Alt's Customs

Alternative

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Because for some reason I have to make a new thread despite making one a week ago :|

Alternative Customs for your Pleasure

Here will be a list of my customs which I have either created for my own usage or been taught to by their respective owner.
As a reference, they will all be split up into groups, and arranged by alhpabetical order, and by rank. They will also link to their approval.

If you want to learn my customs, contact me. My answer depends on if you're Nathan or not.​

My customs
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25. (Jiton: Rei Rain) — Magnetism Release: Ley Lines

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Custom Tools:
1.
(Onsei Sōshin-ki) — Voice Transmitter


Customs taught to me:


 
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Weapons:

(Serēnogurōbu) - Sereno Gloves
Rank: B
Type: Weapon
Range: -
Chakra Cost: 20
Damage Points: -
Description: Otherwise known as Unbreakable Fists, the Sereno Gloves are a special brand of gauntlet worn by the user. The backs of the gloves are lined with a chakra-reactive metal, mostly used to defend against blades and other weapons. The chakra reactive metal is used to reinforce the gloves to strengthen them, which is why they are considered unbreakable. The strengthening could be compared to the high-speed healing of a medical ninja, constantly reinforcing the gloves with chakra although this doesn't heal the user at all. Another feature is that the gloves hold is that they have special apparatuses which resemble boosters. The user can channel chakra into these boosters so that for a split second, they can amplify the speed of one's punches and other hand-based taijutsu techniques, increasing the rank of these techniques by one rank when used, although the speed of the user's punches while amplified is still traceable by normal eyes.
Notes:
- Techniques aided by this weapon are still traceable by normal eyes.
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Tools:

(Onsei Sōshin-ki) — Voice Transmitter
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: A simple audio SNT in the shape of a small vertebrate like disc placed behind the ear. It acts as speech recognition device for the user, and acts as a conversion of thought to speech. The tool synthesises the user's voice exactly as it would be, making it a useful tool for people who cannot speak for whatever reason. However, the tool cannot be used as a medium for techniques which would otherwise require voice, such as specific sound ninjutsu. The tool is passive and needs to be posted in the user's biography to use.
 
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Elemental Techniques:

(Suiton: Fudō no Mizu Burokku) - Water Release: Immovable Water Block
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: -
Description: The user will perform the Bird and Tiger seals and create a water block out of the moisture in the air and their chakra under their feet. By condensing the water, they can create a block momentarily to use as a stepping stone, allowing aerial maneuverability.

Taught to: , ,

(Futon: Soyokaze Suteppu) - Wind Release: Zephyr Step
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: -
Description: This technique is in a similar respect to the Peacock Whirlwind Formation technique. The user constantly expels wind chakra from their body, creating a current of wind which revolves around them. The purpose of the technique is to give the user extra maneuverability so they can become more agile with their movements, allowing them to swiftly move around people and small projectiles. The wind revolving around the user is only strong enough to make the user more agile, and doesn't protect against anything. The technique only increases one's flexibility allowing them to move around these things, it doesn't allow for any speed increments. If used on a person, the velocity of the current can knock them off their feet.
Notes:
- Can only be used five times a match.

Taught to:

Magnetism Techniques:

(Jiton: Rei Rain) — Magnetism Release: Ley Lines
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (+10 to applied technique)
Damage Points: N/A
Description: This is a passive technique which is applied to existing magnetism techniques which would otherwise require the physical infusion of chakra to initiate. The user, with an additional handseal (if any), is capable of then extending the initiation range of another technique, so long as physical touch is required. However, this can only be performed when the user and target both share a mutual point of connection, such as the ground. The extension of technique only applies to mid range. Because this is applied to existing techniques, it is regarded as passive and does not count towards the user's moves per turn.

Taught to: Sinthorus

(Jiton: Shinseina Majutsu-shi) — Magnetism Release: Unholy Magician
Type: Supplementary
Rank: D
Range: Short - Long
Chakra Cost: 10
Damage Points: N/A
Description: A basic technique in which the user infuses basic weapons such as kunai, shuriken, swords etc. with their own Jiton chakra and control them with basic hand movements at a distance. While not a passive technique, this can be combined with other jutsu that use the same basis of weapons, such as those of the Manipulated Tools subset at the same time. Weapons of this variety keep their magnetic charge regardless of their shape or form. It should be noted that this doesn't add damage to weapons, but rather allows the user complete control over them. At its most basic, this element of the jutsu is considered freeform, and should be treated as such when pertaining to attacking and damage calculations. People with a Jiton specialty can perform this technique without the necessary hand motions.

Taught to: Sinthorus

(Jiton: Sessei no Inori) — Magnetism Release: Prayer of Temperance
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 per turn)
Damage Points: N/A
Description: Prayer of Temperance is a sensory technique exclusive to those with access to Magnetism Release. The user will perform a single hand seal (Ram) and aggravate their nervous system with Jiton chakra, allowing them to access a form of sensory. This is a special kind that makes the user more receptible to magnetic sources. This includes but is not limited to anything metallic (weapons, armor etc.), minerals, the earth itself, any Earth and Lightning Release techniques, and any other elements that branch off from those (including KG/CE). Users can also sense any fluctuations of chakra in these elements as well. Any use of Lightning Release from the user will disrupt the magnetic sensing and prematurely end this jutsu.
Note: Last for five turns.

Taught to: Sinthorus

(Jiton: Shihō ☰ Seigi) — Magnetism Release: Judiciary ☰ Justice
Type: Supplementary / Offensive
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description: Justice is a technique in similar application to Unholy Magician, except the difference here is that it's strictly applied to string-based weapons such as ninja wire. The user will pull out a large quantity of wire, while surging Jiton chakra throughout to shape it. The effect of this technique is to be able to create objects with the magnetic string as anything he'd like; with their imagination the usage of this technique is limitless. The objects which can be created can be simple like tools and swords, to animals and various birds, or even larger objects like walls and shields. The size and power is proportionate to its rank, as in bigger objects require more wire, and therefore need more chakra to use, but generally this can be left up to the user's diction to use it however he likes. This can also be used at a distance, assuming the wire has already been infused with Jiton chakra beforehand.

There is a second part to this ability which lies in the fact that this ability uses ninja wire as a medium. At any time, the user can clap their hands and immediately unbind the wired creation, and use it as a means for another technique. Most of the time this can be used to physically bind and constrain any given target, but has other uses as well which is only limited by what the user so desires. Regardless of how Justice is used, both initial uses count as moves allocated to a user per turn. In terms of physical usage, this technique follows the same constraints as Magician; these figures can be controlled from a distance as if they were freeform with simple hand motions, or without if they have a Jiton specialty.

Note: Each application, at A-rank level, is useable four times per battle.

Taught to: Sinthorus

(Jiton: Seinaru Kon'in ☰ Koibito) — Magnetism Release: Holy Matrimony ☰ Lovers
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The Lovers is a technique seemingly more symbolic technique than others, in the sense of how its used. By running their palm over two or more targets, they can create a powerful magnetic bond between them, thus binding them together. Although a niche technique, this does has some clever uses. For example, the main purpose is for this technique to be used on anything physically broken or not put together. This can vary from swords and weapons, or even more unorthodox targets like the body itself. Alternatively, this jutsu has other applicable uses which follow the same protocol. By running their palm over a number of objects, the user can bind them together to create something new entirely. It's quite possible for the user to "mend" a handful of kunai together to create a makeshift sword or spear to use in a fight. At any time, the user can perform a single hand seal and release the magnetic bond between any and all the objects mended through Lovers.
Note: Can only be used four times.
Note: Needs a turn cooldown after use.

Taught to: Sinthorus
 
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Ninjutsu / Genjutsu / Taijutsu:

(Genjutsu: Damudo no Koe) - Illusionary Technique: Voices of the Damned
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 25
Damage Points: -
Description:
• The user will perform two hand seals (Dog → Ram). Once the user is quite close to the target, more notably their ear, they will take in a deep breath, and breathe out. This breath is infused with chakra, which upon reaching the ears parses through the drum and into the canals, messing with the target's chakra causing distortion to them, making them feel dizzy and off-balance. From this the target feels like they had been spinning around for a while, and felt dizzy from that. The closer the user is to the target's ear, the more effective the illusion is to them.
Notes:
• Can only be performed 4 times a battle.
• This can only be performed when the user is really close to the target.

Taught to:
 
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Puppetry Techniques:

(Kugutsu: Gitai) - Puppetry Technique: Mimicry
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: -
Description:
• The user after connecting puppet strings to a single puppet will perform the Ram seal and diverge the puppet strings to major points of his body (limbs, head etc). The puppet will then take on all the movements of the user exactly as depicted from wherever the puppet is adjacent to the user. It will keep the same distance and move in the same form and so on. The move lasts two turns after using it.
Notes:
• Can only be used with one puppet out.
• Cannot create more puppet strings after this to control more puppets.

(Kugutsu: Desu Ame) - Puppetry Technique: Death Rain
Rank: B
Type: Offensive
Range: Short-Mid
Chakra Cost: 25
Damage Points: 40
Description:
• Using two or more puppets, the user will control them to rise up above the target, and separate into multiple pieces revealing several hidden blades at their joints, and control them to rain upon the target. This technique is similar to Tenten's Twin Rising Dragons.
Notes:
• Can only be used three times a match.
• Puppets used for this technique cannot be used the next turn after this is used.

(Kugutsu: Rasen Kugutsu no Mai) - Puppetry Technique: Spiral Dance of Puppets
Rank: B
Type: Offensive
Range: Short-Mid
Chakra Cost: 25
Damage Points: 35 (+10 for additional puppet)
Description:
• Using various weapons such as swords and spikes concealed in two or more puppets, the user will control them to spiral around towards the target in a circular motion similar to Gatsūga, though it's no where near the speed of that spinning. The pronged sharp objects as well as the force from the puppets has the potential to cause deep cuts and wounds.

(Kugutsu: Shi no Shūkaku) - Puppetry Technique: Death Harvest
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user will seperate a puppet revealing hidden blades at it's joints. Then with full throttle and at a specific angle, the user will throw with their chakra threads these parts, to slice through anything which is in it's path. The parts thrown return to the user like a boomerang, due to being thrown at a specific angle to do so.
Notes:
- Requires disassembly of a puppet, and said puppet cannot be used for the next two turns.

(Kugutsu Baindingu no Jutsu) - Puppet Binding Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 25
Damage Points: -
Description:
• The user controlling a puppet will charge towards the target. When they are close, the user will wrap the puppet around the target's arms and legs, while segregating it's parts so that it has a much easier time doing so. This technique wraps the chakra strings around the target, while using the puppet as a medium to strengthen the hold.
Notes:
• Can only be used three times a match.
• Can only be in control of no more than two puppets to use.

(Kugutsu: X no Mai) - Puppetry Technique: Dance of the X
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description:
• This is a technique which requires the use of three puppets. Exerting their strength, the user will make two of the puppets fly into the air. Then with a quick motion, they will fly down at the target, charging at them with sharp weapons in a X formation. Then the user will control the third puppet to use a weapon to pierce the target's body when disoriented.
Notes:
• Can only be used three times in battle.
• All the puppets must have a weapon of some sort for the technique to work.

(Furubodi no Chakura Tate) - Full Body Chakra Shield
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40
Damage Points: -
Description: This is a greater version of the Chakra Shield technique. The user controls their puppet to separate the entire body, and mechanically form the shape of a target, or some other shape to cover a wide area. From there, the user forces chakra into the puppet, forming a shield using the full body of the puppet. The shield itself is made up of completely pure chakra, and can withstand any and all non-elemental attacks up to S-Rank, and elemental attacks up to A-Rank (regardless of type [Ninjutsu, Taijutsu etc.]) A single use of this technique destroys the puppet used in question, leaving nothing but debris.
Note: Can only be used twice.
Note: Destroys puppet after a single use.
 
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Elemental Puppetry Techniques:

(Doton/Kugutsu: Kōka-ito) — Earth Release/Puppetry Technique: Hardened Threads
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra Cost: 15
Damage Points: -
Description: By focusing their earth chakra into their puppet strings, they can toughen them to the extent of using them like rope, either pulling something in with greater ease than regular puppet strings, or using it to connect to something and pull themselves to it. The effects of this jutsu is similar to rope, and can have an abundance of uses depending on the user's creativity and imagination.

(Raiton/Kugutsu: Miko no Mai) — Lightning Release/Puppetry Technique: Dance of the Shrine Maiden
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: -
Description: The user after performing three hand seals will shoot a weak, but incredibly potent bolt of lightning towards one of their puppets. The lightning spreads all throughout the puppet and drastically increases its speed in the middle of a battle. This turns the doll into a lightning entity of sorts, and as such makes it incredibly vulnerable to Wind Release attacks which will prematurely end this jutsu if hit. Effectively, this technique has the potential to double the puppet's speed, affecting everything that may come of it including Taijutsu strikes, basic Puppetry Ninjutsu, and so on. Although the puppet is capable of moving at twice its original speed, it cannot move faster than what the user can track (whichever number is lower). This jutsu will have no effect on armor-based puppets, or other special puppets that can potentially bolster the user's own speed.

While this can be used on other people, there is no real damage and effect in doing so, and should not be used for such a purpose.
Note: Lasts for three turns.
Note: Can only be used thrice.
Note: Can only affect one puppet at a time.
 
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Puppets (and respective techniques):

Biyorigō
Rank: S
Type: Puppet
Range: Short
Chakra Cost: 40
Damage Points: -
Description:
• Biyorigō is a puppet which is based on an ancient build of puppetry, and was created by a man called Shikizaki Kiki. He preferred to instead call his puppet a doll, as it would maintain somewhat of a personality when fighting. Biyorigō is also considered to be a sword itself. It was originally built to guard him whenever he was working, and it could defend from intruders flawlessly. Somehow it fell into the hands of a puppeteer, who has learnt to master how to use the Biyorigō and how it works. The doll's design is based on Chinese culture, a woman with a golden comb in her hair, and buns. It wears a standard kimono, and is built with four arms, two hidden inside the kimono. In each hand the doll holds a lengthy sword, a broadsword almost, but not quite. It's also got four legs, which are quite sturdy and are said to be as hard as diamond, but there's no confirmation on this fact. They're able to extend out like a cross and used for blunt force attacks. Within it's hair hides 8 small daggers, four on each side similar to a retractable knife. It also carries a small blade in it's mouth. The puppet's entire body is able to move around, with all sorts of joints capable of spinning, twirling and other assorted movements. Biyorigō is the first doll to ever have been able to master the Doll Fatality style. Upon all these abilities, Biyorigō is capable of using all basic puppetry techniques. The doll is kept in a big scroll which has the Kanji (人形) written on it, meaning Doll.
Notes:
• Mastery over Puppetry is required to use the Biyorigō.
• Can only be used by Alternative and those whom he allows.
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(Erizabesu) - Elizabeth
Rank: A
Type: Puppet
Range: Short-Long
Chakra Cost: 30
Damage Points: -
Description:
• Elizabeth is a puppet which is larger than most people, and tends to look like a duck. It's big and white coupled with a yellow beak and feet. Although it looks like a duck, it's based on a human person with a sheet over itself. Due to Elizabeth's size, it's capable of using a stronger Chakra Shield, one of B-Rank. Inside Elizabeth holds explosive bombs which allows the puppet to use the Puppet May Rain technique. It's final ability isn't really an ability at all. It's almost completely hollow on the inside enabling it to encase anything the size of a standard human being in a similar fashion to Black Ant. It holds a small katana on it's left hip. Sometimes Elizabeth holds a sign and wears a disguise of sorts, but this serves no purpose other than for comedy. Elizabeth is capable of using all basic puppet techniques. It's also held in a scroll which marks (鴨, Kamo) which means duck.
Notes:
• The puppet is so big, so it must be summoned into battle.
• Can only be used by Alternative and those he allows.
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Yoshimitsu
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: - (+20 to summon)
Damage Points: -
Description: Yoshimitsu is a puppet which resembles that of a skeletal samurai. It's build is made primarily of wood, reinforced with metal plates across it's face and body to achieve this result. It wields a standard, detachable katana with it's scabbard on it's right side, making Yoshimitsu left-handed by design. Because of the design, the puppet holds the capability of performing all Taijutsu and Kenjutsu which the user knows (non-chakra based).
The puppet's left arm is completely mechanical, and is used for the majority of the puppet techniques. It holds a rotary design which allows for a multitude of abilities to be used, and capable of spinning it's entire arm from the elbow joint at incredibly fast speeds in a clockwise manner. It's right arm is moreso used for "Chakra Shield" and other such techniques. The puppet is capable of releasing a poisonous mist from it's mouth which reaches short-range of it as a substitute for "Poison Smokebomb". Similarly done to Crow, all of it's body is detachable and can be used in similar fashions as it, without spikes emerging from the joints. The signature technique of Yoshimitsu is a seppuku-like action which cuts into the puppet and further through to the target. There's a small slot on it's stomach region used specifically for this technique, along with a small poisonous sack which it bursts upon using it.
Yoshimitsu can either be stored in a scroll or carried on the user's back wrapped in loin cloth before entering battle. If carried on his back, the user can bring the puppet out without a chakra cost and without it counting towards the limit of techniques used per turn.

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(Manji tonbo) - Manji Dragonfly
Rank: A
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
→ The user controls Yoshimitsu to holding it's sword so that the hilt is on a 90 degree angle with it's arm. By holding the sword up, the user makes Yoshimitsu jump into the air and spin it's sword using it's mechanical wrist, causing it to hover with ease for approx. 3 seconds. From there, the user controls Yoshimitsu to performing a downward slash onto the opponent, causing a major vertical severing.
Notes:
→ Must know Puppet Jutsu
→ Can only be used with a Yoshimitsu puppet
→ Because of chakra strain, this can only be used thrice in battle
→ Can only be used once every two turns
→ Can only be used by those Alternative allows

(Harakiri) - Disembowelment
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
→ Once Yoshimitsu draws close to the opponent, with great speed, it turns backwards and stabs the opponent through itself. Through stabbing itself in this way, Yoshimitsu hits a poison gland built into the puppet, intoxicating the opponent upon puncturing them.
Notes:
→ Must know Puppet Jutsu
→ Can only be used by a Yoshimitsu puppet
→ Because of the effect, this can only be used once a battle
→ After usage, poison cannot be used throughout it's weapons for the remainder of the match
→ The puppet is left extremely weakened after this, only to be allowed to use B-Rank and lower puppet jutsu
→ Can only be used by those Alternative allows
 
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Red Sand Fist, CFS as approved here [ ]:

(Akasuna no Ken: Yashi no Dagā) - Red Sand Fist: Palm Daggers
Rank: C
Type: Offensive
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: The user with a puppet arm will thrust their arm into the opponent, dealing an initial impact of damage, and using the puppet arm secrete senbon into them, delivering additional damage.
Notes:
- Requires a puppet body.

(Akasuna no Ken: Nokogirihajō no Shīrudo) - Red Sand Fist: Serrated Shield
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user will open up their puppet arm revealing blades where the "Chakra Shield" technique would take place, and spin them frivalously, cutting into the target.
Notes:
- Requires a puppet body.
 

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Customs learnt:

(Buzzard´s Kuchiyose no Jutsu: Buzzard: Skyry) Buzzard´s Summoning Technique: Skyry
Type: Summoning
Rank: D
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Describtion:
Skyry is very little green like Skyress buzzard, looks very similar to Skyress, but as said, it is very small, Skyry isn´t very effective in fight, the only thing she can do is that she can shoot elemental feathers of wind from her/his mouth. These feathers have the power of normal kunais, but are faster a bit. Skyry is the guardian of the summoning contract of buzzards. It is the fastest of all buzzards and almost no other flying summon can keep up with his speed. Even tho it is very small, it is incredibly aggresive a lot. It is used most of the time for scouting missions. Unlike most of the buzzards, she cannot speak english at all, but it can connect it´s mind with the user who summoned it and to everyone who EVER (even if he dropped it) signed buzzard summoning contract.
*Can only be summoned 3 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to be summoned back to it´s land if hit by 40 damage points, in this case it cannot be summoned again*
*Can only be Used/Taught by Migualon J.J.*
*Must have signed the Buzzard summoning contract*

(Buzzard´s Kuchiyose no Jutsu: Buzzard: Ingram) Buzzard´s Summoning Technique: Ingram
Type: Summoning
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: Depends on used jutsu
Description:
Ingram is sister of Skyress and is completely different from her sister and mother. Ingram is smaller than her sister and mother, which causes her to carry max of 5 people. Ingram has the same speed as her sister and her wind techniques are on the same level as her sister´s (A-rank and same thing with the hand signs). She same as her sister didn´t had a talent for fire techniques, but unlike her sister, she doesn´t have water beam, BUT on the other hand, she has beam of lightning which has the same power as an A-rank technique. Ingram is more aggresive than his sister and mother, she can be calm, but most of the time she isn´t.
*Can only be summoned 2 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to be summoned back to it´s land if hit by 80 damage points, in this case it cannot be summoned again*
*Can only be Used/Taught by Migualon J.J.*
*Must have signed the Buzzard summoning contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*

(Buzzard´s Kuchiyose no Jutsu: Buzzard: Moltres, The Flamming Buzzard) Buzzard´s Summoning Technique: Moltres, The Flaming Buzzard
Type: Summoning
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: Depends on used jutsu
Description: Moltres is the daughter of Oh-ho and not too popular with the rest of the family though Skyry and her get along very well! She is slightly bigger than her mother and about the same size as Skyress so she can hold 6 people on her back. Moltres is fast and strong like Skyress, but her fiery temper can get her into trouble... she likes to flame people! She can use any A-rank Wind techniques and the ones that require hand seals can be done by the summoner. She is extremely loyal to those she cares for and all summoners will find in her a true friend!
*Can only be summoned 2 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to be summoned back to it´s land if hit by 80 damage points, in this case it cannot be summoned again*
*Can only be taught by meimei to those who have signed the Buzzard summoning contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*

(Buzzard´s Kuchiyose no Jutsu: Buzzard: Zapdos) Buzzard´s Summoning Technique: Zapdos
Type: Summoning
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: Depends on used jutsu
Description: Zapdos is the daughter of Oh-Ho and a friend to the main family of buzzards. Zapdos is almost the same size as Skyress, therefor can hold 6 people on her back. Zapdos´s speed is equal to that of Skyress. She can use any A-rank Wind techniques and the ones that require hand seals can be done by the summoner. Zapdos can also use Lightning Wave which is equal to A-rank Lightning Jutsu and is just as wide as Intense Pain and can be used 2 times per summoning. Zapdos is very aggresive, allmost as Skyress.
*Can only be summoned 2 times per Battle*
*Can only stay in battle for 4 turns as the max*
*Can be forced to dispersy by obtaining 80 damage points, in this case she cannot be summoned again*
*Can only be Taught by zarakii to those who know Buzzard Summoning Contract*
*All her techniques are considered as 1 of the 3 techniqes per turn*
 

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Facepalm (Men-Hirate)
Type: Supplementary
Rank: E
Range: Short
Chakra: 5
Damage: 10 (to self)
Description: "Dear Lord, I can't stand it anymore!" There are so many absurdities and absolutely preposterous happenings in the Ninja World every day and all the frustration and sighing must go somewhere. Thus, as a result, the user of this jutsu slaps his forehead with one hand (probably with dominant for more effect), resulting in something like a "wake-up" call. The quick, yet effective pain will allow much of the grievances to go away as blood would rush quickly to the affected area and the user would be forced to focus upon it, forgetting all of his worries for just a slight moment. Of course, this can happen in a fraction of a second, or a long facepalm can do as well. And on a more battle-related note, most fights cause much anxiety and stress because we often struggle for our lives on a daily basis, so this would help relieve such psychological impacts and clear the user's mind in combat in order to make improved rational decisions.
 
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