remain on the field, crumbling after two turns.

Notes:
- This technique can be used twice per battle and requires a two turn cool down between each use.

 
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Custom Fighting Styles

Ganmaken|Gamma Fist

Type: NinTaijutsu

Background: "Internal damage with no external wounds." The history of the Gamma Fist fighting style is closely related to this concept, thought up by a certain shinobi. This shinobi was one within the unique population of Sound Release users, employing the Advanced Ninjutsu alongside his impeccable Taijutsu skills to win many a battle. The shinobi, growing bored of his time in his village, became a warrior nomad, seeking out strong opponents all around the world to further sharpen his skills. His journey led to him coming across another warrior who also specialized in Taijutsu. Naturally, the two engaged in battle, with the nomad finding himself incapable of defeating his adversary due to him enhancing his body with a special Ninjutsu, making his skin incredibly durable and dense. Finding himself unable to match his NinTaijutsu, but also unable to sacrifice his honor and using his prowess in Sound release, the nomad was defeated after a long fight. After licking his wound, he began to rigorously train his Taijutsu skills, challenging the man many times, but still finding himself unable to penetrate his armor-like skin. After countless training sessions failing to yield the results he was looking for, the nomad began to curse his inability to get over his honor and use his Sound Release prowess. Whilst mulling over what he could do, a new idea dawned on him, the creation of a new means of combat. Remembering the legend of the Hyuga clan, a group that focused on internal injuries, the nomad created a means of replicating such an effect through combining specialized Sound waves with his Taijutsu strikes. He engaged the man again, using this style to bypass his durable skin to attack him from within.

Description on the Abilities and Inner Workings of the Style: The Gamma Fist fighting style works in a similar method to the Gentle Fist, being inspired by the style of the clan. However, in comparison to the aforementioned clan's fluid and precise methods, the Gamma Fist fighting style is far more crude and violent. The style is executed by the user by flowing low energy, high frequency waves of concentrated Sound through their bodies. Due to being waves of Sound, the acoustic energy is faintly audible as it resonates through the user's body until released upon striking a target. Upon striking a target with their body through Taijutsu, the user will release the Sound waves into the opponent's body, using the contact between their bodies as a medium for the transfer of the waves. The waves, just like when they resonate through the user's body, remain high frequency and low energy, similar to that of a Hindering Sound wave, allowing it pass through the user's body and into the opponent's as though intangible, bypassing their flesh and entering the bodies of the targets. However, while initially harmless as it flows through the user's body and during the moment of contact, the waves change in form once successfully transferred into the opponent's body; once inside the waves change to become high energy and low frequency, taking the form of a Destructive Sound wave on the inside of the target's body, with the shape of the Sound wave changing in order to deal cutting and piercing damage to the target's internal body. This is where the mantra of the style, "Internal injuries with no external wounds," is given meaning: by bypassing the outer flesh and skin of the target, the Sound waves are capable of dealing severely higher damage to the opponent's internal body, making the damage harder to counteract should the user manage to land a blow.

Example Techniques:

Ganma Ken: Mezu|Gamma Fist: Mes
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: One of the beginner techniques of the Gamma Fist fighting style, the user will channel their Sound chakra throughout their body in the form of a low energy, high frequency wave, focusing the Sound through their dominant hand. Upon entering close quarters with the opponent, the user will perform a palm thrust towards the opponent, releasing the Sound wave into their body upon contact. Once within, the Sound wave instantly transitions to that of a high energy, low frequency wave that causes piercing and cutting damage to the area struck. In addition to pain and internal bleeding, the wave also causes paralysis to the area struck for one turn.

Ganma Ken: Sai Dai Rin|Gamma Fist: Largest Ring
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Considered the strongest technique of the Gamma Fist fighting style, the Largest Ring technique can only be performed by those considered true masters of the fighting style. The technique is executed through the user placing their fists against the body of the opponent while focusing the low energy high frequency Sound waves through their body. Contrasting the rather mild form of contact, the Sound waves are incredibly destructive upon actual contact, bursting apart on the inside of the target's body in the form of a multitude of waves shaped like blades. The waves resonate all throughout the target's entire body, severely damaging their internal organs and muscles. Due to the sheer amount of damage, the technique carries fatal consequences to those struck, leaving them completely paralyzed before their imminent death.

Ganma Ken: Injekushon Shotto|Gamma Fist: Injection Shot
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Upon getting behind the opponent, the user will hold the opponent in place by placing their arm across their neck. Upon grabbing the opponent, the user will flow a high frequency low energy Sound wave through their leg, driving their knee upwards into the opponent's back as their upper body is pulled backwards. Upon impact between the knee and opponent's back, the user will release the Sound wave into their body, transitioning into a piercing Destructive Sound once inside that causes tremendous internal damage to the target's spine. If successful, the technique will cause paralysis for a full turn to the opponent's body.

Additional effects and Restrictions:
-Must have mastered Taijutsu
-Must have mastered Sound
-Must have reached S-class by posts

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

Riker, our loyal member, gave on the of 2016, a request for a Patent on the Custom Fighting Style Ganmaken|Gamma Fist. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;

Ganmaken | Gamma Fist
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Copyright 2016, Riker, NarutoBase.net

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Taught Here: [X]

Ganma Ken: Mezu|Gamma Fist: Mes
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: One of the beginner techniques of the Gamma Fist fighting style, the user will channel their Sound chakra throughout their body in the form of a low energy, high frequency wave, focusing the Sound through their dominant hand. Upon entering close quarters with the opponent, the user will perform a palm thrust towards the opponent, releasing the Sound wave into their body upon contact. Once within, the Sound wave instantly transitions to that of a high energy, low frequency wave that causes piercing and cutting damage to the area struck. In addition to pain and internal bleeding, the wave also causes paralysis to the area struck for one turn.
-Can only be used five times per opponent
-Cannot be used in consecutive turns

Ganma Ken: Injekushon Shotto|Gamma Fist: Injection Shot
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Upon getting behind the opponent, the user will hold the opponent in place by placing their arm across their neck. Upon grabbing the opponent, the user will flow a high frequency low energy Sound wave through their leg, driving their knee upwards into the opponent's back as their upper body is pulled backwards. Upon impact between the knee and opponent's back, the user will release the Sound wave into their body, transitioning into a piercing Destructive Sound once inside that causes tremendous internal damage to the target's spine. If successful, the technique will cause paralysis for a full turn to the opponent's body.
-Can only be used four times per opponent
-Cannot be used in consecutive turns

Ganma Ken: Kauntā Shokku|Gamma Fist: Counter Shock
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will dash towards the opponent at high speed, delivering a double palm strike to the chest of the target upon getting in close quarters. Upon delivering the blow, the user will release a wave of high frequency, low energy sound waves into the body of the opponent. Once inside, the wave will spread throughout their bodies, converting into Destructive Sound waves once fully spreading throughout their bodies. The Sound waves deal damage to the muscles of the opponent's body, resulting in severe paralysis should the waves successfully be delivered.
-Can only be used four times per opponent
-Cannot be used in consecutive turns
-Paralysis lasts for a max of one turn



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Fenshingu: Eskrima Arts

Type: Ninbukijutsu

Background:
Eskrima arts as created by a man willing to figure out new fighting styles. One day he picked up a bow staff and wondered if it could be used with a higher sense of mobility. By chopping the staff into two sticks the man began coming up with fluid motions for using the sticks alot like fencing and kenjutsu. While in the mountains the man bought a few poles made of chakra metal which he used to store a signifigant amount of lightning into the sticks in order to deliver not only crushing blows but also to shock or paralyze on contact.

The style heavily focuses on causing broken bones and fractures rather than slicing and piercing. But more importantly is the 15 spots that dictate a fight. Once a master is complete with his training he not only understands every important bone in the human body but also understands how each plays a great part to the skeletal system. The main objective is to disarm or kill in one blow. The style was created to combat short range and is very good for counter strikes.


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Description on the Abilities and Inner Workings of the Style:
Eskrima Arts is a unique and new fighting style, only having just been revealed to the world. While some practitioners of Kenjutsu or any other melee fighting styles will mistake it for being less versatile and more complex, they would soon realize that there is much to learn before one is able to master Eskrima Arts. To even begin to learn and understand the complex nature of the Eskrima, one must acquire a minimum of two Eskrima sticks or Tonfas to begin with, yet as the training progresses, one must understand that a total of 3 Eskrima poles may be used in combat. These poles are unique form of small metallic sticks that are easy and quick to handle. Beginning ones practice, one will first undergo basic stances and trainings. These include different strikes with a Eskrima stick such as overhand and side strikes. During this training one will come to learn to utilize two to three at once with incredible precision and skill, being capable of tracking one’s own strikes with ease while also delivering strong and powerful, and even deep wounds and broken bones. Besides the close ranged usage of the Eskrima style, which is the most essential part, there also exists the ranged aspect of the Eskrima combat. In this aspect a practitioner will learn to combine all three poles to make a ranged bowstaff to keep enemies at a distance if they prefer. When having trained in the ranged field, one is able to learn the elemental part of the Eskrima Style. Of course due to both needing the sticks for close combat and ranged combat, the practitioner is required to be in possession of at least 1 to 3 Eskrima Sticks while in combat. Starting with two the practitioner learns the joint spots of the human body which this style focuses on in order to shatter bones. Even though the essential Eskrima fighting style revolves around, being in constant offensive position, one is not only trained to deliver various and deadly strikes, one is also trained in “blocking” or “countering” their opponents weapons such as swords, staffs etc. using their sticks to redirect their weapons down, to the side and out of the way. The Eskrima fighting style is specifically made to combat opponents that utilize staffs, swords, hand to hand combat etc. Having said this, redirecting the opponents weapons is an essential part of the Eskrima fighting style, utilized to open up the target and deliver crushing blows to the targets ribs, lungs, joints, etc.

After having mastered the usage of the Eskrima Sticks, there is still the most difficult part and that's the lightning control of the Eskrima Style. One must learn to manipulate his lightning chakra in order to use the lightning based attacks anc completely master this style. When utilizing the Eskrima in close combat, one must be capable of transferring their chakra into the Eskrima they are using which stores that lightning making each blow deliver a shocking charge.


Example Techniques:

Eskrima Counter
Rank: B
Type: Defensive/Counter
Range: Short
Chakra cost: N/A
Damage points: 40
Description: By using the twisting motion of the torso the user is easily able to use a Eskrima pole to block an incoming strike and move the opponent's arm away from the user. While extended the user grabs the opponents wrist and is able to strike at many points to include the ribs, kidney, lings, etc.

Static Crash
Rank: A
Type: Offensive
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user will slam both Eskrima sticks on the ground sending the lightning stored in them under the ground. The lightning will rise up from under the enemy as a gint bolt shocking them from bellow

Chest Crush
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will slam either one or 2 Eskrima sticks into the opponents chest releasing the lightning from the sticks. This causes multiple problems as it not only sends a giant electrical surge through the enemy but also shatters the enemies bones.


Additional effects and Restrictions:
-Must master Lightning
-Can only be taugh by Sabretooth
-Must be Sannin



Videos for better understanding:

Here's how it increases speed and reaction.
Notice that by training you become more aware of strikes through noticing your opponents movements and speed.

Here's how fluid the motions are to an expert

Here's some of the techniques I plan on making


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

Sabretooth, our loyal member, gave on the 15th of April 2015, a request for a Patent on the Custom Fighting Style Fenshingu: Eskrima Arts . I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Fenshingu | Eskrima Arts
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Copyright 2016, username, NarutoBase.net

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Taught Here [ ]


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Coiling Dragon Arts | Maki doragon - ātsu

Type: NinBukijutsu

Background: Coiling Dragon arts was crafted by a Shinobi named Shady during one of his journeys. At one point he had fought one of the great Sannin, Orochimaru witnessing his abilities first hand. Of course, Shady had taken notice of the man's unique body, and the way his limbs easily moved with great flexibility. He was impressed. Such nimble movements and little to no restrictions when the man moved. Shady loved the idea of using such a nimble body in close combat but knew it was near impossible to physical reenact what Orochimaru's body was doing. There was another way though. Being a master of Staves also, Shady took the 3-section style staves and used them to recreate the flexible movements of Orochimaru in close combat.

Description on the Abilities and Inner Workings of the Style: The Coiling Dragon arts revolves around using one to four in place of the user's limbs, allowing greater range, flexibility with attacks, and less restrictions on how a limb would typically move. The basic concept of the style is using the 3-section staff in a nunchaku fashion, swinging wise. By using chakra (whether it's raw or elemental) the user will create artificial limbs of chakra around the two sections of the staff not being held. The limbs created are either an arm or leg, with chakra in between each section in the form of chains acting as joints for the limbs.

Arm:
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Leg:
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This let's the user swing the said limb around with the unpredictability of a nunchaku user, but with the limb of a human body, without the drawbacks of joints, bones and muscles stretching or breaking. This coupled with the user having full control of how the limbs move (since its their chakra) lets the user essentially strike from any position. The affects of the limbs vary depending on how the user creates them though. He could use lightning to create a leg, which would gain the unique properties of lightning, being able to pierce, numb and paralyze things that it hits. Other elements would gain their respective traits while raw chakra would cause blunt damage. Wind would be able to slice through things, or use wind's suction ability to suck things towards it or blow things away. Fire would burn things and catch things on fire of course. Another unique use of the sections is the extension of ranges. With the chakra in between the sections acting as links, the user can expand the gap in between each section to stretch how far the staves can get to while maintaining its flexibility, reaching even up to long range in some cases. With these things added to the 3-section staff, the user becomes a greater close combat practitioner, being able to deliver what would otherwise be impossible strikes from various angles and ranges.

Example Techniques:
Coiling Dragon arts | Nova Shenron's Jab
Type: Attack
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
Using the basis of the style with katon chakra, the user will create an arm of katon on either one staff or two staffs held in opposite hands. The user would then swing the arm(s) in such a fashion that they swing forward doing a fast and powerful jab. The arms can very in size, ranging from as big as an average human arm to that of an arm with 20m length (when extending to long range) and 5m in width. If used with one staff the punch is A-rank in power, if used with two, the power is split into 2 B-Ranks.

- only usable 4x
- can not be used in consecutive turns

Coiling Dragon Arts | Omega Shenron's Final Kick
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
Using the basis of the style with raw chakra, the user will create a muscular leg around a single staff. Swinging the staff upwards untill the sole of the foot (top of the staff) is pointing at the sky, the user expands the leg into a massive size in a split second whilst extending the sections of the staff with the chakra joints in between. The leg is 25m long when swung upwards, while it's overall width is around 15m in total. Within the same motion of the upwards swing, the user goes straight into doing a downwards swing at the target, causing the leg to do a downwards heel drop on top of the said target. This causes massive destruction to the terrain and can fight on par with elements due to the shape manipulation. The destruction is so intense that it can destroy even the ground up to 10m away from where the kick actually lands, making it very difficult to simply evade.

- Usable once
- No Coiling Dragon Arts next turn

Additional effects and Restrictions:

- Needs to have Mastered Taijutsu
- Needs to have Completed Lightning, wind and fire
- Needs to have learned "Rasengan", showing testament of their ability to shape and control chakra

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

Naak Le Vaar, our loyal member, gave on the 2nd of December 2015, a request for a Patent on the Custom Fighting Style Coiling Dragon Arts | Maki doragon - ātsu. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Coiling Dragon Arts | Maki doragon - ātsu
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Copyright 2015, Naak Le Vaar, NarutoBase.net

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Taught Here: [ ]​

( Maki doragon - ātsu: Shin ryū no kakuchō ) | Coiling Dragon Arts: Shenron's Extension
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40 (-5 to maintain C-ranks, -10 to maintain B/A-ranks, -15 to maintain S-ranks)
Damage Points: 20-80
Description:
Shenron's Extension is the basic technique for the style, using simple raw chakra to create the limbs over the users Section-Staffs. The user can create arms or legs on one or more staffs, using them for purposes ranging from offensive attacks (Punches, kicks, elbowing etc.), to defending from incoming techniques (Catching a boulder, grabbing something and pulling the user etc.). The arms and legs can be used freely and skillfully to achieve not only feats the user can do with his own limbs, but he can take those feats even further with the range given and the flexibility of the jointless limbs. As stated in the details of the style, each limb would be able to extend to ranges up to even long, using Chakra chains as joints to allow control and extensions.
Note: S-rank variant only usable 2 times, while the technique can only be used 6 times in total.
Note: The Limbs are equal to that of Elements of the same rank due to the shape manipulation applied to the raw chakra.
Note: The limbs stay active for up to 2 turns.
Note: Can't perform hand seals while in use but can still use techniques that require no hand seals.



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(Hassan no Hōhō - Way of the Divergent)
Type: NinTaijutsu

Background: During Gecko's great quest for power he traveled quite a lot and as a wanderer he was viewed as an outcast and not accepted in many places. Often when he stayed in villages he was treated poorly but he was never harmed in any way. It wasn't until Gecko visited the land of the demons did he truly encounter fear. Upon arrival he was abducted in the dead of night where he was taken deep into the land of demons. The darkness was no help as he couldn't see what was happening. This instilled the fear of uncertainty within him. Day in Gecko was beat to death and by night fall he was left in the wilderness alone with no weapons, the creatures of the wilderness tormented him depriving him of sleep. But after a few months Gecko learned to endure the conditions within the darkness and later adapted to the minimal light allowing him to see those who abducted him, only to find out that they were a village of assassins. Once they saw Gecko could see they knew what needed to happen. They weren't going to kill him, but rather raise and breed him into a new warrior. A machine cold and desolate at heart like the darkness which once consumed him. At this point Gecko had no fear within body and he was ready for whatever training. The assassins gifted Gecko with a pair of tonfas. To the assassins this was a high honor as outsider rarely got to see this weapon without meeting death. The assassins trained Gecko in their unique fighting style which revolved around using the tonfas in conjunction with the body. After learning the style Gecko had completed the training and was allowed to leave. Gecko was now known as a Divergent, named after the tribe of assassin in which he learned from.

Description on the Abilities and Inner Workings of the Style: Way of the divergent revolves around the concept of being bold and fearless in order to use your body to the fullest. Once that access has been granted the introduction of this unique fighting style comes into play. Understanding this fighting style requires understanding of the 3 branches the tribe of assassins practiced on a daily. Branches including the mind, the body and the tonfa listed and described below.

The Mind:
The concept of being fearless is the main aspect of this branch. Gecko was held in darkness for months without any expectation of making it home, he was within true fear and when he escaped he was relieved of his fear which made him much more bold in battle. Those who are fearless don't fear the effects of anything, which allows students of the divergent style to put their body on the line and fight much more risky. This innate negligence of what will happen if i do this allows students to absorb more damage than the average human. When battling with an absence of fear you can concentrate more on the results you want to produce, this style practices taking hits without faltering in order to continue with prior actions. The shock of being hit doesn't introduce thoughts of "oh i might die." no it introduces thoughts of "so what if im hit, i'm not dead yet." Along with being fearless an unyielding spirit develops, a never say die attitude.
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The Body:
The next branch is the body branch, this branch is the epitome of the style as it is with all fighting styles. The main branch essentially holding strong ties with the tonfa and mind aspects of this style. Firstly in order to thrive in the way of the divergent students must come in with basic body control. As the training is rigorous and could put amateurs in the hospital if they tried to practice this style. Through the training of this style the desired muscle tone for the mental aspect of this style to take full effect is gained. The master spends hours on hour striking the body of the students, until it becomes natural not to think of pain while in pain. Instead while in pain thoughts are trained to think of how to continue with it. Aside from the conditioning of the body this is where the actual fighting style is taught. This style is meant to dismantle and break apart the opponent with blunt and quick strikes of the elbow/forearm. When these strikes are coupled with the interlocking of the foot and leg to trip up the opponent an easy upper hand is gained for students of this style. One could consider this style a grappling branch of martial arts as the arms and hands are only used to block and defend never to attack. The elbows/forearms can come from vertical, horizontal and diagonal angles in order to intercept and attack the opponent. To a student of the way of divergent, a simple leg sweep is his based combo when you add a swift elbow. Using the ankle and maneuvering it around the opponent's legs allows for balance to be compromised giving students of this style an advantage. (Both shown in the gifs below.)

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The last part of this branch involves the flow and manipulation of chakra, water chakra to be exact. As we all know the body is mainly composed of water so the flow and manipulation of such within the body is easy as well as producing it outside and into other objects. Water is used with the style in order to make strikes stronger. Water pressure which is quite frequent within the manga is built up on a lesser scale within the limbs of the user or focused within the tonfa in order to make said object denser and more compact. This is achieved simply by making the flow of water chakra within the body more compact/tighter making the body heavier and more dense. Which results in a slower body for beginners but for masters the added weight is nothing. Which leads to the last and final branch of this style.​

The Tonfa:
The tonfa, the tonfa is a simple weapon not commonly seen in the ninja world. As it is a variation of a nunchuck and a dagger. A tonfa holds the shape of a nunchuck but gains the grip and extended body of a dagger. With those main properties a unique shape is added making the tonfa one of the most revolutionary weapons to date. Tonfas are bracket shaped gauntlets with inside handles, upon learning this style a tonfa is crafted by me to fit the dimensions of the bio and it is completely indestructible. Users of this style don't necessarily have to use this set of tonfa as they could make their own cw if they prefer. The tonfas are durable yet hollow enough to hold pressurized water within the body to add extra force to strikes. The pressure from water is constantly circulated throughout the tonfa to increase destructive force. An equivalent to filling a ball with clay. Tonfa can be used one of two ways, they can be kept parallel to the forearm and used as extra force for the arm. Or they can be used in the opposite grip to extend the reach of the user for lengthened attacks. The inside handle on the tonfa allow the user to rotate them relatively quickly to change the grip for rotated strikes or to defend and intercept. This is achieved by flicking the wrist while maintaining a strong grip on the tonfa. With the addition of the tonfa the style introduced with the body first is enhanced once more with this revolutionary weapon.
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Example Techniques:

(Hassan no Hōhō: Gensui)- Decay
Type: Attack/Defend
Rank: A Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user keeps his tonfa in the common grip keepin each tonfa parallel to the arm. The user then steps forward with his arms outstretched and spins rapidly. If an object should come in contact with the user while he is spinning the force of his body is enough to penetrate a large boulder.
Note: Can only be used three times per battle
Note: can be used to attack with appropriate description but mainly for defense.
Note: Can only be taught by Gecko

(Hassan no Hōhō: Toppū)- Flurry
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user takes the opposite grip of the tonfa extending them outwards as an extension of the arm. Then once the user is in range of the opponent he rotates one tonfa swiftly to intercept the opponents arm and draw him away from his natural stance. As his body follows, the user jumps into the air and comes down with a flying elbow to the neck shoulder region.
Note: Can only be taught by Gecko
Additional effects and Restrictions:
{Restrictions}
-Must carry a tonfa in order for this fighting style to be used
-Must have started taijutsu-basic body control
-Must have mastered water
{Effects}
-Students of this style are fearless, giving them a higher damage capacity.​


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

Gèckö, our loyal member, gave on the 29th of December 2015, a request for a Patent on the Custom Fighting Style (Hassan no Hōhō - Way of the Divergent). I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Hassan no Hōhō | Way of the Divergent
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Copyright 2015, Gèckö, NarutoBase.net

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Taught Here: [ ]

(Hassan no Hōhō: Rejikuto) - Way of the Divergent: Rejected
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: The tonfas used in this style of fighting are reinforced with the pressure molded by constant water chakra surging through them. This added pressure creates additional force which allows users to strike stronger and deal more damage than the average strong fist user. So with the tonfas in hand this technique can be used to attack in two different ways. The first being the generic and more common usage. Within range of the opponent the user grabs hold of any open limb pulling the opponent closer where he uses the open tonfa to strike down at that limb. The generated force from this strike is enough to paralyze the opponent's limb for one turn. The second method is the knock back method where an incoming projectile or any object the user deems within his limits is struck by the tonfa and sent at the opponent with the force generated from the tonfas.
Note: Can only be used 4 times per battle
Note: Has a 1 turn cool down
Note: Masters of this style can disperse elemental ninjutsu attacks of b rank or lower once per battle. [Works on water and earth]
Note: Can only be taught by Gecko
(Hassan no Hōhō: Hiji Tameni Hiji) - Way of the Divergent: Elbow for Elbow
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: With both tonfas in the common grip which is parallel to the forearms, the user within range of the opponent punches him in the gut, then follows up with a swift knee. Bringing the body of the opponent upward. The user then delivers one swift forearm blow to the torso area of the opponent. While at the same time interlocking either of his feet with the opponent's tripping him and causing him to fall on his back. The combo is finished by the user jumping in the air and delivering a falling elbow to the gut with the tonfa.
Note: Can be used 4 times per battle
Note: Can only be taught by Gecko
(Hassan no Hōhō: Jigoku Kara Rariatto) - Way of the Divergent: Clothesline from Hell
Type: Attack
Rank: B Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user within range of the opponent steps in with his off foot and swings the opposite arm at the hand following through with the body to perform a lariat/clothesline with the tonfa equipped.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko
(Hassan no Hōhō: Oshi) - Way of the Divergent: Pressure
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: One of the few ranged attacks which come from this style. The user takes on the common grip and steps in with the off foot while propelling the dominant arm in a forearm thrust aimed at the opponent. The added force from the water pressure built up within the tonfa coupled with the natural strength of the user allows for a strong shockwave of air pressure to be sent through the air at the opponent. The shockwave is has a diameter of 1 meter and is a circular wave of compressed air.
Note: Can only be used twice per battle with 2 turn cool down in between
Note: Can only be taught by Gecko
 
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Ańbu Juniør

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Scientific Ninja Tools

Taught By Keotsu [X]
(Bīkon) Beacon
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As the Kote has gained notoriety among Shinobi, Samurai too have looked at the technology as a way to expand their arsenal. The Beacon is an altered Kote, capable not of using Ninjutsu, but of preforming Summoning in place of the user, intended for use by Samurai. A beacon has a disk inside it upon which a summoning contract is inscribed, much like how one would sign a traditional contract. Unlike Kote, to use the Beacon does require chakra - an equal amount as would be required to normally preform a Summoning, but unlike traditional summons, the Beacon acts as its namesake, allowing Summons to pull themselves to the wielder's location.
*Note: Allows Summoning to be preformed by Samurai.
*Note: Chakra Cost and Damage are dependent on the Summoning being used.
*Note: Use of the Beacon itself is passive, but the Summoning still consumes a moveslot.
*Note: The Beacon can only be attuned to one Contract at a time.

Taught By Ian [X]
(Kansō) Requip
Type: Tool
Rank: D
Range: Self
Chakra: -5 chakra per transformation
Damage: N/A
Description: Requip is a unique brand of ninja technology namely used for those always on the move. Coming in the form of apparel; the user has the innate ability to have clothing that morphs and changes form in order to suit their needs. Within the fabric of the clothing – there exists specialized ninja technology that controls the strings and thus with the use of chakra can command it to take any form she desires. This can range from shifting from casual wear to combat ready clothing on the fly. It mimics any clothing the user may also have somewhere at home and even the coloration changes as well. This combines two aspects: the Henge no Jutsu and the morphing capabilities of the microfibers but the transformation is permanent until changed again. Transforming the clothing is passive and doesn’t take a move slot however needs – 5 per use to do so. While transforming a bright light is also emitted to prevent others from seeing the transformation until it fully forms if needed.
This tool is used by using chakra to control threads in the users clothes to change it into something else.

Taught By Serpent [X]
(Kaihou Kasugai) Automated Clamps
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Chakra Saifon) Chakra Siphon
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A (-20 per turn)
Damage points: N/A
Description: A basic automated siphon tool attached to the users back and designed to passively absorb and store the users chakra. This Nin-tech is able to sense foreign chakra and then pump all the stored chakra back into the user creating a shock that spikes and restarts the users chakra flow. This allows the user to break out of Genjutsu using the chakra surge method, being able to release any genjutsu, excluding Yin and MS level Genjutsu, so long as the surge of chakra released into the user is higher then the chakra used for the Genjutsu. This Nin-Tech is able to store up to 100 chakra into it, taking up to five turns before it reaches capacity. If the user has Senjutsu, the siphon can still absorb the senjutsu like chakra and release the Senjutsu back into the user, following the foreign chakra/energies release method of Genjutsu, instead of the chakra surge method. This allows the user to break any genjutsu, including Yin release genjutsu however it cannot break Mangekyou Sharingan Genjutsu. This Chakra Siphon begins absorbing and storing the users chakra at the beginning of battle and stops absorbing once it reaches capacity and/or when the chakra/senjutsu is released back into the user. Requiring a two turn cooldown period before it begins absorbing chakra/senjutsu again. While the siphoning of chakra is a passive ability, the release of chakra back into the user will still cost a move for that turn. Lastly, this Nin-tech cannot be used to enhance techniques in any way. The chakra/senjutsu released back into the user does not replenish their chakra or senjutsu reserves. Only working to release foreign chakras and genjutsu under one of the two presented methods.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
 
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Sound

(Ototon: Hoshi Ki no Shōten) - Sound Release: Astral Ascension
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (-5 per turn)
Damage: N/A
Description: A movement technique developed by Kōtetsu Inuzuka, Astral Ascension is a sound-based technique that allows him to levitate and propel himself through the air via the use of both high and low-frequency soundwaves inaudible to the human ear. Designating themselves as the target the user releases low-frequency soundwaves from below to lift off a surface while releasing high-frequency soundwaves from above to hold themselves airborne. By applying additional directional soundwaves the user is capable of moving through the air. The user can apply this technique to other targets up to three meters in diameter to levitate them from a distance. While active the user can only make use of sound release techniques, and using chakra costing techniques of other natures will result in this technique failing.

Notes:
- This technique lasts until deactivated and can be used three times per battle/arc.
- This technique can be used on up to two targets at once.
Taught:

(Ototon: No Tōboe) Sound Release: The Howling
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (Per Target)
Damage: N/A
Description: Developed by Kōtetsu Inuzuka to avoid harming his ninken or allies when deploying hindering soundwaves, The Howling is a passive technique utilized alongside sound techniques that aim to paralyze, disorient, or temporarily incapacitate all who hear it. By manipulating their sound chakra the user can create a cushion of sound similar to a Baffle directly over the ears of his allies within mid-range, inhibiting the sound of his technique from affecting them for a single turn. This technique requires the user to spend additional chakra depending on the number of allies in range.

Notes:
- This technique can be used on up to two targets at once.
- This technique can be used four times per battle, requiring a two-turn cooldown between each use. Each target will count as a usage however.
Taught:

Taught By Imperfect [X]
(Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A relatively simple, yet deceptive, technique that is as deadly as it is simplistic, the Consecutive Normal Punches technique has the user utilize low frequency, high amplitude sound waves to perform a unique kind of physical attack. The user starts by simply gathering a large quantity of Sound Release Chakra within one of their fists, manipulating it to achieve the aforementioned low frequency, high amplitude waves within the chosen limb. As this happens, physical vibrations can be seen, even with the naked eye, emanating from the user's chosen hand/ arm, signalling the technique's preparations are met. Finally, upon throwing a punch, even a basic, straightforward jab, the user releases the gathered Chakra, causing their own fist to vibrate at an unbelievable, near uncontrollable, rate. Visually it appears as though the user is punching with numerous fists, or is employing some manner of after-image to confuse the enemy, however, what is truly happening is that the user's fist, due to vibrating so violently, physically alternates between so many positions concurrently that it appears that there's more than one punch being thrown. This is similar to the phenomenon when , appearing as though there's more than one string is physically occupying the same spaces. The movement caused by the vibrations from the string being plucked are simply too fast for the naked eye to perceive them all, leaving movements of the string out, and giving the appearance that more than one string is present. In the case of this Jutsu, although it's the same principle, due to it being executed via Chakra, the danger is very much real. The total number of fists can range from dozens to hundreds of individual attacks, and this, combined with the large overall quantity of Sound Chakra being utilized to have the user's fist act and be perceived in such a way, is where the lethality of this technique comes from. Because despite this Jutsu creating an attack that looks like a simple punch with after-images, each and every punch is, technically, real. The user isn't attacking with illusions, they are attacking with sheer speed, creating multiple attacks from a single release of Sound Release Chakra to cause intense vibrations. This allows the user to target a large angle of front of themselves, or spread the focus of an attack over a wider surface area of their target, with the vibrations inflicting the same type of damage most other Sound-based Taijutsu techniques impose on the affected party. The vibrations can damage both soft tissues and harder materials, such as bones, while the physical punch(es) the user performs can spread this damage across the majority of the body, with varying effects and damage, depending on the area the user strikes.

Note: Can be used a max of twice per battle/ event.
Note: User must wait 2 turns between usages.
Note: User cannot perform S-Rank or above Sound Release techniques for 2 turns after this technique's usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
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Taught By Keotsu [X]
(Genjutsu: Migoto Koukyoukyoku: Seimei) Illusion Technique: Beautiful Symphony: Life
Rank: S
Chakra: 80
Damage: N/A
Range: Short-Long.
Description: The user activates this sound based Genjutsu by tapping any two objects together in a rhythm. (This can be hands, kunai, or an instrument, in which case, only one is needed.) As soon as the first beat is heard, the person is captured in the Genjutsu. The person, or persons, caught in the Genjutsu lose the ability to channel chakra and their movement is reduced to the coordination of a severely drunk person. The user of this jutsu is unable to attack, because this jutsu must stay activated by the caster, so if the user attempts to attack, the Genjutsu is broken, and the enemy(s) caught in the Genjutsu immediately regain all their abilities. (20 chakra per turn to sustain this jutsu.) Because this jutsu interferes with the enemy's ability to control chakra, this justu cannot be dispelled by a Kai used by the person caught in its effect. The user cannot move during this jutsu.Only usable one time per battle. The Genjutsu only last one turn before the additional 20 chakra must be paid.

Taught By Xylon [X]
(Sonido) - Sound Ceremony
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: Sound ceremony is an advanced sound manipulation skill. The technique falls in the broad of category of body flicker techniques, techniques that involve use of chakra for a sudden burst of speed. Sound ceremony does not involve any hand seals, the user begins by channeling a wave of sound that goes deep into the ground and travels back to the user, the travel time (back and forth) of the first wave is instant much like hindering sound and is meant to analyze the area (up to long range), the wave comes back carrying the information of the innate molecular vibrations of the surrounding area. Following the first wave, the user charges himself with chakra and travels to a distance, in a single step, as he lands, he sends a wave that travels into the ground and comes back, bouncing him off the surface yet again. The user could repeat this process for a maximum of 6 steps, the distance of each step itself depends on the user’s desire as well as his mastery in Taijutsu (10m normally, 20m for taijutsu specialists or Nb tai users, and 25m for those who have mastered NB Tai).

The speed of the user as he travels is nearly untraceable to naked eye akin to leg weights (defined by a multiplier of x2 in the speed formula). Each step sends ripples through the surface user is stepping on, crushing the area and crumbling it into gravel. Though the process takes time (occurs between one to two second after the user steps off) , meaning the user could be on his third step by the time the area around the first step breaks apart. The technique is similar to a destructive sound wave, but it does not crush objects from sheer force. The wave released after each step, has the specific frequency that breaks the molecular bonds of the object in contact, causing it to fall apart (Vibrating an object at a frequency similar to that of its molecular frequency, causes it to fall apart. I.e. an opera singer breaking a glass with her voice). After at least 3 steps (2 seconds for a master) of moving around, the user could hit the opponent directly releasing the wave into the body, crushing the bones in the targeted area or limb. The technique can seamlessly be combined with another taijutsu for maximum potential damage. First movement is considered the first step, the user crushes the ground beneath him as makes his first move as detailed in the picture below .
Note: Usable 3 times per conflict.

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

Taught By Serpent [X]
(Ototon: Kyouwa) Sound Release: Self Harmony
Type: Offensive
Rank: B-S
Range: N/A
Chakra Cost: 20-40
Damage points: N/A
Description: After identifying an illusion, the user will focus his sound chakra while humming. This harmonizes the users chakra flow throughout their body by creating vibrations that resonate opposite to the foreign chakra within, effectively disrupting the illusion. This proves to be an ideal technique to release Genjutsu of the same rank. The power of this technique is dependent on the amount chakra fueled into it. This technique can also be used on an ally through direct contact, by challenge the chakra and vibrations into their chakra supply in order to disrupt the illusion.
Note:
-Can only be used twice per battle
-Can only use S-ranked variant once
-Can only be taught by Serpent



 
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Ańbu Juniør

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Dokkodo


Taught By Keotsu [X]
(Dokkōdō: Rokotsuna Uso) - The Alone Way: Blatant Lies
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The ultimate form of the Dokkodo technique Hidden truths, this technique is comparable to the Samurai Saber Technique in both its concept and execution. By channeling Senjutsu into the blade, the user becomes capable of creating crescents of natural energy sharpened to slice through metal and bone effortlessly. These crescents are capable of combating equal ranked Elemental Ninjutsu. Unlike Samurai Saber Technique, however, these cannot create chakra weapons to attack with, instead just creating slashes and strikes following the user's strike motion. They crescents can carry the effects of either form of Senkenjutsu.
Note: Can be used three times and the user cannot use any other Dokkodo techniques S rank and higher that turn and the next turn.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.

(Dokkōdō: Shin Shiraha Nagashi) - The Alone Way: True White Blade Flow
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: After entering Dokkodo, the user will focus Senjutsu enhanced chakra into their blade and charge it, such that the effects of White Blade Flow can be extended to other Dokkodo Kenjutsu by adding 10 chakra to its cost. Doing so causes the user's sword to leave a glittering trail of glass like shards in the air simply by moving it, and allows the techniques to carry a corroding Senkenjutsu effect: the released chakra quickly corrodes through the obstacle, weakening by exposing the obstacle's "shatter point". This is a point on the technique that the Senjutsu compromises, causing it to shatter in a glow of white glass-like shards, lending to the technique's name. It is capable of destroying solids and liquids of equal chakra or lower while dispersing energy as well.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to Dokkodo techniques.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: Can be used as a standalone technique or alongside another Dokkodo technique, occurring in the same timeframe in the case of the latter.

(Dokkōdō: Senbonzakura) - The Alone Way: One Thousand Cherry Blossoms
Type: Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage: 60-80
Description: A Dokkodo technique comparable to the Samurai technique Secret Sword: Snowstorm Beheading. The user will channel Senjutsu into their blade, cloaking it in natural energy in much the same manner as one would for (Dokkōdō: Kakusu Shinjitsu ) - The Alone Way: Hidden Truths. Once done, the user will swing their blade, releasing outwards a massive swirling cyclone-like shockwave of natural energy that can carry either form of Senkenjutsu, that takes the appearance of a storm of cherry blossom petals. The cyclone is powerful enough to slash apart bone and steel effortlessly, and is capable of combating equally ranked Elemental Ninjutsu.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: S rank version is usable 2 times per battle with a two turn cool down in between usages; A rank version is usable 3 times per battle.

 
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Ańbu Juniør

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Columbidae Summoning Contract​


Summoning Animal: Columbidae
Scroll Owner: Ishiro
Other Users who have signed the contract: KeotsuEclipse, Demosthenes, Gin-San, Reborn
Summoning Boss if existing: Aero and Kurahato
Other Summoning Animals tied to contract: Waka, Morpheus and Selene, Excalibur, and Agrias.​

Columbidae (Pigeons and Doves [biologically, pigeons and doves are the same - "dove" is a term used by humans to - generally - describe the smaller birds in the species]) are as diverse in their abilities as humans are - some Columbidae specialize in technique and element usage while others are simply speed oriented; as each Columbidae is different, each's individual niche will be described when submitted - however, each Columbidae has the ability to transform into a human form, symbolizing Columbidae's concentration around humans.

Custom Summonings:

1. (Ekusukaribā) Excalibur
Type: Summoning
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Excalibur is a relatively small Columbidae, when compared to the other members of the contract, only having a wingspan of two and half feet. His white feathers are tufty, closely resembling white hair, which starkly contrasts his large, pitch-black eyes. His beak is somewhat longer than that of a normal Columbidae, curving upward rather than downward, furthering the oddness of his appearance. Excalibur is the personal summon of Near, having been with him for the majority of his life with him, establishing a connection between them that makes him stay with Near indefinitely when summoned. In his avian form, his abilities are purely supplementary, as his focus has always been having a superb level of chakra control, never bothering to train himself to utilize it in a combative means. He will perch atop Near's head, spreading his wings, blending into his white hair in such a way that it appears as if though there are wings protruding from the sides of his head, sort of fusing himself there as he begins to focus chakra into Near as Near does the same to him, causing their two chakra networks to essentially act as one. Excalibur utilizes his level of chakra control to regulate the flow of chakra within both of their bodies, bringing about an augmented, harmonious flow. His expert utilization of chakra and ability to maintain this augmented flow would allow supplementary techniques based on chakra-flow augmentation up to B-rank to be maintained as long as Excalibur is fused with Near. In his human form, his appearance strays even farther from the normal appearance of a human than that of his avian form from that of a normal Columbidae. He is very small in this form, only three feet tall, having completely white skin, a white, ornate suit, a white top hat, and a white cane that he often gestures with. Like his avian form, the main contrast from his nearly monochrome theme are his large eyes with dark pupils. He is very narcissistic, often speaking of his exploits and his legend, looking upon most others as being inferior beings, whom he often calls fools as he waves his cane at them. Aside from having a magnificent singing voice, his abilities in this form consist of using his cane as a weapon with strength equivalent to a B-ranked taijutsu attack.
Note: When summoned by others, he remains on the field for four turns.
Note:The transformation from Avian to Human form and vice versa requires 10 chakra and counts as one of the three moves that can be used per turn.

Human form appearance:
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2. (Hato-ka Kuchiyose: Aero) Columbidae Summon: Aero
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Aero is one of the two “boss summons” for the Columbidae contract. She has brilliant silver plumage, with blue accents around her eyes. Her tail feathers have three golden bands, and her chest is adorned with a navy “U” that ends on either side of her wings – a single navy stripe goes down her back as well. She is just less than 20 feet from head to tail, making her very small, as far as boss summons are concerned – however, this reduction in size seems to benefit her, as it concentrates her power and makes her much faster than most bosses. Aero has a dual Fuuton/Suiton element, able to fire an A-rank beam from her mouth that is treated as an elemental combination of the two. She also has the ability to create a large dual element vortex as well, equivalent to S-rank, though only one time per time she is summoned. In Human form, she appears a beautiful woman who has long silver hair and wears a royal blue ball gown. She can use Fuuton and Suiton jutsu up to A-rank, and they too acquire a dual-element. Unlike her brother who specializes in sheer strength, Aero takes half damage from all attacks.
*Aero has 120 Health.
*When summoned, she stays on the field for 5 turns.
*Can be summoned twice in one battle, but not within three turns of her dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.
3. (Hato-ka Kuchiyose: Kurahato) Columbidae Summon: Kurahato
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Kurahato is one of the two “boss summons” for the Columbidae contract. He has stark black plumage, crimson breast feathers and a red flare around his eyes. His tail has two vertical silver bands, and he has crimson feathers on his back as well. He is just over 20 feet from head to tail, making him larger than his sister, but still small as far as boss summons are concerned. This reduction in size seems to benefit Kurahato, though, as it effectively concentrates his power. Kurahato has a dual Katon/Raiton element, able to fire a flamethrower-like blast from his mouth, equivalent to A-rank. He also has the ability to summon a dual element cyclone as well – a tornado of fire that is struck multiple times by lightning bolts. The vortex is equivalent to S-rank, but can only be used once, per time he is summoned. In his human form, he appears as an attractive young adult male, with jet black hair and blazing crimson eyes – dressed in a black single-breasted suit. He can use Katon and Raiton jutsu up to A-rank, and they too acquire a dual-element. Unlike his sister, who specializes in durability, Kurahato deals double damage with all attacks.
*Kurahato has 60 health.
*Blast and Cyclone do double damage for their corresponding rank. Jutsu also do double damage, but require 1.5x chakra to perform.
*When summoned, he stays on the fields for 5 turns.
*Can be summoned twice per battle, but not within three turns of his previous dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.
4. (Hato-ka Kuchiyose: Ushiwaka) Columbidae Summon: Ushiwaka
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: 0
Description: Ushiwaka, or Waka for short, is Keotu’s personal summon. An average sized Dove with golden plumage, Waka is a Columbidae that is more oriented towards Kenjutsu, and has a minor wind element, capable of creating wind gusts equal in strength to Fuuton: Reppoushou. Waka is summoned with a flute in his talons, which is actually the mystical sword Pillowtalk. Pillowtalk sprouts a green blade of chakra from one end of the flute once chakra is directed through it. Pillowtalk has the standard slicing capability of a regular Katana, but when someone is hit by the blade of Pillowtalk, in addition to causing a wound, it also makes the opponent sleepy, an effect that worsens with each consecutive hit – no person has every stayed awake through more than five hits by Pillowtalk, regardless of what they’re doing. When Waka transforms into a human, he is shown with long golden hair, and in a pink kimono along with a purple Sashinuki-hakama, along with a hat that has the motif of a hawk with a long cloak that hides his hair, and tends to pepper his speech with French phrases. He is extremely talented in Kenjutsu, able to use any of the summoner’s “non-elemental” or wind element Kenjutsu moves at an equal cost, and has the ability to use his wind powers to allow himself to stay in the air, giving him the ability to “fly” (in actuality, he creates an updraft that allows him to hover, and can change the able to glide around). While in his dove form, he is extremely quick and agile, making him a difficult target.
*Waka has a strong bond with Keotsu, and thus he stays on the field indefinitely when he summon him. When anyone else summons him, he remains on the field for 4 turns, though he can leave Pillowtalk behind for the user to use, until they dismiss the blade.
*Waka’s Wind Gust in Dove form is equivalent to C-Rank, but only require 10 Chakra, due to its not damaging nature.
*Pillowtalk can only be wielded by Columbidae contract signers.
*Transforming to/from Dove/Human form takes 10 chakra and counts against one of that turns moves.
5. (Hato-ka Kuchiyose: Morpheus to Selene) Columbidae Summon: Morpheus and Selene
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 80
Damage: N/A
Description: Morpheus and Selene are both Bleeding-Heart pigeons of average size, with Selene having a primarily light pink plumage, with blue accent around her head, giving her the appearance of wearing a masquerade mask, and on the tips of her wings as accents – the “wound” on her chest is golden, as is a large arc that extends from the tip of one wing, across her back, and to the edge of the other; Morpheus is covered in stark black feathers that have a very sleek, shiny finish, despite his rather ruffled appearance – his “wound” is snow white, as is the crown on his head. Among the signers of the Columbidae contract, it is widely believed that these two are the next in line for leadership over the contract. These two both specialize in Genjutsu, giving them rather interesting powers. While in Avian form, it’s obvious that Selene is the powerhouse. While she flies around, she rapidly molts, scattering her feathers – which give off a soft glow – all over the battlefield; this causes the opponent(s) to become very relaxed, as they start to fall into a deep, soothing sleep – this is effectively Selene’s own version of the Temple of Nirvana Genjutsu. Due to the constant and continuous nature of the Genjutsu, it makes it not only difficult to avoid, but difficult to resist. Morpheus mainly runs support in this form – he uses a form of the False Surroundings Genjutsu to make it so that neither Selene nor himself can be easily pinpointed, but constantly randomizing their location, or so it appears to the opponent. Once Selene’s Genjutsu takes effect, though, both automatically assume their human forms – and in this form, Morpheus is the one to be reckoned with. Selene starts to sing, ensuring that the opponent stays in a deep, peaceful sleep, which only helps to augment Morpheus’s powers as this allows him to ensnare anyone who hears Selene’s singing in their sleep into his own Genjutsu. He taps into the opponent’s subconscious, and draws forth their deepest fears, allowing their mind to create their own nightmares. He then amplifies them and gives them form while adding a few of his own touches, making them very real to the enemy, as if they are experiencing the most horrific of nightmares – due to the peaceful sleep they came from, the nightmares are more exhausting on the enemy’s mind than they would be normally. After a short while, with the opponent mentally exhausted from the barrage of nightmares, he makes it appear as if a large black portal opens beneath the opponent’s feet, sucking them into a large, bleak nothingness. Nothing is present there, and the opponent’s psyche welcomes this, falling into an extremely deep, comatose like trance. After this, Morpheus and Selene take their leave, and are dismissed.
*Can only be summoned once.
*Counts as two moves in the turn that they are summoned.
*They can remain on the field for up to five turns.
*When the opponent falls under the effect of Selene’s ToN, they automatically transform into their human forms – this takes 20 chakra each, instead of the usual 10, totaling 40.
*The user cannot use any Genjutsu while these two are on the field, as it would effectively negate their effects.
*The user cannot perform another Summoning until five turns after these two have been dismissed.
*No physical damage is done to the opponent, but the psychological damage is severe.
*Neither Morpheus nor Selene can move in Human form, due to having to concentrate to activate their Genjutsu, meaning they are unable to defend themselves.
*Both Morpheus and Selene have 50 Health.
6. (Hato-ka Kuchiyose:Aguriasu Ōkusu) Columbidae Summon: Agrias Oaks
Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Agrias is the guardian of the Columbidae Contarct. In her dove form, she appears as a regular size dove with yellow plumage. Her only ability in this form is that she can be summoned through use of a piece of special reed grass that grows only in Eden, the realm where the Columbidae reside – using this grass allows her to be summoned at a regular chakra cost, but bypasses summoning ninjutsu, by using chakra to activate the glyphs found inscribed upon the wheat when a tune is blown on it; in essence, Agrias is summoning herself to the Summoner, but using their chakra for the job. As a Human, Agrias is a stunning young woman of 20 years old with long, golden hair that comes down to her hips and amber eyes; she keeps her hair tied back in one large braid, though. She wears a navy trench cloak and a pair of leather breaches, boots, and gauntlets, as well as wearing a steel breastplate, and her personal sword, Save the Queen; she also speaks with a slightly Old-English dialect. In human form, she is capable of using any Kenjutsu and Taijutsu that the summoner can use. As a human, she also gains access to a personal Kenjutsu technique known as “Divine Ruination”, an S-rank technique that fires a helix-shaped shockwave at the enemy (described below).
*Save the Queen can only wielded by Agrias and Columbidae Contract signers; the sword itself is indestructible, but has no special powers.
*Though Agrias has her own Health and Chakra pools, her moves still count towards the summoner’s 3 moves per turn.
*Divine Ruination is a double helix (DNA) shaped, blue shockwave that causes a cross-shaped explosion to occur on impact. When used by Agrias, it is treated as a justu with S-rank power and chakra cost. It reaches up to Mid-range before disappearing and can only be used 3 times.
*Transforming to/from Avian/Human form costs 30 chakra to Agrias and counts as a move and she is always summoned in Avian form.
*Can only be summoned once and lasts for 4 turns.
*Agrias in Human form:
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Original Contract Approval [ ]
 
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Ańbu Juniør

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Rat Summoning Contract​

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Summoning Animal: Rats
Scroll Owner: Ańbu Juniør
Other Users who have signed the contract: -Haku Yuki- | Shady Doctor | Mute
Summoning Boss if existing:N/A
Other Summoning Animals tied to contract: Shu, The slicing wind | Splinter, The Raging Sea​

Custom Summonings:

1.(Nezumi Kuchiyose no Jutsu: Shu, Suraisu-Fū) Rat Summoning Technique: Shu, The slicing Wind
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and crimson eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to and including S-Rank non-elemental and wind related Kenjutsu techniques, and his movement speed is slightly faster than that of a Kage ranked shinobi. One of Shu's abilities allows him to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but does not affect his speed. The Coat of wind also serves to protect him from A rank and below lightning techniques.
Note: Can only be summoned once and stays on the field for four turns.
Note: All of Shu's abilities count as a move.
Note: The coat of wind can only be used once per battle and lasts until it is destroyed or deactivated.
2. (Nezumi Kuchiyose No Jutsu: Splinter, Arekuruu Umi) Rat Summoning Technique: Splinter, The Raging Sea
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will draw blood and wipe it either across his summoning tattoo or slam his hand to the ground in order summon Splinter, Grand Master of the ninja rats. Referred to as 'Master Splinter', this ninja rat wears no armor whatsoever. Standing at eight feet tall with sleek grey fur and a neatly braided white beard, he appears clad in a burgundy martial artist's robe. Both his fists and feet are wrapped in bandages to minimize damage to them when he fights. Splinter is highly respected by all dwellers of the Underland, and as the one responsible for hand to hand combat and weapons training, he is also rumored to be stronger than the current ruler of the Underland. His main fighting style revolves around hand to hand combat, with him being able to use all taijutsu skills the user knows up to and including S-rank. His speed can be compared to that of a sage ranked taijutsu master, and his strength is also comparable to that of the Monkey King Enma, who he had fought during his pilgrimage across the world. He can withstand a taijutsu hit of B-rank with little injury but if a direct hit from techniques higher than B-rank, he will disperse. Even though his specialty is taijutsu, Master Splinter is a proud and noble ninja rat of the Underland, and as such he is well trained in the area of ninjutsu. He is able to use ninjutsu techniques up to B-rank, and all ninjutsu techniques tied to the Rat Contract. Tied to the belt around his waist are multiple scrolls, which when unfurled summon different weapons in hand that he uses to augment his ninjutsu techniques. Splinter has a unique ability that allows him to channel chakra into his tail to greatly empower it, strengthening the muscles therein for various purposes. His tail becomes as hard as steel, with the channeled chakra allowing him to swing it around faster than normal and extended up to twice it's regular size. This turns it into a weapon that he can use to crush, pierce, and tear through his enemies, as well as solid structures of B-rank and below. Splinter can also use the tail to deflect weapons such as kunai, shuriken, and swords.
Note: Can only be summoned once and stays on the field for four turns.
Note: All of his abilities count as a move, with the exception of calling forth weapons from the scrolls.
Note: The ability to manipulate his tail lasts for four turns.
Note: Can only be used by signers of the Rat contract.
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Custom Summoning Techniques:

1. (Nezumi Shuhō: Sesshi Gantoretto) Rat Technique: Incisor Gauntlets
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user summons two giant rat incisors over each arm that are as wide as the user's body when placed together, and span from two inches in front of the users fist, over his forearm and up to his elbow. Since the enamel of a rat's incisors is harder than Iron and platinum, the gauntlets allows to user to smash through solid techniques of the same rank, by punching at the incoming technique and utilizing the natural hardness rat teeth. However, since the hardness of steel varies, the gauntlets will crumble if used to block or attack a steel technique of the same rank that approaches with tremendous force. When used to attack an opponent the gauntlets would cause serious piercing damage due to their sharp edges. They can also be used in a defensive measure to block or stop incoming attacks by simply holding the gauntlets together in front of the user. While the gauntlets are active the user is unable to use other techniques tied to the rat contract, but they can also be dissolved whenever the user chooses, and they also don’t hinder the user from performing hand seals.
~Must sign the rat contact to use.
~Can only be used twice per battle.
~Lasts for three turns before dissolving.

2. (Nezumi Shuhō: Ō no kaisan) Rat Technique: King's Dissolution
Type:Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will perform a single handseal and channel chakra throughout their body, upon which they will begin to dissolve into a multitude of small rats that scatter in all directions. Similar to how Jiraiya travels in small toads, the user would be stealthily concealed within one of the rodents, who move with great agility to cover large distances. While inside the rat, the user will be aware of his surroundings outside, and after reaching a safe distance he can have the rat release him from it's mouth. While within the rat, the user is unable to use any techniques, and must fully emerge from it in order to do so.
~Can only be use twice per battle
~Must sign rat contract to use
~Can only stay within the rat for two turns
~Rats used in this technique cannot be detonated

3. (Nezumi Kuchiyose no Jutsu: Sukauto) Rat Summoning Technique: Scout
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user summons ten normal sized rats to use for either reconnaissance or communication purposes. One of the rats will stay on the user's shoulder while the rest scatter throughout the battlefield. They are able to communicate by emitting high frequency squeaks inaudible to normal shinobi (infrasound), that can reach an expansive range and are picked up by the rat on the user's shoulder who passes along the information. Since the rats are capable of human speech they can be given to other shinobi to act as a sort of intercom. This enable the user to pass along messages between himself and potential allies in the same area.
~Must Sign Rat contract to use
~Can only be used once per battle.
~Cannot use any rat based jutsu from these rats

4. (Nezumi Shuhō: Hāmerun No Fuefuki) Rat Technique: The Pied Piper
Type: Supplementary/Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/A (-30 to user)
Description: The user summons a rat that specializes in chakra control, which will position itself atop the his shoulder. Once positioned the rat will cover it’s tail with chakra and insert it into the back of the user’s neck in order to connect to his chakra network. The pain from the tail being inserted is enough to break the user out of A-ranked or lower genjutsu, and once there the rat will begin to periodically insert its chakra into the user. Since the user’s chakra flow is being repeatedly altered by the periodic introduction of foreign chakra, he will be unaffected by S-ranked and below genjutsu techniques. After five turns of transferring all it's chakra, the rat will remove its tail from the user's body, shrivel up, and die.
*Note: Last for four turns.
*Note: Can only be used once per battle.
*Note: Can be used to combat up to S-ranked Genjutsu.
*Note: While this jutsu is active, no other rats can be summoned
*Note: Must Sign Rat contract to use.

5. (Nezumi Shuhō: Kakusa Re Teirusu) Rat Technique: Concealed Tails
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: Through the use of this technique the user will unleash a torrent of rat tails that extend from his sleeves. These rats tails can be used to attack a target by impaling him, or by binding different parts of the body. This technique can also be used to latch into sources of earth, enabling the user to perform such feats as hanging upside down, or pulling themselves out of the way of incoming techniques. If used to impale earthen techniques created by an opponent, the tails can only pierce techniques of the same rank.
Note: Can only be used by signers of the Rat contract.
Note: Usable 4 times

Made by Uzumakijake
(Nezumi Shuhō: Nezumi Tonzura) Rat Technique: Rat Escape
Rank: C
Chakra: 20
Damage: N/A
Range: N/A
Description: Using your Summoned Beast you can Dig a hole into the ground to escape an oncoming attack, and it costs 30 chakra every turn to stay under there. (Max 2 turns)

(Nezumi Shuhō: Nezumi Kurōn) Rat Technique: Rat Clones
Rank: C
Type: Supplementary
Chakra: 15
Damage: NA
Description: After summoning your Ninja rat he can then perform a clone jutsu, and the clone can do any jutsu the original can.
*Note: Only Summoned Beast Can use

Water style: Swarming rats
Rank: B
Chakra: 25
Damage: 40
Description: Using water you can make 20 rats and swarm the enemy as an attack

(Nezumi Shuhō: Nezumi Anaboko) Rat Technique: Rat hole
Rank: B
Chakra: 25
Damage: 40
Range: Short/ long
Description: Using your summoned rat you can dig a hole into the ground while riding on the back of it, but due to the shaking the user can't make jutsu. Using the rat's hearing you can pinpoint the enemy and attack.
*Note: Only Summoned Beast Can Perform
*Note: can't work on water

(Katon Sutairu: Nezumi Kataki) Fire Style: Rats Revenge
Rank: B
Type: Attack/Defense
Chakra: 25
Damage: 40
Description: When hit with a wind attack you can use Fire chakra to create rats which travel down the wind and attack the enemy.
Note: Eats the wind making it harmless (Wind makes fire stronger as said by yamato so as they travel down instead of getting smaller they remain the same size)
Note: Can’t be used against any S-rank Jutsu

(Nezumi Shuhō: Nezumi Bakuhatsu) Rat Technique: Rat Explosives
Type: attack
Rank: B
Chakra: 30
Damage: 60
Description: By focusing you chakra you can blow up any rat based jutsu you control, summons, statues, anything shaped like a rat and is under your control.

(Nezumi Shuhō: Nezumi Niku) Rat Technique: Rat Flesh
Rank: B
Chakra: 60
damage: N/A
Description: The user can summon a wall of rat flesh as defense or what ever else the user may find use for it. Much like the toad flesh wall It can stop things of the same rank or lower.
Note: Must have a contract with the rats.
Note: can build up to 2 walls at a time
Note: can only be used 3 times in a battle.

(Nezumi Shuhō: Nezumi Niku Supaiku) Rat Technique: Rat Flesh Spikes
Rank: B
Chakra: 50
Damage 50
Description: Rat spikes made of rat flesh, attack the enemy. It can be used off any rat or rat flesh you can see. sort of like earth spikes but with rat flesh instead a basic attack made by the ancients to save their country. Spikes extend maximum one meter from source of flesh.
Note: Only works on rat flesh jutsu's or rats themselves
Note: Must have contract with the rats
Note: Must have one turn gap at least between each use

(Nezumi Shuhō: Nezumi Nami) Rat Technique: Rat Wave
Rank: A
Chakra: 50
Damage: NA
Description: A huge wave of rats used to flood the field of rats and cover the enemy. This helps detect where the enemy is incase of a blinding jutsu or anything that may hamper my vision.
Note: Can be used only twice per battle
Note: Each time used, rats stay on battlefield for two turns before they automatically disappear.

(Nezumi Shuhō:Nezumi) Rat Technique: Rat Hunger
Type: Defence/supplementary.
Rank: A
Chakra:30
Damage: N/A
Description: Rats eat their way through walls and many different things so the bigger your rat the more he can eat. Your summon can eat all the way up to S-rank wood jutsu making it harmless, or getting through a tough shield.
Note: Only usable 3 times in battle
Note: Only rat summon Can use.

(Nezumi Kuchiyose no Jutsu: Kyojin Ninja Nezumi) Rat Summoning Technique: Giant Ninja Rat
Rank: A
Chakra: 60
Type: Defense or attack
Damage: Depends
Description: A summoning Jutsu where the user summons a giant ninja rat quipped with a katana

(Nezumi Shuhō: Nezumi Kizu) Rat Technique: Rat Slash
Rank: A
Chakra: 30
Damage: 60
Range: Short
Description: After you summon the Giant Rat He Can then Use the Elements of its user to Combine with his blade to Slash his opponent with both katana.
*Note: Only The Summoned Beast Can use this.
*Note: You can use 2 elements 1 per blade. like lightning in one blade and water in the other or any other elemental variation you want

(Nezumi Shuhō: Nezumi Keimusho) Rat Technique: Rat Prison
Rank: S
Chakra: 50
DAmage: NA
Description: Both users are encaged by walls from nezumi, (Where rats are summoned from) and when formed are as big as Giant ninja rat (main rat summon as big as gamma). this prison is unbreakable and unable to escape, this is to ensure the prisoners don't escape, in nezumi the rats are ninja as well making it so both the user and opponent are trapped for 2 turns inside this prison. Any jutsu used stays in the cell you are in. Say if i use 1000 fevers the only person it affects is me. The hand signs are boar, bird, dog, and rat.
Note: Lasts 2 turns
Note: If used cannot use rat jutsu (restrictions do not effect summons)
Note: Effects both players, user and target.
Note: Must have a contract with the rats

(Katon: Nezumi Kataki) Fire Style: Rats Revenge Version 2
Rank: S
Type: Attack/Defense
Chakra: 40
Damage: 80
Description: When hit with a wind attack you can use Fire chakra to create rats which travel down the wind and attack the enemy.
Note: Eats the wind making it harmless (Wind makes fire stronger as said by yamato so as they travel down instead of getting smaller they remain the same size)

(Nezumi Shuhō: Nezumi Niku Hyōmen) Rat Technique: Rat flesh surface
Rank: S
Chakra: 70
Damage: N/A
Description: By fusing you chakra into the ground you can summon a layer of rat flesh over the surface of the ground basically turning the ground you walk on rat flesh. (Not literally turning the surface into rat flesh) Much like the toad stomach where you summon toad flesh all around you, you have control of the flesh and can move it at your will to bind or trap opponents. The rat flesh is quite durable, but can be broken through by S ranked techniques. It cannot be repaired in broken areas.
Note: must have a contract with the rats
Note: Only usable 1 time a per battle
Note: Lasts 3 turns

(Nezumi Kuchiyose no Jutsu: Sen Nezumi Kuchiyose) Rat Summoning Technique :Thousand Rat Summoning
Rank: S
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Co-creator:Skye Kaguya
Damage Points:N/A
Description: A powerful jutsu, Ninpo Kuchiyose allows a ninja to summon animals, objects and the dead to fight on their behalf. The ninja normally signs a blood contract with the animal species, which allows him to summon different size and skill levels of creature.
Note:Must Have a signed contract with the animal you wont to summon. where many rats swarm out and can be used to do whatever you tell them, they are small and fragile but come in a mass quantity and watch out because they have a big appetite.

(Nezumi Shuhō: Nezumi ) Rat Chakra
Rank: Forbidden
Chakra: 80
Damage: NA
Description: By meditating with the rats they can transfer chakra from their body to yours. Both the user and the rat must be meditating back to back and should remain still. This jutsu does not last long, but while encompassed in the aura of the rat you achieve heightened sense of smell and hearing as well as a strength and power/speed boost equal to 2nd Gate. It does not last for long or give you much but it makes the rats better use collaboration jutsu with the user.
Note: Only usable 1 time a battle
Note: Only Rat summoners can use.
Note: After use you are slower, weaker, and all senses are extremely weakened.
Note: After Use you cannot use Forbidden ranked jutsu.
Note: Lasts 3 turns

 
Last edited:

Ańbu Juniør

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Vulture Summoning Contract​

Summoning Animal: Vultures
Scroll Owner: Seblax
Other Users who have signed contract: Necron | Anbu Junior
Summoning Boss if existing: Shoyusura The Emperor of the Vultures
Other Summoning Animals tied to contract: Gamisura & Tanukisura | Trisura | Gitasura | Qusura | Enchousura | Stitchsura | Zapdos
Description and Background:

Vultures are medium to large-sized birds that are adapted to a diet of dead animals.Their long, broad wings are efficient for long distance soaring. In the Ninja world, Vulture was the most civilized animals among other ninja animals for they were the first to create an empire that was located in the mountains. Vultures are incredibly hard to befriend for their hard, very unsocial personality. Vultures have many shapes, some have multiple wings, some have fingers on the middle of their wings, some even have tall legs that makes them look like humanoid. Vultures have many characterizes that makes them very special among other summons, like their ability of riding of the hot wind, their strong sense of smell, and germs resistance.

This contract include all the kinds of the vultures except these the old mods allowed to steal. But since people now can claim all kinds of their contract like I did before, I do now again.

Custom Summonings:

(Kuchyose No Jutsu: Shoyusura Teiou Hagetaka) - Summoning Technique: Shoyusura The Emperor of the Vultures
Rank: S
Type: Attack/Defense/Supplementary
Range: Short/Long
Chakra: 40
Damage points: N/A
Description: The user wipes blood on his fan and charges it with a huge amount of chakra. Then he swings it and summons a huge vulture. This creature is the emperor of the Vulture Empire. It has 10 wings and its upper two wings each have three birdclaw "fingers" in the middle of the wing, which are used as front legs. This is done by laying the wings on the ground and use these "fingers" to stand. It's useful for him to go faster on the ground. However in aerial fights this summon is very untrustworthy since it hates to be summoned so much, but ridable. He will punish the user by absorbing 30 chakra points out of him after 4 turns he has been summoned and he will reverse summon itself. If he was somehow defeated before that time, he will take that chakra and disappears. The vulture's speed and power are magnificent, it's only equalled by the highest among all the summoning ninja animals. He can fly at the height of the Ruppell's vultures too and is able to use wind jutsu's which is helpful to create chakra fangs from its "fingers" making it very strong and can cut through even solid substances.
~ Can only last for 4 turns.
~ He takes 30 chakra points when it leaves whenever that is.
~ Can only use up to S-rank wind jutsu's which the owner knows.
~ Must have signed the summoning contract.
~ Can only be summoned once per battle.
~Can not summon any other Vulture after summoning this one.

Vulture Summoning style: gamisura & Tanukisura, The Royal Knights of The Vulture's Empire. -Hagetaka Kuchiyose no Jutsu: Gamisura oyobi Tanukisura, Ouritsu Kishi no Hagetaka-
Rank: S
Type: Attack/Supplementary/Defensive
Range: Short
Chakra cost: 40 (-30 from the summons)
Damage points: N/A
Description: The user wipes blood on his fan and charges it with a huge amount of chakra. Then he swings it and summons two humanoid vultures. These creature are the royal knights of the Vulture empire. Each one of them has six wings and its upper two wings each have three birdclaw "fingers" in the middle of the wing, which are used in combat. Two arms and two legs, which looks like human's but filled with feathers and has vulture-like fingers. They will punish the user by absorbing 15 chakra points each out of him. The vultures's speed and power are magnificent, it's only equaled by the highest among all the summoning ninja animals. They can fly at the height of the Ruppell's vultures too and are able to use taijutsu's which the user knows up to S rank including these which needs elemental chakra.
~ Can only use up to S-rank taijtusu which the user knows, but cannot use any other kind of techniques.
~ Must have signed the summoning contract.
~ Can only be summoned once per battle.

Kuchyose No Jutsu: Trisura, Gogyou shikaku-Summoning Technique: Trisura, The Aqu-A-ssassin-
Type: Defensive/Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: The user wipes blood on his fan and charges it with a huge amount of chakra. Then he swings it and summons a 4-meter-long-vulture with 5-Meter-long-wings. This creature is the protector of the borders of the Vulture empire has with the sea. It has two huge wings, a long tail, webbing between its large toes and the ability to hold its breathe for a very long time to help it swim and dive. Trisura could use up to A rank water element techniques of the techniques the user know. She is great at transporting and unlike many of the vultures she is friendly.
-Can only be summoned once.
-Can only use one A rank water jutsu every three turns.
-Can only remain on the battle field for 4 turns.
-Vulture must wait a turn in order to fly again after it, comes out of water.

Kuchyose No Jutsu: Gitasura No Sono Shinku Sangaku -Summoning Technique: Gitasura of The Crimson Mountains
Type: Defensive/Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: The user wipes blood on his fan and charges it with a huge amount of chakra. Then he swings it and summons a 4-meter-long-vulture with 5-Meter-long-wings. This creature is the guardian of the empire's borders around the volcanic mountains. It has four huge wings, two arms and two mouths on its beak. Gatisura could use up to A rank fire element techniques of the techniques the user know. He is great at transporting and unlike many of the vultures he is friendly.
-Can only be summoned once.
-Must have the vulture contract and mastered up to A rank of the fire element to be able to form this summoning.
-Last for 4 turns then disappear back.

Kuchyose No Jutsu: Qusura No Koubai-Kuro Sawa -Summoning Technique: Qusura of The Pitch-Black Valley
Type: Defensive/Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: The user wipes blood on his fan and charges it with a huge amount of chakra. Then he swings it and summons a black 5-meter-long-vulture with 6-Meter-long-wings. This creature is the guardian of the empire's southern borders with the valley of the black stones. It has four huge wings, two arms very thick feathers for they were covered with mud and does soil, Qusura could use up to A rank earth element techniques of the techniques the user know. He is great at transporting and unlike many of the vultures he is friendly. he has the ability of using the soil and mud which is contained in his feather to use some earth jutsus from his body if possible.
-Can only be summoned once.
-Must have the vulture contract and mastered up to A rank of the earth element to be able to form this summoning.
-Last for 4 turns then disappear back.

Summoning Technique: Enchousura, The Dome - Kuchyose No Jutsu: Enchousura, Sono Tengai
Rank: S
Type: Deffensive
Range: Short
Chakra Cost: 40
Damage Points: -
Description: The user wipes blood on his fan and charges it with a huge amount of chakra. Then he swings it and summons a 4-meter-long-vulture with 6-Meter-long-wings. This creature is the Vulture-Shield of every Vulture summoner. Through her lifetime, she tried to master all sort of ninja methods; elements, ninjutsu, genjutsu, taijutsu.. even kinjutsu, but all attempts failed. However, through all of the training she proceed through, her resistance to pain and muscle mass were impressively increased, so she decided to become the vulture-shield for others, a way she found herself useful for others and summoners when needed. She earned herself many titles; The dome, the iron boulder and the barrier, all of them were inspired by her specialty; taking hits and completely block the enemy's attacks. She corner the user with her body and armor as it knee inward at him, covering his body from the incoming attacks from most direction, hold against the pain then buff away when the attack is done. She is usually summoned behind the user at short range so that when it bend, she would still be able to see the enemy.
- Can only be summoned once per battle.
- Cannot summon other vultures for three turns.
- Can block up to a S rank technique or two A ranked techniques.

Vulture Summoning: Stitchsura | Hagetaka Kuchiyose no Jutsu: Stitchsura
Type: Summoning(Offensive/Defensive/Supplementary)
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user wipes blood on his fan and charges it with chakra. Then he swings it and summons an almost normal sized vulture. Stitchsura is a dark blue meter-long-vulture with four wings which support birdlclaws in the middle of each and two small arm like bird claws and are half meters long each. With his odd figure and properties, Stitchsura was accused of being a mutant or an alien which led for his isolation among other vultures within the empire. Stitchsura is kind to his friends and has a freaky, unappealing nature to strangers. He support an unordinary figure and the ability to flip his head 280 degrees. Stitchsura's main use in battles is that he would grab tightly to the summoner from their back and carry and fly with them in a speed equal to their rank midair. Stitchsura could also watch the summoners back while flying together but has no ninja abilities but can use it's claws to climb walls and roofs and fly at the highest of speed a vulture can reach while holding it's user that is with respect to the minor restraining of speed carrying the user holds. Stitchsura's main use in battles is that he would grab tightly to the summoner from their back and carry and fly with them in a speed equal to their rank midair. Stitchsura could also watch the summoners back while flying together but has no ninja abilities but can move swiftly and silently and use it's claws to climb walls and roofs. Stitchsura and his summoner could communicate for its ability to speak a secret language the vultures and their contract signers could fluently speak of weird voices arm movements that the user could feel while being held by Stitchsura.
-Can only be summoned once per battle.
-Must have signed the vulture summoning contract.
-Summoning lasts for four turns maximum.

Summoning: Zapdos of Thunder (Shōkan: Kaminari no Zapdos)
Rank: S
Type: Summon
Range: Short
Chakra cost: 40
Damage Points: N/a
Description: Zapdos is a giant vulture, of 1/4 the size of Gamabunda. He is a Raiton master, and can use raiton up to S-rank but without any hand seals. He is yellow in color, and his plumage is constantly disarranged. To summon him, the user will put his blood on the contract fan, perform the needed hand seals and swing the fan in the air above him. Zapdos will appear right above the user, already flying. He can speak in human tongue as well.
-Can only be summoned once per battle
-Must be Kage rank or higher to summon him, or one won't earn his respect, and he will fly away
-Stays for 4 turns

Custom Summoning Techniques:

Royal Vulture Art: wind bomb -Ouritsu Hagetaka no Jutsu: Fuubakudan-
Rank: S
Type: Attack/Supplementary/Defensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: After summoning The Emperor of the Vulture's kind, the user charge it with a huge amount of chakra, and then, it releases the chakra as a huge spiral blast by swinging its wings. This wind is capable of blowing any thrown weapons, and cause major damages to the enemy by severely* cutting his/her body.
-Can only be used once
-Lowers the turn that the summoning can stay in by one turn.
-No wind jutsu can be used in the next turn.

Aqu-A-ssassination - Gogyou shikaku
Type: Defensive/Offensive/Supplementary
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: An Advance water technique created by Trisura, the Aqu-A-ssassin of the Empire of Vulture, She created this jutsu out of the need to dry herself after every dive or swim and made it as its fast sneak attack. after getting herself wet, Trisura gets out of the water and close her body inward creating a similar shape of a ball then wave its wings back as it reflect her body to the other side while using her chakra manipulation and water affinity to send all of the water covering its body at all directions in the form of fast raindrops, getting herself dry and attack anyone who is at mid range with her.
-Can only be used twice per battle.
-Make Trisura able to fly right after a swimming/diving session.
-Only Trisura or someone who signed the contract can use this technique.
-Damage anyone at mid range of it including the user.

 
Last edited:

Ańbu Juniør

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Custom Weapons

(Tsukamu No Goddoītā) Grasps of the God Eater
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: Grasps of the God Eater is a weapon created by Kōtetsu and the master blacksmith of the Inuzuka clan. Forged from the bones of the Guardian of the Forest who was driven mad by the Red Fever, the gauntlets sport several sharp edges, covering the user's hands up to their elbow. The weapon is interlaced with black metal to give it an extravagant design with contrasting black and white colors and is adorned with numerous small runes engraved across it through the use of Fuuinjutsu. This weapon has unique abilities related to the fields used to forge it.

Sunchaser: The user’s hand-related Taijutsu techniques passively gain a damage increase of +20 due to the infusion of Yang Energy granting the weapon increased durability and strength. The weapon can also be used to perform physical attacks, which deal 80 base damage at the cost of a move per turn. When used to attack this weapon does not benefit from the passive damage boost.

Solstice: Classified as an ego weapon due to its limited sentience gained due to the infusion of Yang energy during the forging process, the gauntlets passively drain -50 Yang chakra from the user that seeps into targets struck by them. This causes an imbalance in their chakra network that forces the target to spend 2x the amount of chakra required for their techniques for the next three turns. This does not increase the quantity of chakra in a technique, but simply a strain on the target's reserve. Appropriate surges or chakra infusions can remove the debilitating effects of this ability.

Unravel: An incredibly useful ability activated at the cost of 70 chakra and a move per turn, the numerous runes on the gauntlets begin to illuminate with a faint crimson glow, allowing the weapon to destroy techniques just before physical contact is made by absorbing the properties of the technique and unraveling the chakra or energy that composes it. This empowers the gauntlets with the properties of the absorbed technique and allows them to take on the damage value of the absorbed technique without harming the user. The properties of techniques refer to their auxiliary effects that cause harm, such as causing the gauntlets to become heated. This lasts for two turns, after which the runes lose their luster and become dormant. This ability can be used twice per battle and requires a three-turn cooldown after the effects expire. Additionally, no Fuuinjutsu above A-rank can be used during the same duration.​

Notes:
- The weapon requires mastery of Yang Release and advanced Fuuinjutsu.
- While Unravel is active, the gauntlets lose their passive +20 damage.

Taught by Daemon:
(Dyuaru Yure )- Dual Vibrations
Type:Attack
Rank:S
Range:Short
Chakra Cost:40
Damage Points:N/A
Description: The user summons the Dyuaru Yure(Dual vibrations) . they can appear in hand or on the users back. the swords have black and silver colored handles and they are both long swords that share the same case. the user can channel lightning chakra into the swords to create an aura of electrical currents around the blades allowing them to cut through things easier. Also while the swords are active the users lightning techniques are increased by 10+ so that the lightning jutsu are stronger. Once every 4 turns the sword can channel lightning chakra through the ground to electrocute the opponent(The lightning chakra can travel up to mid range). Also this sword can absorb lightning chakra up C-rank. This effect can only be used twice per battle.
(the user can only put an electric current around the blades 3 times per battle and the electric currents last 5 turns)
(Usable only once per battle)
(Wind element of user drops by 10 damage points )
(Can only be taught by Daemon)
(the Swords are about 3 feet long each)

Taught by Best
Raijin No Kogake | Thunder God's Gauntlet
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Raijin's Gauntlet is a special gauntlet that was designed by Minato Namikaze himself in order to increase and polish his strategy in Ninjutsu and Hiraishin Jutsu. The Gauntlet is a regular steel Gauntlet which consist of a foldable hidden cross bow on it such that when it is worn on the hands, the Crossbow is hidden under the wrist of the user. This Crossbow is fed mini bolts on each Gauntlet that are made out of materials that are used to manufacture kunais.

Abilities:
The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) bolts like a freeform Kunai throw. The Crossbow can send tiny bolt infused with raw chakra like a regular kunai or infuse them with one of the basic five elemental chakras to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase piercing power, Fire to burns, earth to harden, etc. Releasing normal or "Infused" bolt(s) comes under freeform attack, like a freeform "infused" Kunai throw.

First Ability:
The first one is that when the infused bolts are released towards the target, the user can perform a single special hand seal ( Like Deidara's "Katsu" ) in order to make the Bolts blast to create a short ranged explosion of the desired element. The explosion will be A ranked in strength and this ability can only be used three times per battle. This counts towards the user's jutsu per turn limit.

Second Ability:
The second ability is the user is able to attach ninja wire/strings to the tail of the bolts while they are released . While these strings are normally A ranked ninjutsu in strength, they are very sharp so that they can slice through or severe a human flesh with ease. The user can use these wire attached bolts(s) to bind the opponent, constricting the movement of any part of the body and pin them to any surface or the ground with the bolt acting as the anchor point fixing itself to the ground/surface. The user can anchor the bolt to any surface/sentinel object as a means to pull himself up ( For example, The user can anchor the bolt to a tree/ground near a swamp to get out of it) . The Wire is A ranked in strength however when these wires are attached to elemental infused bolts they are of A ranked in strength of that particular element and follows elemental strength and weakness. The elemental wires when severing the opponent or impaling through them produces the effects of their particular element. This second ability can be used only 4 times per battle and consumes one jutsu slot. Only one the ability can be used at a time and never both combined. Meaning if the users sends an elemental bolts with wire attached, the user can only use the second ability and cannot make the bolt blast up to create the effect of the first ability.

The Gauntlets are very strong and virtually indestructible but this doesn't mean they can defend against anything and everything. The weapon is chakra sensitive hence when someone else wears it, the gauntlet releases S ranked spikes from within it impaling and severing the hands of the person who used it.

Restrictions:
*FTG sealed bolts can only be used my Minato/Tobirama bios*
*Can only be Taught by -Best-*
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Taught By Kamishiro [ ]
[Shodai Hokage no Kubikazari] - First Hokage's Necklace
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Hokage's Necklace is a Necklace made of special crystal that originally belongs to the first Hokage, Hashirama Senju. It isn't any ordinary necklace nor was it ever meant to be, after all it belonged to the God of Shinobis. This Necklace was made with the aid of Wood Element which is known to give life, and this was not an exception. The combination of wood element along with the special crystal partially gave birth to a creature. It couldn't speak nor could it move or actually do anything physically, yet the living traits gave the crystal a conscious and a will that was highly loyal to Hashirama and whoever follows him. It also have a mental communication with the owner which it could communicate with him through. This Necklace has a really special ability with which it could continuously put chakra into the owner upon his request in order to prevent falling for genjutsu. The necklace putting chakra into the user's chakra system interrupts the normal chakra circulation and as such, breaks the user out of the genjutsu.
-Can only be worn by Kamishiro and those who are allowed.
- The ability to snap out of the genjutsu is usable only for limited amount of time for certain ranks:
1 S-rank, 2 A-ranks, 3 B-ranks.
-Can be used against 1 F-ranked Gen but when done, the user can't use the necklace for the rest of the battle and won't be able to use S-rank techniques or above for two turns due to the massive shock to the user's chakra system.
-Only usable 3 times per battle
-Breaking free from the genjutsu counts as a jutsu

Taught By Keotsu [ ]
(Ani) Brother(Passive)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, including access to the Legendary Command Arts.

(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber(Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.

*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.

Sage Weapon

(Kemono Kiba) – Beast Fang
Type: Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 100
Description: The Beast Fang, 獣牙, is a manifested fang of the Basmu lodged in Kotetsu’s body. It was discovered by Iskandrous when he examined Kotetsu’s body at his medical clinic in Tsumigakure following their battle in the Kaizoku Sea. The fang is no larger than an average forearm, just under one foot in length. Interestingly, the fang grew inside Kotetsu’s body rather than breaking off the Basmu at all; in this sense, it is more like a bone growth rather than an actual fang taken from the beast. Its features appear ivory and smooth, with a pointed tip though no edges. Because the fang grew inside Kotetsu it has infected him with Scarlet Rot, though this was later contained and controlled by Iskandrous. Passively, the Fang appears to enhance Kotetsu’s base nature, enhancing his Inuzuka clan techniques depending on the state he is merged with his companions. While unmerged, considered the ‘base’ state, from his entities his Inuzuka techniques gain an additional 15 damage. He also gains 15 physical damage mitigation and suffers from a 1-point Vitality penalty due to the infestation of Scarlet Rot.

Sōjōkōka (lit. 相乗効果, “Synergy”): The Beast Fang provides Synergy depending on the state that Kotetsu is in with his companions. By default, Kotetsu gains the above base state enhancements and penalties. While merged with powerful breeds of Ninken, specifically those gained through Mastery, Kotetsu’s damage enhancement grows to a total of 30 additional damage to his Inuzuka, Taijutsu, and Kenjutsu. Likewise, while in this state, he loses the damage mitigation gained from his base state and instead gains a passive 20 health points healed per turn. He also loses no points in Vitality. While merged with more average Ninken, such as the High Breed, Kotetsu gains no enhanced damage from his state, 20 stackable physical damage mitigation, and his rotations gain an additional 2 base speed points. Note that while merged with two different types of Ninken will not cause both of these states to activate; rather, the state that has more of a specific type of Ninken will be favored.

Kusatta Kaiten (lit. 腐った回転, “Rotten Rotation”): Rotten Rotation is a Scarlet Rot/Inuzuka combination technique that is activated at the cost of a single move. When activated the user will perform a typical rotation that has a long-range reach, dispersing Rot within mid-range of their position that will immediately infest anyone caught by it with the basic form of Scarlet Rot. The Rot itself moves at the speed of an S-Rank Wind Release technique enhanced by 5 base speed levels. The rotation itself inflicts 100 damage strong to all natures and abilities, with the exception of Anutu and its components. Can be used four times per battle.

Shinja no Okurimono (lit. 信者の贈り物, “Adherent’s Gift”): The fang’s infestation has caused Kotetsu’s body to respond to the Scarlet Rot. While he does not gain an affinity for it or the capability to become immune to it, he does become able to tap into its capabilities periodically. Passively, Kotetsu’s Inuzuka techniques, specifically those that are strictly Taijutsu in nature and inflict their damage on contact, become able to infest their target with the basic form of the Scarlet Rot. Kotetsu becomes able to make use of any canon Scarlet Rot technique, with the exception of Advanced (Basmu) or Scarlet Aeonia, through the Beast Fang. He can make use of a single Scarlet Rot technique every three turns.

 
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Artifacts

(Saishū Keijō) – Final Shape
Type: Artifact
Rank: A – Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Ancient calcified essence of the Kulullu, the Beast of Sealing; it appears as a solid mass of bone-like frozen matter no larger than the size of a fist. The Final Shape reflects the Kulullu’s mastery over the Sealing Arts, able to manipulate barriers in such a way that allowed it to produce any non-geometric shape it desired. Though as a product that tends more toward the pillar of Life and Chaos, rather than Order and Chakra, it tends to prefer the former in its activation. The artifact confers on its user greater mastery over three barrier techniques: the Four Violet Flames barrier (A), Four Red Yang (S), and the Six Red Yang Formation (F). In order to use Final Shape, one uses it as an infusion of chakra and vitality, depending on the level applied. The infusion changes the inherent mechanics of each barrier type. On a basic level the technique allows the user to shape any of these three barriers to suit their needs, escaping basic geometric formations that they are confined to. That said, they must still be used as traditional barriers. They cannot be shaped into projectiles, formed into armor, or anything that does not confine them to being used as constructs to defend or confine a certain area of the map or landmark. Each barrier is modified to be able to absorb a certain amount of damage akin to a health pool, rather than being broken by a single technique that meets a threshold. When applied to the Violet Flames barrier it allows it to absorb 100 damage before breaking, at the cost of a 30 chakra infusion. The Four Red Yang Formation is afforded the capability to absorb up to 200 points of damage at the cost of a 60 chakra infusion and 20 health points, and its Six Red Yang counterpart can absorb up to 400 points of damage. This comes at the cost of 100 additional chakra infusion and 80 health points. The essence allows the user to overcome the need for multiple partners to use it. Regardless of the rank applied, once the barrier expires the user cannot use Fuuinjutsu above A-Rank for three turns. This Final Shape was issued in Arc 16, and will be sunset at the beginning of Arc 19.

(Mukō: Yūgaina Eikyō) – Void: Deleterious Effects
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description:A Void Infused Artifact found after defeating the Twin Fates and derived from the Hymn of Unweaving. Activated passively at the cost of a single Void Infusion, this Artifact can nullify a single twenty damage boost from an opponent’s technique; the user can apply a second Void Infusion to the Artifact, allowing it to nullify up to a total of forty damage boost from an opponent’s technique. Can be used three times per battle.
(Mukō: Mukō Hābesuta) – Void: Void Harvester
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that periodically gives its user a random chance to gain a single Void Infusion. In the user’s first turn of battle they have a 10% chance to gain a Void Infusion. In their second turn they have a 20% chance, and in their third a 30% chance. This increases by increments of 10% until it caps out at 50% or they receive a Void Infusion. Upon receiving a Void Infusion this Artifact goes dormant until the user runs out of Void Infusions.
(Mukō: Abzu no Kandai) – Void: Generosity of Abzu
Type: Void Infused Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description:A Void Infused Artifact that has a 40% chance to activate whenever the user consumes any number of Void Infusions. If Generosity of Abzu activates then the user is refunded their Void Infusions over time. After two turns they receive a single Void Infusion, and then an additional Void Infusion every two turns thereafter until they receive all the Void Infusions they originally spent. This cannot be activated multiple times within itself.
(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.
(Mukō: Yūryō) – Void: Charged x2
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.
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description:Whenever the user uses a technique within a field of their specializations, they have a 35% chance to gain a single Void Infusion, occurring at most once every two turns.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One
Type: Void Infused Artifact
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: ctivated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it.
(Mukō: Honshitsu Kotai) – Void: Essence Transfer
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes three Void Infusions; allows the user’s techniques, through their clashes with an opponent or their own techniques, to strip their opponent of an active mode and deactivate it. Can only be used once per battle.
(Mukō: Kenkō Chūnyū) – Void: Healthy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user heals themselves successfully for at least 40 health in a single turn they have a 75% chance to gain a single Void Infusion.
(Mukō: Soshi Chūnyū) – Void: Elemental Infusion
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 30% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 50% when the user uses a Forbidden ranked elemental technique.
(Mukō: Kisetsu no Aisatsu) – Void: Season’s Greetings
Type: Void Infused Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully deploys a technique with a damage value greater than 100 or a Chakra value greater than 50 this Void Infused Artifact has a 30% chance of activating, granting the user two Void Infusions. This can only be activated once every four turns. If used in the months of November to February this Artifact’s chance of activation is increased to 50%.
(Mukō: Kakyū) – Void: Supercharged
Type: Void Infused Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or a Spender; rather, it passively increases the user’s maximum Void Infusion cap by 2. This can be stacked with the Void Artifact ‘Charged’ but it cannot be stacked with additional copies of Supercharged.
(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next five offensive techniques by 20 damage.
(Mukō: Hōfuku Jūyōdenai) – Void: Spiritual Riposte
Type: Void Infused Artifact
Rank: A
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: Whenever the user is successfully placed in a Genjutsu this Void Infused Artifact grants the user a 75% chance to gain a single Void Infusion. Can be activated once every two turns.

 
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Relic Weapon and Inuzuka Mastery

Inuzuka Master

Adept Skills by Tier:

Adept Tier I: Complete one battle in the Battle Arena, or two B-Rank Missions in the Ninja World. Interchangeable.
Adept Tier II: Complete two battles in the Battle Arena, or three A-Rank Missions in the Ninja World. Interchangeable.
Adept Tier III: Complete three battles in the Battle Arena, of these one must be won. Or complete eight S-Rank Missions in the Ninja World. These are interchangeable. Must hold your biography for a minimum of five months, while also holding the Tier II of this Adept for two months.

Expertise Skills:
Requires the user gain Tier II of each Adept Skill in order to unlock an Expertise.

Tier I Expertise: Complete three A-Rank missions, or one Battle Arena fight.
Tier II Expertise: Complete three S-Rank missions, or two Battle Arena fights. One of these fights one must be won.
Tier III Expertise: Complete four S-Rank missions, or three Battle Arena fights. Of these fights, two must be won.
Tier IV Expertise: Complete five S-Rank missions, or four Battle Arena fights. Of these fights, three must be won. Tier IV Expertise can only be unlocked after holding Tier III for two months.
Tier V Expertise: Complete a special mission issued by a Ninja World Moderator or win four fights in the Battle Arena consecutively. Tier V Expertise can only be unlocked after holding Tier IV for three months.

Inuzuka Mastery


Inuzuka Adept Skills

Heart of the Pack (Passive) (I-III): The user’s Adept skill is honed, passively increasing all Inuzuka technique damage by 10/20/30 (III)

Canine Synchronization (Passive) (I-III): The user and their hounds share a unique bond, letting their dogs help them perform techniques and alleviate the burden of chakra. This skill increases chakra efficiency of Inuzuka techniques, reducing consumption by 20/30/40%. This does not reduce the effective quantity of chakra in a technique, nor does it reduce chakra cost of Inuzuka Mastery abilities. (II)

Talons of Uridimmu (Passive) (I-III): The user’s Inuzuka techniques are honed further, sharpened through their Adept skills. Increases critical damage by 10/20/30%. (II)

Sacred Companionship (Active) (I-III): While in any Inuzuka-based Rotation based technique the user can activate Sacred Companionship, creating a protective bond between them and their ninken. This reduces all physical damage taken by 20 while in Rotation. Can be used 3/4/5 times per battle. (II)

Ferocity of Uridimmu
Requires Tier II of each Adept Skill in order to unlock Ferocity of Uridimmu.

Beasts of Legend (Passive):
This is a passive technique describing a specific type of Ninken, replacing the user’s generic breed. It does not entail manipulation. Through medical techniques these Ninken are much more inclined to anger, being genetically modified to be stronger, more durable, and inclined to enter rampage. The Beasts of Legend are able to consume medical pills, enhancing their physical abilities externally. They move at 16 speed, and track at x2. Beasts of Legend have 160 Health Points and can heal for 15 points of damage each turn passively. Their attacks inherit the damage boost afforded to the user by Heart of the Pack (Adept). Only two of the user’s three Ninken can be Beasts of Legend.

Blood Howl (Active): The roar of a Beast of Legend instills terror in all that hear it. Against other summons the roar will cause the summon to voluntarily, even against their contract holder’s will, disperse itself and return to their homeland. Usable three times per battle.

Rampage (Passive): A powerful technique that enhances the damage of a Beast of Legend based on the destruction it causes. All techniques that a Beast of Legend, specifically the Ninken and not the user, intercepts and overpowers increases the Beast’s damage by 10 points for two turns. This effect stacks up to a maximum of three times; its duration is not refreshed upon gaining a new stack of Rampage.

Dynamic Tempo (Active): A technique directly correlated to a Beast of Legend’s level of Rampage. The user commands a single Beast of Legend to convert itself into a living missile, using its body to convert its immense strength into speed. This technique moves at four times the Beast’s base movement speed, inflicting 60 damage to whatever it strikes. The potency of this ability is set so that without Rampage it inflicts only 60 damage; but each stack of Rampage thereafter increases the damage of Dynamic Tempo by an additional 30. Dynamic Tempo does not gain the actual damage boost of Rampage itself. Usable twice per battle, causes the Beast of Legend that used it to suffer 40 damage recoil.

Ferocious Union (Mode): An advanced version of the Double-Headed Wolf Transformation technique. A combination transformation where the Inuzuka and both Beasts of Legend merge to become a single entity. The user becomes able to make use of Dynamic Tempo, Rampage, and Blood Howl themselves while this transformation is active. For the duration of the technique the user’s durability is augmented, increasing their maximum health and healing them up to 360 for its duration. Though once this transformation expires the user’s health and the Beasts of Legend separates, returning to their original values. Should damage be taken while in this Mode the user’s can distribute the damage as they see fit. This is an extremely fatiguing technique, incurring a 5% of the user’s maximum chakra per turn, lasting at most three turns and usable once per battle.

Relic Weapon

Intrinsic Abilities by Tier:

Intrinsic Ability Tier I: Complete a single B-Rank mission in the Ninja World.
Intrinsic Ability Tier II: Complete two A-Rank missions in the Ninja World.
Intrinsic Ability Tier III: Complete two S-Rank missions in the Ninja World and win one fight.
Intrinsic Special Ability: Unlock Tier II of each Basic Intrinsic Ability, and complete three S-Rank missions. Tier II of the Intrinsic Special Ability unlocks once the user completes their selected Branch and reaches Tier V.

Unlocking Branches and Path Abilities:

Requires the user to gain Tier I of the Intrinsic Special Ability before choosing one of the three paths.

Tier I Path Ability: Complete two B-Rank missions. Upon being unlocked, locks the wielder into that specific path.
Tier II Path Ability: Complete two A-Rank missions.
Tier III Path Ability: Complete four S-Rank missions.
Tier IV Path Ability: Complete four S-Rank missions and win two fights in the Ninja World.
Tier V Path Ability: Complete five S-Rank missions, win a fight in the Ninja World, and complete a mission issued by the Head Ninja World Moderator.

(Sagīnjōzu) - The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.

Intrinsic Traits:

Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points. (II)
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. (II)
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points. (II)

Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. (I)

Blood Brawler
A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.

Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.

Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.

Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.

Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.

Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.

 
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Ańbu Juniør

Legendary
Joined
Feb 3, 2009
Messages
19,728
Kin
6,838💸
Kumi
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Trait Points
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Attribute Points & WSE Missions​

Additional Attribute Points:
+3 AP 2022 Grand RP Tournament Prize Collection Thread
+2 AP from Passing Sage Mission

Transaction Log:
+450 Ryo - 03/22/2020 - Storyboard Mission
+313 Ryo - 03/25/20 - Storyboard Mission
+1,250 Ryo - 03/25/20 - Storyboard Mission
+1,250 Ryo - 03/26/20 - Storyboard Mission
+650 Ryo - 03/29/20 - Storyboard Mission (1 | 2 | 3)
+1,250 Ryo - 04/06/20 - Storyboard Mission (Post 1 - 5)

-Lost all Ryo due to switching to Samurai Biography-​

+250 Ryo - 10/06/20 - Storyboard Mission
+250 Ryo - 10/28/2020 - Storyboard Mission
+250 Ryo - 10/28/2020 - Storyboard Mission
+1,000 Ryo - 10/28/2020 - Storyboard Mission
+250 Ryo - 10/28/2020 - Storyboard Mission
+650 Ryo - 10/27/2020 - Storyboard Mission
-2,000 for basic Nightvision enhancement at Veskal's Exchange
+650 Ryo - 01/01/2021 - Storyboard Mission
+650 Ryo - 01/01/2021 - Storyboard Mission
+1,000 Ryo - 01/04/2021 - Storyboard Mission (1 | 2)
+1,500 Ryo - 01/07/2021 - Storyboard Mission (1 | 2 | Fight)
+2,143 Ryo - 05/09/2021 - Battle against the Twin Fates
+2,222 Ryo - 06/25/2021 - Overcoming Falnir, the Burial King
+10,000 Ryo - 09/27/2021 - [The Palace of Ganzir] The Climactic Confrontation
+650 Ryo - 10/12/2021 - Storyboard Mission
+ 650 Ryo - 10/20/2021 - Storyboard Mission
+1,000 Ryo - 10/20/2021 - Storyboard Mission
+1,000 Ryo - 11/15/2021 - Storyboard Mission
-12,000 Ryo - 10/19/2021 - Marketplace Purchase
-7,500 Ryo - 02/02/2022 - Marketplace Purchase
+650 Ryo - 02/03/2022 - Storyboard Mission
+1,000 Ryo - 02/03/2022 - Storyboard Mission
+1,000 Ryo - 02/03/2022 - Storyboard Mission
+1,000 Ryo - 02/03/2022 - Storyboard Mission
+650 Ryo - 02/03/2022 - Storyboard Mission
+650 Ryo - 02/03/2022 - Storyboard Mission
+1,000 Ryo - 02/15/2022 - Storyboard Mission
+650 Ryo - 03/15/2022 - Storyboard Mission (Blood Brawler Unlock 1/2)
+650 Ryo - 05/03/2022 - Storyboard Mission (Blood Brawler Unlock 2/2)

Post Cataclysm

08/22/2023 - Final Farewell (Bloodied Veteran 1/2)
08/27/2023 - New Beginnings (Bloodied Veteran 2/2)
09/09/2023 - First Contact (Sanguine Affinity 1/2)

XX/XX/XXX - Storyboard Mission



 
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