Alpha's Customs

Alphaqindyas

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Custom Weapons:
Ashisogi Jizō (Leg-Cutting Jizō)
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Ashisogi Jizō is the weapon of choice for Mayuri Kurotsuchi. It's guard is wrapped in cloth, and has several spiky protrusions sticking out right below the blade, which appear to resemble leaves. The hilt is pink. Ashisogi Jizō's blade glows as a deformed trident with curved, serpentine blades. The middle blade is straighter and longer than the side blades, and appears to ascend from the guard, which is shaped like a baby's head with hands clasped in a prayer, all mounted on his sword's normal hilt, which has ornate spiky protrusions on either side, which resemble golden leaves right below the guard. The blade is made out of a special metal resembling gold that doesn't break. It has its own mode of attack in which it will fire an A-ranked fire or lightning that can reach up to mid-range.
~Restrictions~
~After using its attack, it must recharge for three turns~
~Can't combine the fire and lightning attacks~
~While recharging, the blade cannot be used at all~
~Fire or Lightning counts a move in the turn they are used~

Summonings:
(Rhino's Kuchiyose no Jutsu: King Rhino)- Rhino's Summoning Technique: King Rhino
Type: Summoning
Range: Short-Long
Rank: S
Chakra cost: 40
Damage Points: 80
King Rhino is the king of the Rhinos. He's the largest of all the Rhinos that excists, he is just as large as Gamabunta, and no other Rhino can compare him in hight. King Rhino have as all the other Rhinos two long horns at the en of his head, but since King Rhino is so large his horns are also much larger. King Rhino is very fast, even if he's so large, but due to his size it's hard for him to controll his movements, and since he's so heavy he can't jump. King Rhino has as all Rhinos very thick scin, almost like metal plates, and due to the scin, King Rhino is able to withstand attacks that are weaker than S-Rank. King Rhino has the ability to fire a and A-ranked beam of lightning out of his horn, and this lightning reach up to long-range.
~Note: Can only be summoned once per battle.
~Note 2: Stays on the field for 4 turns, but can be sendt back if hit by a S-Rank jutsu.
~Note 3: His lightning beam attack counts as one of the three jutsus per round.
~Note 4: Must have signed the Rhino contract and be tought by ~The Norwegian~.

(Rhino's Kuchiyose no Jutsu: Ryhorn)-Rhino's summoning technique: Ryhorn
Type: Summoning
Range: Short-Long
Rank: S
Chakra cost: 40
Damage Points: 80
Ryhorn is the son of King Rhino. Unlike his father he's not that big, and his size is just two times as much as a normal human. Since Ryhorn is not that big, he can run much faster and he has great controll of his movements. Since Rhyhorn is not that big, he can jump into the air. Ryhorn has the same thick scin like his father, but he can only withstand attacks that are weaker than A-rank. Ryhorn has the ability to blast an A-Ranked fire out of his horn, and the fire reach up to long range.
~Note: Can only be summoned once per battle and last for 5 turns.
~Note 2: Stays on the field untill it's destroyed, and can be destroyed by attacks that are stronger than B-Rank.
~Note 3: Ryhorns fire counts as one of the three move per turn and his attack can only be used 3 times per match.
~Note 4: Must have signed the Rhino contract and be learned by ~The Norwegian~
 

Alphaqindyas

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Village Customs:
(Katon: Kikokanten) Fire Release: Climatic Drought
Type: Supplementary
Rank: A
Range Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Superheating the surrounding air in the atmosphere to the levels of heat found in the desert, the user causes a drought by preventing clouds condensing and falling as rain.

~ Usable once per battle
~ Prevents up to A rank rain Jutsu for 4 turns
~ Only Sunagakure villagers may use this jutsu

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

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

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

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



Learned​
(Mokuton:Mokuzai Shuuren)Wood Release:Wood Drill
Rank:A
Type:Offensive/Defensive
Range:Short
Chakra:30
Damage:60
Description:The user extends a wooden spike from his palm which is thicker at the bottom and thiner at the top.The user than uses chakra to rotate the wooden spike at high speed.The user will be able to drill through techniques of higher density (Earth technique,some Water techniques).The user is able to alter the size and number of drills.He can either create one small to large drill in one or both hands or several smaller drills which can be created from the users finger tips.The drills do not make any sound so it can be used for silent approach.
Note:Must have a Wood bio.
Note:Can only be used 4 times per battle.
Note:The user can drill through S-rank and below Earth/Water techniques within reason
Note:When used this technique has a cooldown period of 2 turns.
Note:No wood for the following 2 turns after this has been used.
Note:Must be taught by -Cobalt-.

(Mokuton:Mokuzai Hoko)Wood Release:Wood Arms
Rank:B
Type:Supplementary/Offense/Defense
Range:Short-Long
Chakra:20
Damage:40
Description:The user preforms the Snake hand seal and creates two or more versatile wooden pillars which are formed to look like arms with hands and fingers.The user can use this to trap his opponent in place or create the arms from his body and use them as an extra pair of hands helping them when using hand seals,throwing kunai,using taijutsu.When the arms are created from the users body they are normal sized but can be extended to the users required length.When created from the ground the arms are larger and more resistant.
Note:Once activated from the users body they last for 5 turns.
Note:Must have a Wood bio.
Note:Must be taught by -Cobalt-.

(Mokuton:Hitoshirenu Okeru Mokuzai No Jutsu)Wood Release:Hidden in Wood Technique
Rank:C
Range:Short-Long
Type:Supplementary/Defense
Chakra:20
Damage:N/A
Description:The user channels Wood chakra throughout his whole body and then merges together with wood. This allows the user to freely move in a tree covered location or within wood.Along with being able to merge with the trees the user gains the ability to move from one tree to another but only if they are connected through roots or through branches. This technique is similar to Earth Release:Hidden in Rocks Technique. While inside the wood the user will move at a speed slightly slower than his running speed and is still detectable by Dojutsu and Sensory Ninjas.
Note:Must be taught by -Cobalt-.
Note:Must have a Wood bio.
Note:While merged with a tree the user can only use C-rank and below Wood Release techniques.

Name: (Mokuton:Kirikui Kyanon)Wood Release:Stump Cannon
Rank:B
Range:Long
Type:Offensive
Chakra:25
Damage:40
Description:The user channels Mokuton chakra into either both his arms or only one and by spreading them forward the user is able to launch medium sized stumps of wood from his hand which fly at the desired target at high speed.The user can release six stumps from each hand making a total of twelve stumps.After shooting out the twelve stumps the user is unable to use this technique for the remainder of the battle.
Note:Must be taught by -Cobalt-.
Note:Must have a Wood bio.
Note:The user can shoot 6 stumps from each hand, usable one time per battle

(Mokuton: Mini Mokuzou Bomu) Wood Release: Mini Wooden Bombs
Type:Attack
Rank:A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description: The user quickly focuses a large amount of chakra into their hands, creating multiple mini compressed balls of Wood. The user can then throw the balls wherever he desires. With the use of a single handsign, the user can make the balls explode, Causing a large explosion that will inflict major damage to anything that is touching it.
Note:
Can only be used three times per battle
(Raiton: Joushou tsuchi) - Lightning Release: Ascending Earth
Type: Offensive
Rank: B
Range: short-mid
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams their hands on the ground, releasing a significant amount electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down.
Restriction:
-Physical contact with the ground must be made
-Can be used up to 3 times
-Can only be taught by fang
 
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