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B a s i c ✠ I n f o r m a t i o n
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✠ Name: Akira Uchiha ✠ Title: Sage of Senjutsu ✠ Gender: Male ✠ Age: 29 ✠ Clan: N/a ✠ Alignment: Neutral ✠ Health: 200 ✠ Chakra: 2300 ✠ Speed: 17 ✠ Tracking: 40 |
A p p e a r e n c e & P e r s o n a l i t y
Akira is a composed and enigmatic warrior whose presence feels deliberate rather than overwhelming. Draped in deep indigo robes trimmed with gold, he carries himself with quiet authority, as though every step has already been anticipated. His silver-white hair frames a face marked by dual, unnatural eyes one bearing the crimson Sharingan and the other the violet Rinnegan symbols of perception that transcend ordinary sight. Whether standing amidst a storm of blue lightning or walking calmly through falling snow, Akira exudes an air of restraint, power held in reserve rather than on display. A blade rests at his back, not as a threat, but as a reminder that violence is always an option—never the first, but never off the table.
Akira is intensely intelligent and relentlessly calculated, a strategist who reads people as easily as battlefields. He observes more than he speaks, dissecting motives, weaknesses, and intentions with unnerving precision. Every action he takes is layered with contingency, every encounter a step in a larger design known only to him. While outwardly calm and controlled, his mind is constantly in motion, planning several moves ahead and adjusting effortlessly as circumstances change. Akira does not rush, does not react impulsively, and rarely makes mistakes because by the time others realize a plan exists, he has already accounted for their response.
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Akira is intensely intelligent and relentlessly calculated, a strategist who reads people as easily as battlefields. He observes more than he speaks, dissecting motives, weaknesses, and intentions with unnerving precision. Every action he takes is layered with contingency, every encounter a step in a larger design known only to him. While outwardly calm and controlled, his mind is constantly in motion, planning several moves ahead and adjusting effortlessly as circumstances change. Akira does not rush, does not react impulsively, and rarely makes mistakes because by the time others realize a plan exists, he has already accounted for their response.
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V i l l a g e & C h a k r a I n f o[hr][/hr]
Land of Birth: Land of Fire
WSE Clan: New Dawn
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R a n k / C h a k r a ✠ I n f o r m a t i o n
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Mind | Body | Spirit | Agility | Dexterity |
7(+2) | 6 | 3(+2) | 9 | 4 |
A b i l i t i e s:
Elements
Earth | Wind | Fire | Water |
Lightning | Wood | Carbon |
Caramel | Breakdown
Universals
Ninjutsu | Genjutsu | Taijutsu (Adv)
Bukijutsu | Fuuinjutsu (Adv) | Kinjutsu
Medjutsu | Sharingan | Rinnegan
Yin/Yang | Leg Weights
Custom Fighting Styles
Jeet KunDo | Sealing Fist
Barrier Arts
Summons
Dragons | Animal Path
Hawks
H i s t o r y
Akira was born into the Uchiha clan, but not into its fate. Long before the night of the massacre, his family chose exile over loyalty, departing the village in silence as tensions within the clan sharpened. They believed distance would bring safety. Instead, it brought isolation. Far from protection and far from allies, Akira was raised on the road, learning early that survival depended not on strength alone, but on foresight and restraint.
During a violent incident that claimed his family, Akira lost one of his eyes and was left on the brink of death. It was then that a mysterious figure appeared—neither ally nor enemy—who replaced the lost eye with the Rinnegan. No explanation was given, no bargain spoken aloud, only the quiet certainty that Akira had been chosen for something far greater than survival. With this gift came knowledge, and with knowledge came an unbearable awareness of the world’s endless cycle of hatred.
Akira fought, and he lost—again and again. Each loss carved deeper into him, until grief and resolve twisted together. Through countless battles and sacrifices, his remaining Sharingan evolved into the Mangekyō, awakened not by ambition, but by the weight of everything he could not save. Where others sought power for dominance, Akira sought it for control—believing that only by standing above the cycle could he finally end it. Branded a villain by the world he sought to fix, Akira walks a path of calculated darkness, convinced that peace demands cruelty, and that salvation is worth any sin.
O t h e r
⬗ Deva Path ( Tendō ): It represents control over Heaven and Earth; the power of Gods. Gods exert absolute control over the forces around them. In more practical terms it allows one to manipulate both attractive and repulsive forces as well as gravity forces.
⬗ The Asura Path ( Shuradō ): It represents control over ones Body; its the power of a Demi-God. Demi-Gods exert control over their own existence through their imagination. It pertains to the control ones Imagination can apply to Oneself. In a more practical term, it grants the user mechanised limbs, weaponry and armour; the ability to change their body to suit ones needs.
⬗ The Human Path ( Ningendō ): It represents control over the Human Soul; its the power of Humans. Humans greatest asset is their soul, which represents their unique and undeniable identity. Its that same Soul that gives humans their resilience and their life. In reality, this path gives the ability to remove a soul, to manipulate ones soul or even to read a person's mind.
⬗ The Animal Path ( Chikushōdō ): It represents control over the Animal condition. Animals are, together with humans, the only other set of sentien beings in the world but embody the primal instincts of life. In essence it allows the user to summon a wide variety of powerful creatures. These creatures however, appear to be, in one way or the other, different from normal creatures existing in nature. Their origin is unknown and it has been hinted that they might be creations made with the Animal Path itself. The Animal Path also allows an increased mastery over the summoning technique to a degree that one may not even need more than one handseal or a blood sacrifice and even be able to summon other people.
⬗ The Preta Path ( Gakidō ): It represents control over the Insatiable Hunger. Insatiable Hunger is the feeling inside every being to achieve more; the hunger to consume to grow. In reality, it pertains to the ability or abilities that will allow the user to absorb all forms of chakra, including ninjutsu all together, and use that energy to himself.
⬗ The Naraka Path ( Jigokudō ): It represents the connection to the Underworld of Torment; the realm of the afterlife. Through this path one can summon and control the King of Hell and access its abilities to regenerate others or to exert judgment over one's actions.
⬗ The Outer Path ( Gedō ): It represents divine control over destiny; control over death, the certain destiny of everyone. Through this path, the user can access the King of Hell and through it revive those who died.
S p e c i a l i t i e s
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⬗ Single Handseal Specialist: You can perform techniques of the skill you chose to specialize in by performing a single ( 1 ) hand seal. This can be applied to various Ninjutsu fields and Elements. (Carbon)
⬗ Peak Elementalist: The user’s Elemental prowess is considered elite, among the best of the others. This causes one of his base elemental releases to gain elemental neutrality to all other base elements, including its weakness, while maintaining its strength. (Lightning)
⬗ Apex Handseal Specialist: You can perform techniques of the skill you chose to specialize in without the usage of handseals, though you must still perform complimentary and logical body movements related to the technique. This applies even if said jutsu does not have specific movements detailed in its description. (Breakdown).
⬗ Apex Weapons Specialist: The user has the ability to use two of their own CW in one fight.
⬗Yang Specialist: Users will gain heightened vitality translating to 800 chakra increase to their natural reserves. As well, they are immune to recoil damage from techniques that cause it like Forbidden, though they still succumb to the jutsu's other subscribed affects.
⬗ Yari no Michi | The way of the Bisento: Should the user specialise in this style, their bukijutsu will be increased by 20 damage due to their long training sessions using the weapon as a medium.
⬗ Mythical Swordsman: The user may have a canon Seven Swordsman sword on his bio, taking the place of his Custom Weapon. The user can also choose between any of the A rank and lower canon weapons to take into battle, using their canon skills associated with the weapons. This excludes S ranked weapons as well as Samehada.
⬗ Peak Elementalist: The user’s Elemental prowess is considered elite, among the best of the others. This causes one of his base elemental releases to gain elemental neutrality to all other base elements, including its weakness, while maintaining its strength. (Lightning)
⬗ Apex Handseal Specialist: You can perform techniques of the skill you chose to specialize in without the usage of handseals, though you must still perform complimentary and logical body movements related to the technique. This applies even if said jutsu does not have specific movements detailed in its description. (Breakdown).
⬗ Apex Weapons Specialist: The user has the ability to use two of their own CW in one fight.
⬗Yang Specialist: Users will gain heightened vitality translating to 800 chakra increase to their natural reserves. As well, they are immune to recoil damage from techniques that cause it like Forbidden, though they still succumb to the jutsu's other subscribed affects.
⬗ Yari no Michi | The way of the Bisento: Should the user specialise in this style, their bukijutsu will be increased by 20 damage due to their long training sessions using the weapon as a medium.
⬗ Mythical Swordsman: The user may have a canon Seven Swordsman sword on his bio, taking the place of his Custom Weapon. The user can also choose between any of the A rank and lower canon weapons to take into battle, using their canon skills associated with the weapons. This excludes S ranked weapons as well as Samehada.
T o r i y a m a
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Toriyama is a small, mythical draconic creature, no larger than a hawk, built to perch easily on a shoulder or hide within a cloak. Its body is covered in dark obsidian scales with faint violet and blue highlights, as if charged with dormant lightning. Short, jagged crest-spines run along its neck and back, glowing softly when it’s alert. Two thin, backward-swept horn-antlers frame its angular head, and a small indigo orb is embedded in its forehead, pulsing faintly with chakra. Its amethyst, slit-pupiled eyes carry a sharp, intelligent awareness, while its long tail dissolves into crackling energy near the tip, leaving faint electrical traces as it moves.Being created by Akira, Toriyama has a unique mental connection to his master able to communicate with him clearly. Akira can use Carbon, Breakdown and Wood release while having a proficiency for Genjutsu. Having a strong link to vitality, Toriyama has full access to yang release. He boasts a chakra pool of 2000 while having 150 health points. The link with his master ever present allows him to empower his master through the use of the chakra transfer technique. While he is small he can fly yet he often sits on his master's shoulder or hides within his robe.
Weapons/Tools/Relics/Seals
[Yaru: Night]
Rank: S
Type: Weapon
Range: short - long
Chakra Cost: (-5 per turn)
Damage Points: N/a
Description: Yoru is a black blade forged by a great smith who infused it with yang release making it sentient. Yoru is an ornately decorated and very long blade with a total length of at least 6 feet. On the hilt of this blade is a cross guard, though the bars between the blade and the hilt are much longer than average. The blade itself is pitch-black with a very strong sheen, a single-edged long sword with a slight curve at the end of the blade. Overall, Yoru looks like a large black cross. Though the blight was forged in such a way to remain light.
It was forged with a large portion of yang chakra giving it it's own sentience. With this the sword came to life in its own unique way, it was still a sword, solid like steel, sharp enough to slash flesh, but it was more than just that. Yaru could bend it's shape completely, sliding around like a snake having it's own form of movement while still being a blade, much like how Samehada can bend it's shape and still be sharp with it's scales. Though, it's intent wasn't always pure, having used to have a white handle, he served many owners, though those he deemed unworthy he would kill, staining his handle until it was blood red. This sword held a few unique powers:
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Myōhō Muramasa is a legendary sword wielded by Izuna Uchiha and functions as the sister weapon to Madara's Gunbai. Myōhō Muramasa appears as a normal katana with an Uchiha symbol on its hilt. Offensively, Myōhō Muramasa can be used to release Fire Release techniques from it's blade with just a swing, however only up to A rank. Due to this being a sword, it naturally can be used for Kenjutsu purposes. Myōhō Muramasa much like its counterpart is virtually indestructible. This sword also allows Izuna to be able to use techniques such as ( Uchihagaeshi ) - Uchiha's Return.
Note: Can only be used by Izuna Uchiha.
(Kamikorosu: Bisento) – God Slayer: Brow Blade
Type: God-Slaying Artifact
Rank: C-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: A pole weapon wielded by the Samurai class now forged as a God-Slaying Tool. It is quite a large weapon, roughly six feet in length from the tip of its heavy curved blade to the bottom of the pole-staff. This particular Bisento was forged for Horus; because it is a product of certain Atavistic techniques it is bound to his soul, its anti-Divinity properties are able to pierce the defenses afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. With proper focusing and enhancements perhaps this weapon can become even stronger.
Grace of Ishtar (Passive): Medics gain an increased 30% healing to all their abilities. Their healing techniques have a 20% chance to critically heal, causing them to heal for 100% increased healing.
Composite Healing (Passive): A Medic's healing techniques gain Composite Healing. This causes all healing to simultaneously heal Spiritual and Physical damage.
Embrace of Nannar (Active): At the cost of a move and a slot in the timeframe the user is able to heal all allies within mid-range of their position for 30 Health Points and cure them of all negative debuffs, as long as they can be cured. Usable once every four turns.
(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.
The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.
Alisa's Bliss
- The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.
Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
(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.
(Mukō: Chikara Chūnyū) – Void: Energy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 75% chance to gain a single Void Infusion.
(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%
(Chimamire no hokkēmasuku) Bloody Hockey Mask
Type: Void Infused Artifact
Rank: S-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that is activated at the cost of a move and consumes three Void Infusions upon the user reaching 0 Health points. Whilst active the user is prevented from being knocked out for 3 turns, during which they can continue to fight. If the user is healed during this period the can continue the fight as normal, otherwise the user is rendered unconscious. Usable once per Battle/ Arc.
(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.
Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times
(Fuuinjutsu: Anmoku no jikkō) Sealing Arts: Unspoken Execution
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per per turn)
Damage: N/a
Description: Anmoku no jikkō is a sealing technique created by Uzumaki's who needed a counter to foes with sensing abilities. The seal lays dormant horizontally across the neck, and is activated with the user's chakra being focused into the seal. Kanji for the seal then appears before swiftly emitting a chakra barrier shaped like a sphere that emcompasses short range around the user. This barrier is linked to the seal and has the special ability to erase the chakra signature of the seal's vessel while inside its dimensions. With its signature now erased, this technique acts as an advanced chakra suppressant that hides the user's chakra from all forms of chakra sensing, whether it be directly from the body or from an outside source. Opponent's with sensing will now have to rely on their basic, or in some cases above average, five senses as they continue the battle while in this realm. For example; Inuzuka's would have no problem using their nose, while Uchihas would be unable to see the user's chakra, but still uses the advanced reaction speed that comes with the current level of their eyes. The barrier moves with the seal as its epicenter while only lasting for a limited time.
NOTES
►Usable 2x per battle
►Lasts for 4 turns upon activation
►Has a 2 turn cooldown
►Can only be taught by ZandaT
(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique
(Yinton/Fuuin) - Shinjitsu no ritanī : Yin/Sealing Technique - Litany of truth
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50 (-10 per turn)
Damage: N/A
Description: The user can start with this seal on themselves or one of their weapons, or even place it on a weapon in battle. The placing of the seal is passive. The user can activate the seal at any time. This seal effects a yin barrier around the user 5m in all directions. Due to its Yin properties, it can't be seen, taking on similar traits as the "Hands of the sloth" technique. Those with Yin, Yin/Yang can see/sense this. This barrier infuses the area within with its Yin properties, making it so area takes on the properties of a non-Newtonian fluid when coming into contact with a foreign chakra. What this means is the faster something enters the barrier, the more the space/air/water etc within, becomes solid. This does not affect the users summons/paths/creations etc. In RP terms, this barrier will bind anyone/anything that enters it, like a solidified jelly holding them in place, making it impossible for them to force their way through. Wherever the seal is, that's where the centre of the barrier is. This barrier lasts for 4 turns and can only be used twice per battle, with a two turn cool down between usages.
Note: No Yang release jutsu in the same turn.
Note: No fuuinjutsu for two turns.
( Uchiwaketon/Fuuinjutsu: Daiyonsetsu - Arutemisu no Kari ) | Breakdown Release/Sealing Technique: Fourth Verse, The Hunt of Artemis
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 50(-70 toward user's base chakra at start of battle)
Damage Points: (100 to enemies if caught within pulse )
Description: Taking the user's Fūinjutsu to the next level by infusing a seal with Breakdown Release. The user will create a unique sentient seal that is placed on the users body but never stays in the same place, constantly moving around the users body. This seal is simple in it's application, it's goal is to hunt Yin chakra, named after the Greek Goddess of the hunt, Artemis. This seal contains 70 Breakdown chakra within it, stored there before the fight. This seal being sentient can release all the chakra out in a short range pulse from where it is on the user. Pushing out in all directions, this pulse's purpose is to completely push away Yin chakra that isn't the users, cleansing his short range of any foreign Yin chakra, from the Hungry Ghost and it's effect, to Phantom Dragons. Unless it has more than 70 chakra within it, it will be pushed away, allowing the user to cleanse himself and the area around him. Though there is a second effect of the seal.
Though it cleanses the user of foreign Yin chakra, if anyone should be within short range of the user when the pulse is released, their body will be overwhelmed with the Breakdown chakra, adding an effect to them known as "Prey". Prey will wash over foreign entities, overflowing their body with Breakdown chakra similar to the 8 Branches technique. This will knock the opponents chakra out of balance pushing at their Yin chakra preventing them from using Yin Release, Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu) above A rank for two turns. Should this hit anyone but the user, it will cause damage to them, burning them on contact.
Note: The release can be done twice per battle. Once it's been used, the seal will sap 14 chakra per turn from the user until it's gained its 70 chakra back before it can be used again. When used, no Fuuinjutsu S-rank and above can be used in the same and next turn. If successfully damaging to an opponent, this penalty extends to one additional turn, with no Fuuinjutsu in the same turn. No Yin Release techniques or Genjutsu may be used by the user during the same turn activated, due to the surge of Yang chakra through the user's body.
(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20
Damage: 10 (B-Rank Summon) 20 (A-Rank Summon) 30 (S-Rank Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu.
There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.
The following is an example of how this Jutsu would work within a standard combat scenario. A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (10 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 30 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.
Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" section of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is based on the Rank of the Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of the Summon's Biology, or an ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, roughly around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Rank: S
Type: Weapon
Range: short - long
Chakra Cost: (-5 per turn)
Damage Points: N/a
Description: Yoru is a black blade forged by a great smith who infused it with yang release making it sentient. Yoru is an ornately decorated and very long blade with a total length of at least 6 feet. On the hilt of this blade is a cross guard, though the bars between the blade and the hilt are much longer than average. The blade itself is pitch-black with a very strong sheen, a single-edged long sword with a slight curve at the end of the blade. Overall, Yoru looks like a large black cross. Though the blight was forged in such a way to remain light.
It was forged with a large portion of yang chakra giving it it's own sentience. With this the sword came to life in its own unique way, it was still a sword, solid like steel, sharp enough to slash flesh, but it was more than just that. Yaru could bend it's shape completely, sliding around like a snake having it's own form of movement while still being a blade, much like how Samehada can bend it's shape and still be sharp with it's scales. Though, it's intent wasn't always pure, having used to have a white handle, he served many owners, though those he deemed unworthy he would kill, staining his handle until it was blood red. This sword held a few unique powers:
- Being able to absorb and store chakra he can also sense chakra within short range of it knowing the difference between each one, the type and who it belonged to. It can sense anything that has a life force. It can absorb jutsu be releasing a black aura around it, this aura will negate jutsu and absorb the chakra into the blade storing it which it can then be used to cast jutsu with that require sword, rather than using the user's charka. The sword slashes as the aura spreads out acting like a vacuum drawing in the chakra causing jutsu to dissipate. This can only be used 3 times costing a move each time. This vacuum can reach up to short range (5m), it can absorb a maximum of 60 chakra per use though only store up to 100 chakra at a time in total. Anything with more than 40 chakra will fail to be absorbed. Two turns between uses. Counts as a move per usage.
- Being infused with Yang, it is granted a form of great vitality, durability and strength. Due to this, it's kenjutsu techniques are passively increased by 20 damage, this would include any jutsu that require the sword to be used as a medium, flowing through it. Freeform attacks are excluded from this boost.
- The sword would have a mental link with it's owner sharing what he could see and the chakra it sensed.
- he sword handle has a unique ability where the user can extent it to form a spear, allowing the user to fight with extra range and use it for jutsu requiring a spear/Bisento. This can be done passively[
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Myōhō Muramasa is a legendary sword wielded by Izuna Uchiha and functions as the sister weapon to Madara's Gunbai. Myōhō Muramasa appears as a normal katana with an Uchiha symbol on its hilt. Offensively, Myōhō Muramasa can be used to release Fire Release techniques from it's blade with just a swing, however only up to A rank. Due to this being a sword, it naturally can be used for Kenjutsu purposes. Myōhō Muramasa much like its counterpart is virtually indestructible. This sword also allows Izuna to be able to use techniques such as ( Uchihagaeshi ) - Uchiha's Return.
Note: Can only be used by Izuna Uchiha.
(Kamikorosu: Bisento) – God Slayer: Brow Blade
Type: God-Slaying Artifact
Rank: C-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: A pole weapon wielded by the Samurai class now forged as a God-Slaying Tool. It is quite a large weapon, roughly six feet in length from the tip of its heavy curved blade to the bottom of the pole-staff. This particular Bisento was forged for Horus; because it is a product of certain Atavistic techniques it is bound to his soul, its anti-Divinity properties are able to pierce the defenses afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. With proper focusing and enhancements perhaps this weapon can become even stronger.
Grace of Ishtar (Passive): Medics gain an increased 30% healing to all their abilities. Their healing techniques have a 20% chance to critically heal, causing them to heal for 100% increased healing.
Composite Healing (Passive): A Medic's healing techniques gain Composite Healing. This causes all healing to simultaneously heal Spiritual and Physical damage.
Embrace of Nannar (Active): At the cost of a move and a slot in the timeframe the user is able to heal all allies within mid-range of their position for 30 Health Points and cure them of all negative debuffs, as long as they can be cured. Usable once every four turns.
(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.
The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.
Alisa's Bliss
- The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.
Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
(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.
(Mukō: Chikara Chūnyū) – Void: Energy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 75% chance to gain a single Void Infusion.
(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%
(Chimamire no hokkēmasuku) Bloody Hockey Mask
Type: Void Infused Artifact
Rank: S-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that is activated at the cost of a move and consumes three Void Infusions upon the user reaching 0 Health points. Whilst active the user is prevented from being knocked out for 3 turns, during which they can continue to fight. If the user is healed during this period the can continue the fight as normal, otherwise the user is rendered unconscious. Usable once per Battle/ Arc.
(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.
Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times
(Fuuinjutsu: Anmoku no jikkō) Sealing Arts: Unspoken Execution
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per per turn)
Damage: N/a
Description: Anmoku no jikkō is a sealing technique created by Uzumaki's who needed a counter to foes with sensing abilities. The seal lays dormant horizontally across the neck, and is activated with the user's chakra being focused into the seal. Kanji for the seal then appears before swiftly emitting a chakra barrier shaped like a sphere that emcompasses short range around the user. This barrier is linked to the seal and has the special ability to erase the chakra signature of the seal's vessel while inside its dimensions. With its signature now erased, this technique acts as an advanced chakra suppressant that hides the user's chakra from all forms of chakra sensing, whether it be directly from the body or from an outside source. Opponent's with sensing will now have to rely on their basic, or in some cases above average, five senses as they continue the battle while in this realm. For example; Inuzuka's would have no problem using their nose, while Uchihas would be unable to see the user's chakra, but still uses the advanced reaction speed that comes with the current level of their eyes. The barrier moves with the seal as its epicenter while only lasting for a limited time.
NOTES
►Usable 2x per battle
►Lasts for 4 turns upon activation
►Has a 2 turn cooldown
►Can only be taught by ZandaT
(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique
(Yinton/Fuuin) - Shinjitsu no ritanī : Yin/Sealing Technique - Litany of truth
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50 (-10 per turn)
Damage: N/A
Description: The user can start with this seal on themselves or one of their weapons, or even place it on a weapon in battle. The placing of the seal is passive. The user can activate the seal at any time. This seal effects a yin barrier around the user 5m in all directions. Due to its Yin properties, it can't be seen, taking on similar traits as the "Hands of the sloth" technique. Those with Yin, Yin/Yang can see/sense this. This barrier infuses the area within with its Yin properties, making it so area takes on the properties of a non-Newtonian fluid when coming into contact with a foreign chakra. What this means is the faster something enters the barrier, the more the space/air/water etc within, becomes solid. This does not affect the users summons/paths/creations etc. In RP terms, this barrier will bind anyone/anything that enters it, like a solidified jelly holding them in place, making it impossible for them to force their way through. Wherever the seal is, that's where the centre of the barrier is. This barrier lasts for 4 turns and can only be used twice per battle, with a two turn cool down between usages.
Note: No Yang release jutsu in the same turn.
Note: No fuuinjutsu for two turns.
( Uchiwaketon/Fuuinjutsu: Daiyonsetsu - Arutemisu no Kari ) | Breakdown Release/Sealing Technique: Fourth Verse, The Hunt of Artemis
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 50(-70 toward user's base chakra at start of battle)
Damage Points: (100 to enemies if caught within pulse )
Description: Taking the user's Fūinjutsu to the next level by infusing a seal with Breakdown Release. The user will create a unique sentient seal that is placed on the users body but never stays in the same place, constantly moving around the users body. This seal is simple in it's application, it's goal is to hunt Yin chakra, named after the Greek Goddess of the hunt, Artemis. This seal contains 70 Breakdown chakra within it, stored there before the fight. This seal being sentient can release all the chakra out in a short range pulse from where it is on the user. Pushing out in all directions, this pulse's purpose is to completely push away Yin chakra that isn't the users, cleansing his short range of any foreign Yin chakra, from the Hungry Ghost and it's effect, to Phantom Dragons. Unless it has more than 70 chakra within it, it will be pushed away, allowing the user to cleanse himself and the area around him. Though there is a second effect of the seal.
Though it cleanses the user of foreign Yin chakra, if anyone should be within short range of the user when the pulse is released, their body will be overwhelmed with the Breakdown chakra, adding an effect to them known as "Prey". Prey will wash over foreign entities, overflowing their body with Breakdown chakra similar to the 8 Branches technique. This will knock the opponents chakra out of balance pushing at their Yin chakra preventing them from using Yin Release, Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu) above A rank for two turns. Should this hit anyone but the user, it will cause damage to them, burning them on contact.
Note: The release can be done twice per battle. Once it's been used, the seal will sap 14 chakra per turn from the user until it's gained its 70 chakra back before it can be used again. When used, no Fuuinjutsu S-rank and above can be used in the same and next turn. If successfully damaging to an opponent, this penalty extends to one additional turn, with no Fuuinjutsu in the same turn. No Yin Release techniques or Genjutsu may be used by the user during the same turn activated, due to the surge of Yang chakra through the user's body.
(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20
Damage: 10 (B-Rank Summon) 20 (A-Rank Summon) 30 (S-Rank Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu.
There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.
The following is an example of how this Jutsu would work within a standard combat scenario. A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (10 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 30 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.
Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" section of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is based on the Rank of the Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of the Summon's Biology, or an ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, roughly around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Kurama Rift:
1x Ancient Petrified Wood
1x Crystallized Apotheotic Energy
Hiruko Rift:
1 x Ancient Unstable Sapphire.
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