Aogiri Tree

Six Paths

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00. Index

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Custom Jutsu: 8


  1. (Kakuja) | The Shining One
  2. (Doton: Ashikase no Reijuu) | Earth Release: Shackles of Servitude
  3. (Doton: Kigen no Yokushin) | Earth Release: Awakening of Avarice
  4. (Doton: Shouri no Soushi) | Earth Release: Conquest of Creation
  5. (Genjutsu: Shinpi-tekina meisho) | Illusionary Art: Mysterious Attraction
  6. (Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave
  7. (Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
  8. (Futon: Aki no Chinmoku-sa Ekō) | Wind Release: Silenced Echo of the Fall


























Sensei Bonus
36.
37.
38.
39.
40.


Custom Weapon: Kagune



  1. (Kagune) | The Shining Child

Custom Fighting Style: 1. Renewal Taekwondo; 2. TBA


  1. ✣ (Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
  2. ✣ (Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
  3. ✣ (Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package
  4. ✣ (Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King
  5. ✣ (Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon
  6. ✣ (Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook
  7. ✣ (Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
  8. (Rinyūaru Tekondō: Mubandong Chagi) | Renewal Taekwondo: Recoilless Kick
  9. ✣ (Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens

Custom Summoning Contract | Centipedes




Custom Element | 1. Entropy; 2. TBA


  1. (Entropoton: Akuyaku no Shizuka) | Entropy: Silent Undoer
  2. (Entropoton: Sora no Kyū) | Entropy: Voidsphere
  3. (Entropoton: Eien Ni) | Entropy: Ad Infinitum










Customs Learned : 47


[Katon | Fire Style]

  • (Katon: Etoku meido) - Fire Release: Grasp of Hades
  • (Katon: Furēmingupengin no Būtsu) - Fire Style: Boots of the Flaming Penguin
  • (Katon: Kulhu no shutsugen) - Fire Release: Emergence of Kulhu
  • (Nanatsu Shukenja Kaen) Seven Sovereign Flames
[Raiton | Lightning Style]

  • (Raiton: Rai Kakuhan) - Lightning Release: Rai Whip
  • (Raiton: Hakai Mecha) - Lightning release: Destruction of Mecha
  • (Raiton/Doton: Hakai no Sekai) - Lightning/Earth release: World of Destruction
  • (Penginsurasshu) - Penguin Slash
  • (Raiton: Hishou Kyuutai) - Lightning Release: Flying Orbs
  • (Raiton: Perëndi Keseki Una) – Lightning Release: Perëndi's Miraculous Song
  • (Raiton: Shusei Bolla)- Lightning Release: Bolla's Modification
  • (Raiton: Rai Shinsei) - Lightning Release: Electrical Reconstruct
  • (Raiton: Shōnetsu no kuzure) - Lightning Release: Fiery Crumbling
[Fuuton | Wind Style]

  • (Fuuton: Tsuin Hassan Gatakuchikukan) - Wind Release: Twin Diverging Destroyers
  • (Sukai doragon no hasai kiba) - Sky Dragon's Crushing Claw
  • (Fūton: Yuigo no Fūjin) - Wind Release: Testament of Fūjin
  • (Fūton: Iongēto)- Wind Release: Aeon Gate
  • (Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour
  • (Futon: Iongeto Reishiki)- Wind Release: Aeon Gate Type 0
  • (Fuuton: Ventus no Komando)- Wind Release: Command of Ventus
  • (Futon: Hakai-tekina ōbu) - Wind Release: Orb Destruction Show
  • (Fuuton: Kaze no Vànô ) - Wind Release: Rise and Shine
  • (Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
  • (Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
[Doton | Earth Style]

  • (Doton: Doukutsu no Chiisana Ikimono) - Earth release: The Caves little creatures
  • (Doton: Hotei no Tacchi)- Earth Release: Touch of Budai
  • (Doton: Gifuto bāto) | Earth Release: Gift Bad
[Suiton | Water Style]

  • (Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
  • (Suiton: Kaatsu sa Reta Pengin) - Water Style: Pressurized Penguin
  • (Suiton: Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
  • (Suiton: Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
[Ninjutsu | Ninja Style]

  • (Ninjutsu: Souhou no Circe) - Ninja Arts: Touch of Circe
  • (Ninjutsu: Aku no difendā) - Ninjutsu Technique: Defender of Evil
  • (Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger
  • (Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist
  • (Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form
[Genjutsu | Illusionary Style]

  • (Genjutsu: Akuma's Kaori) - Illusionary Arts: Satan's Scent
  • (Tsumibukai Genjutsu: Dai Kui) - Sinful Illusionary Arts: Gluttony
  • (Genjutsu: Keeki no Uso)Illusionary Arts: The Cake is a Lie
  • (Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk
  • (Genjutsu: Helios) - Illusionary Arts: Helios
  • (Genjutsu: Undeinosa Gomakashi) - Illusionary Arts: World of Mirrors
  • (Genjutsu: Kokkaku chūshutsu) - Illusionary Arts: Skeletal Extraction
  • (Genjutsu: Shirasagi no han'i) - Illusionary Arts: Egret's Purview
  • (Sukārettogen : Chou no Odayaka na Fukkatsu) - Scarlet Illusion: Gentle Rebirth of the Butterfly
[Taijutsu | Body Style]

  • (Tansen Taijutsu: Ryusoken) - Seishou Taijutsu: Dragon Claw
[Kenjutsu | Sword Style]

  • (Kenjutsu Kuchiyose: Okotta Kami)- Sword Summoning Art: An Angry God | Deus Iratus
[Custom Weapons]

  • Iguza: IXA
[Custom Fighting Styles]

  • Kenmashajin - Demon God's Fist - Pencak Silat
[Custom Clan]

  • Kureimoa Ichizoku | クレイモア族 | Claymores
  • Hadou Yuukai | Surgebinders
[Custom Elements]

  • Hokkyoku āsurirīsu | 北極アースリリース | Arctic Earth
 
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Six Paths

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01. Fire Release

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Customs Created: 0

-To be Added-


Customs Learned: 4


Katon: Kulhu no shutsugen - Fire Release: Emergence of Kulhu
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Emergence of Kulhu is a technique where user would release katon chakra around their opponent. Now this chakra would emerge from the ground in shape of numerous small participles of fire that when collected into a single structure take form of tentacles. User will be capable of forming up to four tentacles which main purpose would be as to harm opponent by making all different kinds of lashing movements however if user so wishes he can control these tentacles. Their size can be up to five meters in length. User will also be capable by performance of a single seal make the small fire participles from which they are formed actually explode forming a maelstrom in which center opponent will be standing.

- Can not be used in consequent turns.
- Can only be used four times per battle
- Can only be Taught by Akasha



Katon: Etoku meido - Fire Release: Grasp of Hades

Type: Offensive/Supplementary
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user will stomp their foot and release fire that travels along the ground, splitting up to the sides of the opponent where the fire will then rise and take on the form of two hands. The hands will then grab onto the opponents legs, holding him in place while burning through their skin.

- Can only be taught by Shadou
- Note: Can only be used 3 times



Katon: Furēmingupengin no Būtsu Ω Fire Style: Boots of the Flaming Penguin

Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per turn of sustaining)
Damage: N/A (+10 to leg taijutsu, -10 due to first degree burns during fourth turn of use)
Description: The user forms the bird hand seal as they gather a good amount of katon chakra. After gathering the katon chakra, the user channels their katon chakra into both of their feet. By using shape and nature manipulation, boots of fire form around the user's feet and reach all the way up to their shins. Due to the immense heat of the boots, they grant the user a couple of advantages in combat. First and foremost, the boots increase the user's leg taijutsu attacks, simply due to the heat when the opponent gets kicked. Another cool perk of the boots is that if the user steps on a muddy surface, the mud would harden near instantly where they wouldn't sink, due to the boot's heat. Lastly, if the user kicks at the opponent, embers from the boots would branch off and go towards the opponent. If the opponent were to be hit with this technique, the embers would light their clothes on fire and eventually burn them to a crisp. This ability is used in close quarters, nothing longer. After having the boots sustained for three turns, it begins to burn away the cloth around the user's legs, causing first degree burns on the user's legs.

Ω Can be used twice per battle
Ω Can last up to four turns, then disperses
Ω No S-rank katon in the next two turns
Ω Can only be taught by Penguin.



(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.

The Sovereign Flames themselves are as follows;

Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

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.

Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.

Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.

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.
 
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Six Paths

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02. Wind Release

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Customs Created: 2


(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King [✔]
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: This technique showcases the usage of the wind release, in accordance to the users body and or objects which he might be carrying or is in constant contact with, like weapons. Once the contact with the specific object is maintained, or without the object needed, the user will have the wind from all around, stick closely to a desired location in the body or object, forming 2, very distinctive layers from one another. The first layer which comes directly above the said object, has no particular effects, and strength. It plainly refracts the light allowing the said object to be invisible apart from some currents of wind, which move around, indicating the existence of that object. The second, is the most versatile one, giving the said object a lot of strength and versatility equal to an S-Rank above their original versatility. In cutting edge weapons, this layer even further enhances their sharpness as well. The second layer, which can be seen once the first one is used, is a very stable one. The second layer has a very characteristic effect, which is the ability of, at will, releasing blasts of air current, which might be either a rotating tornado which has a very strong pushing and very spread out cutting capabilities, to a very powerful, all destroying blast of wind, similar to Wind Release: Pressure Damage. A third and last form of releasing it, is a very thin, precise and powerful slash of wind, which has insanely large cutting capabilities, which can be directed, at the location where the said object or weapon is aimed towards. The strength of the said blast or tornado can be split a total of 2 times, creating 2 blasts at exact power of A-rank. The release of the blast will count towards the jutsu limit, and the releases can be independent in time from one another, as long as the effect of the technique is visible. Due to the effect of the last layer being largely visible, he cannot keep this layer active for longer than 4 turns, while the last one which carries no rank or visible boost, except than of rendering the weapon invisible, he can keep active for further, but needs to give a total of 5 chakra points each turn.

Note: Can only be used 3 times.
Note: Remains active for 4 turns (Last layer can be open for far longer, but it carries no attributes, and it consumes 5 chakra point every turn).
Note: Initial release of layers counts as a move, thereby as a jutsu usage limit.
Note: Weapon or object must be constantly in contact
Note: Can only be taught by Six Paths.



Futon: Aki no Chinmoku-sa Ekō | Wind Release: Silenced Echo of the Fall
[✔]
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A (varies on the Description, Max 80.)
Description: The user will make a set of 3 hand seals and clap their hands together. The user will send chakra at specific points of the body, which will be the wrist, waist line, feet and between the shoulders in the back. These locations are the potential regions as the wind can only be around 4 locations at a time. The user will materialize wind chakra around the said location. The wind chakra will be invisible to the naked eye, and only visible through the usage of doujutsu. Each one of those locations can be a minimum of B rank. Once the technique is set up, it will remain active a certain number of turns. The user can at will use the chakra which was condensed into the very thin, belt like line, in order to grow in a desired location, which can either be accompanied with the release of a high amount of push force, or simply shaped into solid wind constructs, similar to Wind Release: Wind Stream Technique and Wind Style: Wind Blade. These shapes are varied, but also include swords, ranged weapons or even gauntlets and armor. Due to the very effect that the chakra will be split in 4 regions in the human body, the rank of the technique will be split equally among all. But the user can, at will, control the amount of chakra he desires to send to each location, increasing the force to a single spot, effectively to the max full power of the technique itself. But, this is not only the limit of the true usage of the technique. The chakra reacts very strongly to objects which do not carry the user’s chakra, like other forms of chakra or at times simply object which have trace chakra, but not of the user itself. Once this object comes into contact with the wind constructs, or body parts which the user comes into contact with where the wind is located, he will be able to leave trace amount of chakra on that specific object. On free will, the user can choose to leave larger than normal trace amount of chakra, equal to specific ranks. Once the wind which comes into the contact decided to take action, it will activate the very base property of wind, which are minuscule wind blades. Due to the wind imbuing the entire object, the wind blades will rip the said body apart, enough to create very strong rough cut into the said object. If used on inanimate objects, the wind can be used to control the movements of said object. Due to wind having the capability of slicing even the strongest minerals, the sliced bits on the object, will have high trace amounts of wind chakra, which the user can control similar to the Wind Release: Rotating Shuriken. This however is limited to solid elements, mineral, or weapon constructs. However, when used against techniques, it will take a total of 10 chakra, in order to control said movements of the object they chose, and its relations and controls to the elements these constructs are made, is very bound to the strengths/weaknesses of wind release. This will as well count towards the usage turns, taking one up as long as they are controlling a said entity. This will also in turn, weaken the weapon or construct, one rank lower than the initial power. Any object which has been touched by the said wind, will have the said trace amounts, allowing him a very simple control over them, and with higher amounts for actually ranked techniques, which are not simple weapons.

Note: Can only be used 2 times per battle.
Note: Lasts for 4 turns.
Note: Controlling entity counts as a move.
Note: 10 per turn chakra to every entity it chose to control
Note: Control and effect on techniques is based on the strengths/weaknesses of wind release
Note: No wind technique above B-Rank in the same turn.


Customs Learned: 10


Fuuton: Tsuin Hassan Gatakuchikukan - Wind Release: Twin Diverging Destroyers
Rank: S
Range: Short - Long
Type: Offensive
Chakra Cost: 40
Damage: 80
Description: The user gathers Fuuton chakra in his arms and hands and compresses it, after which he swings his arms in an X shape, shaping the Wind into two sharp discs, about 1m each and coloured bright white, which travel in an X manner, diverging from each other as they travel. The diverging discs can be used to strike multiple targets and they have the power to cut through very solid rock formations, and when humans are hit by it, it slashes their body into exactly half, cutting through their body and ripping their flesh. After performing the Boar handseal, the user can direct the discs towards the ground, cutting through it due to their sharpness, dividing the Earth wherever they cut through.

- Can be only taught by Nāruto
- Can be used twice per battle.
- Each disk has A Rank cutting power.
- No A-Rank or above Wind jutsus in the next turn.
- Requires a break of two turns in between usage.



Sukai doragon no hasai kiba - Sky Dragon's Crushing Claw
Type: Offensive
Rank: B
Range: Short
Chakra: 20(-per turn)
Damage: 40
Description: The user will perform 2 seals,after performing them the user will clap there hands together gathering chakra into their hands.Using chakra manipulation the user will coat there finger nails with short,sharp spinning wind.There user will then run up the do a uppercut having the wind drill into the enemy.There wind around the fingers for about 2 turn

- Last 2 turn if continued
- No jutsu can be used with hands while in effect



(Fūton: Yuigo no Fūjin) - Wind Release: Testament of Fūjin
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user concentrates wind chakra, and focuses upon an already existing tornado, dust storm, hurricane, gust, etc. Using his chakra, the user first figures out the main direction that the winds are blowing in this type of jutsu, before quickly producing an equal and opposite force of wind to combat and cancel out the existing one. For example if the user has an A rank wind tornado, the user can use this jutsu to reverse the tornado by creating winds which rotate in the opposite direction near the tornado. This equalizes and cancels out the tornado's original force, and causes the area to clear. This jutsu is mainly used in order to combat the opponent's vortexes, and such by creating an equal and opposite force. This can be used even if the opponent produces multiple wind vortexes or tornadoes. If the user makes two tornadoes of B rank, instead of one tornado of A rank, this jutsu can still be used to disrupt them both. Although, if the collective power of the tornadoes is greater than S rank, then this jutsu will not work.

- Can only be taught by Vex
- Only usable thrice per battle
- Must wait at least one turn before using again
- Works on same rank Wind ninjutsu and below



(Fūton: Iongēto)- Wind Release: Aeon Gate
Type: Supplementary/Offensive
Rank: A
Range: Mid-long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by first holding the Snake hand seal, this will allow him to focus his Fūton chakra in and around his body, the chakra will emanate from him starting at short range and then grow to mid ranged using the air as a medium. Following this the chakra will then compress the air that is present within short ranged of the user to form a flattened, circular, 2-D disk of having only a height and diameter of 2x2m. It can be formed either in front, behind, above, below, or beside the user, given it has the necessary space to do so and appears to be a small barrier of the sort complete with elaborate green glowing patterns, all formed by shaping the air to produce these cosmetic effects. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same 2-D dimensions (2x2m) open up on the battlefield, however, when using it to attack/affect an enemy the user can only form this second gate five meters from the opponent in any direction (above, beside, below, etc) given it has the space to do so. This second gate will reproduce exactly the same object that was placed into the previous gate in the form of B ranked, compressed wind shaped by Fūton with added speed on exit, similar to a firing mechanism. This means, if the user placed a kunai in the first gate the second gate will open and release a pure Fūton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Objects placed in the first gate remain unaffected whatsoever as they aren't physically altered in any way, instead the object will just pass through the gate to end up on the other side like shining light through a glass. This means even body parts can be placed in the gate to create pure Fūton replicas elsewhere up to mid ranged. Once the second gate releases its Fūton replica it then closes as it can only replicate one object each time it is used, after this one object is replicated the first gate will also close as its job is now done. However, only physical objects can be sent through this gate, energy based objects and attacks such as fire, lightning, or even raw chakra will simply disrupt the delicate balance of chakra that composes it. Only the first gate is capable of copying objects and the second is the only one capable of replicating said objects. The Fūton replica that would be created by the second gate is green in hue with a slight visibility, it is perfectly shaped wind that houses tangibility and can interact with solid objects as well as intangible attacks such as Raiton and Katon.

- Can only be used three times per battle
- Only one object can replicated at at time and only once per use
- Requires a 2 turn cool down



(Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A (+20 to hot/cold techniques)
Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak.

Note: Can only be used three times per battle
Note: Can only be Taught by Akasha
Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY.



(Futon: Iongeto Reishiki)- Wind Release: Aeon Gate Type 0
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Damage: 90 (-40 from user)
Description: After successfully devising the parent technique, Yosamu pushed himself yet again, to break all the boundaries that obscured his initial success and developed a successor technique that far surpassed the first. He named it, Type 0, because it was the final form of the ingenious jutsu, set to annihilate the greatest of foes. This move, required immense amounts of chakra from the user being converted to Futon at a near instananeous pace. The user will gather this great amount of energy within himself and hold both his hands outwards, as if getting ready to hug something but as he does this he/she's actually releasing all this stored chakra across the battlefield in an omnidirectional manner starting from short ranged reaching up to long ranged, a gate will open up short ranged from the user as this happens. Then, the user will run a physical non-chakra coated object through this initial gate, just like the parent technique. But, instead of just one portal opening 5 meters from the target multiple gates will open, amounting to the hundreds, each with elaborate patterns on their 2D shape. The object that the user had placed through the first gate would get replicated by this multitude of gates and will be multiplied accordingly. Meaning, if the user had thrown a kunai through the first gate, the gates that follow would each release a single Futon replica of this said kunai which would in turn fire hundreds of replicas at the target all collectively amounting to Forbidden rank. But it doesn't end there, the gates will close as usual after releasing this replica, but will continue to repoen to fire more replicas of the said object, they will continue to reproduce these replicas at a rapid pace with the Futon projectiles appearing as green streaks of light. The gates open and close at the speed of a blinking eye, releasing only replica at a time, but in the company of the many other gates these replicas appear infinite. The gates will continue to rain down the projectiles on the enemy for two whole turns and their arrangement can be set in any order by the user. Meaning, he can choose to arrange the firing gates in a wall formation, a dome formation, a concave/convex formation anywhere as long as it stays 5 meters from the opponent. With chakra guidance and control the user can even open the firing gates in his vicinity as well, having the projectiles rain around him without as much as touching a hair on his head. Throughout the technique however, he must stay focused and can't mold any other forms of chakra until the technique ends or is destroyed. After this technique ends, the user is left much fatigued, as that much chakra takes a strain on his reservoir and physical well being. His speed will fall by two ranks and the user will have sore painful limbs for two turns after using this technique.
Note(s):
- Can only be used once
- Lasts 2 turns
- After this technique, user can't mold above B ranked Wind next turn, then nothing above A ranked Wind the turn after, until the fourth turn after this technique he may use up to Forbidden ranked Wind jutsu



(Fuuton: Ventus no Komando)- Wind Release: Command of Ventus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their wind chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction and due to its intangibility, cannot be blocked until imbued. The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any substances (or anything imbued with the user's own chakra) caught in its reach with the user's wind chakra, this does not include the opponent's techniques. The object themselves will have a light-green hue aura covering the exterior of the objects body, these objects can also be included as metal, cloth (can not be used on actual clothing on the opponent's body), earth, water, etc, and will not have any lethality on all its own. Anything that stands by logic for imbuing with wind can essentially be covered. When covered, these objects obtain a certain ability, where the user by performing basic hand gesture can release a pulse of wind from the object, creating a repel effect to push objects away (which can be aimed depending on the direction of the pulse), or create a vacuum effect to draw objects in closer to the user. The objects can be repelled up to long range (mainly due to momentum), however, material can only be drawn in from mid-range (where the pulse is set), this also means if the user was to exit the mid-range area of the pulse they can no longer perform this jutsu. This technique has potential to repel, and vacuum material as small as rocks, and Kunais, to larger size material like boulders. Evidence of a technique like this has been seen in the Narutoverse, for we have seen material be covered and imbued by wind (Danzo's wind technique), and wind has a basic tendency to releases pulses as well as vacuums from different mediums within specific jutsus. The drawback of this technique is another basic concept of wind, for not only is it easy to notice a greenish-aura around these constructs/techniques, the pulse to repel, is rather easy to hear, and the vacuum effect has a certain "suction" noise to it, once again easy to notice for the average ninja hearing. The movement of the objects when being repelled or vacuumed in, is dependent on the size of the construct, obviously a larger rock section will be repelled much slower then a small kunai, either or, they can all be traced and reacted to by any ninja.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: The jutsu is kept active for three turns
Note: Requires one turn cool down before use again, the entire technique
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time
Note: Follows elemental strength and weakness
Note: Can not be used on lightning or fire element (or energy-based elements)
Note: The repel pulse is projectile, the vacuum effect is a stream
Note: S-Rank version cannot be boosted in any way



(Futon: Hakai-tekina ōbu) - Wind Release: Orb Destruction Show
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will materialize an orb of wind, accompanied by a light humming sound and a bright blue hue, in an area within mid-range. The orb of wind proceeds to collapse upon itself, creating a vacuum like effect that generates the wind from its 5 meter radius. This flings the enemy inward onto the original location of the orb, forcefully moving the target to the opposite side of the orb. The distance the target travels is directly proportionate to their original position in respects to the orb of wind. For example, if you are four meters away from the left side of the orb, when the technique is performed, you should be flung to the right side of the orb, four meters away, equating to 8 meters. Alternatively, the user can perform this on a nearby location, providing a quick method of evasion.
Notes and Restrictions:
Note: Can only be used 4x; no consecutive uses
Note: Can only be taught by EdwardSama



(Fuuton: Kaze no Vànô ) - Wind Release: Rise and Shine
Type: Attack
Rank: S-Rank
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing wind chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large solidified wind pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
• No Fuuton above A-rank next turn.



(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: A highly effective and difficult technique involving both one's Fūton & Katon chakra, God Eye Calamity is just as dangerous as its name suggests. However, depending on the user's mastery of the aforementioned elements Shingan no Dai Sanji can actually have adverse effects. The style is divided into two parts. The first component begins with the molding of one's Fūton specialty to channel their chakra into their head and neck area. From there they will have their eyes or any other extra sensory means focus on a target within mid ranged of their vision (or range of whatever sensory the user is capable of) while amassing the chakra into the forehead region right above both eyes. Once the target is set the user will fire a highly condensed tubular shape of wind about an inch thick and a meter long and slightly translucent, with similar translucent appearance to the Wind Blade, at said target. This tube of wind will act like a lance, able to pierce through objects and people like a high caliber round. It's a projectile attack rather than a stream one and is A ranked by individually. The Katon chakra serves as the real killer side to the technique as once the wind tube connects with a solid object the wind is uncontrollably blown from shape in the form of a localized wind explosion reaching up to short ranged from the impact area. Then, in the millisecond as the wind explosion happens the user will flash the Seal of Confrontation and have his Katon chakra ignite the explosion to form a raging fire which changes the nature of the detonation to a deflagration which stretches up to mid ranged of the impact area. I say deflagration instead of explosion because, the resulting detonation has just the right amount of fire and air that it rages with pure might that sends slight shock waves of heat and wind throughout impact area (short ranged) that can affect opponents that weren't even directly hit by the attack, and then it all dies out in less than a second. That translated into the time frame logic means its quick, hot, and powerful, but also very fast (the explosion, not the projectile) and can be over before it was even realized. The Katon chakra inserted into the Futon tube is A ranked in strength which in turn makes the technique and overall S rank. Shingan no Dai Sanji is also able to adopt a slight curve in its trajectory to hit targets that may be hiding but this curve has to be initiated at launch and cannot be sharper than a ninety degree turn.
Note(s):
- Can only be used 2x
- Requires a turn cool down
- No Futon or Katon techniques above A ranked next turn.



(Futon: Usuguraikara Sakebimasu) - Wind Release: Cries from The Dim

Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
 
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Six Paths

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03. Lightning Release

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Customs Created: 1

(Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-20 for every turn)
Damage: 80
Description: This technique is primarily based on the effects of 2 general lightning techniques that being Blade Levitation and 16 Lightning Pillar Bind. By making one handseal the user will be releasing an omnidirectional burst of lightning chakra or called a lightning pulse. The lightning impulse is harmless in itself and will travel to the edges of mid-range in every direction. This lightning impulse could be perceived as a simple flash of light. This lightning impulse will travel through the earth or any stationary medium close-by within the range of the user. Once this special lightning impulse is released, in specific points of the battlefield, debris from the ground or other materials gather forming swords. If said material is too large, it will be passively detected by the lightning chakra, and sliced down into very small pieces, necessary for the formation of swords. The swords themselves can be made out of everything that the impulse encompassed, ranging from metals or weapons already present in the battlefield, earth, water ect. The moment one is created they focus themselves on the ground, standing sturdily into the ground. The number of the swords can vary greatly depending on the user’s desire, but the collective amount of lightning inside the swords adds up to S-rank. The swords will seemingly be of all shapes, while they are made up of materials scattered in the battlefield, like existing weapons or raw materials, as well as different elements. It will all greatly depend on the environment and the materials existent all around. The blades will be medieval in design with a dual cutting edge and different guards and handles for each one. The swords will vary in size greatly dependent on the amount of chakra and number. The fewer blades, the greater the size will be ranging from one size which is the normal size for every blade, to the size of objects which can be equal to that of S-Rank power and chakra amounts. The versatility of the blades will be comparable to normal weapons which have a small trace amount of chakra, comparing them to the harness of a kunai with an elemental affinity cloaked around it, in this case lightning. The most versatile ability of the swords present on the battlefield though, is the fact how all blades which are created can be used by the user and controlled freely. Since there are trace amounts of chakra, the blades can be directed, controlled and even accelerated towards enemies as the user wishes. The swords are controlled by mental commands. After the technique ends, the blades created existent in the battlefield will still remain, but all their abilities, such as lightning charge and the ability to be manipulated are lost, they can simply be used as normal weapons with the force and durability of a normal kunai or sword.
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Note: Can only be used three times
Note: Lasts four turns
Note: Can only be taught by Six Paths
Note: One turn cool down before re-use
Note: No other S-Rank or above Lightning in the user's same turn

Customs Learned: 7


(Raiton: Hakai Mecha) - Lightning release: Destruction of Mecha
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user will perform one hand seal and release from their body a surge of lightning bolts no more then the size of normal senbons. These lightning bolts however are extremely unique, they do not aim for the user but more so attempt to attach itself towards any metal or conductive material to lightning (Metal, Paper, fabric, etc) that are non-chakra infused. The lightning will tear through these material's with ease completely negating them in use. This however is limited in mobility, this technique can only be used with constructs it affects by destroying them as they are out on the battlefield and not in the opponents pouch.

Note: Can only be taught by Excālibur



(Raiton: Perëndi Keseki Una) – Lightning Release: Perëndi's Miraculous Song
Rank: A
Type: Supplementary/Offense
Range: Short - Long
Chakra Cost:30
Damage Points: N/A (Depends on the technique)
Description: The user will perform one hand seal and release their chakra towards preexisting lightning, specifically lightning that is combined with other elemental techniques or objects that conduct lightning. As the user takes control of the lightning, they will perform a basic hand seal and force the lightning out of the object/technique (metal, earth, water, etc) causing it to jump and re-aim it like a projectile or guide it through hand gestures. A concept very similar to that of Lightning Release: Thunder Dragon Tornado, where how the lightning can jump out the vortex, that concept is taken and expanded in this technique. A kunai with a lightning current conducted on it could be an example of usage, as the user uses the kunai and throws it at the opponent, last second he can have the lightning current jump out and shock the opponent. This can be applied to a much more larger scale as well. Note the size, rank, and damage capabilities depend on the initial current of the first lightning. So back to the kunai example, if charged with nagashi, that would make it A-Rank lightning with a paralyzing capability, with size of similarity to the nagashi. However that is just an example, for lightning combos with other techniques/objects have that same effect. So it depends entirely on the initial lightning current/attack. The lightning, when jumped out can at most move up to mid range in distance, but the initial technique where the current is conducted or being used can be anywhere on the battlefield short to long range. The jump of the lightning can be directed towards different locations, aimed at different targets as projectiles, this allows the user to attack other enemies, technique, or summons that linger on the battlefield. It can jump over a technique that was meant to attack the initial combo, allowing it to strike the opponent in a continuation of movement (still will be able to react and notice the lightning) This technique excels highly at stealth like usages. If used on elemental combos, depending on the initial rank of the technique, it will be halved when the lightning is separated, so for example if a lightning/water combo jutsu was S-Rank, when the lightning jumps out, it will be A-Rank lightning now, so on and so fourth, applies only with elemental combo associated with lightning. Lightning has been see as something that can remain dormant for a duration, things like holding the nagashi on a sword, or lightning currents in water sources/techniques. The technique would simply act to take control of the respected lightning in the elemental combo and force it to jump out and attack the opponent or aim for different targets on the field, in a deceptive and stealthy mode. Also, how an opponent reacts to the initial lightning elemental combo comes into factor (Time Frame, as well), depending on how the opponent reacts to it at first can depend if the technique can be used safely and in time as well.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: Requires Lightning Mastery
Note: Can not be used with natural lightning (e.g. Kiri), because of its scarce and how limited it is to control
Note: Can not be used against an enemies lightning technique



(Raiton: Shusei Bolla)- Lightning Release: Bolla's Modification

Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the jutsu)
Description: The user will perform one hand seal and release their chakra towards pre-existing lightning, specifically lightning that is either "focused" (lightning that retains a shape, or has powerful piercing ability, such as a Spear or Animal) or "unfocused" (lightning that does not retain a shape, and destructive, such as the nagashi). Using a concept that has been shown from various lightning jutsus (specifically with the Chidori variants), the user will take a hold of their lightning chakra, and forcefully turn that chakra into the opposite composition it is retaining at that moment. Essentially the user at will, will be able to turn focused lightning, by willfully dispelling its shape, turning it into a unfocused lightning source. When turning it into an unfocused lightning source, it becomes heavily similar to the Nagashi, having numbness and destructive capability of against solid matter. Unfocused lightning also has a unique property of conducting and combining with other material and elements, when doing that it would add a 20+ damage. The same is for unfocused lightning, where the user will inject their chakra and turn the unfocused lightning source, and turn it into a specific shape, the unfocused lightning would come together to create the shape of lightning spear (Similar to the Lightning Release: False Darkness Spear). To allow for unfocused lightning to turn into a spear, the user will perform this technique first, and then the inject itself into a unfocused lightning source/technique that will either be dormant (read further) or created right after through a technique. From their the user will be able to control the unfocused lightning source to allow for the manipulation to occur. A similar process as streaming techniques, after the spear is created, the user doesn't need to focus on it no longer for that scenario. The spear will have a clean piercing power and a certain amount of tangibility. Note the size, rank, and damage capabilities depend on the initial current of the first lightning (i.e. a B-Rank will inflict 40 damage). That rule only applies to unfocused techniques made focused. Focused techniques transformed into an unfocused surge will have no damage capabilities but they will be capable of paralyzing the opponent in the same way as Chidori Nagashi. The larger the initial technique was will dictate the size of the reformed technique. When a focused technique is turned into an unfocused surge of lightning, the lightning will spread out in such a way that it encompasses short-range around the area the jutsu originally encompassed. This jutsu can fully be used on lightning that is combined with other materials or conducted on other constructs (such as water, metal, earth, etc). By simply turning the surface of the lightning into focused or unfocused lightning, however this comes with a drawback, where the initial elemental combo will no longer be in effect for that material it is conducting, destroying it and rendering it useless. This jutsu can be used on dormant lightning, for there is evidence of lightning remaining dormant, things like holding the nagashi on a sword, or lightning currents in water sources/techniques (the user would still need to inject this technique into that lightning source to take control and manipulate it). Evidence of this kind of advance shape manipulation and reformation is present by taking evidence of the various chidori variants, and how they can turn into different shapes or perform different attacks/tasks. This is simply an advance offset of that mechanism in lightning. Another note is, when the user manipulates the lightning's form, they can re-aim the lightning (like a projectile), or remain focus and stream the lightning.

Note: Can only be taught by Noni
Note: Can only be used three times per battle
Note: Cannot be used on an opponent's technique
Note: This jutsu can only be used once per technique, so when the form of lightning is changed, it can not be reversed
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control



(Raiton: Rai Shinsei) - Lightning Release: Electrical Reconstruct

Type: Offense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: An advance lightning application technique, provided by the user through unique shape manipulation. The user by concentrating on their lightning techniques, will re-create the overall bodily structure of most electrical techniques, "hardening" them or in short, making them more concentrated then before. This technique can be considered a "next level" technique, since it can be used on virtually any lightning technique and bring them up a new level of abilities. Even already tangible/concentrated techniques can benefit this jutsu by its effect granted. The initiation of this technique is done by simply performing an extra hand seal during performance of the initial lightning jutsu, it would allow it to be done within the same time-frame. By having lightning more concentrated, they become less likely to conduct on water, have a specific penetrable offensive ability, less unpredictable through movement, but tougher to hear since its so compacted. Brightness remains relatively the same however. This technique can be considered a unique method of electrical creation. This form of lightning can also be used to combat other energy based techniques without phasing through one another. When this technique is used in conjunction to unfocused lightning techniques, they lose their numbing/paralyzing qualities in exchange for more destructive ones. For example, Nagashi would behave as a focused lightning technique. It would expand from the user more slowly due to being a focused lightning technique and it's effects would by no means be immediate. However, it will become capable of dealing damage and destroying higher ranked (S-Rank and below) techniques following Raiton's elemental strengths and weaknesses.

Note: Can only be used four times
Note: Can only be taught by Yusei
Note: Can't be used on Forbidden rank lightning



Penginsurasshu - Penguin Slash

Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will channel their raiton chakra into their hand and stretch it outwards, resulting in a flash of light to appear. Once the flash of light dissipates after a quick moment, two human sized penguins made of raiton can be seen on the immediate sides of the opponent. This is done because the raiton penguins travel from the user's location all the way to the opponent via running at average speed. Anything in the middle of the penguins would be stunned for a short while as the user dashes as fast as they can towards the stunned target to perform a numerous amount of slashes with their sword. After performing the combo, the user will channel raiton chakra into their sword once more and thrust it at the opponent and release it upon making contact, resulting in the opponent getting thrown meters away at high speeds with unfocused raiton crackling over their body.

Note: No raiton over S-rank during this turn
Note: Can be used thrice per battle
Note: No kenjutsu over A-rank for the next turn
Note: Can only be taught by Penguin.



(Raiton: Rai Kakuhan) - Lightning Release Rai Whip

Rank: S
Type: Offense
Range: Short-Middle
Chackra Cost: 40
Damage Points: 80
Description: The user will preform a single hand seal and concentrate a huge amount of compressed chakra in his palm. As a result a very long whip will aprear and by concentrating raiton chakra the user is able to extend it up to 10m. The whip is attached to the user's hand by little steams of lighting which allows the user to control the whip and send him wherever he wants. The jutsu will numb its target upon contact, however the user is very vulnerable to water attacks while using this jutsu...

* Can only be taught by PowerOfDarkness
* Can only be used 2 times per battle
* No S rank Raiton techniques for the same and following 1 turn.



(Raiton: Hishou Kyuutai) - Lightning Release: Flying Orbs

Type: Defensive/Supplementary/Offensive
Rank: A-Rank
Range: Short to mid
Chakra: 30 (self-sustaining but drains -5 per turn)
Damage: 60
Description: The user performs 2 handseals while concentrating raiton chakra around themselves to form 4 orbs of compressed lightning which would then rotate around the user 1 meter away from them. Each orb has the power of C-Rank compressed lightning and is 10 centimeters in diameter. If someone approaches the user and gets hit by one of those lightning orbs, they would receive C-Rank shocking damage while being placed off balance due to being hit and also being slightly shocked the moment they're in contact with said orb. Once an orb lands on a target, it disappears. While opponent is within the medium range radius, the user can direct those 4 orbs at the target from whichever direction they wish by a simple waving motion from their hand or weapon they are holding. When doing so, the orbs can either attack simultaneously or in quick succession. The orbs are self-sustaining so the user is free to use any other techniques when these orbs are active. If the user wants, he can also make the orbs merge together in different circumstances. For example, he can make the orbs merge into one gigantic A ranked orb which glows at a very bright light. This orb can be launched at the enemy at fast speeds. It can cause massive shockings and paralyze and as well as restrict a target's movements for the rest of the turn and the next. This jutsu can be cancelled at will by the user.

~ Twice per battle
~ Lasts for up to 4 turns
~ Must wait 1 turn to use again once the jutsu ends
~ Can only be taught by Klad
 
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04. Earth Release

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Customs Created: 3

(Doton: Ashikase no Reijuu) - Earth Release: Shackles of Servitude
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: This technique is part of a set of three. Each ability is symbolic of one of the principal qualities exhibited by one of the most tyrannical shinobi to have ever lived: his cruelty, his malice and his will to dominate all life. This ability is symbolic of "his cruelty" and acts as a testament to his total enslavement of every creature within his dominion. It makes it so sentient creations constructed from Earth Release can be made to be inexplicably linked to the user's bodily movements. Every movement or motion the user makes is mirrored exactly by the creature. There is virtually no delay between their respective movements, so little so that to the untrained eye the two appear to move simultaneously. Unfortunately this technique doesn't make it capable of performing elemental techniques but it does make it capable of complex taijutsu maneuvers such as flips, somersaults and rolls. Chakraless taijutsu maneuvers accomplished through the use of techniques will be mimicked but will not count towards the user's jutsu limit per turn. This ability can only be applied to creations such as the Stone Golems but not the Stone Dragon (essentially bipedal creatures). If more than one creature is created, then every creature will become linked to the user's movements as long as they were made through a single usage of the same technique. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu. Also, solely for this technique’s duration, earth techniques which require maintenance (such as the Stone Golems) can be sustained passively rather than actively.

Note: Lasts for four turns
Note: Can only be used twice per battle

Students:



(Doton: Kigen no Yokushin) - Earth Release: Awakening of Avarice

Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The second ability is symbolic of "his malice" and acts as a testament to the tortured mockeries of human beings he created in life through grotesque experimentation. The user activates an innate ability of his that affects his earth techniques for the next four turns. It makes it so sentient creations constructed from Earth Release can be made with additional features, body parts or limbs such as wings capable of flight or prehensile tails. The added features can be anything from conventional limbs such arms and legs or they can be body parts exhibited by animals/summons such as horns, claws, tentacles, tendrils, spiked protrusions, scales and so on. The size of these added features will be proportional to the size of the sentient creation. The extra bodily enhancements can be made from solid rock or they can be made purely from sticky mud. Tentacles, tendrils and any structures which aren't rigid/sturdy by nature must be constructed from mud rather than solid rock. If more than one creature is created, then every creature will be made with the added feature. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Only two of this set of techniques can be active at any given time (Shackles of Servitude, Awakening of Avarice and Conquest of Creation).

Students:



(Doton: Shouri no Soushi) - Earth Release: Conquest of Creation

Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The third and final ability is symbolic of "his will to dominate all life" and acts as a testament to the hordes of "living weapons" he assembled in life. This ability makes it so every earth technique the user uses becomes a "sentient creation" (much like the Stone Golems or the Earth Dragon). Now with most techniques, this added sentience doesn't really provide anything due to their structure e.g. Rock Scale Slab will just remain a cuboid slab of rock incapable of doing anything more. However, combining this ability with Awakening of Avarice will make it so the earthen creation will develop limbs/body parts, granting it the capability to move around and act on its own. For example a slab of rock can grow arms and legs, dropping lid can grow writhing tendrils, destructive rising rock pillars can grow smaller thorn-like spikes from the main body of the spiked pillars, etc. Through mental commands alone, the user can freely govern the actions of their earth techniques. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu. Sentient creations (such as the Stone Golems) used while this is active are maintained passively rather than actively for this jutsu's duration.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Sentience lasts as long as this technique is active
Note: Only two of this set of techniques can be active at any given time (Shackles of Servitude, Awakening of Avarice and Conquest of Creation).
Students:


Customs Learned: 3



Doton: Doukutsu no Chiisana Ikimono- Earth release: The Caves little creatures
Type: Supplementary-Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (+20 on impact if used as a projectile and every turn left on the opponents body)
Description: The user will create a vast amount of tiny spiders (up to 10) no larger then 0.5 meters in diameter, made out of sticky adhesive mud similar to Earth release: Swamp of the underworld. This spiders can be created either by an already existing mud source and appear from the mud source or spewed out of the mouth of the user to shape them into the spiders. When released from the mouth, a chunk of mud is sent out, it moves towards the opponent and begins to split apart into many spiders, this method can actually lightly harm the opponent due to the blunt force impact it would inflict because of the momentum it travel. It can also be spewed out close range of the user and controlled by the user to send towards them crawling along the ground, this has less of an impact affect but gives them a certain mobility and control on which target to go towards. The spiders act to cover the opponent by crawling all over the opponent and cover the limbs and body of the opponent to suffocate and restrict his/her movements due to the sticky nature of the mud and the added weight it would place on the opponent. Similar to the jutsu Earth release: Swamp of the underworld, by allowing the mud spiders to remain on the body for too long they will begin to sap the strength of the opponent, drastically weakening the opponent with every turn the spiders remain on the user, over a certain time period if the opponent does not do anything to the spiders they will cause him to faint due to lose of strength (3 turns), this also means the mud is chakra infused. However, this can only be achieve if there is a large amount of spiders on the opponent's body that way the spiders can compress around the body of the opponent causing the strength loss to take place (would need at least 5 spiders attached to the opponent's body) This spiders are able to move along almost any surface sticky or solid (Mud, sticky water, wood, regular water, etc) due to the adhesive property it has but can still retain its shape because of the earth chakra keeping it condensed preventing them to lose shape under normal circumstances. This spiders can only attach itself to one target at a time, these targets can consist of summoning animals as well as regular ninjas.

- Remains on the field for three turns
- Can only be used twice
- Requires a one turn cool down before use again after they are dispersed or destroyed
- Must have S-Rank Doton training before use



(Doton: Hotei no Tacchi)- Earth Release: Touch of Budai

Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability. This technique can only be used with techniques which its purpose is to touch the opponent to inflict damage, so spikes to stab an opponent, humanoid structures to punch a technique, etc. Overall, mainly offensive techniques can be used with this, supplementary techniques alone will not work will the technique well. Combination of offensive and supplementary can work with the technique, but depends on how it is worked logically, if its purpose is to touch the opponent and inflict damage or pain, then it can be used along side this technique. Moving Earth Core for example can not be used.

Note: Can only be used two times
Note: Can only be Taught by Noni
Note: The activation lasts up to three turns



Doton: Gifuto bāto | Earth Release: Gift Bad

Type: Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description: Gifuto bāto is a technique based directly from the added weight techniques used from Iwagakure, though with this variant the user applies the affects to a specific area. To be exact, the user fills the ground within a short range radius around himself with Doton chakra to create a dark circular zone which holds the affects of the technique. Anyone/anything that steps into the darkened area would suddenly have their weight increased substantially, forcing them to the ground from the weight + gravity pulling them down. Touching the area would send the doton chakra through the victims legs, weighing the legs down first as it swiftly spreads through the rest of the body. The newfound weight of the victim(s) would be enough to even break the ground (×50, half the weight of the S-rank weight Jutsu), essentially burying them into the rock as they're pinned down. The affects don't stop at just the person/thing the weight is applied to, but also everything on that person. This means if a Shinobi wielding weapons and such were to step into Gifuto bāto, not only would their bodies be affected by the weight change, but any weapon directly connected would also be weighed down. Though very affective for detaining people, this technique has its flaws and openings just as any other. The affects are only applied if someone touches the darkened area, thus objects/people/animals flying over it wouldn't be affected unless they landed. This leaves openings for projectiles or airborne opponents to reach the user without being affected.

Note: Usable twice but can only last a total of 4 turns. i.e. The first use lasted 3 turns, the second use would logically only last 1 turn.
Note: Can only use 2 techniques per turn while this is active, having this technique count as the 3rd
Note: No Jutsu above S-rank while active
Note: Can only be taught by BlackCrow
 
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05. Water Release

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Customs Created: 0

-To be Added-


Customs Learned: 4



(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).

Note: Can only be Taught by Noni
Note: Can only be used twice per battle stays on field for four turns
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled
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Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin

Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20)
Description: Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start.

Note: Can only be used three times per battle
Note: Can only be taught by Penguin
Note: This technique can only be applied to A-rank water and below



(Suiton: Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth

Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one



(Suiton: Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control

Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots
 
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06. Elemental Combinations

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Customs Created: 0

-To be Added-


Customs Learned: 1



Raiton/Doton: Hakai no Sekai - Lightning/Earth release: World of Destruction
Type: Offense
Rank: A-rank
Range: Mid - Long
Chakra: 30
Damage: 60
Description: The user will gather their chakra and stomp their foot on the ground to rise a large rock section up to 10 meters long in size and 2 meters in radius, off the ground around the area where the opponent is located. After two hand seals the user will then charge lightning chakra through the rock section, the lightning will begin to spiral around the rock section while breaking it apart. As the lightning is spiraling apart and the rock section is being broken apart, tendrils of lightning will begin to grow in size to the point anyone close in the radial area would be pierced from the lightning as well as being terribly shocked that would result in numbing the opponent. The rock section will soon turn into rock debris that will follow with the tendrils of lightning basically creating a vortex of lightning with rocks chunks. The rocks would be released outward as projectiles and move anywhere in distance same to the lightning tendrils. The rocks and tendrils of lightning move and are sent at a unpredictable manner making it difficult to understand where they are being launched, further decreasing the possibility of an easy way of evasion.

- Counts as two moves in the three move jutsu slot
- Must have Lightning up to A-Rank
- Must have Earth up to A-Rank
- Can only be used three times
- Can only be taught by Excālibur
 
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07. Ninjutsu

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Customs Created: 0

-To be Added-


Customs Learned: 5



Ninjutsu: Aku no difendā - Ninjutsu Technique: Defender of Evil
Type: Offensive | Defensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: There are various ways of performing this jutsu. Most commonly, the user will perform the Ram hand seal and place their palms outwards. Alternatively, a user can point a sword, Katana, or any long weapon towards the desired direction. Once doing so, the user will send out a large amount of raw chakra in front of the palm, or weapon and as it is released through, the user will shape the chakra into an animal. The animals created from this technique varies; it is capable of creating animals capable of flight, or grounded animals. Offensively, the user can use extreme shape manipulation to create animals made of chakra and send it out as a projectile, towards the intended target with the power of an S-rank Shaped Ninjutsu technique. The user can, if they choose to, separate the power of the animal into four different creations. Of course, each one would be smaller and have a lesser strength, but they would be capable of traveling faster than one large one. The maximum height of the animal created from this technique is twice the size of a normal human (about 4 meters), and with a maximum width of three meters. This technique is capable of creating animals that are larger, or smaller than what they are in real life, like creating a Penguin that is twice the size of a regular human or create a bull as small as 2 meters. The minimum size of these animals is two meters. The attack damage comes from the force the chakra-animal projectiles create upon impact, similar to that of the Rasengan technique, but at a larger scale because of the larger size. The offensive animals are sent out as projectiles initially, however, the user can manipulate the movement of the animal by continuously feeding the creature with chakra, meaning he/she is unable to perform other techniques while manipulating the movement of the animals. Defensively, the user can create an animal to act like a "tank", like a Bear made of chakra that would sit upright that would defend the user. These defenses are capable of defending against elemental techniques up to A-rank, but if it's an attack lower than A-rank, then it'll be able to stay on the battlefield to take on more attacks (It will last up to three turns, or until it is destroyed). (Basically, it acts as a defense until A-rank damage is dealt to it. e.g. 2 B-ranks, 4 C-ranks, etc.

- Usable two times per battle with a two turn cooldown and can only be taught by Greed
- No mythical creatures, like Dinosaurs, or Dragons can be created through this technique.
- No S-rank or above Ninjutsu techniques for the same turn
- The animals do not have the traits exclusive to them. For example, if you were to create a cheetah and send it out as a projectile towards the enemy, it wouldn't be capable of running as fast as it would if it were real. The speed of these projectiles are the same speed as the user when running.



(Ninjutsu: Souhou no Circe) - Ninja Arts: Touch of Circe

Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This jutsu is simply an expansion of a basic ninja skill learned in the academy. The basic transformation jutsu allows the user to transform himself into virtually anything based around his imagination. The technique is designed to allow someone to use a larger amount of chakra, and shape control, in order to be able to transform inanimate objects around him, that he is touching in a similar way to the canon transformation technique. The user uses shape transformation, and extremely precise chakra control to not physically change it but to change its appearance in a way similar to the transformation jutsu. Like the transformation technique, the object's actual physical properties are not changed. For example if the user was to transform a brick into a feather, the newly transformed feather would weigh the same as a brick, and have the same mass; the reverse is also true. In addition, the transformation will revert after being hit by a elemental jutsu of B rank or below, following the elemental strengths and weaknesses.

- Can only be taught by Vex
- No ninjutsu above A rank same turn or next turn
- Can only be used three times per battle



(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger

Type: Offensive/ Supplementary
Rank: E-Rank
Range: Short
Chakra: 5
Damage: 10
Description: This Jutsu was developed using the special paper Sensei possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small gesture that best represents the Element they wish to replicate, they produce a small, raw form of the desired Element. While this technique lacks any significant "punch", the technique itself can be used to attack the opponent in a variety of ways, making this Jutsu's true strength lie in it's users imagination. The following is a list of basic examples from the 5 Elemental Natures. Note that these are simply basic examples, and not the sole usages of the technique.

Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash.

Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts or blades.

Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning.

Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust.

Water: The user can, using free-flowing movements with their finger, mimic the flow of Water Chakra and create a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil.

Note: Can only be taught by x iiiMPerFeCT.



(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist

Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Developed as a form of Taijutsu Supplement by a Shinobi who used another one of their own technique's to help himself gain solid footing in the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, including Free-Form Taijutsu. The user begins by gathering a large amount of Chakra, distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the Chakra in conjunction with them. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to create Fire Release Chakra, or loose, free-flowing movements for Wind Release Chakra, and fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or from existing sources, like a nearby sources of Water, or the ground beneath their feet, however, any offensive action involving an existing Element must originate from the users position, same with Elements created by the user. The user can also control incoming Jutsu, however, the Rank of the Chakra must be at least one Rank higher than the incoming Jutsu, in addition to the Jutsu having to be within Short Range of the user to infuse their Chakra into the Jutsu. Although this technique's extreme versatility comes at a price. After the initial kneading of Chakra, the user cannot perform any other Jutsu while the Chakra gathered for this Jutsu remains. The user can split this Chakra into as many attacks they wish to perform, (Within reason of course, so the user can perform 1 A-Rank, or 2 B-Rank, 4 C-Rank, or even a combination of ranked attacks, like 1 B-Rank and 2 C-Rank, Etc.), however with each division of the Chakra used, so too does each individual action logically lose power. However, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the Chakra is only changed when released in conjunction with Taijutsu actions, this allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements. This allows the user to easily create their own unique "style", simply by performing a series of basic actions and combing the Elements those actions unleash, for devastating results.

All of the Elements utilized by this Jutsu can be used to either supplement the user's Taijutsu strikes, or to engage in ranged combat by firing the produced Elements towards their target, allowing the user to seamlessly shift between close quarters combat and ranged combat, without it affecting the flow of the users moves. In addition to this, the user is able to utilize more than the standard form of the Elements they perform, so for example, when the user performs this Jutsu in conjunction with Fire Release, they don't have to use simple flames, they could also use ash or flammable mist should they desire, as both exist within the canon list for Fire Release. A more detailed list of the available variants for the basic 5 Elements is already provided within the parent technique, "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger", however as a rule of thumb, if it exists in the canon list for the Element, it can potentially be utilized in some shape or form through this Jutsu.

Note: The user can keep this technique active for a max of 2 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the 2 turn limit, they lose the remaining Chakra.
Note: This Jutsu can be used a max of 4 times per battle. This restriction relates to the number of times this Jutsu can actually be activated, not the number of individual attacks allowed while using this Jutsu, as those are already clarified and restricted by the amount of Chakra the user gathers and expends on each attack.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".






(Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form
Type: Supplementary
Rank: N/A
Range: Self - Short
Chakra: N/A
Damage: N/A
Description: A simple technique, with varying applications, Litmus Form takes principles from both of it's related techniques, namely the simplicity of Litmus Finger, and the full body applications of Litmus Fist, and combines them both, to create a full-body application, which is achieved through a very simple method. This technique utilizes the Chakra that naturally leaks from the body [SUP][ ][/SUP], and is what allows Chakra Sensor-types to detect other lifeforms, such as enemy Shinobi, to create an unranked, full body cosmetic. It has been shown that this naturally exuded can be directly manipulated, such as with the "Chakra Suppression Technique", allowing the user to prevent this Chakra from escaping the body, making them virtually invisible to Chakra Sensors. This technique follows a similar principle, allowing the user to passively manipulate this ambient Chakra, moulding it much like they would for a Jutsu, applying both changes to the Shape and Element, giving it a basic "form" as it leaves the body. This however, unlike the aforementioned technique, doesn't make the user invisible to Chakra Sensors, as the Chakra is still "leaving" the users body, simply in another "state". This allows the user to re-purpose this Chakra, for example, allowing them to wreathe themselves in flames, or cloak themselves in an aura of electrical energy, vortex of wind, etc, and other purely cosmetic applications, without any actual Chakra cost, or effort on part of the user, leaving them open to perform other actions without interference. These cosmetics carry no damage, or tangible properties, not from a lack of control or influence from the user, but simply due to them being composed of the "dregs" of one's Chakra Flow, Chakra that would otherwise go unused, making any impact on both the user, other beings, and the world around them, almost entirely negligible.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger" and "(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist".



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08. Taijutsu
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Customs Learned: 1
(Tansen Taijutsu: Ryusoken) - Seishou Taijutsu: Dragon Claw
Type: Offensive/Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user clenches his fist into a three-fingered claw hand strike (very similar to the ones used in Chinese martial arts) virtually representing a Dragon's claw. It can then be infused if wanted with Doton natured chakra. By itself it can cause shortness of breath or muscle numbness/crambs depending on the inflicted area; however when focused with doton chakra it will give the user a great increase in crushing power, capabable of hardening the three-fingered claw to the point it allows the user to shatter regular swords/weapons and pierce through armors/shields (rankless ones) given the claw is hardened to high levels. It's hardness is such, that it can be used to counter up to B ranked earth techniques. The Doton's Dragon Claw allows the user to land a heavy bone breaking strike, while doing minimal damage to the internal organs it is capable of fracturing bones with relative ease. Taijutsu masters can use a double handed Dragon's Claw, in which case the Doton chakra would be split into A rank strength per hand.
• Can only be used thrice per battle.
• After using, the user cannot use any Taijutsu above B rank the next turn.
 
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09. Genjutsu

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Customs Created: 1
(Genjutsu: Shinpi-tekina meisho) - Illusionary Art: Mysterious Attraction
Type: Supplementary
Rank: A-Rank
Range: Mid-Long
Chakra: 30 (-10 per turn active)
Damage: N/A
Description: The user will make 3 handseals and induce chakra in the brain of the opponent to trigger a genjutsu. As the the opponent is situated into the ground, he will slowly feel a certain attraction from matter around him, like trees or buildings. At first he will feel as if he is being slightly attracted towards a certain body with no real harm. But as the time continues, within the same turn, the pull becomes greater and greater, Until he or she perceives in the illusion that the gravitational pull of the object (e.g. a tree) is overcoming that of the earth, actually forcing them in that direction, making him believe he is being pulled. While this is active, he will not even be able to move a limb away from the objects sending the pull as the gravitational attraction will be that large. Objects with a larger mass, will of course have a larger pull that others, with a smaller mass. If the user is between 2 large masses that have about the same size, he will be seemingly stuck in the middle with both bodies pulling in the same amount of force.

Note: No Genjutsu in the same turn.
Note: Can only be used 3 times per battle.


Customs Learned: 9

(Genjutsu: Akuma's Kaori) - Illusionary Arts: Satan's Scent
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user will make a single handseal, and insert his chakra into the opponent's chakra. He will disrupt their chakra system, and put them into an illusion. The opponent does not actually see or hear anything out of the ordinary. The only thing is the extremely pungent smell of rotting flesh and a foul taste of rotten eggs in the mouth. The smell will be extremely pungent, and will leave the opponent unable to smell anything unless they break the genjutsu. The taste will also be quite foul, and the opponent would be unable to taste anything else until the genjutsu is broken. In reality, nothing changes. The only thing is that the opponent's smell is affected.



(Tsumibukai Genjutsu: Dai Kui ) - Sinful Illusionary Arts: Gluttony

Type: Offensive
Rank: B-Rank
Range: Short - Mid
Chakra: 20
Damage: 40
Description: Gluttony, the sin of over consumption of food , drink or wealthy items, with no remorse for the needy. The user will perform a set of 3 hand seals. The target's sense of taste, sight and smell are affected. They will find themselves strapped to a chair in a dark room were a man with a deformed face stands before them, unleashing a wicked and evil laugh, as he reaches for a spoon and begins to force feed the target, rotting wasted food. The food has a foul scent that when caught to the nose, causes it to burn on the nose from the high concentration of mold. The taste of the foods is sour and bitter. As the deformed man continues to feed the target, the user can manipulate the illusion to make the target even suffer more like having the man hold the rotten food even much longer to nose of the target. In reality the target remains untouched however due to the pain being caused from the force feeding of the target and burning the nose, causes mental stress on the target. This happens to the point that the target is filled up and suffers enough. Targets of lower in rank experience the burning effects longer then normal.

Note: Can be used only on targets lower then the user*
Note: Lasts 1 turn, but lasts 2 turns when used by Genjutsu specialists(Bio Affinity)



(Genjutsu: Keeki no Uso) - Illusionary Arts: The Cake is a Lie

Type: Supplementary
Rank: D -Rank
Range: Short - Mid
Chakra: 10
Damage: N/A
Description: A weak but funny and probably effective genjutsu, the user will channel a small portion of chakra into the brain of the target by making a hand seal. The user will then create 3 illusion clones that will appear behind the target. Two will hold the target in place, while the third one appears in front of the target. The third clone will be created with a spoon and plate with a large slice of chocolate parfait in it. The clone will then force feed the target with the cake, till the target is filled with the cake. The consumption of the cake will create a false sense of sudden weight gain and obesity. The target clones will then disperse, and the technique remains in effect for 4 turns, causing the target to feel as if there body is extremely over weight and under a lot of pressure. When the clones are created and lock the target, if the target is moving in reality they will suddenly stop moving in coherence to the clones locking there body movement, however this is only for a brief moment.This mean they can’t move in reality when the technique is first activated but is able to move a few moments afterwards., and the user can’t stop a moving target that is moving beyond their tracking speed (e.g a person who might be moving twice as fast as the user, if the user can’t track them, the technique can’t work)



(Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk

Type: Supplementary
Rank: B -Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user will make a set of 3 hand seals, to which the user then channels his chakra into the brain of the target causing a genjutsu to occur. The user will create a fake sense of a sudden spike in blood pressure, by emulating caffeine overdose. This done through a hormone in the body, to which the caffeine blocks the mental signal to the arteries. This genjutsu starts off as a normal on but as time goes by the effects of the genjutu becomes more severe. During the first two turns nothing really happens, creating a false sense of nothing after the handseals are made. After 3 turns has passed the real effects kick in as the first two was used to create a *build up* in blood pressure due to the amounts of caffeine used. The targets body starts shake and limbs become tighter, making it hard to move. There veins start to become visible. The restraint created from the overdose causes them within the genjutsu unable to make hand seals. In reality the target is unharmed, but body is frozen in place.

Note: Requires 3 turns for effects to activate
Note: Can be used two times per battle*



(Genjutsu: Helios) - Illusionary Arts: Helios

Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will perform the snake handseal and cast an illusion upon the opponent. The enemy will then see a screeching eagle fly by which triggers the genjutsu. Immediately after seeing the soaring eagle the enemy will see a ray of light that descends from the sky and entraps the enemy within a 2 meter radius of what looks to be a hollow cylindrical and condensed beam of light. Since the light only blocks the enemy from seeing what is on the outside he can see the small area he is enclosed in. Because the illusion creates a condensed beam, the enemy believes in its physical properties and feels the condensed beam exert its pressure as it shrinks. This shrinking can be noted by the enemy seeing the enclosed space get smaller. They would have limited movements as they believe they are trapped within the area of the hollow beam. As the beam continues to shrink the enemy will pass out from the mental stress due to the intense pain as they experience unimaginable pressure from all around them.
Restrictions
-Must be taught by Omega
-Can only be used 2 times.
-No Genjutsu above B rank next turn



(Genjutsu: Undeinosa Gomakashi) - Illusionary Arts: World of Mirrors
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After weaving the needed hand signals (Tiger → Horse), the user will have placed the opponent under an illusion. Once the target enters the genjutsu, they are thrown into a landscape of trees, grass, and rocks made of mirrors. The target hits the ground and is unable to move. After a few moments, the landscape, including the mirror sky, is broken into an innumerable mass of shards that cascade upon the target like an avalanche. Upon the shards crashing upon them, the shards become a raging ocean, tearing and cutting into the opponent relentlessly. Finally, once the target is rendered a bloody mess, the genjutsu ends and the target suffers immense mental fatigue.
Notes:
- Can only be used three times per-match.
- No genjutsu next turn.
- Can only be taught by Nathan.



(Genjutsu: Kokkaku chūshutsu) - Illusionary Arts: Skeletal Extraction
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (mental stress)
Description: The user will perform the Ram hand seal, sending chakra onto the opponent's chakra parthways in order to disrupt it and induce an illusion upon the enemy. The illusion is quite complex. It begins when the enemy feels that their bones/skeletal system are hastily moving out of place inside their body as it eventually breaches through the layer of skin, and are now outside their body. However, the illusion continues with the bones extending and wrapping itself with great force around the opponent while tightening and tightening, with every passing second. For instance, the rib cage would wrap around the enemy's torso, and then tighten, restricting the opponent from movement completely. Of course, with the total loss of the skeletal system, compounded with the skelton's grasp upon their body, the target would have no ability to move. Now, without the skeletal system as a support for the body, the effects of gravity on the targeted body would be heightened, thus making it harder to breath. If the target does not break out of the illusion within two turns, they will pass out from the lack of oxygen available (suffocation) in the illusion as well as the compression resulting from the skeleton's grasp.
Note: Can only be used 3x per battle; No A-rank Genjutsu in the same, or next turn.
Note: Can only be taught by Edward



(Genjutsu: Shirasagi no han'i) - Illusionary Arts: Egret's Purview
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Egret's Purview is a dormant type of genjutsu whose activation precedes a motion of sorts made by the one who is placed under it. However before that user would drift any type of paper in the air, as if they were drawing with a brush (including explosive tags and similar) as an outset to the genjutsu whilst releasing their chakra towards their opponent. The genjutsu affects only the neurons sent by the brain through the spinal cord which have effects on the muscles and movement of the same. Essentially, person who is under the illusion will have parts of the body through which muscle-movement neuron transmits turn into paper which incessantly extends forwards. Once under the illusion if they try to make movement of sorts with their body (extending, flexing, abducting and similar), parts of the body through which the neuron in questions moves will fluently transmute into never ending coil of paper which progressively enlarges as long as the signals to the brains are shipped. If the illusion has not been broken but they change the signals they are sending for motion E.G.; from leg to arm, the said arm would also go through the changes, without the part of the body who was initially converted changing back to its original form. Unlike the sharingan technique which completely turns body into that of paper as well as causes the burning effect, this technique only affects parts of the body through which the muscle moving neurons are moving.

Note: Can only be used thrice per battle
Note: Can only be Taught by Akasha



(Sukārettogen : Chou no Odayaka na Fukkatsu) - Scarlet Illusion: Gentle Rebirth of the Butterfly
Type: Supplementary | Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user. While the technique is reforming, a small chime/bell like sound is heard as well as time slowing down each time. This although minor, gives the enemy some sort of “indication” of it being an illusion as the chime is heard every time with no true source of the sound.

Note: Can be used four times per battle
Note: Remains dormant for two turns before dispersing naturally, lasts two turns once the effects are triggered
Note: No Genjutsu above B -rank in the same turn
 
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10. Kenjutsu

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Customs Learned: 1
(Kenjutsu Kuchiyose: Okotta Kami)- Sword Summoning Art: An Angry God | Deus Iratus
Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: By combining the sword arts with Ninjutsu the user is able to create a hybrid technique entailing both parent teachings. The technique is initiated by the user stabbing his sword into the ground, which is actually the summoning rites. Exactly 10 meters above the opponent would have summoned a much larger copy (15 meters in length and heavy enough to crush Doton techniques of the same rank and below) of the same lodged sword to come crashing down on a targeted area. The impact is very loud and devastating leaving quite a blemish on the spot in which it had landed. It would appear like some angry being had trusted the blade from the Heavens, hence the name. After the sword makes impact it disappears in a puff of smoke. It's the tip of the sword that's created ten meters above the opponent, with the rest of the sword above that point.

What it looks like:
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Note: -3× usage limit
 
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11. Custom Weapon

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Customs Created: 1


(Kagune) Shining Child
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 each turn active)
Damage: N/A (-40 to user upon Activation and on each shape change, -10 per turn)
Description: Kagune is a very unique custom weapon, as instead of being composed out of minerals or materials, it is a parasitic organism, similar to Kisame Hoshigaki’s Samehada’s. Samehada is a sentient weapon that feeds on chakra. Kagune is a similar case, however, as it lack any proper physical form on it’s own, and as it lacks any way to make judgements and actions on it's own, it needs the control of a sentient/intelligent being. It is surgically implanted into it’s hosts spine, near the Central Nervous System via Medical Ninjutsu, and through this, responds to the users commands. The shape of it outside the users body is not defined as it is almost fluid, as it is red blackish in color, and very slime like parasite. Kagune needs to be implanted into the users spinal cord close to the central nervous system and using extensions it can connect itself to the spine at will. Kagune will connect to the users spinal fluid via extensions allowing the nerves of the user to control the organism from within. This process causes minor or medium levels of internal damage, depending on the location Kagune is implanted. Kagune, like any other parasitic organism can feed on it’s Host’s Chakra, which it uses to expand and harden it’s form, giving it the nickname “liquid muscle”. When Kagune expands and hardens it releases itself from the back of it’s Host, between the bones, tearing through the skin. From this point on, Kagune is activated, constantly requiring Chakra from the Host, as well as causing damage to their body, so long as Kagune remains active. Kagune’s connection, and general requirements for it’s activation, mean that it is technically an additional organ/ limb that the user can control at will. This limb has the durability of an A-Rank and can play on par with elemental techniques. It seamlessly and passively regenerates from attacks A-Rank and below within moments of the clash ending. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than A-Rank will shatter the Kagune but it can regenerate from them a limited number of times, namely twice from S-Ranks and only once from a Forbidden rank. Any further damage from techniques above A-Rank will result in the weapon becoming unusable for the remainder of the battle.

As previously stated, Kagune has 4 distinctive forms, each one corresponding to the location it is projecting out of in the Host’s body, with their own unique usages, advantages and disadvantages. The location where the kagune will project itself out of will be necessary to give it the shape needed. Depending where it projects itself out of, it will show 4 different, distinctive forms which all have different strength and weaknesses, while when the shape is changed, the user needs to release the weapon, so that the organism will travel back in, and wait one turn for the parasite to move across the spinal cord and find the new location, where it will reconnect to the spine and project itself out once again, needing to state what form it took.

(Ukaku || 羽赫) Shining Feather
The first type of the kagune which will be implemented in the cervical vertebrae. This location allows the user to, upon its activation, project wing, similar to a butterfly like form which does not give the user any flying abilities but the weapon itself is highly flexible, able to bend in various ways and move according to the users will like another secondary limb, but along with that insane resistance and resilience. This limb can only reach up to short-range in length. Another thing which the user gains would be an improved projectile offensive mechanism, where the organism hard in different parts of their body, releasing shards of the strengthened material which only reach till Mid range. These shards are C-Rank in power and inflict 30 damage. Releasing them counts towards the user's jutsu per turn limit.

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(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the parasitic creature implemented in the thoracic vertebrae. This shape will mostly be used along with the arm where another secondary layer will be directed over it, allowing you to have a protected limb, but including that of an extension beyond the arm,giving you a sword like weapon which is mostly in it’s very solid shape, giving an idea of a very tough material. Being very fast at yielding and swinging, it can be a lot more advantageous than a sword. It can only reach up to short-range in length.

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(Rinkaku || 鱗赫) Shining Scales
The third type is created with the implementation of the parasitic creature in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine. Up to 4 in number and fairly thick, they can be still remain insanely flexible along with the fact that they are very resilient, as they can’t be cut or broken by normal means. The main advantage is the ability to pierce through even the toughest materials, while having an insane physical power itself, able to lift body’s which the user wouldn't be able to do normally. It can reach up to mid-range in length.

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(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organism implanted in your sacrum, it will project itself out from the skin in form of a tail. Being the most resilient of all, the maximum number is only one, but halfway there it could be split apart once (similar to a Whale's tail). This form comes with the disadvantage of being shorter, and less flexible and so it can only reach up to short-range in length.

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Note: Can only be used by Six Pāths
Note: Shape can only be changed four times per battle
Note: Each shape change counts as a move
Note: Initial release counts as a move



Kakuja - The Shining One

Type: Supplementary, Offensive, Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 90 (-30 every turn)
Damage: N/A (-100 once awakened) (-20 every turn)
Description: As this small parasitic creature slowly became the top choice weapon for the shinobi, but what was thought to be a senseless being, showed that no matter how unable this creature seemed to be, and how freely it could be controlled, it had desires. Those were not shown during all times, but only in cases when the user reaches a state of depression, hopelessness, or pure anger.It is that time that Kagune will actually “bloom”. Using the chakra, and health of the user, the being will undergo an evolution, where it’s growth will be exponential. Depending on the location where it is projected out, Kagune will from the inside, spread all over the human body, leaking through the powers, and materializing as a very fine, and close armour, which will allow the person maximum flexibility, while being insanely durable. Kagune now, isn’t fully in control of the human mind, as it will also start leeching towards the user’s brain, one sign of which would be the fully black eye, with a red pupil . The user’s mind in a way becomes sealed off, letting go of all signs of morality and sanity, becoming an enhanced killing machine, with it’s sole objective being destruction, and as the kagune itself is bound by human chakra, blood and flesh, the person will create cannibalistic desires and a huge craving for such specific needs. But, not only depending on matter psychologically, Kakuja will give not only give psychological, and reflex enhancement, but the parasite itself, is in a blooming state, showing very unique and different physical traits as they were before. Depending where the Kakuja spread from, the form of this unique armor, can vary greatly, and certain enhancement can only be reached for that specific kagune which you evolved further from. It retains it's A-Rank immunity but it's capability for regeneration effectively doubles. It can now recover from up to four S-Rank techniques or two Forbidden Ranks before being destroyed for the rest of the battle. The darkening of the eye and reddening of the pupil is a sign of the kagune taking over the human mind. The loss of any kind of morality, sanity and normal human like consciousness will lead. This technique consumes a massive amount of chakra and does considerable damage for every turn it's active. If this technique is maintained for the full five turns, the user will be incapable of using his legs and Forbidden Rank techniques for three turns after it's deactivated.

(Ukaku || 羽赫) Shining Feather - Dragon

If the Kakuja gets created from the Ukaku, the Kakuja released will be the Ryu or the Dragon. The wings will expand greatly in size, and cover a larger area than before. This time looking more like wings of a dragon with the bones being visible mostly.When spread fully they generate enough force to produce powerful gusts of wind. The full body armour gained from it, will look similarly to a dragon, with a characteristic mask which seems to be the wide grin of a beast. A growing tail from the back of the neck, and the arms and legs showing characteristic scales, red glowing in color. The claws will be purely aesthetic, as they wouldn’t increase power of cutting neither punching. The wings reach a lot greater size, and their rank gets upgraded up to Forbidden rank resistance, and they will now be able to fly of shards, a lot higher in number and at B rank strength. The Release of the shards will count towards the normal jutsu limit. The general point of this armour is strength rather than speed though this winged form does indeed provide the user with the ability of flight.

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(Kōkaku || 甲赫) Shining Shell - Owl

If the Kakuja evolves from the Shining shell, the parasite will form the second type of the kakuja, the owl. This time around, as the parasite evolves, both arms get encapsulated by the very hard kagune, as the rest of the body is covered by the normal hardened material. The Arms can also leave the encapsulation, allowing the blades to be moved like additional limbs, but their hardened nature, only makes them count as edged weapons. This hardening puts the body into an advantage as it’s durability is increased to the maximum, and the double bladed weapons become powerful enough to cut through almost everything that it faces. But, as the hardened material covers most of the upper body, the chances of movement will be fairly limited. The lower part of the body, like the legs are covered by the armour of the same parasite, but a more liquidized form, allowing them more flexibility while moving. The mask which will cover will be similar to a triangular shape, with a look similar to medieval helmets. While the back of the user, will this time around grow parts of insanely sharp shards, similar to the Shining Feather, and fly them towards the enemy. The shards will be huge in number, and they have the power of a B ranked attack. The main purpose of this kagune is along with having a very powerful brute strength, you will have a certain amount of agility as well, helping you in many cases in battle.

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(Rinkaku || 鱗赫) Shining Scales - Centipede

One of the most dangerous forms, is when kakuja emerges from the Shining scales, the Centipede Kakuja is born. This would itself creates the most speed oriented form. The full body armour that will cover the body is skin tight, and is insanely flexible, allowing the body very fast movements as if they were natural. The face will be covered by a triangular mask. The normal 4 tentacles released from the base kagune, will merge together. 2 pairs will fuse together, and give birth to another kagune. Due to it having a segmented design, it is very tough, but also insanely flexible. Very sharp segments will grow on each side of every kagune, giving it an impression of a centipede hence where the name came from. The size of the 2 recreated segments will be a lot greater than before, and their power equal to an F rank, with the ability to powerfully crush, open, or hold objects the user wouldn’t naturally be able to. The parts of the kagune will be segmented and their movement and flexibility can be greatly controlled at will, making even unpredictable turns. The segments around the kagune are also insanely sharp, and if they are moves, they will be able to cut freely just a like a saw would with large teeth. The weight of this centipede segment will be very low, allowing the user amazingly quick movements and maneuvering.

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(Bikaku || 尾赫) Shining Tail - Serpent

The last for for the kakuja would be the form which emerges from the shining tail. The tail itself gets larger in size up to 8 m and a lot thicker. The control over it improves greatly while still increasing durability like the other kind of kagune. The full body armour which just like in the case above is skin tight, but this time the texture will be similar to separate scales like a snake or a dragon. The mask will be like one of a serpent showing no teeth and in the form of a very large grin. The unique power about this kagune is that as you battle along with it, parts of it get broken off and land either into the ground onto living matter such as your enemy. Each of those scales falling off will be alive in a matter of their own. Depending on close proximity, one small scale will be able to grow into 5 strong sturdy tentacles which react based on the chakra of the living material using the direction of the location of chakra. Once released, the tentacles will direct themselves to the moving matter piercing it. If said material falls on a chakra using being on the other hand, they will force themselves down their skin and explode from the inside out.

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Note: Can only be used once.
Note: The Kakuja will only evolve once for only one of the forms
Note: Shard Release counts as a turn and they have a strength of B-Rank
Note: Full body armour has the durability of A-Rank
Note: Any Damage done to the Kagune before will regenerate once kakuja is activated
Note: The user will be in a state where he can no longer recognize friend from foe and will attack anything closeby.
Note: Lasts for five turns (unless cancelled prematurely).
Note: User will be left in a confused state with him not being able to hear or see things clearly, so fairly vulnerable
Note: Once deactivated Kagune cannot be used for the rest of the battle.



Customs Learned: 1



Iguza: IXA
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and gold lance attached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the size of a briefcase in the shape of a rectangular cube just 2 feet in length and 1 in height. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Form
This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud.This ability can only be used with the basic five elements.

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Defensive Form
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks. What's unique in this form is that each elemental infusion actually changes how the IXA behave drastically. When channeled with Wind the defensive form gains a barrier of wind around it that extends from the weapon itself and continue in a sphere-like manner to cover the user from the top, sides, and back. Placing him in a bubble, so to say. With Fire the weapon grows a pair of flaming wings that span out an extra 2 meters on each side and 1 to the top. This is so that whenever the user faces wind techniques the wings would compensate for the broad AoE most wind techniques have, like that of (Futon: Atsugai) - Wind Release: Pressure Damage. With Lightning the IXA releases a wall from itself of undulating currents that are constantly crisscrossing over each other in a lattice. This is to dice any incoming earth projectiles into dust before it actually reaches the user. With Earth the IXA's metal design grows even blacker as it inches forward and forms an outward facing concave formation, like half a sphere turned so the inside faces the enemy/attack. This is to stop flowing water techniques and hold them like a bowl before sending the water back at the enemy/source. Water chakra simply shrouds the IXA in a sticky water film, allowing it brave even the most intense of flames while keeping the user unscathed. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.
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Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act seemingly of its own volition. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. While it is at long range from the user he cannot have it attack/defend from there, but instead must spend that 20 chakra to call it to his position. At Mid ranged the user can have it perform free form maneuvers but it cannot take on its defensive or offensive forms, this takes additional 10 points of chakra every turn active. Once the weapon is within short ranged of him however, it is able to go into either defensive or offensive mode, as well as embrace the elemental infusions necessary and attack/defend accordingly (counting as separate moves and costing their respective chakra points). This short ranged controlling costs additional 5 points of chakra each turn to maintain. If the weapon leaves short ranged of the user whichever form that was active will end immediately as well as any chakra infusions presents. Remote activation in itself does not have a usage limit.
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Upon being overwhelmed by an attack the IXA will immediately fold back into its smaller cuboid form and will remain unusable for a total of 3 turns. Although it is indestructible it does require time to reconstruct itself. After the 3 turns are up, unless Arima or another chakra source that had been allowed to use it reactivates it, it will stay in this cuboid form for as long as it must.


Note: Only usable by Arima Kishou biographies or those that he allow.
Note: Must start in it's cuboid form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior.
 
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12. Custom Fighting Styles
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Customs Created: 1


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✣ (Rinyūaru Tekondō) Renewal Taekwondo ✣

Type: Nin-Taijutsu

Background: Taekwondo, an ancient Martial Art, created in a far off Land during a great war between rival countries. Tales of it’s power and unrivaled skill spread far and wide, and it’s practice soon spread to every corner of the world. But as the world grew smaller, and more advanced Taijutsu Styles were developed, with specialized capabilities in more diverse fields, soon Taekwondo’s practice was dying out, all of it’s practitioners moving on to newer horizons, leaving only a few loyal members to carry the Style into the future. No matter how many times the devoted practitioners of Taekwondo tried to improve upon it’s formula, their efforts never uncovered any success, until only a single person was courageous enough to call themselves a practitioner of Taekwondo. That man was Jin Tae-Jin, and this is his story. His… Renewal.

From the moment he began practicing in the art of Taekwondo, he knew it was a Style destined for greatness, despite his fellow practitioners eventual abandonment of the Style, claiming it was a dead art. From a very young age, he fought many battles, even outright challenging his master, suffering many swift and brutal losses in rapid succession. Being the strongest Taekwondo practitioner, Jin’s Master saw him as nothing more than a child with his head into the clouds, but eventually Jin Tae-Jin defeated his master in a brutal display of Taekwondo’s true strength. However not even that stopped his fellow Taekwondo Practitioners from abandoning the art.

Jin Tae-Jin’s devotion didn’t stop at Taekwondo though, he was also a very skilled Shinobi, well trained in the Art of Nature Manipulation, specifically Earth Release. He was a master of the art of weight manipulation through Earth Release, and one day it struck him that by training while weighed down by the effects of Earth Release, he could increase his physical strength in relation to the amount of times he multiplied his weight. Jin immediately went into the mountains to train, multiplying his body’s weight ten fold. This proved to be a mistake, as the mountains immediately crumbled under his now overwhelming weight, and Jin fell to what he presumed to be his death. But Jin survived this fall, and what’s more, realized that by falling with his weight multiplied by the tremendous force of Earth Release, the earth produced a shockwave just as powerful. Witnessing this reaction to his fall firsthand, Jin Tae-Jin realized that he had discovered the answer to his dilemma. The key to Taekwondo’s revival. Jin Tae-Jin created a new branch of Taekwondo, even stronger and more powerful than it’s predecessor. Renewal Taekwondo. Immediately rumors spread far and wide of this new Fighting Style, honed by the one true master of Taekwondo. People begged him to teach them it, even his former Taekwondo practitioners, but all of them were turned down. Jin Tae-Jin only ever passed the Fighting Style on to his grandson, Jin Mo-Ri, who set about revealing the true strength of Renewal Taekwondo to the world.

Description on the Abilities and Inner Workings of the Style:

Renewal Taekwondo, at its roots, is based on a fundamental scientific reaction that can be observed both in real life and the Narutoverse. Any force which is extruded on a solid surface/ object will be returned in equal amount, but in the opposite direction. In other words, every action has an equal and opposite reaction. This can be seen in almost any theoretical scenario conceivable that involves one solid directly making impact and exuding force onto another object or surface. For example, if a person were to punch a wall, the amount of force generated by that punch would also be generated by the wall, in the opposite direction. One final core concept that this Fighting Style utilizes is how energy moves through matter in the form of a wave, pushing particles from one end of the matter to the other until it reaches the opposite end, where the force from the energy is released. An example of this is the sound a whip makes when cracked. As the wielder of the whip applies force to the whip in a certain direction, energy travels down the length of the whip to the end, before the wielder violently snaps it, and the energy is released in the form of a loud and savage sound. In summary, by combining the aforementioned scientific reaction with the concept of how energy moves through matter, the user is able to perform a new Fighting Style.

This Fighting Style incorporates the usage of (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique and the advanced variation of the aforementioned technique to increase the user’s weight for a brief instant. In this moment, the user will generate a massive amount of force against the surface they are standing on. This increase to the users weight will only remain for a brief instant, as any longer, and it will have detrimental effects on the user’s body. This is because gravity is affecting the user more than normal due to the increase in weight, resulting in effects such as extreme strain on the user’s muscles and bones, to complete and total shattering of the bones if the user’s weight is multiplied enough. Due to the aforementioned mechanics, the Earth will respond accordingly, producing an equal amount of force in the opposite direction. The user then returns their weight to normal and absorbs the force generated by the surface, using their Chakra to redirect it through, or store it temporarily inside, their own body. This process is performed at the start of every Renewal Taekwondo Technique, and the force generated by this process is used up in the proceeding technique. The technique’s of Renewal Taekwondo are all categorized by the level of weight manipulation required in, and approximate subsequent force generated by, this process. The rankings are as follows:


☷ D-Rank: 2x Body’s Natural Weight.

☷ C-Rank: 5x Body’s Natural Weight.

☷ B-Rank: 10x Body’s Natural Weight.

☷ A-Rank: 15x Body’s Natural Weight.

☷ S-Rank: 25x Body’s Natural Weight.

☷ Forbidden Rank: 50x Body’s Natural Weight.

We have seen in the series that Chakra has the power to direct and control both matter and energy. A perfect example of this would be any Ninjutsu Technique (Elemental or not) that is controlled via the user’s Chakra, but does not directly interact with the user through physical contact or general interaction. Apt examples related to this Fighting Style would be any Earth technique which can move rock without direct contact to designated medium, such as in the case of (Doton: Yama Eikyō) - Earth Release: Mountain Smash, where the user, through basic Elemental manipulation, raises two mountainous rock formations, only using their Chakra, which is channeled through the ground. This level of control displayed by such a technique proves it would be relatively simple for the user to control and direct the energy/ force created through the process of this Fighting Style.

The user directs this energy into one of their legs, therefore increasing the force that leg will be able to generate in any single motion, through which, all the energy generated is used up. The user can expend this energy in any means they see fit, allowing a wide variety of usages to the fighting style, including but not limited to increasing the force of a basic attack, extremely fast but linear evasive motions and even defensive actions made possible by using the force of an incoming solid attack against itself. Though, as a side effect, the user will not be able to keep this energy stored for long, 1 Turn Max, as the energy will start to become unstable, and may cause similar effects to those generated in the first step of the Fighting Style (the increase to the user’s weight).

The user combines the force generated by the sudden increase in mass with a very distinctive Fighting Style known as Taekwondo, a Fighting Style that focuses on strong, fast kicks. Taekwondo also incorporated a great many number of high-kicks, spinning kicks and even jumping kicks, most of which focused on attacking the targets head in an attempt to knock them out, in fact, in martial arts tournaments, it is encouraged to perform such attacks, netting the participant more points in the process. To facilitate these high-targeting centric kicks, the user takes a more narrower stance than in other traditional Fighting Styles, such as Karate, where the user’s feet are usually shoulder length apart. While this stance made practitioners of Taekwondo much more agile, it also made them far more likely to lose their stability or balance during combat, thus making Taekwondo less effective against Fighting Styles that put powerful defensive stances above offensive stances, however practitioners of Taekwondo agreed that this was a fair price to pay.

After he created RE Taekwondo, Jin Tae-Jin discovered that by adding the effects of his revelation to Taekwondo, they would not just increase the Offensive Capabilities of this Fighting Style, but also the agility of the practitioners as well as supporting the weakest part of Taekwondo, the lack of balance created by the narrower stance. The weight added during the moment the user prepares to strike using Renewal Taekwondo grants them a wider center of gravity, thus requiring more force to throw off balance. In addition to this, using more power in their offensive movements, the body naturally moulds itself into a more balanced state, while the defensive purposes provide the user with the means to throw their opponent off balance, harnessing the force exuded by the opponent’s attacks and returning it back to them.

Example Techniques:


(Rinyūaru Tekondō: Jeonmyeon Geod-Eocha) | Renewal Taekwondo: Renewal Front Kick
Type:
Offensive/ Defensive
Rank: D-Rank - B-Rank
Range: Short
Chakra: 10 - 20
Damage: 20 - 40
Description: The user starts by manipulating their weight to generate the desired amount of force, between x2 & x10. Alternatively, the user may gather the force generated by an incoming physical attack, effectively using it’s own force against itself, making it an equal counter. The user stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. This include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc. This allows any Renewal Taekwondo user to user their art in a freeform manner.

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type:
Supplementary/ Defensive
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Long
Chakra: 10 - 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount, in relation to the amount of energy they wish to generate. They then use the energy produced by the ground, to “kick” off the ground with a tremendous amount of force, propelling the user at extremely fast speeds in a linear direction. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 15m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 30m.

Note: If the A-Rank variant is used, this technique cannot be used for 2 turns.

(Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
Type:
Offensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user starts by multiplying their body’s natural weight by 10x. The user then stores the energy provided by the opposite force generated by the earth and uses a particularly effective stance in Taekwondo known as Hoe Hook (or Guard Breaker). This stance is used to either grab the opponent using the muscle strength of the user’s legs, thereby holding the target in a grappled formation, allowing the user to push or pull them in a variety of ways, or to use this grab in more Offensive situations, such as breaking a targets guard. The user, once they have “hooked” the opponent in the desired manner, will release the stored energy from prior which they use to create large openings in the opponent’s defenses, or to throw them in a desired direction, such as slamming them against the ground, with great speed and force.

Note: This technique can only be performed once every 2 turns.

(Rinyūaru Tekondō: Sutēkusu o Agemasu) | Renewal Taekwondo: Raising the Stakes
Type:
Offensive/ Defensive/ Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers the force generated by the previous step in one of their legs, before channeling it, and redirecting it into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user raises a massive chunk of the earth in one swift and elegant motion. This seemingly simple maneuver has a variety of uses, from defending oneself from large scale attacks, to throwing the target off-balance, to attacking massive or flying Summoning Animals.

Note: Can only be used 3 times per match.
Note: Must wait 2 turns between each usage
Note: No RE Taekwondo techniques above B-Rank in the same turn.

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(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 100 (-20 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques even invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 100x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity.The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise).The blast from Jin Hoechook was able to completely decimate an entire mountain in an instant, but left it’s user extremely weakened, due to the increased effect gravity has on the user’s body.

Note: This technique can only be performed once, due to the strain it places on the user’s body.
Note: Masters of Renewal Taekwondo may use this technique a 2nd time, after which, they collapse, due to the force exuded on their body’s.
Note: Upon it’s use, the user cannot perform Taijutsu above C-Rank for 3 turns.

Additional effects and Restrictions:

☷ Must be taught by Six Pāths.


☷ Must have completed Earth Release and Basic Taijutsu.


☷ Due to the nature of Taekwondo itself, including its stance and emphasis on quick, powerful kicks, users of Renewal Taekwondo are naturally stronger than the average Strong Fist user.

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

Six Pāths, our loyal member, gave on the 2nd of January 2016, a request for a Patent on the Custom Fighting Style (Rinyūaru Tekondō) Renewal Taekwondo . I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;





Rinyūaru Tekondō | Renewal Taekwondo


Powered by Lord of Kaos
Copyright 2016, Six Pāths, NarutoBase.net




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(Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user starts by multiplying their body’s natural weight by 10x. The user then stores the energy provided by the opposite force generated by the earth and uses a particularly effective stance in Taekwondo known as Hoe Hook (or Guard Breaker). This stance is used to grab the opponent using the muscle strength of the user’s legs, thereby holding the target in a grappled formation, allowing the user to push or pull them in a variety of ways, or to use this grab in more Offensive situations, such as breaking a targets guard. The user, once they have “hooked” the opponent in the desired manner, will release the stored energy from prior which they use to create large openings in the opponent’s defenses, or to throw them in a desired direction, such as slamming them against the ground, with great speed and force.

Note: This technique can only be performed once every 2 turns.

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(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking

Type: Supplementary
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Mid
Chakra: 10/ 20/ 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount for a brief instant, in relation to the amount of energy they wish to generate, using the basic principles of the Fighting Style. The user then directs this energy, using one of their legs, into the other leg, and expends it in order to “kick” or "push" off the ground with a tremendous amount of force, propelling the user at high speeds in a single, linear direction. It would require the Tracking Capabilities of a 2 Tomoe Sharingan or Higher to track this movement. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 10m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 15m.

Note: This technique cannot be performed consecutively within the same turn.
Note: The A-Rank usage of this technique can be used a max of 4 times per battle. Additionally after the A-Rank version of this Jutsu is used, this technique cannot be used for 2 turns.

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(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package

Type: Offensive/ Defensive
Rank: C-Rank - A-Rank
Range: Short
Chakra: 15 - 30
Damage: 30 - 60
Description: The user starts by manipulating their weight to generate the desired amount of force, between x5 & x15, or alternatively, the user may gather the force generated by an incoming physical attack, effectively using their opponent's own force against them, resulting in a counter of up to A rank strength. The user then directs and stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. These include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc, essentially allowing any practitioner of Renewal Taekwondo to user their art in a freeform manner.

Note: The A-Rank usage of this Jutsu can be used a max of 4 times per battle. Additionally, if the A-Rank usage of this Jutsu is performed, no A-Rank or higher Renewal Taekwondo Jutsu can be used in the same turn.

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(Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King

Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers this force, channels it into one of their legs, then redirects this force into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user becomes able to alter the very shape of the terrain in a single swift, elegant manoeuvre. This seemingly simple technique has a variety of uses, for example, the user could raise a large section of the ground directly in front of themselves in order to defend themselves from all manner of attacks, both big and small. Another potential application is altering the ground over a wider area in general, although not on the same scale as the previous example, allowing the user to potentially throw their target off-balance due to the wider area of effect, or to otherwise affect the terrain in a manner that is beneficial to the user. The user can even perform more specific actions, such as raising more specific fragments of the earth in order to attack colossal or flying Summoning Animals, albeit within a reasonable range and/ or area of effect.

Note: Can be used a max of 3 times per match.
Note: User must wait at least 3 turns between each usage, and no Renewal Taekwondo Jutsu above B-Rank can be used in the same turn.

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(Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook

Type: Offensive/ Supplementary/ Defensive
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begin, just like with every Renewal Taekwondo technique, by multiplying his weight by x15 for a brief instant. From there on, he channels the energy from one foot to the other using a special property. When the force which is being channeled, reacher the pelvis, the user adds the desired rotation to the energy. The specific property of this technique, is the continuous addition of weight, which together add up to A rank, given in the technique. Let us say for example, by doing the first step, the user will generate enough force for half of the estimated rank of the technique, the second step, will generate the rest of the force, having both of the said kicks, equal to the strength of the technique. 3rd Stance Hwechook utilizes 3 specific kicks, done to the opponent, usually aiming at the head. Generally the first kick, begins with the user channeling 1/4th of the force from the ground, towards one of the sides of the user’s head. The second one, will have the user kick the enemy, at the opposite side of the head, while the 3rd one will result into releasing half of the energy of the technique onto the back of the head. The efficiency of these kicks, is not simply the release. Or for that matter the breaking of the power into multiple kicks, but due to the previously mentioned rotation of the pelvis, the kicks, will have the released force turn into very specific rotation, which he will determine in a freeform matter before he releases the kick, hitting the air with high enough amounts of force to be able to create insanely strong turbulations, if said strike does not land on a solid object. These kicks, strength and rank will vary only half of the full power of the technique for the first 2 strikes, while the last one will encompass the other half. The turbulations of air, will have the same strength backing them, and due to the immense force of friction, it will buffer anything it may come into contact with, similarly to Renewal Taekwondo: Kick of the Blue Dragon.
Note: Can only be used 3 times per battle/event.
Note: This technique can only be used once every 2 turns
Note: No Renewal Taekwondo above A-Rank in the same turn
Note: No Taijutsu above B-Rank in the same turn.

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(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon

Type: Offensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user starts by multiplying their own weight by a tremendous amount, roughly 25x. By doing this they generate a massive amount of force, due to the effects standard in any Renewal Taekwondo technique. From there, the user channels this force from the bottom of one of their feet and up their leg. As they do so, they add a change in the shape of the force generated by the initial step of the Jutsu, altering the nature of this massive force, and adding an extremely powerful rotation to it. And as the force of this technique reaches their pelvis, the user then redirects this force down to opposite leg. Finally, as this rotating mass of force reaches the foot of the receiving leg, they perform a standard high kick, common in Taekwondo, releasing the force from the sole of their foot. This force is then released in the form of a violently rotating mass of energy that shapes itself into the form of a traditional Eastern Dragon, with a blue long, slender body, and a large horned head. As the Dragon travels in the direction the user kicks, the user must maintain their stance, as lowering the leg that is performing the Jutsu or changing it in any large or significant way can cause the Dragon’s trajectory to change drastically, usually resulting in the Dragon crashing into the ground, and the technique ending in failure. The Dragon is composed of highly compressed air, caused by the rotating force coming into contact with the air, and upon hitting either the user’s target, or anything else, including the ground, other surfaces or objects, the Dragon’ body will continuously buffer against these things, wearing them down and causing damage through intense friction. The Dragon continues to buffer anything and everything that comes into contact with it until either the user changes their stances, and ends the technique, or the Dragon is overcome by a technique of equal or greater strength. Upon ending their usage of the technique, the leg the user performed the Kick of the Blue Dragon with will be detrimentally affected by its usage, due to the change in the force’s shape (Aka, the rotation added to the technique). This results in the user being unable to perform any Renewal Taekwondo Jutsu that requires the user to channel the force from the initial step through one leg to another for 2 turns, until their leg recovers from the backlash from the technique, as it is almost impossible to perform most Renewal Taekwondo Jutsu with only one properly functioning leg nor any Taijutsu of A rank and higher with that leg.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 4 turns. (2 Turns for the leg using the Jutsu to recover, then a 2 turn cool down on top of that.)
Note: No B-Rank or higher Taijutsu within the same turn this Jutsu is used.

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(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado

Type: Offensive
Rank: Forbidden
Range: Short - Long ( Mid range in width )
Chakra: 50
Damage: 90 (-25 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques ever invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 50x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity. The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise).
Note: This technique can only be performed once, due to the strain it places on the user’s body. That is unless they are a master of Renewal Taekwondo, then they may use this technique a 2nd time, after which, they completely collapse, due to the force exuded on their body and the general strain of such a powerful technique.
Note: No Renewal Taekwondo techniques can be performed within the same turn the user performs this Jutsu.
Note: After it’s use, the user cannot perform Taijutsu of any Rank for 3 turns, and cannot gather chakra, for that turn.

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(Rinyūaru Tekondō: Mubandong Chagi) | Renewal Taekwondo: Recoilless Kick
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Considered to be one of the most powerful techniques known to practitioners of Renewal Taekwondo, the "Recoilless Kick" has similar attributes to the "(Jin Hoechook) Truth Tornado" technique, but with a wildly divergent release and effect. The user starts by multiplying their own weight with Earth Release Chakra, which for the purposes of this technique nears the pinnacle of the Fighting Style's limitations, multiplying the user's own weight 25x over. The user then absorbs the resulting force generated by the ground in opposition, directing it from one leg to the other. As they do, they initiate the most basic of motions required to perform a roundhouse kick, opening Renewal Taekwondo's typically narrow, side-facing stance by positioning the leg that absorbed the force from the ground in the same direction they are about to pivot to while standing on the balls of their feet, before raising the leg with the generated force channelling it, as they start to twist their body. Upon reaching the optimal angle, the user releases the kick itself, along with the force held within, which is fired off at an incredibly accelerated pace, benefitting from the centrifugal force generated by the arc of the user's kick. Unlike the aforementioned technique, which utilized extreme rotational power for tremendous levels of force, this technique has no such accoutrements, resulting the user in releasing, in simple terms, an incredibly narrow, arced stream of condensed force, akin to a pressurized jet of air, slicing through almost anything within the path of the stream. The resulting attack from the kick, while incredibly thin, and relatively contained, is strong enough to affect both an area as low as several meters beneath ground level, as well as targets as high as cloud-level, making it's effective area very fine and attenuated, yet tall enough to affect a large number of target types, including as aerial and subterranean, as well as those behind cover.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 3 turns.
Note: No A-Rank or higher Taijutsu or Renewal Taekwondo within the same turn this Jutsu is used.
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(Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens
Type: Supplementary/ Defensive/ Offensive
Rank: A-Rank
Range: Self - Short
Chakra: N/A or 20
Damage: +20 or Equivalent Damage (-10 to user (Modern Application)
Description: An extremely unique technique known to practitioners of Renewal Taekwondo, the King of the Heavens, or as it is known in some circles "Jeahbongchim", is a technique that uses Renewal Taekwondo's most basic mechanic, the direction, or redirection of force, but in a more universal way. The user either starts with the staple action of multiplying their own weight, in this case 15x their normal weight, or they utilize a less common method, one found within the "(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package", which utilizes the concept of taking the force of an incoming attack, redirecting it, and utilizing that for the initial step of Renewal Taekwondo instead. In the latter case, as this process is purely physical, it takes no Chakra from the user to perform, unlike the former case which requires Chakra to utilize Earth Release Chakra in order to increase their own body's weight. In the former, or "traditional", application of multiplying one's own weight, the user takes the force gathered from this application, and evenly channels it throughout their body, giving them a very refined, controlled distribution of energy. This results in a damage boost of +20 boost to any one of the user's Taijutsu or Kenjutsu techniques, due to the presence of additional force in every part of their body, and thus every kind of strike. In the latter, or "modern" application of redirecting force from an existing attack or technique, while this method does not cost Chakra to perform, due to the erratic nature of it being a foreign force, this results in a self-harming, single burst equivalent to the strength of the source which can be directly applied to the user's own physical attacks, within the same timeframe. Finally, thanks to the differing results of each application, how they can affect the user also differ. In the traditional application, due to the force being directly generated, manipulated, and distributed by the user themselves, the user attains a modest boost to their physical attacks, without the danger of self-inflicted recoil as it's controlled in the same manner as other Renewal Taekwondo techniques. In the modern application, due to it being reliant on an external source, one the user was not in charge of creating, this results in a potentially more powerful, single use application, but at the cost of self-inflicted recoil from redirecting a source of power the user themselves did not create.

Note: Can only be used 3 times per battle/ event, and after it's used, neither application this technique cannot be used for 2 turns.
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Customs Learned: 1

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♦ Demon God's Fist - Pencak Silat

Type: Nintaijutsu

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

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


Combat Stance:

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Hands and Legs under influence of Pencak Silat's abrasive nature:

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


Supreme Silat ( Expert Master of the Style)
Expert (Learning the advanced techniques)
Disciples (Learning the basic techniques)


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

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

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

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


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

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

Demon God's Fist | Pencak Silat


Powered by Lord of Kaos
Copyright 2016, Loki, NarutoBase.net


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




(Kenmashajin: Guraundosupurittodoroppu) - Pencak Silat: Ground Split Drop

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




(Kenmashajin: Nainsutoraikuwankiru) - Pencak Silat: Nine Strikes One Kill

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

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Customs Created: 1

Summoning Animal: Centipede (Chilopoda)
Scroll Owner: Six Pāths
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description of the Animal in Real Life:


Centipede ("Hundred Foot" in Latin) are a primarily carnivorous animal from the Arthropod family, and despite their name, can have number of legs who range from 30 to over 300, depending on the type of Centipede. A Centipedes body is composed of as many segments as pairs of legs they possess, meaning that some Centipede can have as many as 150 segments to their body. The head of a Centipede's body is usually round and/ or flattened, with a pair of forcipules, which in some species of Centipede, can inject a venom to debilitate or paralyze, even kill, their prey. Sizes of Centipedes in real life can range from a few millimetres in the smaller species of Centipedes, such as the lithobiomorphs and geophilomorphs, to around 12 inches in the largest species, like the scolopendromorphs. Although many species of Centipedes lack visual organs, some have a type of "compound eye" from clusters of ocelli, however these can only tell light from dark and thus don't truly function as eyes, while others possess a pair of sensory limbs that function in a similar sense to antennae in insects, however these antennae curve backwards, not immediately indicative of their purpose. One final type of sensory organ can be found in the Centipede family, which is the "Organs of Tömösváry", a "disc-like" structure with a central pore surrounded by sensory cells, found at the base of a Centipede's antennae, and are believed to react to vibrations, and thus potentially provide a Centipede with a sense of hearing.

Centipedes are among the largest terrestrial invertebrate predators, and an estimated 8,000 species of Centipedes are thought to exist, of which 3,000 have been catogorized and studied. As such Centipedes have a wide geographical range, and are believed to reach beyond the Arctic Circle. They are found in an array of terrestrial habitats from tropical rainforests to deserts. Within these habitats, Centipedes require a moist microhabitat, and so to achieve this, they hide in soil and leaf litter, under stones and dead wood, and inside logs. And although they don't pose any immediate threat to an adult human, their bite can be just as fatal, causing some people to go into anaphylactic shock should they recieve a bite from a large enough Centipede that pierces their skin. In addition to this, their many legs working in tandem give Centipede's a very eerie presence, causing some people to panic as they dart around the ground at frighteningly quick speeds.

Background of the Animal in the RP:

Somewhere within the Ninja World lies a great divided region, with many individual habitats and ecosystems, each with their own sprawling, crawling and vibrant forms of life, and the home of the Centipede Summoning Animals and their Contract. Within this region, known as the Aogiri Wilds, lies a great number of individual biomes, such as a desert, a marshland, a grassland forest, surprisingly a small arctic habitat, a rainforest etc, all of which are home to many varying species of Centipedes. The Centipede are composed of proud and overzealous Summoning Animals, all with unique and powerful abilities. Almost all possess a powerful venom which can stun their prey if they can inject it through their fang-like forcipules, while others possess varying kinds of Sensory Organs, allowing them to detect their prey through both smell and vibrations. Some are even in possession of a unique and rare organ known as a "Tömösváry Organ", allowing them the unique ability to passively detect their prey through Sound, with an ability akin to "Echolocation". In addition to thse abilities, all Centipede's are incredibly fast runners, due to the many number of legs they all posses. By having all of their legs work in tandem they can achieve great speeds, easily the equivalent of a S-Class Ranked Shinobi's speed for B-Rank Summons, Sannin Ranked Shinobi's speed for A-Rank Summons and Kage Ranked Shinobi's speed for S-Rank Summons. Another ability that all Centipedes possess is the ability to regenerate lost limbs, and segments of their body should they sustain damage that isn't instantly fatal. They achieve this by using their Chakra to forcefully moult their shell multiple times in rapid succession, granting them the ability to continue fighting after sustaining a substantial amount of damage, without the Summoning Jutsu forcefully undoing itself. This ability can be passively utilized by all Centipede Summons, and doesn't use up one of the users alloted 3 Jutsu per turn, however, a Centipede cannot perform any other actions during a turn they wish to moult their shell and regenerate, meaning the Summoner must protect their Centipede Summoning Animals should they be forced to regenerate.

During the Chūnin Exams in Konohagakure no Sato, an advisor to the Boss of the Centipedes of the Aogiri Wilds, while searching for potential Signers for their ancient and powerful Contract was murdered in cold blood , by a Genin with a Kunai no less, despite showing no indication of hostility toward the young Shinobi. Distraught over the loss of one of their own, from nothing short of a blatant act of violence and outright murder, the Centipedes of the Aogiri Wilds withdrew from the world, but not even that could save them from despair. Another Centipede, a member of the royal family and the crown prince, Ōmukade, was captured, tortured and used as a personal Summon of Pain from the Akatsuki, using his Chikushōdō Rinnegan Path. He was later slain in battle by another Konohagakure Shinobi during the Akatsuki's invasion of the Village. This angered the Centipede's of Aogiri to no end, forcing them to become hostile to every human who dared to enter their domain. That is, until one unlikely protagonist of the world rose to their challenge. A young man by the name of Kaneki Ken, or Sasaki Haise depending on which version of the story you believe or prefer, befriended them, consoling them and grieving with them over the loss of their prince and advisor. Despite their ever-present violent attitudes, they allowed Kaneki Ken/ Sasaki Haise to sign their Contract, and select others to do the same should he allow them, due to his own internal loathing and hatred for humanity... Even if he wasn't entirely aware of it yet.

All Signers of the Centipede Contract can have on their person, should they desire, a Summoning Scroll and/ or Tattoo, both of which can be given/ administered by the current Contract Owner during the training session for the Summoning Contract.


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Customs Learned: 1

-TBA-
 
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14. Custom Elements

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Customs Created: 1

Entropy
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Custom element Japanese name: Entropoton

Custom element English name: Entropy

The element is based on: Fire, Lightning, Advanced Chakra control



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

The Naruto and World and real world have been proven to be similar in many aspects, but the one our attentions is attracted most to, would be the physical laws. We have seen example of how gravity affects matter similarly to our worlds. We have seen how fire feeds on oxygen in order to continue burning, which is another similarity. We have also seen how when a flame is lit for a continuous amounts of time, it will eventually run out of resources and turn off, except for the heat, which will still be present in that closed environment.

This element can be proven in a multitude of ways. When total entropy is reached, there is no more energy to spend. A good example of this is a cup of tea. Now suppose your cup of tea is hot. The tea has a lot of energy compared to the room the tea is in. Over time the heat in the tea will spread into the room. The tea will become colder. This is because the energy (heat) in the tea escapes into the surrounding area. Once the tea has gone cold, there is no more heat that can be spread. The tea has thus reached total entropy. We have seen from these examples how matter and energy, prefers going from one state of order, into disorder when it can. Energy itself, though it’s raw power is eternal and energy can neither vanish nor be created new, it has a fundamental feature which is the fact that under the right circumstances it will spread. This spreading of energy occurs naturally in closed rounds of environments. And even though energy can into right conditions keep itself connected and together, it is states that when energy can, it will surely continue its natural effect, that would be spreading. This natural feature of energy is called Entropy. We cannot dispute the fact that entropy itself exists in the Naruto world, but we can very well say that these features might not be able to be mimicked, but there we are wrong, as we have seen proof of this happening as well. In Myōbokuzan, we have seen how Fukasaku was in the possession of a staff which was able to beat the natural energy of Naruto, when the control over the natural energy failed. Even though this was truly limited to natural energy, we have an indisputable proof, that energy, can be forcefully released from a human body, allowing ninja to have used that property at least once. Seeing how this property of energy exist, along with the fact that we have seen examples of energy being distributed, we try to mimic it in the closest term. By using natural abilities of fire release and lightning release. The very rough, destructive forces of fire release which have a tendency to weaken the link not only in cases of matter, but even energy itself. As we have seen fire be able to burn through wind easily, oxidizing things around it. With the unpredictable violent nature of lightning, which is defined as moving forms of energy, under a very advanced chakra control, the user will be able to create a special form of radiation. Radiation which will have both lightnings destructive capabilities and fires heat and ability to weaken links.

Now that we have explained that Entropy itself can be created, we also need to hint towards 2 energies in the naturo world, which are some of the most fundamental energies, which have an effect everywhere around. Potential and Kinetic energy. These energies, are described as the energy an object has in a certain state, which is due to it’s position or form, and the energy that a body has in motion. We all can say that this very well exists in the naruto world. When someone or something is moving at a high speed, we can see very clearly that they have more force added to them. One such example is the 4th Raikage, which was able to outmatch Tsunade’s strength, using his speed in the arm wrestling contest. Along with that, the faster he moves, the more strength his strikes would carry. Potential energy on the other hand, can be explained in many fashions, but the easiest example would be a held up rock in the hand. This rock is being held in a position above the surface of the ground, and has a lot of energy. Once this energy releases, so, we let go of the rock, this energy will be released, turning into kinetic energy as it falls. Another example, would be the total amount of energy contained in a fireball, yet to explode. Once it does, it releases all it’s potential energy.

How it works:

We have seen in the series multiple times, that fire release has a very strong ability of breaking things apart into more primary components, just like fire has that probability in real life, in Naruto series, we have seen that in these very hot and large temperatures, it can violently, take down very solid structures, to simpler forms. Fire as well, has a property of dispersing very fast. We have seen that if they have no solid fuel, or chakra supply, like when Sasuke and Itachi were facing with the grand fire ball and Amaterasu, the moment they stopped fueling these flames, they dissipated quickly, meaning that they ran out of fuel, and extinguished. Flames also have a very specific tendency, and probably the most important one in this set, which is the ability to make links weaker. Any link which would add into a certain property of anything being shown, in high enough temperatures, the separate particles move at higher speeds, making things weaker in their smallest state. Another property, is that we have seen lightning release, when it was fully uncontrollable surge or technique, it would very quickly, spread as fast as possible in different areas in space. Along with that, we very well know of the weakening properties of lightning, especially concerning bonds. We have seen lightning break apart matter very easily, from earth, to even more solid products, if the level of lightning is strong enough.

Using a very specific chakra control, and properties of both of these elements, the user will create a form of radiation, which is visible to the normal human eye, almost like light, but moving much slower through space, about the speed of general fire techniques. This radiation will cause disturbances in vision, and seem ice cold in touch, due to it having a high potent effect on normal heat. However, this specific radiation will not apply to any form of energy, but the very core, which are potential and kinetic energy. This application might seem rather direct and vague, but it’s focus will be rather simple in many fashions. Due to many things all around being comprised of those very energies, it can actually be used in defensive and offensive fashions alike, mostly on techniques, but it could have real life applications on the user along with the terrain surrounding him. Due to the effect of the element only being confined to 2 separate energies, it gives this element an all elemental neutrality, with no strengths and weaknesses and applications which are roughly the same on all the techniques. Entropic Radiation is capable of moving through solid objects. The radiation will forcefully disperse the energies which are either potential of kinetic, which will cause certain effects on different bodies, depending on their state, and depending whether they are relying on either of those energies to delay a certain property or harm. One example would be a flung fireball. Once entropic radiation sets in, it will move through the almost solid form of it, and release the energies of either kinetic or potential energy, or both at the very same time. Back to the said example. A flung fireball, once struck by the entropic radiation would in turn lose all the potential energy which has been given to it, causing this very fireball to explode in a maelstrom of flames, or at times, simple lose it's form and spread the flames across the field. Another application would be the fireball losing all speed of motion, appearing as if the entropic radiation is pushing it back, similar to wind, but in truth it only got rid all the energy of the momentum and speed which finally caused it to stop in that very position it finds itself in. One thing I would like to add is that this application cannot work on energies which are constant and come from nature. You cannot stop bodies from not being attracted to earth, and at the same time you cannot prevent other natural occurrences, which are for example, the rays of the sun. However, everything which is caused by chakra, techniques or movements of weapons and individuals which carry these very forms of energy will be affected directly.

Another direct examples is as this seems to tie a lot in with the shape manipulation, which is supposed to give techniques property, but not necessarily nature manipulation. Another very clear examples as in where we can see that would be in lightning release. As we know, lightning has a tendency on spreading all around. With chakra however, it becomes confined. Releasing the potential energy that lightning has when it is confined, it will cause it to move violently in small, yet harmful sparks which will shock/harm individuals around. Along with that, the very motion of these lightning strikes might be affected as well, as it could be slowed down, almost frozen in space. However when we talk about about solid or semi-solid elements, we can clearly say that this property has more limited results. As said prior, due to Entropic radiation seemingly stopping movements of objects, more solid elements will appear to be slowness down in movements. If a water strike or earth couldn't was flung towards the user, the prior motion picked up by it will seem to slow down, almost come to a halt entirely. When it comes to using liquid elements, it will entirely dependent on what the user desired to take a course of action. Due to those elements having also very restricted and limited shape on their own, truth be told, no shape of their own, if their potential energy is released, water would lose all of its prior shape, simply creating a puddle of water.

The clear differences between this element and decay is the mere fact that now, this element does not rely on breaking apart matter in both form and property, however now it relies on the nullification of energies which at times give a certain object property or energy. It is not only different in form, from a fire-like energy to a radiation. But even to its sense of application, to the effect it has on elements, to everything else in particular. Entropy does not break down the element to further components and it also deals with something decay did not, losing its core effect in terms of momentum, that of kinetic energy, but also the base form, dealing with potential energy. The form of combat with Entropy is not as offensive based as much as it is defensive to its core. It needs the used to be smart, use the terrain, and the techniques of the opponent itself which will ultimately need a more correct usage of the user of this element along with more of a creative display of his general battling, relying more on imagination and strategy than raw power.

However, due to the lack of Entropy in terms of strength, just like other cases of radiation, if there is enough intensity and chakra added in the equation, these waves can also show harmful effects, in terms of the raw physical energy realm. The waves can become strong enough to actually cause physical pain, almost appearing solid. Due to the waves of energy in the form of radiation that this element is spread, if this becomes more confined and dense, it can appear almost solid, still, releasing radiation each time from these solid applications or forms of this very element. The resilience of these shapes can even match that of minerals which are used to make normal weapons. However, that is only done through sustained contact, and in the higher ranks of the techniques and element, of course. Mainly, A-Rank and above.

Jutsu Usage Examples:


(Entoropi: Mu) - Entropy: Nothingness
Type:
Offensive/Supplementary/Defensive
Rank: B-A Rank
Range: Short-Mid
Chakra: 20-30
Damage: 40-60
Description: While charging entropy based chakra inside his body, the user is able to have the Entropic energy, ignite through parts of their body easily. With the flames being very close to the user, he can now use the abilities of the second release to freely shape the energy into whatever the user imagines, unless the amounts of chakra are necessary. At will, the user can make the shapes of entropy seem solid, but also remove any kind of property from them, and due to them being harmless to the touch, he can use them even before close to the body, without any kind of fear. The entropic flames can at will be dissipated if the user chooses to, and that radiation will be capable of speeding any sort of energy which the user comes close enough with.
Note: Can only be used once every 2 Turns
Note: No Fire or Lightning Release higher than A Rank in the next turn.

(Entoropi: Hermaeus Mōra no Purinsu) - Entropy: Hermaeus Mora’s Prince
Type:
Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 15 (-15 Chakra to the enemy every Turn when close, -30 When in contact or pierced)
Damage: N/A
Description: The user will be able to freely control existing or just created Entropy based techniques freely to activate the 3rd and last also the most destructive form of entropy. Due to the form being extremely dangerous, the user needs to maintain a certain amount of distance from the flames and absolutely not contact them, unless there are means to protect his own skin. Simply being in short range from the entropic flames, will forcefully spread the chakra of the user, and if the entropic flames come into contact or pierce, the dispersion will be double as efficient. Though, this technique itself, can only be used on existing or just created form of entropy, which do not display the advanced Release.
Note: Can only be used once every 3 turns.

(Entoropi: Molag Baru no Yorokobi) - Entropy: Molag Bal's Delight
Type:
Offensive
Rank: S-Rank
Range: Mid-Long
Chakra: 40 (-40 Chakra when in Short-Range, -80 when pierced)
Damage: N/A
Description: The user will release very huge amounts of entropic flames through his own body or other mediums through which he is into contact with. Once the entropic flames are in the battlefield, the user will forcefully direct them towards the enemy at very high speeds, and at will can turn the flames, from non shaped to shaped forms easily at will, draining the chakra at a very rapid range. The user is able to keep the flames ongoing as long as he continuously feeds them with chakra, creating more amounts of Damage.
Note: Can only be used 3 times.
Note: No Fire or Lightning technique above A Rank in the following 2 turns
.

Conditions to be able to use it:

Mastery of Fire

Mastery of Lightning

Great chakra control so mastery of Ninjutsu and Genjutsu

Is weak to:
Entropic radiation is neutral to all elements.
Is strong against:
Entropic radiation is neutral to all elements.
Co-creator: Starboy
Students I passed this custom element on too: Imperfect & Zaphkiel


☣ P a t e n t C e r t i f i c a t e ☣

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

Six Paths, our loyal member, gave on the date October 4th 2017 a request for a Patent on his custom element (Entropy Release); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;



Entropoton


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(Entropoton: Akuyaku no Shizuka) | Entropy ∞ Silent Undoer
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40 (-10 per turn)
Damage: 30-80
Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.


(Entropoton: Sora no Kyū) | Entropy ∞ Voidsphere
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: Employing Entropy's oppressive nature, Voidsphere is an all in one technique meant to be relevant in nearly any situation. It begins with two hand seals, after which the user will permeate the area up to mid-ranged of his person with Entropic Radiation. Beginning with two hand seals, the technique takes the form of a sphere and can reach even underground due to the elements penetrative effects. The spread is as fast as a wildfire yet ice cold as it robs the surroundings of energy while reaching the edges of mid ranged looking like translucent, blue flames. Anything caught in this radius not of the user will have its energies ripped away, be it kinetic, potential or both. The radiation scatters these two key energies in nearly any technique, person, or creation causing wide scaled lethargy in moving and solid targets and rapid loss of form to energy type techniques. For targets that possess both potential and kinetic energies the user has luxury of choosing how to affect it/them. Both energies can be scattered at once, or either at a time for varying effects. If kinetic energy is scattered the technique/body affected will come to an immediate halt, frozen in space due to a sudden lack of momentum. Techniques will not deform because of this, such as a fireball reverting to flames, but instead will remain locked in place unless, somehow, momentum can be re-applied. For potential energy scattering, the technique/body will forcefully lose all latent energy which results in rapid loss of form and degradation. People and summons caught would experience a form of extreme inefficiency due to a lack of potential energy to do work, where doing simple tasks such as moving will be slowed by -5 base speed and forming hand seals will take twice as long (i.e one seal taking the time of two, two taking the time of four, etc). A fireball will spread harmlessly as wisps of fire and water waves will fall as helpless puddles for example. Once performed, the user will be unable to sustain or create any other technique of Entropy above B-ranked for the remainder of the turn and none above A-ranked in the next. This technique can be kept active for a maximum of three turns at a taxed rate, taking a slot of the three allotted moves per turn, and can only performed thrice with a two turn cool down.


(Entropoton: Eien Ni) | Entropy ∞ Ad Infinitum
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 per turn)
Damage: 80
Description: The user will begin exuding Entropic Radiation outwards from their person with three hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Opposing techniques no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Regular clashing mechanics apply when this technique comes into contact with opposing jutsu such as being weakened by lesser attacks and being overpowered by stronger ones. Alternatively, the cloak/aura can also be shaped into rudimentary weapons for attack and defense such as swords, kunai, shields, etc and are too capable of executing "Annihilating Touch" through physical contact but they cannot leave the user's short range at any time (i.e no projectile weapons). Through hand gestures the user can decide what gets slowed within his domain and what passes unhindered. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the user's whim and is cosmetic for the most part. Can only be used once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn afterward. Lasts only three turns per usage.


Customs Learned: 1

Arctic Earth




Custom element Japanese name: Hokkyoku āsurirīsu | 北極アースリリース

Custom element English name: Arctic Earth | Arctic Earth Release

The element is based on: Water+Wind+Earth



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

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

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

How it works:

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

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

Usage Examples:


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

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

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

Conditions to be able to use it:

Mastery over Fuuton, Suiton, and Doton. And at least Kage level chakra control

Is weak to:

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

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

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

Is strong against:

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

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

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

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

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

Co-creator: Gutsy Jiraiya

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



☣ P a t e n t C e r t i f i c a t e ☣

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

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

Hokkyoku āsurirīsu

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


(Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest

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


(Hokkyoku āsurirīsu: Shi-jigen ni Hinan)- Arctic Earth: Refuge in The Fourth Dimension

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


(Hokkyoku Āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender

Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rod(s) will shatter violently (but not completely disintegrating), sending boulder sized chunks of Arctic Earth in all directions of the impact up to long ranged to litter the field with debris. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Each boulder/pieces of debris can be used as source for future techniques.

Representation of Aftermath:
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Note(s):
- Can only be done once.
- No Arctic Earth techniques of A ranked and above for two turns after.
- User is unable to perform Doton, Futon, and Suiton techniques above above S ranked for a turn after
- No other Forbidden rank techniques in the same turn and next.
- Due to the exhaustion of this, the user loses 2 ranks to his speed for 2 turns
 
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Six Paths

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15. Custom Clan

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Kureimoa Ichizoku

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[ Kureimoa Ichizoku | クレイモア族 | Claymores ]

"We Starve With Bellies Bursting Full."
Our History

In a time, not so distant from present day, there existed numerous clans roaming the free lands yet to be called 'nations'. These clans ranged from the regular shinobi to the supernatural ones such as the Uchiha. But before the great emergence of the many clans there existed the forerunners, those which predate the world you see now. Of the forerunners came two mysterious clans, one which remains unnamed and the other which was later to be feared as the Kureimoa Ichizoku. The first clan, which remains unknown, was a unique one with the ability to perceive and store Natural Energy in their bodies, known as 'Jugo's Clan'. They held the special ability to morph their bodies with the use of Senjutsu creating distorted and inhumane figures, this combined with their uncontrollable fits of rage made them monsters among men, feral beasts that killed for sport leaving entire villages decimated in their wake.


However, as if by the natural balance of the universe, the Kureimoa were 'designed' to combat the foul beasts. Instead of fits of rage the Kureimoa held fits of insatiable hunger, due to their ability to digest chakra. This could often times be misconceived as rage due to the feral howling, screeching, and wild movements they possessed when hungry. They were similar yet different in most aspects, and for a long time were considered mortal enemies with clan wars between the two spanning many generations. After a while of pointless battles, often times determined by luck and numbers the Kureimoa became organised, and created ranks among themselves. Eventually training their abilities for the purpose of attack and defense, before long the clan held a full corps. A military regiment divided into 3 factions; The Vanguards based on offense, Aegis Core as the defensive regiment, and lastly the Centurions who held immense knowledge and battle tactics.


The Kureimoa were said to spawn from the offspring of a mysterious demon and humans, creating hybrids who were in human form but held demonic minds such as the fits of rage and hunger. In this light the Kureimoa were vividly different from the regular shinobi, having silver colored eyes that seemed to glow in darkness and some were even fabled to have had fangs and claws. Despite being the 'heroes' fighting off the other clan, they were indistinguishable from the monsters they fought and as such were treated with equal fear and disdain. To this day they remain secluded and shut off from the evolving world.


Our Gifts: Special Abilities/Traits
Passive Traits:
Appearance and Physical Traits:

The members of the Kureimoa clan, when not in fits of hunger, are said to be the most beautiful beings on the planet. With perfectly formed facial and bodily features they are near irresistible to the normal shinobi. However this is just to lure in unsuspecting victims to their deaths. Their eyes are the only true trait that visibly differentiate them from the normal, their irises are a bright, silvery in color with a circular shape like regular eyes but will shift to a red iris surrounded by a pitch black sclera during various stages of Awakening. This is merely cosmetic however and serve no true purpose. In addition to their beauty and special eyes they held various special traits among themselves. These are subtle variations from the regular human body such as fangs, small whiskers and even pointed ears. Again they serve no other purpose but to aesthetically enhance their appearance.


In addition they wear a default uniform, complete with a cloak and subtle armor, and individual Noh Masks containing the kanji of the Kureimoa's number ranking of the clan as well as their unique symbol of identification. This very same symbol is even printed on any weapons they may possess and on a piece of fabric which can be placed anywhere on their person. Much like the head band of a villager. Some Kureimoa are only known by their rank and symbol as opposed to their actual names.



Hunger and Chakra Consummation

The Kureimoa, unlike any of the other clans, held the ability to consume and digest raw chakra. It is through this unique feat that they held an incredible Hunger, ever present in both their minds and body. This Hunger lies dominant as a passive condition over all the other physical afflictions such as pain and emotional afflictions such as sadness. This isn't to say that they are immune to these, they still do feel and experience them, but said feelings would never reach a point where it controls them or becomes all they feel and think. This means a Kureimoa could be feeling pain from an attack but the Hunger within them reigns over this pain, making it a secondary feeling which they don't pay too much attention to. This gives them the unique ability to experience but ignore other forms of mental and physical afflictions .The minute an emotional or physical affliction becomes dominant over their Hunger they become aware, as that is an unnatural phenomenon. As they grow older they learn to live with the Hunger but never suppress it. It is through this curse the ancient clan motto was born; "We starve with bellies bursting full" which describes the agony of an insatiable hunger that cannot be quelled even after fulling one's stomach with food. This hunger and consummation applies to various forms of chakras, which includes neutral and elemental chakra, Senjutsu Chakra, etc. Their bodies hold a unique enzyme in their saliva and stomach acids that gave them the ability to ingest raw, foreign chakra into their bodies and break it down into Physical and Spiritual Energy. Much like how one would break down food into vitamins and proteins. Once the foreign chakra is ingested and digested they were able to add it to their own already large chakra well. This made them perfect combatants of rival clans who would fight with savage chakra attacks. This does not stem to techniques however, as the Kureimoa are incapable of feeding on actual techniques and must wait until the chakra is not molded and virtually purposeless. They can feed on elemental chakra as well, but not techniques.However, what made them become monsters was their ability to metabolizechakra that was present in human flesh, even after death (as seen with Doujutsu users' eyes and Hashirama's cells which held chakra even after being removed giving Yamato his Mokuton, and actual flesh when Madara infused Hashirama with himself, fusing both chakras to unlock the Rinnegan). By feeding on actual people, the Kureimoa became feared as 'ghouls' (喰種) as they began feeding on their rivals whenever their chakra reserves went low. However, they do not gain any abilities or power ups from the flesh of their victims, only the chakra. The most shocking aspect of the Kureimoas' hunger and lust for chakra can also be seen in their ability to drain the chakra from their targets with just physical contact (technique to be submitted). By draining the chakra from their targets the Kueimoa essentially drains the victims' vitality and can cause the target to collapse or even die from losing too much chakra. The sadness in this is that the siphoned chakra through physical touch is not added to the Kureimoa's chakra pools but is merely drained from the target and wasted, much to the Kureimoas' dismay. But one perk they do get from siphoning chakra through touch is the ability to access sentiments such as memories and thoughts of their victims through their chakra, even if said target is dead (Techniques to be submitted). The enzyme their bodies possessed allowed them to extract the chakra from the flesh of their victims and metabolize it while the other super natural enzymes of their bodies allow them to break down vast amounts of the raw meat as well as blood, something not common in regular shinobi, effectively digesting their enemies. After a while their voracious hunger caused them to not only prey on the members of Jugo's clan, but anybody and thing that held chakra within them. Tearing apart limbs and feeding like the demons they were said to spawn from.
Kekkei Genkai:
Kurochi & Manipulation

Discovered decades ago by clan heads, the truth was that no demon was responsible for the Kureimoas' insatiable hunger and feral instincts, but it was a myth created by those who had been fortunate enough to survive one of their many attacks. What was discovered to be true however, was the Kureimoas' ability to manifest a special form of energy within themselves called Kurochi, which roughly translates to "Dark" (Kuro) "Energy" (chi). In the English tongue Kurochi would directly translate to "Vile Chakra" and is actually a form of hyper chakra nature that each Kureimoa is born with. The chakra is formed from centuries of feeding on multiple victims and experiencing so many different chakra natures to the point where it has become skewed and twisted with a pitch black appearance. The chakra can be molded within their bodies and released with shape manipulation much like how one would with regular chakra, difference being its power and dark color, pitch black even. So dark, in fact, that it obscures even vision. Harnessed from the Kureimoas' dark origins this unique chakra nature is on par with elemental chakra and strong to Senjutsu chakra, while being neutral to other hyper natures such as Tailed Beast chakra. Kurochi has many uses; both offensively and supplementarily as it houses destructive properties when molded properly, much like regular chakra.


With the intention of offense in mind, Kurochi eats away at both objects and people alike in a manner that can only be described as parasitic. Although it carries heat, Kurochi doesn't burn or singe like fire, but rather feels more like a million tiny mouths feeding on one's flesh. What is very phenomenal however is that Kurochi not only eats away at the physical aspects of a target, but also chakra. Kurochi, much like the Kureimoa themselves, is able to drain regular chakra from the objects it touch. This allows it to deal with otherwise intangible, unmolded chakra such as that present within people just as effectively as tangible applications of chakra such as elemental chakra. The drained chakra is not added to the Kurochi but simply drained from the target. This ravishing feeling when Kurochi 'feeds' on a living thing comes from the Kureimoas' hunger and yearning to devour and is a way for opponents to feel if but a small fraction of such an affliction. (specific effects will be described within each technique)


In the other light, with supplementary uses in mind, Kurochi is able to be manifested within a Kureimoas body. Not like regular chakra being molded within one's body and then expelled through shape or nature manipulation--no. Kurochi is able to be formed, shaped, and manipulated within a Kureimoa to the point where it can be see leaking from their skin or eyes. This in itself would prove fatal to regular shinobi but the Kureimoas' ability to control this energy allows their bodies to endure it. This way a Kureimoa is able to use Kurochi inside his/her body and have it perform helpful tasks such as aiding in the regeneration process while also preventing foreign pathogens from entering the body directly. (techniques to be submitted)
Self Empowerment and Healing Factor

The Kureimoa held the ability, by manifesting Kurochi (Vile Chakra) within their bodies, to weave itself within the organs and bones of their bodies and bolster said body parts, effectively adding defense to the body or aiding in offense for example adding Kurochi to a kick or slap. This form of empowerment will be submitted as a CCJ.The Kureimoas' self healing comes from their ability to harness the chakra of others through feeding. This unique trait is dubbed "Hunger" allows them to feed on fresh kills (that means bodies which were just killed in a fight/recently and not bodies that have been dead for long periods of time, this means no sealing bodies to take as snacks). By feasting on these corpses the Kureimoa is able to feed off its chakra while spending a chunk of their own (70 chakra) in order to heal from major, sometimes even fatal injuries. In the same manner, they have another unique trait tied to self healing called "Dying Light" where once a match/event, and costing 150 chakra, the Kureimoa floods his tenketsu with chakra to push start a shockingly rapid healing process that can remedy even the most gruesome of injuries in mere moments. This can only be done so long as the Kureimoa's head Is still attached to his spine/body and he/she still lives, even if for a moment. As one would imagine this takes a severe toll on the body and as such takes up 2 of the 3 allotted moves per turn. "Hunger" can also be used to garner chakra from a person/corpse as well in the case healing isn't needed, at a rate of 50 chakra points per limb (both legs, both arms, the torso and the head) for a total of 6 limbs and a maximum of 300 chakra per consumed target. "Hunger" and "Dying Light" will be detailed in a CCJ to be submitted.

However, this unique body and these unique characteristics make it impossible for Claymores to be healed with regular medical jutsu. Their unique bodies also reject medicines. The biggest issue is, however, that they are incapable of combining empowerement techniques by almost no other means other than those of the clan's techniques with the clan techniques. This means they cannot use Senjutsu modes, cannot receive self empowerment seals, cannot open EIG (this would destroy their bodies) and can't be marked with CM.
Kagune Sac/Organ

Not only did the Kureimoa develop a unique and foul chakra nature as a result of feeding on people for years, but they also garnered a curse, called Kagunes. The word Kagune in itself means "Shining Child" and is not as lovely as the name suggests. After years of dominating minor clans the Kureimoa turned to their eternal rivals; Jugo's Clan, and began ingesting their flesh, unknowingly metabolizing the chakra, which lead to their bodies ultimately turning this strange chakra and flesh into a small, cancerous growth which was later known as the "Kagune Sac". This strange piece of flesh positioned itself along the Kureimoa's spine and rested there, connecting itself to his/her nervous and chakra system like a parasite. By connecting to such a vital area on the body the Kureimoa are able to control and "flex" this Kagune sac like they would with any normal muscle. However, flexing this muscle is where this get interesting. With mental commands and a supply of chakra, the Kureimoa is able to draw the Kagune from their body and have it take form around him kind of like a liquid muscle. Kagunes are red-blackish in color coming from the color of the blood within it as well as the Kurochi surrounding it. The Kagune, when manifested, acts like another limb to the user and can be used as such with the durability of an A ranked technique which can play on par with Elemental Ninjutsu of the same rank. And just like their hosts, the Kureimoa, the Kagune is able to regenerate--albeit at a slower and more inferior rate considering it isn't exactly their own flesh. Each time the Kagune is called upon it tears through the skin quite forcefully which often times sends blood and pieces of flesh scattering from the Kureimoa's body. But, with their aforementioned healing factor this becomes negligable as the damage is healed almost as quickly as it was made.

As previously stated, Kagune has 4 distinctive forms, each one corresponding to the location it is projecting out of in the Host’s body, with their own unique usages, advantages and disadvantages. The location where the kagune will project itself out of will be necessary to give it the shape needed. Depending where it projects itself out of, it will show 4 different, distinctive forms which all have different strength and weaknesses, while when the shape is changed, the user needs to release the weapon, so that the organism will travel back in, and wait one turn for the parasite to move across the spinal cord and find the new location, where it will reconnect to the spine and project itself out once again, needing to state what form it took.


(Ukaku || 羽赫) Shining Feather

The first type of the kagune which will be implemented in the cervical vertebrae. This location allows the user to, upon its activation, project wing, similar to a butterfly like form which does not give the user any flying abilities but the weapon itself is highly flexible, able to bend in various ways and move according to the users will like another secondary limb, but along with that insane resistance and resilience. This limb can only reach up to short-range in length. Another thing which the user gains would be an improved projectile offensive mechanism, where the organism hard in different parts of their body, releasing shards of the strengthened material which only reach till Mid range. These shards are C-Rank in power and inflict 30 damage. Releasing them counts towards the user's jutsu per turn limit.

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(Kōkaku || 甲赫) Shining Shell

The second type is activated upon having the parasitic creature implemented in the thoracic vertebrae. This shape will mostly be used along with the arm where another secondary layer will be directed over it, allowing you to have a protected limb, but including that of an extension beyond the arm,giving you a sword like weapon which is mostly in it’s very solid shape, giving an idea of a very tough material. Being very fast at yielding and swinging, it can be a lot more advantageous than a sword. It can only reach up to short-range in length, costs a move to use and is A-rank in strength.

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(Rinkaku || 鱗赫) Shining Scales

The third type is created with the implementation of the parasitic creature in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine. Up to 4 in number and fairly thick, they can be still remain insanely flexible along with the fact that they are very resilient, as they can’t be cut or broken by normal means. The main advantage is the ability to pierce through even the toughest materials, while having an insane physical power itself, able to lift body’s which the user wouldn't be able to do normally. It can reach up to mid-range in length, costs a move to use and are A-rank in strength.

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(Bikaku || 尾赫) Shining Tail

The last kind, which is created from having the organism implanted in your sacrum, it will project itself out from the skin in form of a tail. Being the most resilient of all, the maximum number is only one, but halfway there it could be split apart once (similar to a Whale's tail). This form comes with the disadvantage of being shorter, and less flexible and so it can only reach up to short-range in length, costs a move to use and is A-rank in strength..

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Also, the Kagune is developed with the Kureimoa instead of being implanted by medical shinobi, should they so choose to. Upon reaching the title of Ghoul (between ranks 10 and 15) the clansman is able to request a Kagune sac which will lead to the Kagune. The cost of using the Kagune is -20 chakra from the user per turn to keep active, -40 damage upon activation, and a continuous -10 damage to the Kureimoa for each turn active.

The Awakened and Abyssal Ones

At will, or when overwhelmed, the Kureimoa are able to release their 'demonic' sides by allowing Kurochi to rile and allow their bodies to contort into horrid creatures, called Awakened Ones (覚醒者). By using Kurochi to painfully shape their own body parts without addition or subtraction of said parts, this can leave legless Awakened Ones in exchange for an extra set of arms. This is why its called Awakening because each member learns to rearrange their bodies into ways they never knew possible, opening their eyes to new heights, being "awoken". During each transformation, the users' skin become pitch black as the Kurochi oozes from their bodies, the Awakenings are unique to each individual and much reflects their personality. Quite shockingly however, the Awakening of different Kureimoa share no resemblance to anything earthly. Their transformations appear nothing like animals or even mythical creatures, instead appear to completely spontaneous and equally frightening creatures said to originate from the depths of their hearts [ ]. Depending on their rank and training the Awakening of a Kureimoa can range from simple horns to a grotesque mass of limbs with the head being in the chest instead of on the neck and so forth. When Awakened, the senses are heightened as well as the user's speed and power according to their rank and faction in the clan (see "Hierarchy" and "Specialists" tabs below), but the most notable effect of the awakening is not just the now unbearable hunger and sexual arousal, it is the mad mind that takes over their bodies, severing all connections to their humanity. This also places not only their minds in chaos but also their chakra pathways; making them immune to infectious foreign chakra that would seek to infiltrate their system. As one would expect, the clan abilities become augmented such as the regeneration which allows them to regrow multiple limbs at a time in a rapid fashion. However, Awakening comes with a price, due to dangerous amounts of Kurochi being released within and around them their bodies are placed under immense stress which in turns takes a toll on their total vitality. In short, awakening slowly kills a Kureimoa despite their impressive regenerative capabilities. What is to be noted, however, is that each Awakening is merely a smaller, incomplete Abyssal form. That's right, once a Kureimoa Awakens, their body still has the capability of growing even more contorted into a its final form, the Abyssal One (深淵の者). This means, to enter an Abyssal form the Kureimoa must have been Awakened for at least one turn prior. As such, when a new member joins the clan, they will be prompted to submit a personal CCJ which details the nuances[/B] of their incomplete (Awakened) form as well as their complete (Abyssal) form. Each Awakening/Abyssal form has general limitations however such as each Abyssal form cannot pass the size of a medium sized summon while the incomplete, "Awakened" form itself cannot pass the 2 meter mark in both height and width. In terms of abilities and appendages both Abyssal and Awakening can have limbs such as wings, tails, claws, fins and extra ones like legs and hands but only one head. During each of these stages however, the Kureimoa cannot develop the organs of other animals or mythological beings such as gills, bio-electrical organs and so on. So even if an Awakened One may have the fin and scales of a fish, they will still posses human organs. All appendages and extra limbs are made/replicated from their own bodies. Awakening and Abyssal forms have backlashes as well where entering the Awakened state charges 40 chakra and maintaining it damages the Kureimoa at a rate of -15 in terms of self damage and -15 chakra points per turn active. Upon exiting there is no real penalty to the Kureimoa whereas entering an Abyssal form costs 50 chakra and damages at a rate of -20 in terms of self damage and -20 chakra points per turn active. Abyssal forms can only be used once per battle and while one can return to normal after awakening, if he reaches the abyssal state, he cannot return to normal and will fall unconscious (or die) once the form ends. . The Kureimoa's rank determines how long he/she can maintain an Awakened form for, or even attain an Abyssal form while their faction determines the perks of the Awakened/Abyssal form (see "Hierarchy" tab below).And, as stated before, each Kureimoa has an equally unique and shocking Awakening and Abyssal form respectively and will submit their own in the form of a PCCJ.



Location

The Kureimoa hail from the location now known as the Land of Waterfalls, where they were forced there as a part of a treaty with the villagers. This treaty forbade them from feeding on the village's inhabitants and generally staying out of sight. Of course the Kureimoa happily agreed to this.



Purpose

Kureimoa, despite protecting regular people, are usually feared and shunned due to their incredible powers and their typically aloof attitudes. Regular shinobi often refer to them "silver-eyed witches/slayers" or "monsters." With most of the rival clan either wiped out or dispersed they stay in the shadows, an unseen protection one may call them.


Specialists:

As stated previously, upon training, each Kureimoa is placed into one of the three factions based on his/her mental and physical capabilities. This was to even out the military force and would subsequently lead them to one of the strongest clans rivaling that of the Senju and Uchiha.

The Vanguards | 先駆者 | Senku-sha

Those who posses more offensive potential, are trained to be the Vanguards, the attackers of the clan. They are usually sent on stealth missions and overall raids, the first to be called upon for attack. Vanguards are very attack oriented and often times use their savagely hungry minds to block out all other minorities like pain. Vanguards are the fastest of the clan in physical speed. When Awakened, the Vanguard gains an impressive x2 speed bonus and a +10 boost to elemental techniques in this state while the Abyssal form grants x3 speed and +15 boost to elemental techniques. Their Awakenings are attack oriented having many blades and spikes and so on making them very fast and efficient in close quarters.



The Aegis Core | イージスコア | Ījisukoa

These were the 'tanks' of the clan, who were able to withstand crushing blows and pressure. They hold impressive strength to their Taijutsu techniques, even in free form they can easily break bones and sever limbs of their opponents. Their Awakened forms grants them +10 to regular Ninjutsu and clan techniques as well as +10 to Taijutsu while their Abyssal forms grants them +20 to regular Ninjutsu and clan techniques as well as +20 to Taijutsu. This faction's Abyssal and Awakened Ones normally have shields, plates, and other formations which usually emphasize on defense instead of mobility.



The Centurions | センチュリオン | Senchurion

These are the brains of the clan, they plan battle tactics and troop movements. Arguably the most important faction. Being naturally smarter Centurions have quicker minds and heightened senses, allowing their Awakened forms to grant them the tracking capabilities of a 1T Sharingan while increasing the damage to their Genjutsu by +10. The Abyssal form of Centurions then grant them the tracking abilities of a 2T Sharingan and adds a further +20 to Genjutsu techniques.

Ranks: Our Hierarchy

Each Kureimoa is judged based on battle prowess and overall intellect regardless of their faction. Upon various tests and observations they are placed on a scale starting from 1-25 Number 1 is the strongest while number 25 is the weakest, the newer the member the lower he/she is placed on the scale until they rank up. Only the top 10 ranks are worthy of any importance in the clan's governance and demeanor:


No.1: Enlightened One | 妙王 | Myōō

The highest ranking warrior of the Kureimoa, this is the clan head. He/she has access to all clan techniques. Their bodies have been conditioned to the utmost perfection and are able to call forth an Awakening 2 times per conflict and retain such a form for as much as 5 turns and sustain a dangerous Abyssal form once per conflict to reach the heights of a medium sized summon for up to 4 turns. They also accept/decline members as well as pass the final judgement as it regards to ranking up and political movements of the clan.


No.2-5: Phantasmal Ones | 幻の | Maboroshino

Second in command, these are four elite members of the clan answering only to the No.1, the Enlightened One. With expertly conditioned bodies they are able to attain to attain an Awakening once per conflict and maintain it for 4 turns. They can also access an Abyssal Form once per conflict and keep it for 3 turns. In addition to this they can learn select restricted clan techniques and can even start teaching the younger ones of the clans on how to use their bodies.


No.6-9: Heartless Ones | ハートレスワンズ | Hātoresuwanzu

The third in the chain of command, these four soldiers of the clan can become Awakened once per conflict and stay as such for 3 turns while sustaining an Abyssal form for only 2 turns max. Despite being 3rd in command they are usually the ones sent out on official clan attacks/business rather than the Maboroshino or Myōō. They are also frequently seen fighting to rank up and join their more powerful clan mates in the higher rankings.

No.10-15: Ghouls | グール | Gūru

At this stage in the clan they are taught the very basic and passive styles of the clan, including chakra digestion and consummation of flesh. These are called Ghouls because at first, they cannot control their Hunger and often times go on rampages tearing everything that house chakra in their bodies. It is because of this lack of self control why they are unable to access neither an Abyssal nor Awakened State. At this stage they are granted the choice of having a Kagune sac or not. They are usually kept within the confines of the clan and are not allowed to roam about to their murderous tendencies.

No.>15: No Bodies | だれも | Dare Mo

These are any one who have just joined the clan. They are given a rank of 15 or more and must either fight their way to the top or prove themselves worthy to the clan heads. The term 'Dare Mo' is actually a play on words because these ranking soldiers literally have no access to clan techniques and as such have no idea what their bodies can do until taught. As such they can't consume flesh or regenerate as they don't even know how to concentrate on these abilities yet, its as if it isn't their bodies.
Requirements:

In order to join one must be of at least S-Class rank.

Zaphkiel, Six Paths, Omega, and Haku Yuki are ready to join.




C u s t o m C l a n C e r t i f i c a t e

I, Scorps, Moderator of NarutoBase's RolePlay, in this day, 14th of July of the 8th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn and all the RP gods before them, after reading the above submission and validating all the needed requirements, give you, Korra, our loyal member, property and patent of the following custom clan:

Claymore



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Claymore
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Copyright ©2016, Korra., NarutoBase.net

(Kagune) ♎ Shining Child
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 each turn active)
Damage: N/A (-40 to user upon Activation and on each shape change, -10 per turn)
Description: Kagune is a very unique custom weapon, as instead of being composed out of minerals or materials, it is a parasitic organism, similar to Kisame Hoshigaki’s Samehada’s. Samehada is a sentient weapon that feeds on chakra. Kagune is a similar case, however, as it lack any proper physical form on it’s own, and as it lacks any way to make judgements and actions on it's own, it needs the control of a sentient/intelligent being. It is surgically implanted into it’s hosts spine, near the Central Nervous System via Medical Ninjutsu, and through this, responds to the users commands. The shape of it outside the users body is not defined as it is almost fluid, as it is red blackish in color, and very slime like parasite. Kagune needs to be implanted into the users spinal cord close to the central nervous system and using extensions it can connect itself to the spine at will. Kagune will connect to the users spinal fluid via extensions allowing the nerves of the user to control the organism from within. This process causes minor or medium levels of internal damage, depending on the location Kagune is implanted. Kagune, like any other parasitic organism can feed on it’s Host’s Chakra, which it uses to expand and harden it’s form, giving it the nickname “liquid muscle”. When Kagune expands and hardens it releases itself from the back of it’s Host, between the bones, tearing through the skin. From this point on, Kagune is activated, constantly requiring Chakra from the Host, as well as causing damage to their body, so long as Kagune remains active. Kagune’s connection, and general requirements for it’s activation, mean that it is technically an additional organ/ limb that the user can control at will. This limb has the durability of an A-Rank and can play on par with elemental techniques. It seamlessly and passively regenerates from attacks A-Rank and below within moments of the clash ending. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than A-Rank will shatter the Kagune but it can regenerate from them a limited number of times, namely twice from S-Ranks and only once from a Forbidden rank. Any further damage from techniques above A-Rank will result in the weapon becoming unusable for the remainder of the battle.
As previously stated, Kagune has 4 distinctive forms, each one corresponding to the location it is projecting out of in the Host’s body, with their own unique usages, advantages and disadvantages. The location where the kagune will project itself out of will be necessary to give it the shape needed. Depending where it projects itself out of, it will show 4 different, distinctive forms which all have different strength and weaknesses, while when the shape is changed, the user needs to release the weapon, so that the organism will travel back in, and wait one turn for the parasite to move across the spinal cord and find the new location, where it will reconnect to the spine and project itself out once again, needing to state what form it took.
(Ukaku || 羽赫) Shining Feather
The first type of the kagune which will be implemented in the cervical vertebrae. This location allows the user to, upon its activation, project wing, similar to a butterfly like form which does not give the user any flying abilities but the weapon itself is highly flexible, able to bend in various ways and move according to the users will like another secondary limb, but along with that insane resistance and resilience. This limb can only reach up to short-range in length. Another thing which the user gains would be an improved projectile offensive mechanism, where the organism hard in different parts of their body, releasing shards of the strengthened material which only reach till Mid range. These shards are C-Rank in power and inflict 30 damage. Releasing them counts towards the user's jutsu per turn limit.
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(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the parasitic creature implemented in the thoracic vertebrae. This shape will mostly be used along with the arm where another secondary layer will be directed over it, allowing you to have a protected limb, but including that of an extension beyond the arm,giving you a sword like weapon which is mostly in it’s very solid shape, giving an idea of a very tough material. Being very fast at yielding and swinging, it can be a lot more advantageous than a sword. It can only reach up to short-range in length.
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(Rinkaku || 鱗赫) Shining Scales
The third type is created with the implementation of the parasitic creature in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine. Up to 4 in number and fairly thick, they can be still remain insanely flexible along with the fact that they are very resilient, as they can’t be cut or broken by normal means. The main advantage is the ability to pierce through even the toughest materials, while having an insane physical power itself, able to lift body’s which the user wouldn't be able to do normally. It can reach up to mid-range in length.
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(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organism implanted in your sacrum, it will project itself out from the skin in form of a tail. Being the most resilient of all, the maximum number is only one, but halfway there it could be split apart once (similar to a Whale's tail). This form comes with the disadvantage of being shorter, and less flexible and so it can only reach up to short-range in length.
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► Can only be used by Six Pāths
► Shape can only be changed four times per battle
► Each shape change counts as a move
► Initial release counts as a move

喰 Genshi Ōkui ♎ Primeval Gluttony
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: (+50 chakra per limb)
Damage: N/A
Description: The basis of the Kureimoas' lust for flesh is firmly rooted in their curse of perpetual hunger. Despite this never ending agony, they are capable of feeding ever so often and being satisfied even if for for a moment. Through feeding, a Kureimoa gains a slight euphoria, like someone eating their favorite food prepared just perfectly, along with the pent up chakra stored within the flesh of their victims. This chakra can be ingested by the Kureimoa and added to their own chakra reserves or use it to fuel various chakra intensive techniques of the clan such as healing. The human body is divided into six (6) sections when being the main course of a Kureimoa's meal; both hands, feet, and the head as well as torso. Each of these sections contain 50 points of chakra and are able to be harvested by the Kureimoa clansman through feeding. When added up this means every person consumed by the Kureimoa provides but 300 chakra points, less than 50% of their original reserves. However their Hunger doesn't end there, Claymores also possess a hunger for knowledge where they are able to access the thoughts, sentiments, memories, or even emptions of their victims through simple touch--even if the target is dead. With their ability to digest almost all forms of chakra (such as neutral, elemental, Raw Senjutsu, as well as Bijuu chakra) they are able to devour not just flesh but actual energies when presented the opportunity. This chakra eating habit can only apply to raw, unmolded chakra and not actual techniques. Meaning, they must wait until said technique has been broken down to a point where it becomes simply raw, unmolded chakra. Whenever Kurochi overpowers an opponent's technique and the physical and chakra properties of said technique have been degraded, the Claymores are able to harvest that lingering, unmolded chakra through either eating it manually or using the Kurochi as a proxy to take it into their bodies. When metabolizing the raw chakra of a deteriorated technique a Kureimoa gains 50% of the cost of said technique as chakra to their reserves. This means, an A ranked technique (30/60) reduced to chakra or a simple burst of raw chakra gives the Kureimoa only 15 chakra should it be eaten/absorbed. Due to the fact that traditional medicine and medical procedures are wasted on a Kureimoa this technique is the first of the two core CCJ that provide them their only source of sustenance and as such can be performed as many times as needed by with a lengthy cooldown between uses. Accessing sentiments and absorbing lingering chakra has no cooldown nor does it take a move-slot of the three allotted (this technique will still need to be referenced however).
Note: Must be of at least Ghoul rank to perform.
Note: Can only be performed every 5 turns whether in part (eating only a few limbs) or in full (eating an entire body).
Note: Can also be performed through the Kagune organ or Kurochi constructs.
Note: Must be of at least Ghoul rank to perform
Note: Can only be performed every 5 turns whether in part (eating only a few limbs) or in full (eating an entire body)

喰 Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: -(35/70/150)
Damage: N/A
Description: The second half to the Kureimoas' creed to survival, Kagirinai no Sonzai is based on their ability to heal from wounds without the use of medical ninjutsu or machinery. At a cost of 70 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer. Each human body is divided into six (6) sections to the Kureimoa (head(1), feet (2), hands (2), and torso (1)), and this includes for themselves. This model specifically allows them to target and heal important areas of the body that are deemed too crucial to lose as quickly as possible, seeing as their resistance to pain may sometimes leave them feeling invulnerable. Coming from inside the clansman's body and pouring outward with Kurochi, the healing process is extensive enough to mend deep/shallow cuts, singed, frostbitten, and even necrotic/rotting skin, flush toxins and poisons from the body, and even regerate entire limbs if necessary. When dealing with superficial injuries like the aforementioned singed skin or shallow cuts, setting bones, etc the Kureimoa is able to only spend half of the maximum amount required (35 chakra points) to heal said injuries. Or, at the same time, if chakra proves to be too precious such as when the Kureimoa is in an intensive fight, he can spend half the chakra to cover extensive wounds but not fully heal them. An example of this would be like stitching a massive cut shut with Kurochi, covering an amputated limb to stop bleeding, or hold removed limbs together with Kurochi. Although very flexible, the healing only applies to physical injuries and not mental ones like Genjutsu damage. During the regeration of major parts such as a hand or leg, it takes a move of the three alotted (including this technique's activation). Which means when major healing is performed the Kureimoa is able to renengerate one limb already, and only two more limbs can be regrown with in thst same turn and the obvious downside would sacrificing the ability perform any more techniques until the next turn. The ultimate healing process of the Kureimoa however, is the secret technique dubbed only as "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process grips the Kureimoa's body. This ultimate healing can mend even the most gruesome of injuries in seconds and bring the Kureimoa back to pristine health. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 150 chakra and takes 2 of the 3 allotted slots per turn.
Note: Must be at least Ghoul rank to perform
Note: Minor healing (costing 35 chakra) can only be done once every 3 turns
Note: Major healing (costing 70 chakra) can only be done once every 5 turns
Note: Only one version of healing can be performed in the same turn. That is, the major and minor healing processes cannot take place at the same time
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"

喰 Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S
Range: Short-Long
Chakra cost: 15/40
Damage: 30/80
Description: The special chakra nature only found in Claymores, Kurochi is like the physical manifestation of their hunger and agony. The energy itself is pitch black in appearance and appears and behaves almost like water with its amorphous shape shifting and flexibility. This malleability isn't to be underestimated though, as the energy is both capable of being dense and hard enough to shatter bones and restrict targets and also precise and thin enough to remove a strand of hair. Claymores can manifest Kurochi directly within their bodies, where it can be seen dripping from their pores and eyes, as well as directly from it, or even the area short ranged around them. They are also able to manipulate this energy up to long range with chakra control and may sustain pre-existing constructs with -10 chakra per turn, for up to three turns. When creating constructs to attack Kurochi cannot be formed within 5 meters of the opponent. When in contact with living things, Kurochi's effects can be described as "warm" to the touch, not with heat but rather the effect it has where it gradually degrades the objects it touch in a parasitic manner, feeding on both the chakra and physical aspects of its target(s) until nothing is left. The Claymore can control what things the Kurochi feeds on and what it doesn't. Should the Claymore desire, this special chakra can be used to perform one of the core techniques of the clan; Primeval Gluttony. From the lowest to the highest rank of the release, the energy is able to feed on raw chakra and bodies and take the chakra into the Claymore's body like a proxy. In terms of S/W all elements one rank weak to Kurochi (raw and Senjutsu chakra) are devoured near immediately when interacting with it while neutral elements (elemental and other hyper natures like Bijuu chakra) are degraded at normal pace. Kurochi manifestations can range from as small as kunai (C ranked) to as large as the Doton technique Mountain Smash (S ranked).
Note: The S ranked version can only be performed 4x a match.
Note: If the S ranked variant is used then no other forms of Kurochi manipulation above A ranked can be used in the following turn.

喰 Masukumēka No Me ♎ Mask Maker’s Eye
Type: Offensive/ Supplementary/ Defensive
Rank: A-S
Range: Short
Chakra Cost: 30-40 (-X per turn from target, -10 per turn active)
Damage: 60-80
Description: The eye of the mask maker, is one of the developments which the members of the clan made, in order to show proof not to themselves but, rather to the world of them not being the beasts and vicious creatures that they believed them to be, rather, a clan and more so a civilized group of individuals, who were able to along with their gifted abilities to create one of the most advanced and yet again elegant ways of battling. Using the control they had over Kurochi and the ability to manifest it within their body, they would manipulate it under their first layer of skin, creating a sort of flexible, sub-dermal body armor, which does not only stand strong as just an armor, but is the very core principle of this art of battling which they have developed. Due to the very parasitic nature, and potency of the chakra, they will be able to exhibit the properties of the energy from their very bodies by having it seep through various areas of the skin. Along with their ability to eat away chakra at an alarming rate, and strength and weaknesses of the element, to leak through the users skin, allowing them to showcase the usages in a closed quarter combat style of battling. Due to the complicated stances of the technique, it was later separated into 3 distinctive "flows" of battling, which entailed sparring/dueling, defense, and complete annihilation, or as they preferred to call it "Conquest".

Flow of Divinity ♎ – Using the basic control they possess over Kurochi, the properties of the chakra will be able to leak through the skin at strategic moments through will, without much waste happening (that is, unnecessary amounts being released from the user’s body). Considering the chakra was under the first layer of skin, contact with the skin of a Kureimoa during this technique will feel almost as if there were a thousand tiny mouths eating/nibbling not only on the skin, but also the chakra should it be present--according to the normal powers/weaknesses of Kurochi as a chakra type. Another fact is that if they deem it worthy, the Kureimoa has the option to release the Kurochi from their body during free form combat which can obscure vision, helping in close quarters, or simply defend from free form attacks, as well as release Kurochi to cover select parts of their bodies, boosting offensive capabilities (this corresponds with the Flow of Divinity's rank, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manifest and control) which can take any shape or form really, depending on the user's imagination. The only limitation to this is that the Kurochi can only move a few meters from the skin, which means the Kureimoa would have to be close to the target to deal some damage. The Kurochi will have an almost weightlessness appearance as it leaks through the pores of the skin, freely allowing them to create very strong offensive or defense themed forces in close quarter combat, for just one touch with the destructive chakra can have detrimental effects on a normal human’s body.

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Flow of Absolution ♎ – Using the very same principle and the rules based on the strengths and weaknesses of a Kureimoa, the Kurochi, will be able to further increase the defensive capabilities, preventing any direct harm to the Kureimoa's organs, bones, or muscle. Considering the skin is one of the easiest organs of the body to regenerate (at least, for the Kureimoas), the Kurochi will be able to serve as a sort of unseen defense, lying directly underneath and protecting the user, following its own S/W of course. In the event of an attack the skin can be easily sacrificed while the Kurochi underneath serves as the true defense. For example a sword cut would slice the skin open but stop short at the defensive layer of chakra underneath. Whenever the skin is removed, the armor of Kurochi is exposed and the user is able to manipulate it in the sake of defense or attack, subjecting the attacker/attack to point blank, pure Kurochi (this corresponds with the rank of the Flow of Absolution, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manipulate) which naturally devours both physical and chakra properties of a target. This would mean, the average "fatal" strike done to a Kureimoa would actually be more deadly to the attacker than the Kureimoa itself. Kurochi in this usage cannot extend 5 meters should it be exposed.

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Flow of Conquest ♎ – Is when the Kuremoa is able to establish some form of sustained contact with the body of the enemy. During this "flow" the Kurochi is rushed to the hands (or any other area the Kureimoa wishes) and leaks onto the skin causing the covered body part to become pitch black. When this happens, the Kurochi will be able to show a very characteristic trait of it, which would be siphoning chakra. On the first turn of sustained contact, the Kurochi within the Kureimoa begins to relieve the target of 50 points of chakra, but as the contact is maintained, over time, this value stacks for 3 turns, adding up to 150 points of chakra removed at maximum. Feasting can be done when sustained contact is held either with a Kureimoa's Kurochi infused skin or the Kurochi itself, and can lead to loss of vitality in some areas of the body as the Kurochi literally eats away at their flesh while leeching them dry of chakra. This a like the cruel variant of the Kureimoas' hunger for knowledge where they are able to harness thoughts and memories of their foes. Only difference is that this takes the chakra instead.

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Connecting the "flows" given to them by the "Vile Chakra", they were able to incorporate various martial arts (such as free form and non-chakra aided Taijutsu), allowing them a rather strict control over closed quarter combat. The vile chakra also has a property of being able to consume weapons of the Kureimoa, from the inside, or coating them on the outside, especially the cancerous organ of the Kagune. This technique can be used to coat and infuse the Kagune of each Kureimoa with either of the "flows" in order to boost battle prowess--regardless of which state the Kagune is in ( i.e. Rinkaku, Ukaku, etc)
Note: The first two Flows can only be used 2x by Heartless Ones and below while 3x by Phantasmal Ones and above. The last Flow can only be done 3x, regardless of rank.
Note: Each variant lasts 4 turns each, excepting S-Ranked Conquest which lasts 3
Note: Flows of Divinity and Absolution require a two turn cool down upon deactivation
Note: Flow of Conquest requires a three turn cool down upon deactivation.

喰 Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10/20 to technique)
Damage: N/A (+20 to technique)
Description: Capitalizing on the Kureimoas' innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi in the body has on one's chakra and its applications. First, by coursing trace amounts of Kurochi through the tenketsu, the Kureimoa is able to alter the look and behavior of its regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire.Water techniques become severely discolored, looking very murky while Doton techniques become pitch black--even the tiny particles. Lightning also becomes black and solid variations of Futon (such as Vacuum Blade) becomes dark grey color. However this effect only applies to elements released directly from the Claymore's body such as the hands, mouth, feet, etc. When applied to the Kureimoa's strongest chakra nature (primary affinity) of the five base affinities (I.e. no CE's, HA's, KKG, etc) the technique takes only 10 chakra each time it is activated but 20 for all other elements.
Note: Lasts 4 turns with each usage
Note: Can only be performed 3x by Heartless Ones and below and 4x by Phantasmal Ones and up
Note: Can only be applied to elements of S ranked 3x in total and Forbidden ranked only 2x
Note: Requires a 2 turn cool down once it ends.
Note: Usable members of Ghoul rank and above.

Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: (See each tab for specific chakra drainage)
Damage: N/A (-20 to user)
Description: This technique is similar to Mask Makers eye where a very special fusion between the Kurochi and the body of the Kureimoa is explored. The Black Goat's Egg however, specifically connects to one body part, an organ which the Kureimoa have been blessed with: the Kagune. Due to its parasitic and often times cancerous properties, it is a very diverse as well as risky part of the Kureimoas' culture. Being that Kurochi is shown to have very specific medicinal properties when applied to a Claymore's body, this clan technique explores a different form of empowerment through Kurochi never before seen. Like Mask Maker's Eye, The Black Goat's Egg boasts three different sections, each applying to the three faction known within the clan: Vanguard, Centurion, and Aegis Core.

Vanguards of the Sunlit Garden ♎– As one would imagine, this ability caters to the attackers, the Vanguard faction. The technique begins by destroying the Kagune Sac internally with the use of Kurochi and then absorbing every single cell of the organ into the bloodstream. Due to the Kagune Sac being made from the flesh and chakra of the Nature Energy and Senjutsu adepts known only as "Jugo's Clan", absorbing the Kagune Sac in its entirety becomes something way more interesting than self-cannibalization. The cells, called "Jugo's Clan Cells or JC's" from here on out, when absorbed into the blood stream allows the Claymore a very weak but still effective ability to sense and gather Natural Energy, similar to their long time rivals. By being able to sense the ubiquitous Natural Energy around them in a manner less potent than Sage Mode, the Claymore is able to increase their scope awareness as well as an increase to their base speed by 1.5x while the technique remains active. This infusion isn't strong enough to transfer to the chakra network, but it does seep into the muscles and bones of the Claymore, giving them added resilience to attacks of the "physical" nature, such as Doton, Suiton, and some types of Futon techniques up to C rank and Taijutsu techniques up to B rank. The JC Cells, still being essentially the Kagune organ, just broken down, is able to be used offensively as well by having Kagune-like weapons called "Quinque" jut from the Claymore's skin. Using the same hardened material that composes the Kagune, the Quinque weapons are equally as durable and are able to play on level terms with elemental techniques of A ranked and below in a variety of shapes and forms such as swords, shields, gauntlets, spears, etc. The Quinque can only be utilized by a Claymore as it requires a constant supply of Kurochi (costs an extra -10 per turn) and if anyone else other than a Claymore wields it the weapon immediately feeding chakra from the holder at an alarming rate until there's no more chakra left to devour. It can also be made in the image of any of the four forms of the Kagune (such as the Ukakku, Kōkaku, Rinkaku, and Bikaku), for example sprouting a tentacle from a sword. The Quinque's are A ranked in power like the Kagune and are able to change shape to whatever the Claymore wishes, so long as contact is made. The final ability of the Quinque is to, in some forms, fire beams of concentrated Kurochi up to long ranged (S ranked in power, costing 40 chakra and dealing 80 damage). This can only be done 3 times per conflict. One must note however, that only one Quinque can be wielded by the Claymore at any given time and once cancelled or destroyed there is a two turn wait before one can be formed again.


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Paladins of the Aegis Core ♎ – Being a faction that relies heavily on defense and utility, the Aegis Core uses both Kurochi and Kagune in similar yet different ways than the other factions. Firstly, instead of absorbing the Kagune Sac into their bodies like their Vanguard counterparts, the Aegis Core Claymores have been seen to unleash the Kagune in a full coverage exoskeleton formation. This exoskeleton, called an Arata, is tough to the touch as well as alive, molding itself to the Claymore's body and ensuring everywhere is covered. While no doubt boosting the defensive capabilities of the body (allowing the wearer to passively resist elemental techniques up to C ranked and Taijutsu up to B ranked), the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques an impressive +20 while active. Seeing that the Arata is simply the Kagune being controlled from the outside instead of in, it is able to morph into any of the four forms of the Kagune by infusing it with Kurochi (costs -10 chakra per turn to keep active). Kurochi causes the Arata to appear pitch black forcefully shaping it into the different forms, each carrying a unique advantage. The Ukaku (Shining Feather) form allows the Arata to become ultra-lightweight without sacrificing defense. When paired with the physical enhancing properties of Kurochi on the body, this becomes something akin to releasing Leg Weights, where the user is able to move with a sort of "new speed". This allows the wearer to move in blurs very similar to the Body Flicker technique. Keep in mind this doesn't actually increase his speed in anyway, it only changes his movement from a natural fluid one to jagged, quick maneuvers, allowing him to dart from place to place and even jump as far as mid ranged (cannot be used to dodge techniques) in one bound. The Kōkaku (Shining Shell) form allows the Arata to create projectiles similar to kunais and Fuma shuriken that can be thrown up to long ranged. Being made of an organic material rivaling steel these projectiles are very lethal and can be guided to their target with chakra control thanks to an ever-present Kurochi infusion. The Rinkaku (Shining Scale) Arata form allows the wearer to spout up to four extra arms that are C ranked individually (amounting collectively as A ranked, just like the Kagune). These are can be used to aid in Taijutsu and Kenjutsu and any other forms of body arts the wearer knows but they can't mold chakra. The last Arata form, the Bikaku (Shining Tail) is a bit different. Keeping its tradition as the toughest of the Kagune forms, the Bikaku Arata can be surged with a large amount of Kurochi to increase its defensive capabilities, raising the rank of the Arata from A to S, which would allow the user to tank the damage of one S ranked elemental attack, or two A ranks, etc. This ability costs a move, counts as an S ranked technique (costing 40 chakra), and can only be done 3x per conflict. Unlike the Kagune, the Arata can change form as many times as necessary during its 5 turn duration, excepting to the Bikaku form, which would cost a move and behave as mentioned.

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Chimeric Centurions of Aogiri ♎ – The most peculiar ability of the Centurion faction, it is said to have been created by the One-Eyed King himself and is based on the innate connections found between the Kagune, Koruchi, and the Claymore. This clan technique details a strange fusion of the three properties--with a twist. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black as per the actual color of Kurochi. By doing this the Kagune will naturally adopt some abilities of Kurochi which include degrading both the chakra and physical properties of anything it touches. The peculiar twist that comes with this infusion is the taking advantage of Kurochi's ability to forcefully manipulate the body and manipulate the Kagune itself. Based on the same principles of Awakening, the Kurochi infused Kagune will be be able to contort into horrid creations as well as an overall size, defense, and power boost. Perhaps the most shocking change that takes over the Kagune is the organic mutation that occurs which replicates the users own organs onto the Kagune, making it almost alive-like. These organs include eyes which can see and pivot, mouths which can whisper and even eat, along with prehensile hands and ears, all of which are the Claymore's own body parts, only copied. As one would imagine, the extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. Due to the immense stress it takes on the user's chakra as well as physical well-being to bring forth and boost the Kagune, this technique is able to take another turn where the Claymore manipulates the cancerous Kagune sac located on the spine to spread even more throughout their bodies, fusing with muscles and organs, turning their entire bodies into a sort of makeshift Kagune. Very different from the Aegis Core, this full-body Kagune doesn't form on the outside like armor but rather inside of the body itself. In doing so the user's skin, hair, and eyes can become pitch black from the Kurochi infusion. The purpose of this, is to allow the Kagune's durable structure (see S/W's of Kagune) to lay beneath the skin as a second line of defense while also to be able to come from almost every conceivable part of their bodies instead of the back alone while also causing extra appendages and organs (such as the eyes, ears, and mouths mentioned earlier) to sprout all over the Claymore's body. Of course they can control what appendage grows and where. This can cause an arm to become riddled with eyes, similar to Danzo, or even extra mouths to intimidate or speed up a feeding process. The Kagune shares the regenerative properties of the Claymore body and costs -10 chakra per turn to keep active. This means, if the Claymore uses the healing CCJ "Life Eternal" both Kagune and their bodies are healed at the same time due to the unique fusion. By having all these extra sensory based organs functioning on their bodies/Kagune, the Centurions gain an increased awareness far above regular standards, similar in nature to chakra sensing. This translates to an increase in their tracking capabilities by a factor of x2. Quite peculiarly too, the organs are known to sometimes function autonomously of the user's control, such as the mouths whispering horrid things or the eyes staring where the Claymore isn't.


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As one could observe, The Black Goat's Egg reworks the traditional use of the Kagune for the Claymores, and as long as this clan technique is active they lose access to the Kagune in any other way. For higher ranking members who have access to two or more factions of the clan, to switch between each faction correspondent ability of Black Goat's Egg they will have to wait an entire turn for the Kagune Sac to regenerate and then get ready to deploy again. Each ability requires a chakra tax of -10 per turn to keep active and each lasts 5 turns, excepting the first: Vangaurds of the Sunlit Garden, which lasts 4 turns.​
Note: Each faction ability can only be used 3 times per battle​
Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.​
Note: Each faction ability lasts 5 turns each, excepting the first one pertaining to Vanguards, which lasts 4.​
Note: To switch between faction abilities the user must wait one full turn.​
Note: Each faction ability damages the user by -20 per turn while active.​
Note: The user can use the created organs of the last form to feed, instead of needing to eat the organism on its own.​
Note: Can only be used by Heartless Ones and Above​
Note: Can only be used to those who accepted the Kagune transplant.​




喰 Bukimina Nisshoku ♎ Ominous Eclipse

Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage: 40-80
Description: Bukimina Nisshoku is one devised solely to allow the Claymore to take direct advantage of their unique and oppressive chakra nature that is Kurochi. The technique in itself could be regarded as a "shield that kills" due to its dual nature of defense and attack at the same time. It comes in levels, or increments, which deliver slightly different results depending on how much chakra is spent. It begins foremost with the Claymore transforming their body into Kurochi completely, becoming pitch black humanoid entities that can adopt any texture they deem fit; flickering like flames, flowing like water, etc. Once the Claymore has been transformed their body allows for heightened movements (x2 to current Speed) Due to the amorphous traits of Kurochi, the Claymore will be able to not only shape themselves into anything imaginable, but also fly-- through extensive manipulation. The second side to this technique is its offensive one, where anything the Claymore so much as brushes against in this form, will immediately be subjected to the heinous effects of Kurochi, where it eats away at both physical materials and chakra alike, including "intangible" forms of chakra like un-molded sources within a person or animal. If the Claymore, while in this state phases through a technique which is of a chakra type weak to Kurochi by at least one rank, they are able to break down that chakra and add it directly to their reserves with an efficiency rate of 100%, meaning none is wasted to the environment like regular Kurochi applications, due to their bodies taking the chakra in whole. If they phase through a person, they are able to suck the chakra from the bodies (depending on rank) as well as rob the body of its vitality (physical energy) leaving drained husks behind devoid of breath or chakra. For the B ranked application, up to 50 of the opponents chakra points can be drained and passed to the Claymore, at A ranked this becomes 80 and the S ranked application can siphon a whopping 120 of the opponent's chakra directly from their chakra pool i.e. it doesn't have to be molded into a technique. Of course, just like Kurochi's regular application, the Claymore is able to decide who and what gets drained, and can pass over allies and structures with no harm done. However, the technique comes with its drawbacks, naturally, which vary depending on rank. The B ranked variant allows the Claymore to enter the state for 4 turns, with a 2 turn cooldown between uses. They can only move 5 meters (Short Ranged) each turn when evading techniques with this variant. The A ranked version allows the state to be kept for 3 turns, with a 3 turn cooldown between usages, and a maximum usage limit of 3 times. The Claymore is able to move up to 15 meters (mid ranged) each turn when evading techniques. And lastly, the S ranked variant sees the state being kept for 2 turns, with a 4 turn cooldown between usages, and a maximum usage limit of twice. The Claymore is able to move up to long ranged in a single maneuver when evading techniques.

Note: Claymore are able to alter their shapes on the fly to further evade techniques while in this state, costing an additional +10 chakra, but only once per turn.
Note: The drawbacks for each variant is as follows; B ranked: No other Kurochi techniques above A ranked can be used following it. A ranked: No Kurochi related techniques above S ranked following its activation. S ranked: No Kurochi related techniques following its activation, and none above S in the following



Hadou Yuukai

⚔Hadou Yuukai | Surgebinders⚔

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⚔History of the Clan | ルックス⚔
The Surgebinders were founded by Sir Galahad when he completed his quest for a fabled relic known as the “Holy Grail”. Rather than existing as a mere physical object, the Grail manifested itself as a floating, ethereal object in the form of swirling energy. Upon touching the white energy, Galahad’s body was fused with it and he was transported to a dimension called “the Throne”. There he learned the Grail was a 'conceptual weapon', one that exists as an ethereal tool rather than a physical one similar to the Totsuka Blade and the Yata Mirror. However it belonged to a separate set of weapons though like the former two, it's origins are unknown. The Grail is the crystallization of a highly concentrated amount of Prana that acts as both the key and doorway to the Throne. Acquiring the Grail imparted Galahad with knowledge of the Throne, the nature of Prana and how to manipulate it. The Throne is a realm that exists separate from the real world and consists entirely of energy known as Prana. He also learned that the Grail had fused with his soul and granted him immortality just as the legends claimed. However it would be more accurate to call it perpetual longevity, for he was not truly immortal. The Grail only acted to maintain his body and prevent him from aging but he could still be killed. When he returned to the real world, Galahad used his newfound ability to establish an order of "knights" called the Radiants. These were knights only in name, for they came from all walks of life. The only determining factor for Galahad was inducting people that were fundamentally good and held a deep sense of justice. He learned he could grant them the ability to become Surgebinders by sending them to the Throne every day for an extended period of time via his Reality Marble. Eventually they gained the ability to manipulate Prana energy and learn the different Surges. His order of Radiants swore to become defenders of the world and keepers of peace. They would try to save everyone they could and would only kill as a last resort. They would not involve themselves in politics or try to become leaders, their sole purpose was to serve.
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The Radiants prospered for a while but over time some of their number became disillusioned. They had killed for what they believed in, over and over, but the violence would not end. Wars continued to rage and blood was constantly split. Many of the Radiants felt the world’s nations had exploited them and debased them into nothing more than glorified weapons. A schism occurred when Galahad was confronted with these thoughts during one of their meetings. Almost half of the Radiants felt they had to renounce one of their oaths, the one which precluded them from leading nations. They professed that they had grown weary of serving corrupt lords. Galahad firmly rejected this notion and asserted the knights were meant to serve rather than lead. That they would succumb to corruption if they put themselves in positions of leadership. Unable to reconcile themselves with Galahad’s beliefs, many of the Radiants abandoned his order. This faction would come to be known as the Fallen. A small number had become apathetic to his cause and wished to abandon their original purpose. They would come to be known as the Divergents. In time, Galahad’s words proved true and all of the Fallen fell prey to corruption. The Divergents continued to exist for themselves. A small number of the Divergents pledged to live altruistically and renounced killing. As an energy form that’s closely entwined with the user’s will and emotions, Prana manifests itself in different colours depending on what order a Surgebinder belongs to. The Radiants use prana which is either blue, gold or green in colour (or any combination of the three). The Fallen use prana which is red, purple or black in colour (or any combination of the three). The Divergents use prana which is white, silver, grey or a mix of the colours of the Radiants/Fallen. White prana is reserved for people who have sworn off killing and silver for those with an unshakable belief in the righteousness of their actions. Grey prana is only seen by those with a deep sense of apathy towards the world. In very rare cases, Radiants have exhibited white or silver-coloured Prana. Normally Divergents exhibit a mix of colours depending on their morals and emotional state. It can fluctuate between any of the other colours or be a fusion of two or more colours (e.g. prana which is half-black and half-gold or prana which is orange or brown).
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⚔Special Abilities | ルックス⚔
All Surgebinders are inexplicably tied to a place known as “The Throne”, a dimension that exists separate from the real world. The Throne consists almost entirely of an ethereal energy known as Prana. Normally Prana cannot escape into the normal world but since the bodies of Surgebinders act as both beacons and portals, they can draw forth the coloured energy into the real world, manifesting it anywhere on the field. Prana’s real power lies in its adaptability and the intentions of the user. In its raw and unrefined form, it simply turns whatever it touches into Prana and transports it to the Throne. If applied to the terrain rather than people or techniques, it's scope will not be unlimited. This limit will be defined by the rank of the Prana energy and the scale of the transported section of the terrain/battlefield can never exceed the largest scale canon jutsu of it's rank or below. This will also be bound by the size/scale of the Prana used, firing a tiny orb (even if S-Rank in strength) will only transport a very small section of the field. Surgebinders can harness raw Prana and bind it to their will to elicit specific and more supplementary effects. It can be used to change the properties of an object without altering it’s form or to enhance the body of a living being without changing their physical body. Objects, weapons and even people can exist in the Throne as Prana. Due to this property, Surgebinders store Prana-infused tools, weapons and armours in the Throne and call them forth onto their bodies/person at any time. These augmented weapons are known as Noble Phantasms and possess wondrous properties that seemingly distort reality. They can also enhance certain abilities of the user. For example, a Noble Phantasm in the shape of a sword may boost the power of the user’s fire techniques. An armour-based Noble Phantasm may enhance the wearer’s strength or speed. Both of these weapons work as they filled with concentrated Prana, which leaks into the user’s body on contact. Universal Noble Phantasms will be made as general CCJ but more specialized ones will have to be submitted as PCCJ.
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Surge of Evocation – This form of Prana is the raw and unrefined version. Whatever it touches is transformed into more of the ethereal energy and is transported back to the Throne after it’s been absorbed. In a sense, this form captures the very essence of the ethereal energy, which is to act as the 'bridge between worlds'. Unlike Dark Release, Prana is unshackled by elemental strengths and weaknesses and will just as easily break down matter into energy. Thus it will be capable of absorbing jutsu, objects and anything barring living non-Surgebinders. Prana’s neutrality to all elements and abilities means it will neutralize techniques possessed of equal chakra or lower, regardless of their damage. Upon absorbing an attack of equal chakra, the Prana will be neutralized and disperse. However this means it will be useless against techniques of greater chakra. Against living beings who are not Surgebinders, the energy will not transport them to the Throne but rather feel extremely frigid to the touch and induce "cold burns" on contact. This is a similar but opposite effect of the Yang Truth-Seeking Balls which emanate no heat but scorch anything they touch. Lower ranked techniques will induce frostbite and hypothermia while higher ranked ones will freeze them solid. Surgebinders can release absorbed techniques, objects or parts of the terrain, returning them to the field exactly the way they were prior to absorption. Alternatively they can choose to only return the chakra within techniques to their body, adding it to their own supply. Surgebinders are immune to their own Prana so they can wield and interact with it. The same is true for their techniques, clothes and everything on their person. The only way they can gain access to the Throne is by forcibly surging a large amount of prana throughout every chakra point in their body to transform it via jutsu. They can also do this partially to cleanse themselves of poisons, foreign energy and chakra. If applied to one’s self, a Surgebinder can enter the Throne for a short time and reappear elsewhere. All Surgebinders are immediately made aware when one of their own enters the Throne. Turning into Prana essentially leaves the body in a permanent “stasis” and so they can retreat to the Throne after sustaining a life-threatening injury until the proper medical care can be administered. This ability is not passive and will need to be submitted as a CCJ. All of the other Surges are not nearly as destructive to the world as this one because they are more refined and controlled in their usage.
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Surge of Armament – This surge is used to call forth Noble Phantasms, Prana-enhanced objects, weapons and armours that are permanently stored in the Throne. Noble Phantasms can even come in the form of golems, ships and fortresses. These Noble Phantasms are released from the user’s body in their ethereal energy form before becoming corporal and usable as tangible entities. These objects contain copious amounts of concentrated Prana, so much so that the energy distorts their physical properties to a considerable degree. Thus unlike ordinary weapons, these Noble Phantasms can possess the unique and sometimes logic-defying abilities of Prana. For example, these weapons can escape the influence of gravity or be extremely durable regardless of their form. They may even exhibit traits such as corrosiveness or high reactivity despite possessing no chemical properties that would enable such. To put this in perspective, a Noble Phantasm in the form of a book could be immune to burning and capable of withstanding techniques up to A-Rank. It may burn or shock whatever touches it despite no visual emission of heat or surging of electricity. These traits cannot be stacked without limit nor are they allowed to clash or be of the same type (e.g. a weapon can either petrify or electrocute on contact, never both). They also cannot possess traits of elements that the user does not possess. As mentioned earlier, Noble Phantasms can leak Prana into the wielder's body to boost or alter their physical attributes or ability to mold chakra. Since Noble Phantasms contain copious amounts of concentrated Prana, when it the weapon enters it's "released form", it can emit Prana similar to the Surge of Evocation. However this Prana may not possess the absorption capabilities of the aforementioned surge. In which case, it will instead take on certain properties of the elements the user knows without taking on their elemental strengths and weaknesses. For example, lightning can be used to electrify the Prana while fire could be used to superheat it to scorching temperatures. Alternatively, some Noble Phantasms will instead release elemental attacks infused with Prana to erase their elemental strengths and weaknesses. Some Noble Phantasms will last a given duration on the field while others can last indefinitely, though in the case of the latter, such Noble Phantasms will either be weaker in their effects or will prevent the user from calling up further Noble Phantasms until it's returned. The incredible thing about these Noble Phantasms is that they can be wielded by anyone once called forth from the Throne. Surgebinders of Heroic Spirit rank and above will become capable of summoning Noble Phantasms passively (without costing a move or taking a slot in the timeframe once per two turns ). This does not mean techniques contained within the Noble Phantasm become passive, this only pertains to the simple act of drawing weapons from the Throne.
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Surge of Augmentation – Used in a similar manner to Armament, this surge can be used to enhance techniques or living beings through Prana but it cannot be applied to objects. Applying Prana to techniques is more limited and will simply act to change existing properties rather than incorporate new ones. This can be used to boost and in some cases, lessen their power. This normally manifests itself in an increase/decrease in rank or damage and will be outlined in CCJ. A fire technique enhanced with Prana can have it’s temperature raised while an augmented earth technique may become more durable. The reverse is also possible, with the user lowering the temperature of their fire to diminish it’s power or decreasing the structural integrity of their earth technique to make it extremely brittle. Energy-based and wind-based techniques infused with prana will change in colour to the hue of the user's Prana while matter-based elements will become luminous or develop a glowing aura of said prana. By default all of a Surgebinder's techniques are imbued with a small measure of prana, just enough to change their colour but accomplish nothing else. Finally, a prana infusion could also be used to erase a technique's elemental strengths and weaknesses. Applying Prana to living beings can be used to enhance the physical attributes of the entity in question.The Prana can be used to enhance their bodies to increase their speed, strength, agility, durability, ability to mold chakra or any other physical attribute. When divided between multiple attributes, these enhancements will be less pronounced but when focused upon a single attribute, the effects will be more profound. The more extreme the boost and the more it’s used, the greater the toll it will take on the user’s body when the Prana infusion is exhausted. The user’s body will "catch up" to reality once the infusion ends and they will suffer some kind of backlash related to the boosted attribute(s). For example, moving at 4x speed might result in the user's base speed falling to a quarter of the original for the same duration or may even prevent lower body movement altogether once the infusion ends. Augmentations can also be used to fortify the body e.g. allowing the user to see infrared energy or making them resistant to burning/corrosion.
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Surge of Transcendence – This surge is sometimes described as the opposite or superior counterpart to the Surge of Armament. Rather than summoning weapons to the battlefield, the user summons themselves, allies and any opponents to the Throne. The user will simultaneously convert this entire body into Prana and release a pulse of the ethereal energy that travels at thrice the user's running speed. Unlike the Surge of Evocation, this Prana isn't harmful to non-Surgebinders and will be capable of absorbing/transporting them. It will transport the user and anyone struck by the pulse to their personal sector in the Throne, a man-made realm known as a Reality Marble. Upon being transported, everyone will immediately reform into their physical bodies. This Reality Marble is essentially a Noble Phantasm in the form of an arena. The user can freely govern anything within this personal realm through mental commands or hand gestures, be it weapons suspended in the air or the very foundations of the battlefield. The user cannot manipulate anything within short-range of the opponent. Everything in the Reality Marble is infused with Prana and so the opponent cannot manipulate the ground or any water sources. Since all of the user’s Noble Phantasms exist in their Reality Marble, they can passively form them from the ambient prana in the air. This is merely materializing the weapons, the abilities and techniques of Noble Phantasms will still cost a move. However due to being within the Throne, the Surge of Evocation will now send anything Prana touches back into the real world.
The real power of a Reality Marble is that it grants the user total control over their personal dominion. By default, a Reality Marble is unbound by the laws of reality such as gravity due to existing within the Throne. However upon it’s construction, the user can decide which of these laws they want to apply (a maximum of five can be applied). For example, the user can have gravity apply or invoke a warped sense of space and/or time. An example of warped space is a Reality Marble having two or more portals that are connected. When a technique or person enters one portal, it will exit from the other, regardless of the distance between them. An example of warped time is an arena which exhibits a slower or faster passage of time. Slowing down time can be used to decrease the speed of techniques or people, halt the propagation of poisons, toxins or imminent physical damage or effectively increase the duration of techniques on the field (i.e. by making the passage of two turns the equivalent of one). Conversely speeding up time is capable of the opposite. Techniques will last a shorter duration on the field (i.e. by making the passage of one turn the equivalent of two), affected people or techniques will be capable of moving faster, poisons and toxins will propagate through the body at a much faster rate, et cetera. Reality Marbles will have to be submitted as PCCJ with the terrain and all of the effects outlined in those submissions. Every Reality Marble will require a duration/turn limit. This will be longer if they are tamer in their effects or shorter if they confer a very significant advantage to the user.
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⚔Passive Abilities | ルックス⚔
Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.

⚔Location and Purpose | ルックス⚔
The Radiants reside in a land known as Avalon, a place once said to be the home of immortal Sidhe. It can only be accessed by clan members capable of using Prana (will be outlined in the Custom Landmark thread). They exist to be the protectors of the world and defenders of peace. They will often intercede in conflicts to aid nations being invaded or to stop certain individuals causing havoc in the Ninja World. The Fallen and the Divergents reside in no particular place and have no united purpose.

⚔Special Information | ルックス⚔
Divine Soul – This is the Clan Head and in addition to possessing all four Surges, they have the Grail fused with their soul.


Heroic Spirit – The top four members of the clan who possess all four Surges. Only the Clan Head and members in this rank are capable of teaching clan abilities.


Servants – These are full-fledged members of the clan who have achieved mastery in the three basic Surges (all but the Surge of Transcendence). Guardians and Wraiths are promoted to this rank once they have showcased enough skill in the clan abilities.


Guardians and Wraiths – These are members, who in addition to learning the prior two Surges, can learn the Surge of Augmentation.


Apparitions and Shades – This is the next level of Surgebinder and they can learn two Surges. The Surge of Evocation and the Surge of Armament.


Phantasms – These are new entrants to the clan and they can only learn a single Surge, namely the Surge of Evocation.

⚔Requirements | ルックス⚔


In order to join, one must reach certain requirements. One must have at least reached the rank of S-Class ninja in order to join the clan. One cannot join on a bio which posses a KG or HA nor can canon bios.


Noni, Drackos, Riker and Joker are ready and willing to join my clan.



C u s t o m C l a n C e r t i f i c a t e
I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 1st of March of the 9th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, Negative Knight, our loyal member, property and patent of the following custom clan:
Surgebinders


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Surgebinders

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Copyright ©2017, Negative Knight, NarutoBase.net

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Six Paths

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Name: Artoria Pendragon
Titles: King Arthur, King of Knights, Saber
Gender: Male (Female)
Age: 32
Clan: Uzumaki
Alignment: Lawful Good

体は剣で出来ている。Karada wa tsurugi de dekiteiru.
「 I am the bone of my sword. 」

Looks
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Saber has the appearance of a young woman in her late teens with a slender physique, soft skin, and green eyes. She has "finely textured" blonde hair that seems "as if sprinkled with gold dust." Her face shows some signs of naivety and displays elegance. She is more muscular than someone like Rin, leading her to believe her body is unappealing, but Shirou believes her to be very feminine. She normally wears shining armor with an old styled dress, made from old-fashioned blue cloth, underneath. She is actually older than her appearance would show, as her body did not age from the moment she pulled Caliburn from the stone to the time of her death. Shirou sees her as being a few years younger, and the age of her body is probably a year younger than him. Though she lived as a man most of her life, Shirou and Rin describe her as beautiful instantly upon seeing her. Despite her armor being unrefined and unaesthetic, Shirou describes Saber as being beautiful enough to make the steel clanking of her armor seem like the chiming of a bell.

Due to her inability to dematerialize, she needs to wear modern clothing in order to travel in public. Though she can wear her own dress when not in battle, she needs modern clothing to keep from standing out. With the ability to control the materialization of her armor, she can be ready for battle instantly and return to normal without damaging the clothing. During the Fourth Holy Grail War, Irisviel decides to match Saber's clothing with her own appearance by dressing her as a man. During the Fifth Holy Grail War, Rin Tohsaka prepares clothes for Saber, a blue, knee-length skirt (with tights) and white shirt (with a blue string tie), and brown boots originally a birthday present to Rin from Kirei Kotomine.
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血潮は鉄で、心は硝子。Chishio wa tetsu de kokoro wa garasu.
「 Steel is my body and fire is my blood. 」

Personality
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Saber is a strong-willed young woman who usually speaks truthfully but is willing to lie if necessarily. She is courageous, determined, and set on winning. She constantly insists that she is a knight and king above all, and that her gender is of little importance to her and her role. She is resolute in following her own morals, regardless of the more viable, yet underhand, tactics being available. Saber prefers direct, fair confrontations based upon codes of chivalry. Not even her hunger for the battle can make her abandon her code of honor. This leads to regular conflicts with many others over strategy within. While obtaining the victory. lt is of the utmost importance, rejecting her chivalry is something she will never do, even if it should put her at a disadvantage.

Saber's identity as both a "human" and a "king" is one of the greatest struggles of her character throughout the continuation of her life. She tries to keep the notion that she is only a Servant, a tool for her subjects, first and foremost in her mind. A normally quiet and reserved young knight even begins to raise her voice in defense of this non-human identity. Despite being granted knowledge of the modern world upon being summoned, Saber also shows some signs of being a 'fish-out-of-water' in many social situations due to her strong disconnect from her humanity in her past and lack of interaction with others her age and social status. Due to conducting herself as an untouchable king at all times in her past, she is unfamiliar with affection. Notably, she is sexually inexperienced as a woman, but seems knowledgeable about a man's sexual experiences nevertheless. Once Saber "allows" herself to become more self-aware of herself as a girl, Saber becomes very obviously self-conscious of her body and hides it, remarking it "unsightly", and makes conscious efforts to stay out of the center of attention. These experiences of womanhood were, initially, incorrectly viewed by both Saber and Shirou to be a complete contradiction to her identity as the king of knights. This causes much strife between them, and internally, for Saber. Through careful self-exploration and support from those around her, Saber finds the answer for herself: that she is allowed to be happy as a woman; that she does not need to punish herself, locking that part of herself away, since she "failed" her own land; and that she is a capable, respectable woman-king of Britain all the same. This accumulates in Saber accepting Fate, and her declaration to herself and Gilgamesh that she will always be "a king before a woman", but a woman king all the same.

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Saber is loyal, independent, and reserved. She appears cold, but is usually suppressing her emotions to focus on her goals. She is bewildered by Shirou's "protective" tendencies, and believes his over-valuing of her humanity jeopardizes her chances of winning the Holy Grail War. However, Saber is secretly deeply insecure, having no real sense of self-worth. As she was born and raised to be a king in service of her country, she has no sense of self-worth past that, and can only feel fulfilled by serving other people. Shirou realizes from his dreams of her past that, even though she is a supremely skilled warrior, she would be happier if she didn't have to fight at all. Throughout her rule, she was plagued by self-doubt about being a worthy king, and eventually came to hate herself for not meeting the impossible standards she set for herself. She feels deep guilt over the eventual destruction of her kingdom, holding herself solely responsible and calling herself an inadequate ruler. When she was shown her death before pulling Caliburn, Saber accepted that she'd die alone being ostracized by everyone due to her taking many lives. However, even though she accepted that, she was horrified after realizing that her kingdom would be destroyed alongside her in the bloody Battle of Camlann Hill. She understood, as Merlin told her, that Britain would fall, but she wanted to believe its end could be more peaceful, like a slumber. As a result of these factors, her wish for much of the Fourth and Fifth Holy Grail Wars is to completely undo her rule so that someone more suitable can take her place in order to give Britain a peaceful end. Rider and Shirou both chastise her for this, saying that to undo her rule would be an insult to all those who died in her name, or that she is selfish for wanting to redo the past merely because she didn't like the result.

For the most part, Saber is a serious person who fully devotes herself whatever task she's given. This can especially be true when it comes to competition, since she's a sore loser, though truthfully her soreness is directed at her own weakness. Saber, normally over-sensitive to others' feelings, can become obstinate at her worst. She can spend hours on a single task that she doesn't feel satisfied with. Her devotion to her kingly duty, however, is obviously greater than any poor sportsmanship. Her fanatic lock-on to this "duty" can disturb others, who see her denying herself of everything for the sake of this duty. This zealotry causes her to be so stubborn in completing her duty that she ignores, rejects, and/or actively fights against others' opinions in a desperate attempt for validation. This is most obvious in her fights with Shirou about her past. This tendency to fight against others who she disagrees with is compounded by how Saber is unable to ignore what others say, even the smallest of words or actions. She cares greatly about others' opinions, and their disagreement hurts her greatly; her brother, Kay, compares her heart to a reed in that respect. If the other party is, instead, making a transgression against her, she is extremely ready to fight, even physically, anyone for that perceived insult. This most often includes Shirou, in a great variety of situations, both serious and light. Shirou implying that Saber is a human, and not a Servant, is immediately cornered verbally by Saber.

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Underneath her serious exterior that she feels forced to hold, Saber shows herself to be a kind-hearted and gentle person who wishes to protect those she cares about. She is perceptive when it comes to the others' feelings and their troubles, almost dangerously so when combined with her low self-worth and habit to overthink. Her ability to perceive others' troubles also made her reckless in her pursuit to save others during her training with Caliburn, for which she was scolded many times by Kay. Saber greatly enjoys seeing the happiness of others, even though she doesn't wish any happiness for herself. This trait is a cause of great concern to those who care about her, thinking she should obtain her own happiness. Saber herself believes she doesn't deserve happiness due to her self-perceived failure as king. She rarely smiles for herself but smiles for others upon seeing their happiness and safety. During her reign, she never laughed once, with the last time being during her training with Caliburn. She is still very capable of laughing. Her kind heart can also extend to her enemies, such as while identifying the Saxons as her enemies, she didn't see them as evil. Rather, she understood they sought Britain for a land to call home, believing their aspiration to be inherently good. During her younger days, Saber loved to take care of horses, which surprised Kay when she used them in battle, despite her love for them. But, to her, a horse dying in battle is a different sin than a soldier dying, as a soldier knows why they're on the battlefield, while a horse does not. This kind-hearted facet of Saber is seen as her true self for it is a person free from unhealthy, inhuman expectations - Shirou sees it as a Saber who no longer needs to fight. When Saber does not feel as though she needs to be inhumanly strong, she is less argumentative and confrontational, for these are traits she developed to make up for her inability to meet her impossible goals.


Though she once felt more linked to dragons due to her unique birth, she came to enjoy lions after taking care of a lion cub for a month at some point in her life. She claims that it is not that she "likes" them, but rather the happiness she experienced as he became attached to her brought forth a bond with them. The lion cub in her past was very energetic, often biting or scratching, but she wished to be able to stay with him until the end. She has had feelings for lions since then and remembers these fond memories while holding stuffed lions. Shirou, seeing the memory of her rubbing her cheek against the lion, comments on it being a special time where she truly looks like a girl her age.

幾たびの戦場を越えて不敗。Ikutabi no senjou wo koete fuhai.
「 I have created over a thousand blades. 」

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「V I L L A G E I N F O R M A T I O N」
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Village of Birth: Uzushiogakure no Sato
Village of Alliance: N/A
WSE Clan: N/A


R A N K & C H A K R A」

Rank: Jonin
Health & Chakra: 160 | 2000


「E L E M E N T A L N I N J U T S U」

Wind Release ( 風遁 ) Completed
Water Release ( 水遁 ) Completed
Lightning Release ( 雷遁 ) Completed
Earth Release ( 土遁 ) Completed
Fire Release ( 火遁 ) Completed
Entropy Release ( 水遁 ) Completed/Creator
Arctic Earth Release ( 土遁 ) Completed/Creator

Liner
「O T H E R N I N J U T S U」

Ninjutsu ( 忍術 ) Completed
Kenjutsu ( 剣術 ) Completed
Genjutsu ( 幻術 ) Completed
Taijutsu ( 体術 ) Completed
Toad Summoning ( 口寄せの術 ) Completed
Centipede Summoning ( 口寄せの術 ) Completed
Renewal Taekwondo ( 改戦 ) Mastered
Kenmashinjin ( ヘア ) Mastered


「S P E C I A L T I E S」
Single Handseal Specialist: Wind Release
Increased Tracking Specialist
Apex Speed Specialist
Lifeline (Chakra)
Renewal Taekwondo Specialist.

たった一度の敗走もなく、Tada ichido no haisou mo naku,
「 Unaware of the beginning, 」

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This story could be a tragedy, a comedy or the simple and miserable fate of irony, it entirely depends on the eyes of the reader of the story, that of course, is a fact. But, something for sure is true, that this story will continue, even if the writer falls silent, even if the protagonist vanishes, it will continue, for that is the beauty of it. What I will be telling you today though, on the contrary, is a story not written like we would normally expect, but on the other hand, something lived. A story forged by the person who is in the lead role. Yes, it sounds unique...but it is not at all. Everyone has the power to do the same. For some of them hail greatly into the sky, while some others...are forgotten. In this case... In her case… It would have been better if she slept for eternity in this dream like slumber, but she was tied to something that altered who she really was. It forced on her hands, power and responsibility she believed herself to be ready for, but as every delusion comes in the end, the truth dawns in the morning light.

Born in the times of total chaos, was a small child, which from birth was said to be carrying a huge burden. Prophecies have told of a birth, a birth of a person, who will be appearing in this world, created by chaos. A child said to have the power, intellect and moreover, the ability...to stop whatever was happening in the world. This everlong war between everyone. Brothers connected by blood, slaying one another, families torn apart, taken by the miserable death angel. Nations falling one after the other...this child, was said to bring a halt to these all. Not knowing how, not knowing who, not knowing when...it simply was said that there will be one. But...how does this differ any little from wishing to the stars? Of course it wouldn’t. After all, these problems surely needed a miracle to bring them at peace. As we turn back to the story, in a calm peaceful night, where the wars over the world seized, for at least a brief instant. The room was lit by candles, as the sound of a woman struggling through her birth was being heard. By her side, was a man in the middle ages, holding her hand, giving her conformity. It seemed like the simple gaze in his eyes would give her strength to continue...this was after all an important and special night. Minutes passed one after the other, they were all waiting for something. The room seemed in a sense in total silence, no matter what was happening. But, it was at that brief instant. When the morning is said to have dawned. With the sun rising, cries of a child are heard. The mother was relieved...she sighed as she was thinking that her job now is done. The father sighed, as all the tension during the birth vanished in that instant. Through the glass of the window, the sun rays scatter, shining in the home, far surpassing the light these old candles were producing. But, even the light of the sun, of such a majestic dawn...would not beat the light the child was radiating, in the hearts of the many. With the birth….they believed that everything will now come into order. They believed that this miracle cannot be mistaken. This birth was the answer, to decades, no..centuries of prayers. But, as in the moment of the greatest joy, her father asked to hold the newborn child, to at least gaze at him. But, it was when his own world went upside down. The birth they were wall waiting, the one which everyone had prayed for...the person who was supposed to end the calamities...It was a girl. He felt dizzy. He gave the child to the doctors, as he was wobbling around, needing a seat. His vision was unclear, as he was rubbing his eyes slowly. His mind was fully stressed. Truly...he was relieved that the child was in good health, but, he always believed that this work, such an immense burden, has to be carried by a male. He could not dare face his people like that. He could not dare to look at them in the eyes, telling them how this long expected birth, could simply ruin her dreams. In the moments as the father is divided into thoughts, the door slams open. A hooded man with long white hair, stormed through. Wearing a blue robe, simple...one which only a wanderer would rest on his shoulders, came close to the man. Lowering his head, to the side of the man standing in the chair, the cloaked figure was worried. With the cloak moving through the wind in the background, he rushed forward to check himself, disregarding everything in the way. The child...he put his gaze on her. Truly something from a fairy tail. Her eyes shining in the green color of a field of grass. Her hair, as if it was decorated by gold. A shine which would even rival that of the sun. This truly might be the child whose birth they were expecting. The old man wouldn’t understand the father's troublesome and desperate look. It wasn’t until then, when he found out. The surprised expression turned slowly into a smile. From the smile, a loud laughter is heard. Truly...he was older than the man, his experience, way of life and actions, were far more ancient. His culture was seemingly worlds apart, but what was funny...is that the youth was having the primitive sight. This birth made the old wise sage happy, because he believed gender to hold no meaning in holding her back. This child was destined for greatness, he knew it already, just the sheer sight of her would allow you to believe that. So, given to her was the name Artoria. Artoria Pendragon, the daughter of Uther, leader of the small legion of brave fighters, expecting a miracle. This was the start of it...the dawn of the story, the dawn of the sun, and rebirth of the hope for every person who prayed at night, for this calamity to end.

The next morning came along, after a sleepless night. It was time to continue the focus on the matters which seemed to trouble everyone. That night seemingly was an escape, even for a short while, towards another calm world, but all knew that it would not remain in that matter for long. It was a time of calamity, war and destruction. But, things did seem different from before. This time, they were not walking aimlessly, in search of hope. This time...there truly was a hope in sight, something or someone, that might be able to make a change. Uther was troubled, while his thoughts believed that the feeling of holding her was truly like holding a miracle, he still stood to the ideas he had prior. Maybe it was not because of him believing a male is more suited, but…him actually caring for her. Truly...it was his daughter, it is only natural for a father to think like that. After coming to live in this place, experiencing the pressure and duty of a leader, after knowing what war, sufferings and despair could turn people into...he knew that in order to continue, someone must no longer be a human. A leader of a nation, is not a human. Could this be right, taking her right to live freely for everyone? Could she be able to bear all that pressure, he was unsure. This matter truly was worth thinking, but, there was something which needed more importance in the first place. Getting up from the chair he has been resting his body and mind in, he goes out, meeting the people around him. A group which was growing, all seemingly in hope for peace. Skilled warriors, which would call this individual their king, even though Uther didn’t fully agree with this title he was given, but he could not force people not to call him that. It was a group built in comradery, goals, and belief. People who this lonely leader, or….let’s call him “King”, people who this lonely king was swinging his blade for, and would trust his own life on each of their blades. Not in his life, has he ever lied to them, neither was he intending to. But, after a discussion last night, it seems like this oath needs to be broken. Slightly after the birth, in the early hours after dawn, they believed that the daughter needed a correct form of upbringing. This small nation was in constant war, it was no place to properly grow someone who was destined for such greatness. After all, despair would overcome anyone, as they see people being slaughtered, starvation and sufferings, no matter how strong willed, their eyes would simply change, looking at the world something that does not need to be saved, rather something that needs to be overcome. That is truly something that should be avoided, thought the king to himself. It needed to be avoided not solely because of her maybe being the one destined to change something, but also since he wanted his daughter to have a correct upbringing. He was a leader, his time was not severely limited, but he also believed that one day, he might not return from the battlefield, a sight which should not be experienced by any child. So, was there anything else Uther could do? He knew the answer already, as his head started lifting, while looking at the people present in the room. The old sage simply nodded, as if he knew what the king was gonna say. So, his sight moved towards his wife, who had just passed a very hard night, but her eyes as well, showed nothing but understanding. In a sense, she knew what the best choice would be. Raising from his chair, his look seemed determined, his eyes were fiery, just like the times when he was in the battlefield, and had to make a tough decision of war, this one would be the hardest of all.

For this time, he needed to make a choice as a father, and not a king. Calling forth one of his most trusted knights, he was an older individual. His voice spoke nothing but loyalty, his eyes and determination seemed to be fiery, each time the king would say anything. He was ready to give his life, in whatever request Uther had, and seemed proud for it. But, unlike before Uther couldn’t confront, or request anything of him as his leader. It was a time when he himself...begged. Calling him forth, he came down low, towards him, and placed his right hand on the shoulder of the individual. Sir Ector! Unlike before, you heard and obeyed my command as a king. And your loyalty is something I always knew I could rely on, with my own life. But, this time unlike before, I am not giving you an order...no, I am making a request, not as your king, rather as a father who is begging for your needs.” His voice started breaking. He was shivering, as he lowered his head. Truly, this was important to him. Even Ector would understand Never had he seen his king cry before, no matter how large the pain. He knew that this request was maybe the dearest and most important, the king may ever make. His voice spoke reason, understanding and mostly, a dear care and worry. The Knight didn’t do anything but nod. As previously, he promised in his own life that a long mission will come true, but...his voice as well was different. Fire and determination and most importantly, compassion...they were all heard in that agreeing sound. So, he takes off, carrying the child with him, in the back of a loaded horse, as he moves north-east. After him, was the old magus, which was simply riding behind him, with a smile across his face. The King made the right choice...maybe his hardest in his life, but it will be proven right, along the years to come. Amongst the villagers, the story was hidden. The child was believed to have died at birth. The mother was mourning, the father was lost in his mind and inner self. These villages, these knights believed that a reason they will be fighting for will finally dawn, but...to them hopes continued seizing. Still….just like this birth was one fact, they could as well rely on the next one, if not that...on the next one. They always had a reason they fought for, and that reason was something beyond them. That reason was known with the poetic name of what they believed the world should be...Avalon. This dream...was growing, and along with it, was she.

In a dense forest in the northwest, dark smoke comes from the trees, as if a fire has been lit. But, this smoke would not get larger over time, as it would start at dawn, and extinguish by the time of the night. Going into that dense place, would be as if you are walking in a labyrinth, over time...you would be entirely lost, in colossal trees, each one like the other. A small path leads towards that location where the smoke is coming, as you slowly pass the trees, and reach a small field, with a lake closeby. In that small field, men's hands altered the terrain, creating a small cottage. In that residence, an old man was trying to live in calm and peace, apart from the world. As the door opens, a young girl moves through. The old door of the shack creeks, as she slowly turns left and makes her way forward, towards a small extension. Her hair was tied up behind her, rolled and pressed, not taking up any space or being problematic or distracting. She was wearing a bright white blouse, as it reached below the thighs, and contrasting black trousers. It seemed more like what a boy her age would wear. The small girl was seemingly going towards the side, towards the extension of the barn. In the most normal and natural cases, she would be reaching for the animals, but reaching that location...it revealed that it was nothing what someone would see at first sight. Under an old brown piece of thick cloth, were weapons. Taking out 2 swords, in a very calm way, it seemed like what she did at this time of the day was usual. She reaches the front of the house, where she bumps into a man, going the same direction. She looks up to him, as he saw him yet again in a sense of surprise. The man sighs and simply turns around, walking towards the location she was headed as well. Giving one of the weapons to him, the young girl readies herself, as she carried a blade, far greater than a person of her size would be holding. They were broadswords, very unlikely to be seen in this land. Heavy weapons, used in warfare and they were based more on strength, and raw power, than grace and skill fully. These knights though, always made an exception. They used these weapons with pride, showing that the blade itself cannot be solely praised, so was the wielder. The Young girl, at about the age of 8, readies her sword and takes off. A speed which was not held back by the blade, neither her inexperience. Attacking that man ruthlessly, he blocked the first strike, immediately starting a counter attack. Pulling the blade back, towards her right, she lowers the edge of the blade, covering her body from the very broad, but yet again very fast and physically strong attack. Rotating towards her left left, she pulls in closer, as she pulls her sword quickly, and tries a direct vertical assault. With that attack, she screams, as if that anger and excitement would also power the strike. A bright flash of light slowly takes away out sight of what is happening. A man with long white hair, was forever gazing, as he was resting on top of the rock. His right hand below his chin, and a smile present as she was watching the skillful battle. 8 years had passed, and it was unbelievable how much she had matured, he thought to himself. The other man training with that girl again, wasn’t he? Sir Ector truly seemed to fit his role as a father. And it was he who trained with her like this, almost everyday...noticing how no matter how experienced he was...he was slowly, day after day, being pushed back by a little girl. Though, something unlikely of the knight...it didn’t even hurt his honor. For, every strike that she did, he felt that she was truly one of a kind. Simply standing in her presence, Sir Ector felt as he was with his king. In a sense, the prophecies maybe didn’t lie. She truly seemed to be someone destined for greatness. During these 8 years, sword practice was not the only thing that she believed to be important, but...she was also fascinated by whatever the old sage was able to create as well. An art, which was foreign and not pleasant to the other knights, this lonely Sage...was a skillful wielder of ninjutsu. An act, almost like magic and sorcery...something which is not natural, but fascinating as well. It was over these years that this young girl didn’t only learn being one with the blade, but also being one with the world and the elements. She truly believed that this place was one that the whole world would desire as well. A place of eternal peace, calm and serenity. This thought, of such a beautiful scenery truly being able to exist, is what pushed her into believing that...yes, it could truly be achieved, and no...it was not a silly dream. She learned about the wars, deaths and sufferings as the years continued. Believing that this was truly wrong, Artoria grew with the desire to truly change something about it, trying to reach a world which was similar to how she spent all these years. In care, knowledge and love. Such a foolish dream for someone to achieve...that is what others thought at the time. They knew about what the world was packed with. Unlike her, that only learned things in tales, they saw the world before themselves. They knew, you can’t change it...rather you can live through it, readying your brethren to do the same. Yes...they were not living, they were surviving. Now, she...would be the one to carry all that pain and continue? As if that would be possible. It was then...when Artoria chose to give up, on herself. She knew that her satisfaction, her desire for happiness...would only be complete if she saw every creature happy as well. Yes...there was no other way that things might have turned out. She truly was...destined to be it. The person to save this nation, this world crumbling apart. So reaching the age of 16...she looked back at that very same cottage, closing her eyes, she slowly placed her fist close to her chest, praying for luck. Sir Ector called forth, as she returned back to reality. Climbing the back of the horse, they are headed towards a location they left long ago. Artoria was going home for the first time, but...little did she know, it was the first step to her dream...which would begin there.

With the sun dawning behind a small path, sounds of galloping were being heard. Dust and debris would fly up, at the path that the creatures were leaving behind. Making their way out of this forest, they continue heading south, the 2 individuals, pushed by the light itself. The eyes of the small girl, they were truly shining, as the path before her is being lit. Each time, she would move faster, faster and faster...she was reaching a location that the old man behind her had told her for so long. A place where her dream for this world might truly be achieved. The knight behind her, truly was old..but in a sense, he believed her dream to be not just a fairy tail. It was that desire, which truly would complete and kill any doubt he might have had. She was a king, nothing else. She would be the one...to lead this nation to prosperity, and maybe even turn this world into what people always envisioned. Yes….she truly could be that one. As the path slowly becomes more and more clear, close to the path they were riding, we could see a place which appears in the sky, after such a warfare. In that patch of land, the rays of the morning sky would turn red. The blood on the ground, the bodies which were fully armed, as well as the weapons, dug either into the corpses, or the soil. A soil where flowers won’t bloom anymore, for the sheer fact of lives that have been taken. A sight which would truly make her feel what this true world’s colors are, but...they won’t even waver her spirit. If anything, the desire to bring a change would be bigger, greater...and all the lives that were given here, would simply be a sacrifice, to the world which was to become. She simply grabbed more tightly onto the reins and moved her hands once. The horse picks up speed...it seemed as if she was evading that scene, but no...it was those poor lost souls and spirits, which pushed her further. She needed to reach that location...she needed to reach Camelot.

With the sun almost at dawn..she continues her walk, as she walks into an inhabited region by the greater nations. It was a small countryside, and a land far greater in size, than what the people believed. A place forgotten, because they didn’t deem it worthy, but...this is where the land could indeed prosper. Ector took a deep breath, the attention of the girl was taken. He seemed to be relieved, as a small silent and lonely tear left his eyes. Her voice says calmly her name, as she was left in surprise. It seems like...they reached the location which was destined. They reached Camelot. They way continued forward, as they walk through the inner village, with the place being almost entirely lonely. Not a soul was inside the city, while...only a lonely old man was sitting in his chair, on the porch of his house. The knight moves close to him, as he gets off his horse. The old man’s eyes recognize him, even after all these years passed. It seemed as if the mission was complete, but the village truly had no idea of this. Ector spends a few minutes with the man, while Artoria moves throughout the place. This village...why was it this empty? The village, which truly had no sight of anyone...it wasn’t the fact of the sounds though. Coming towards the left of the village, towards a building which was considerably larger...it seemed like a stadium in some sorts. Sir Ector returns towards his own animal, and climbs up, as he comes close to Artoria. In a voice which almost said regret, he tells her about what had happened throughout the years, though...it seems like he is shaking, while desperately trying to keep his calm. “Artoria, it seems like 2 years ago, tragedy has struck and a great war took the life of the king. This place was vanishing slowly, so they were in desperate need of a true leader. As luck has struck, today is the day that this leader will be picked. A traditional jousting tournament, most skilled of whose..will be renowned, the true king of this land. We must hurry” Seemingly like that...he stopped. There was nothing more he could say...was there? Not saying much, she simply continued forward, reaching that intended location. Stopping her horse close by, she got off, and slowly directed towards that entrance...as a bright light, took her attention. That bright light, was the sun? No..it was reflecting on something.

From an old lodge, a blade was stuck in it. A decorated blade, with a golden hilt. Disregarding everything else, she moved closely towards it. She read on that blade, an inscription which was written, more like carved into the blade itself.

“Whoso pulleth out this sword is the rightwise king born of all Britain” She didn’t know how to react...but her hand naturally moved towards it, as she grabbed that hilt. But, her attention was in that second, taken by someone beside her. A cloaked figure..the very same mage she was fascinated by, as he made proof of his magic. His voice was a calm one, and it seemed like he was warning, but yet again, he seemed happy and relieved. “This is a word of advice, do you truly want to pull out that sword?” He continued, in that humble voice again. “You will no longer be a human, once you have taken it, so think with caution, young Artoria”. Closing her eyes, she made a small smile, while replying in that calm voice once again. “No, I don’t believe this to be a mistake”. And she continued “I believe this is the right thing. Such a beautiful dream, such a beautiful world...can’t possibly be a lie. Look at those people cheering...today will surely be something worth recalling”. The old sage smiled, as he vanished just as he appeared. The sword was loose, it started slowly being lifted, by the woman who was standing before it. The cold sound of metal, released from the lodge, was like a melody to her ear. She lifted it high, believing that this was the first step to a dream. Her long path, and true sad story, began from this moment forth.
 
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