Avatar Korra's Teachings From Past Lives

Korra.

Sage of Snakes
Supreme
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Poison Release

1) (Dokuton: Doku no Chūnyū) - Poison Release: Poison Infusion
Rank: A
Type: Supplementary
Range: Short - Long
Chakra: 30 (+10 per turn per usage)
Damage: N/A
Description: The user uses his Poison Release abilities and is able to making it more deadly with other jutsus. The user will channel their Poison into a their arms causing their arms to turn into a purplish color. Any physical jutsus (Earth, Water, Steel, Bones, Sand, etc.) is infused with poison and gives the jutsu Poison properties. The jutsu infused with poison will slightly have a more purplish color. The infused jutsu will be mixed with a poison the user has on them making the jutsu more deadly by even getting a small hit with it. The infused jutsu will be able to poison the opponent through contact with the infused jutsu poisoning them. The amount of poison the opponent is injected with depends on the size of the jutsu making bigger jutsus the most deadly while small jutsus will be a small amount of poison. This jutsu cannot be used with energy based elements as they would evaporate the poison before it could be fully infused. This jutsu is fast being able to infuse a jutsu with poison as soon as the jutsu is made or released. And it also grants an additional rank and twenty damage to the technique up to A-rank.

Additionally the user while in direct contact with inanimate water can use their poison chakra to mold that inanimate water source, turning it into a liquid poison this can be done passively alongside another technique just like the infusion ability. Once converted the user can freely and passively control the consistency of the poison hardening it slightly allowing him to walk upon it while others will not be able to do this this is similar to Water Walking but only works for the user. This is the same principle behind the infusion ability but is easier because it is being done upon inanimate water. If an opponent begins to sink into the poison it'll be hard to get out because as the opponent struggles to get up the sticky liquid pulls them down. This source of poison can be used for other jutsu as well such as Poison Creation or other techniques. However it can only support poison jutsu A-rank and below. The max size of the area converted is related to the user's chakra input but cannot transform massive water sources like entire lakes or landmarks without multiple uses. The user must have a liquid poison to use as a template to use this ability.

Note: Must be taught by Korra.
Note: Must know Poison Release
Note: Requires a 2 turn cool down between uses
Note: Each use lasts for the duration of that singular technique.
Note: Cannot be used with jutsu that materialize within 5 meters of the opponent.

Approved Here

Taught it to
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2)
3) Hokusai

36) (Dokuton: Funsai Suru) - Poison Release: Shatter
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: In essence a trap technique where the user sends moderate amounts of poison chakra into either the ground or air to the area near the opponent. The first variant can be done in close range through close quarters combat releasing the poison from the soles of the feet hiding them by having them burrow slightly into the ground or from a distance by channeling poison through the ground from the soles of the feet. Either way the aim is to create several ( one to eight ) small condensed bead sized orbs of poison to embed themselves in the ground around the opponent. Once done the user can either perform the seal of confrontation causing the poison to detonate or wait for the opponent to step upon the area where the poison is causing the beads to detonate in tandem. When they explode they release a mass of liquid or gaseous poison along with a strong explosion able to create a one meter crater. The poison rushes outward from the tiny bead proliferating itself into a massive amount of liquid or gaseous poison with the aim to strike anything or anyone in a short - mid range area.

Alternatively these beads can be released into the air through the hands where they will float in place until activated or touched where they will then explode doing what was mentioned above but this usage makes it easier to see and defend from. While underground they can only be perceived by chakra sensors or someone with an appropriate sensing ability to know they are traveling underground and they basically act like landmines as per their trap like nature. The poison doesn't have any lasting effects on it's own besides the ability to cause minor cell necrosis mimicking second degree burns. However it can be used with the users own custom poison or Med Toxin to alter the effectiveness of the technique.
Note: Can only be used twice per battle with a two turn cool down

Approved Here

Taught it to
1)
2)


37) (Dokuton: Ikari) - Poison Ninjutsu: The Fury
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( 10 per turn to maintain )
Damage: 80
Description: The Fury is a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters upon the skin and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It can be used by creating a torrent of liquid poison from the hand through a palm strike or it can be administered through a direct finger jab by being used to clad the hand in a liquid shroud of poison. This is partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade and (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill. However it's real usability comes in when used alongside a fire technique as it is flammable and works like a fuel source similar to oil or another combustible liquid when ignited.
It can be used in the same timeframe as an A rank fire technique or below to raise a fire technique's rank or alongside an S rank but only grants it 10 additional damage. The user is able to clad both of their hands in poison and create two blade-like constructs similar to what can be done with water release or they can clad a single hand in the poison either way they are able to constantly feed poison into the construct in a similar way as to how Lightning Blade can be used. It can be used offensively to attack or defend augmenting taijutsu usage allowing the user to create slashing, piercing or blunt damage but due to needing constant dokuton chakra to sustain it the user is only able to use poison techniques while they extend it's usage.
Note: Can only be used two times per battle and can last four turns at maximum
Note: Can only be used alongside fire techniques twice and can't be sustained if done

Approved Here

Taught it to
1)
2)


38) (Dokuton: Gentsū) - Poison Ninjutsu: The Phantom Pain
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The Phantom Pain is a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain and intense muscle twitching and spasms. It is found in select strains of snake venom including the mamba. Neuropathic pain is pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves and due to this fact mimic the pain caused by genjutsu induced injury. This poison is administered by coating the hands or feet in the poison and then causing it to create an aura that surrounds the entire limb by partially vaporizing the poison causing gaseous plumes of green poison to fume from the hands. Then through a taijutsu action or just attacking in a free form way the user is able to increase the level of pain felt by attacks by applying the poison to the body through additional offensive actions. In essence the user is able to supplement basic chakra from taijutsu with poison causing more damage than it usually would have on it's own. An example of what this can do is if it is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release poison with the kick creating a poison based dragon in it's stead. Once applied to the skin the poison will pass through the pores latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain that continues to radiate throughout the body as long as the poison is attached to the nerves causing ten additional damage per turn for two turns. As mentioned above this damage is similar to the pain induced by genjutsu thus it on it's own isn't able to break the effected person out of genjutsu as it's basically pain created by tricking the brain into believing damage has been taken.
This pain increases the rank of non-elemental taijutsu techniques by one up to S rank with S ranks it increases the damage by ten. It can additionally be controlled to extend the users reach up to mid range by having the poison burst forward but only works with freeform attacks needing direct taijutsu techniques to still hit their mark to deal the initial damage of that technique.
Note: Can be used twice per battle and the aura lasts three turns

Approved Here

Taught it to
1)
2)

Learned
(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others

Learned Here

(Dokuton: Watashi wa Okoritai) - Poison Ninjutsu: Stick a Needle in Your Eye
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20 ( +5 to continue producing the poison after activation )
Damage: 20x ( x being number of turns effected )
Description: This technique is based heavily on a range of psychoactive drugs used in an effort to obtain information from subjects who are unable or unwilling to provide it otherwise. The user is able to produce a very potent cocktail of substances that can be administered one of two ways; through a gaseous cloud released from an orifice such as the mouth or nose of the user or created within Short - Mid range of the user with a short range radius or through a liquid that is produced from the skin of the user and injected into the opponent through wounds, cuts or finger-jabs.
To create the gas cloud outside of short range the user must perform the seal of confrontation otherwise they can release it from their body or create it in short range of their self without a seal. Next follows the ingredients of the poison and their subsequent symptoms. First, Midazolam; is a medication used for anesthesia, procedural sedation, trouble sleeping, and severe agitation. It works by inducing sleepiness, decreasing anxiety, and causing a loss of ability to create new memories it also has the effect of putting the poisoned individual into a calm, compliant state. Side effects can include a decrease in efforts to breathe, low blood pressure, and sleepiness causing the poisoned individual to show a visible decrease in their speed and reactions. Next, Sodium thiopental; is an ultra-short-acting barbiturate and has been used commonly in the induction phase of general anesthesia. Thiopental (Pentothal) is used in some places as a truth serum to weaken the resolve of a subject and make them more compliant to pressure as is Midazolam. The barbiturates as a class decrease higher cortical brain functioning. Because lying is more complex than telling the truth, suppression of the higher cortical functions leads to the uncovering of the truth. The drug makes a poisoned individual loquacious and cooperative with interrogators or even their opponent losing the ability to lie and gaining an uncontrollable urge to answer any question asked of them. This can not be used to make them perform actions, only answer questions that they know the answers to.

The neurological effects of the poison are instantaneous making the poisoned individual unable to lie, and they will respond to any question they are asked becoming compliant. They however can still fight and act against whatever they say but are stuck answering questions. This technique is very good for use on captured individuals but is also useful in battles as it can force an opponent to explain their tactics, their elements, their ninjutsu and even things as in depth as their own personality and history as well as what they know about their allies or others. The lowered heart rate, and blood pressure also decreases their speed, and rationality reducing both their running speed and their reaction speed (by three speed levels). This technique works in a similar way as does ( Dokushinjutsu ) - Mind Reading Technique with the questions being asked and answered almost subconsciously. Asking the right question can allow the user to understand what the opponents next move will be and provide them with a better capability of countering and defending against them as well as having them know the positions of their allies, their strategies or various other important information with it being taken directly without consent from the poisoned individual.
Note: Can only be used twice per battle, war, or conflict.
Note: Due to being created through the use of chakra the user is immune to their own variation of Truth Serum, but will not be immune to other users Truth Serum except Howard he's immune to all poisons created from this technique. Snakes or summoning creatures who can produce venom can create this with their own chakra just as a human can.
Note: Effects last until cured of the poison, however if injected the limb involved can be amputated quickly to negate the effects if breathed in, or injected into a non-superficial limb this point is moot.

(Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 40 ( -20 next turn to use again )
Damage Points: 80 ( -5 to user )
Description: Based heavily on (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique the user will make two small nicks on their thumbs allowing blood to pool in their palms. Using this blood as a template they create either a generic poison similar to that created by the Hydra Barrage Technique having the same effects (which will cause increasingly severe muscular pain, sensory numbness and damage if absorbed through the skin (30 damage per turn, effects last 5 turns after exposure, death if the poison is vaporised and inhaled) or a custom poison. What they do with this poison is release it in either one massive wave of liquid poison by bringing their hands together and releasing the poison all together, or two smaller waves by separating their hands and releasing the poison in two moderately sized torrents of liquid poison.
These torrents can be directed in two different directions allowing the user to attack multiple things.
Notes:
- Can be used three times per battle
- Requires two turn cooldown between activation

(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins by creating a small amount of liquid poison, pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it. dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble, creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it, where it will travel at the same speed as a Lightning Release Technique travelling through the air at a fast pace. The poison bubble only takes a moment to form and release. When released the poison travels towards an opponent or a technique, when it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it makes contact. The poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns, and the effects last for four turns or until cured

(Dokuton: Atsuryoku no Shita) - Poison Release: Under Pressure
Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurised way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.

Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurised gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind.
Note:
Can be used three times per battle with a two-turn cooldown.
No Dokuton in the turn after above A-rank.

(Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 ( when used to attack )
Description: A poison user concentrates poison chakra all throughout their body or into a specific part of their body and by using this poison chakra they can turn portions of their body into poison. If a technique or an attack strikes this form with the potential to strike them directly depending on it's strengths and weaknesses some techniques can be completely negated while others can be partially negated. This is because not only does the user literally turn their body to poison they proliferate this poison creating an additional buffer of poison allowing the "body of poison" to take on far more damage than the users natural body. This costs a move and the user can temporarily become poison for at maximum three turns before reverting to normal. This ability can only be used once every other turn and if used to negate damage the user reverts to normal upon taking enough damage to take out the poison. Due to this the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below for things neutral to the form of poison the body is converted into. Alternatively it can negate an S rank technique of something that form of poison is strong to.
The whole body can be converted to poison but to do so the user must perform a single hand seal. If instead they only turn a portion of their body to poison they are able to do so without a seal. Whole limbs, or portions of the body such as the head, neck, shoulders, stomach, fingers or chest can be converted to poison relatively easily. However as mentioned above the form of the poison dictates it's strengths and weaknesses. While this technique is primarily a defensive technique it can be used offensively by for example turning an arm to poison and grappling an opponent. Limbs converted to poison can be extended up to mid range away and can be destroyed without harming the user because as mentioned above it is not their natural body but instead poison proliferated from the poison they converted their body into.
Notes:
- Can be used three times per battle with transformations lasting for three turns at max
- Can be used once per turn with a two turn cool down

(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materialising it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defence against things that form of poison is strong to for example a liquid shroud will allow for the defence of even Forbidden rank fire release as the liquid vaporizes into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.
Note:
Can be used twice per battle lasting three turns per use
Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation
Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.


(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +10 to another poison technique )
Description: The user moulds poison chakra to create poison (from his body), or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash but can even be just inert poison that is on the battlefield. Inert poison refers to poison on the battlefield created by the user that no longer retains chakra. An example, poison created by something like Poison Creation that is left on the battlefield from before. This is similar to Earth Release or Water Release ie, mud left from previously used Earth Techniques or Water left from previously used water techniques. These substances would be inert, just chakra-less substances but would be usable by forcing chakra into them such as the B rank (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave technique. For a more specific example for poison release itself Poison Creation or this technique itself could be used to create a source of poison by manipulating the users own custom source creating a large amount of liquid poison leaving behind a massive amount of inert poison. It becomes inert because it's no longer being manipulated so it's just there on the field. This would obviously need the user to create poison beforehand as there wouldn't just be poison lying around on the ground like natural water that can be found for water release.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank up to S rank where it merely gains an additional ten damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- Poison creation/manipulation can be used 4 times, with a one turn cool down.
- The strengthening ability can be used once per turn with a one turn cool down (three times total)
- This can be used with a custom poison but requires it to be a liquid

(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of it's strength instead gaining strength from it. Also a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.
Note: Can be used four times per battle with a two-turn cooldown.

( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (15 to maintain)
Damage: N/A (or 80)
Description: The user concentrates dokuton chakra into the tips of their fingers extending from each of their fingers a long spindle like thread of dense liquid poison. The user is able to choose how many threads for whatever scenario but the number cannot exceed ten (one thread per finger). Then they can weave these threads throughout the battlefield to attack or around the target, somewhat similar to those used by puppet users or the threads created by (Iryō Ninjutsu: Chakra No Ito) - Medical Technique: Chakra Threads.

The threads can be funnelled into the ground to travel to the opponent's position to attack from several angles allowing for a very deceptive use. The threads can then embed themselves into the target and pierce into the opponents chakra circulatory system as well as their vascular system. Through this connection the user can pump poison directly into the opponent's body or can directly pollute their chakra with dokuton chakra causing the chakra circulatory system to decay and erode from the damage. Individuals who have had their chakra circulatory system polluted will have to mould an additional twenty chakra alongside their techniques and if the threads are connected for more than four turns the opponent will lose the ability to mould chakra until they are healed. This also causes additional damage as long as the threads are attached to the opponent and even once removed the opponent will remain poisoned until cured as per the usual requirements of poison. If dokuton chakra has been applied to their chakra circulatory system a full body purge has to be performed to removed the polluted chakra otherwise it remains in the body circulating through the body.

Alternatively if the user wishes to use the threads defensively or in a different offensive manner they can lift their hands into the air causing the threads to spiral around their body in a rapid manner. These threads begin to whip around the user at a fast pace with the potential to either create a defensive dome of fast moving threads or they can be directed to whip at the opponent to attack directly with slashing and piercing motions. Additionally the user can connect these threads to a technique they've used pumping dokuton chakra or poison directly into the technique empowering it. This has the potential to raise the rank of a technique by one up to S-rank where it merely grants an additional ten damage. Though this has to be a technique that the threads can attach to liquids

Note: Can only be used twice per battle with a two turn cool down
Note: Can only use poison techniques while this technique is being maintained

All the above learned here

(Dokuton: Doragon Tai ) - Poison dragon fist
Type: Supplementary
Rank: B-S
Range: Short - mid
Chakra: 20-40
Damage: 40-80
Description: This is a unique style adapted by a group known as the dragon slayers to increase their effectiveness of taijutsu by combining it with a form of poison release. The base concept of the poison released in this jutsu is similar to that of cyanide. The reason it's a poison is due to it being so reactive with oxygen it litterally rips out the oxygen from the cells within ones body suffercating their body from the inside. As a poison is "a substance that is capable of causing the illness or death of a living organism when introduced or absorbed" this effect falls under that catergory. The poison will react with the oxygen of the cells it touches ripping it out, turning the persons body blue, and that is the true color of blood lacking oxygen. The way this works in a battle sense is the user will release chakra around part of their body or their whole body, which will look like purple flames as they release the cyanide around them, holding it in place through chakra control (much like how shinobi can control lightning to stay on their body without harming themself and not losing shape). They will then process to strike as normal but when ever these flames make contact with a person or living being such as a summon, they will rip the very oxygen out of their cells. This will cause an extreme, burning, irritation, but then flow into the blood stream, slowly poisoning the target from the inside due to how toxic this type of poison can be. In RP terms, this would cause the target to be distracted and in pain constantly for 3 turns after they were touched, the higher the rank, an extra turn is added. B ranks = 3 turns, A rank = 4 turns, S rank = Fatal. This can be countered by finding a way to flush the poison out of your body, similar to Sakura's method of using water to save Kankuro after his fight with Sasori. If they breathe in the poison the oxygen will be ripped out of their lungs and stop them from breathing causing them to pass out and if not treated, die (takes one turn for the poison to become present in the air in enough of a quantity that this would happen. Covers the area short range of the user). All poisons become weak when watered down and so this would be extremely weakened by water release, the same as fire would destroy it, but it would be heavier than wind so it wouldn't blow it away and it would pass around the earth if able to find gaps in it. Lightning would have no effect and the same with cyanide vs lightning. The user can also release the poison from their body with motions or through spewing it out of their mouth in the concerntated form reaching up to mid range.
Note: Once used lasts up to two turns, while active can't use any other poison jutsu. While active it also takes up a move per turn.
Note: B rank can be use 4 times, A rank can be used 3 times, but only once per turn, S rank can be used twice.
Note: S rank can be used twice, with two turns between, and no poison jutsu for 2 turns after use. No jutsu above A rank in the following turn.
Note: For the user to inhale poison, requires the user to be using the A or S ranked variation

Learned Here
 
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Korra.

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Origami Rokkaku āto | Origami Hex Arts

Origami Rokkaku āto | Origami Hex Arts
Type: NinGenTai
Background: After mastering what she could do with Paper, Korra became obsessed with trying to combine other stuff with her Paper Ninjutsu. She was than able to change the color of some of her paper so that she could make the paper form patterns that would cause optical illusions for people looking at them. She than was able to use these paper illusions to catch people into genjutsus using her paper as the medium while also being a way to attack.
Description on the Abilities and Inner Workings of the Style: This fighting style works by channeling the users chakra into their paper and changing some of paper to change into certain colors needed for different illusions. The user will than have the paper swirl around or in front of the opponent and start spinning or moving in a certain way to start the optical illusion. Once the illusion starts the opponent will be caught and the paper will channel the user chakra into the opponent catching them in genjutsu which can vary depending on what the user is trying to accomplish. These optical illusions can mess with opponent's sense and can also be combine with other genjutsu but will cost the user two moves. The fighting style also uses the illusions it creates to also use paper to attack opponents while also trapping them in illusions. The user can use just paper, sealing tags and explosive tags in combination of the illusion this fighting style creates. Using these optical illusions the user will combine it with their taijutsu making it harder for an opponent to fight in hand to hand combat against the user of this. The user will use the optical illusions while performing taijutsu to making their opponent see illusions of where the user is trying to attack or how like making the opponent think their punch is coming from the left when its really coming from the right or making it seem that there are more than one of the user fighting against them. The user can also have the paper form into body parts like legs or arms to deal punches and kicks away from their body while mixing it with the illusions making it seem like the user is punching or kicking the opponent when in reality its paper sheets the user is controlling while attacking them with a different mean.
Example Techniques:

(Origami Rokkaku āto: ?????) Origami Hex Arts: ?????
Type: Offensive/Supplementary
Rank: A
Range: Short- Mid
Chakra: 30
Damage: 60
Description: The user will start by making the ram sign and channeling their chakra into their paper and have some of their sheets turn black. The user will than release a spinning column of black and white paper that forms a spiraling pattern tunnel that surrounds the opponent. Once the tunnel is formed the opponent will be trapped in a genjutsu where they will start seeing themselves stuck inside the endless tunnel while also experiencing their disorientation from the endless spiraling. In reality once the tunnel traps the opponent the paper will surround the opponent and the user will attack with a barrage of punches and kicks while also manipulating paper sheets into more arms and legs to deal more punches and kicks on the opponent from a variety of angles and directions.

(Origami Rokkaku āto: ?????) Origami Hex Arts: ?????
Type: Offensive/Supplementary
Rank: A
Range: Short- Mid
Chakra: 30
Damage: 60
Description: The user will channel their chakra and turn some of their paper black. The user will than send their paper out on to the ground till it covers the ground underneath the opponent. The paper will form so that it looks like it formed a sinkhole and is moving the opponent into it. The opponent will be caught in a genjutsu where they think they are pulled into a sinkhole while in reality they are just be covered by paper and crushed by it.

Additional effects and Restrictions:
- Must have a bio with Paper Ninjutsu
- Must have mastered Gen
- Must have mastered Tai
- Must be taught by Korra.

Approved Here

1) (Origami Rokkaku āto: Kuro To Shiro No Ton'neru) Origami Hex Arts: Tunnel of Black and White
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will start by making the ram sign and channeling their chakra into their paper and have some of their sheets turn black. The user will than release a spinning column of black and white paper that forms a spiraling pattern tunnel that surrounds the opponent. Once the tunnel is formed the opponent will be trapped in a genjutsu where they will start seeing themselves stuck inside the endless tunnel while also experiencing their disorientation from the endless spiraling. In reality once the tunnel traps the opponent the paper will surround the opponent and the user will attack with a barrage of punches and kicks while also manipulating paper sheets into more arms and legs to deal more punches and kicks on the opponent from a variety of angles and directions. The illusion for this jutsu is the same rank as the overall jutsu.
Note: Usable 4 times a match
Note: Must know Origami Hex Arts

Approved Here


2) (Origami Rokkaku āto: Origami No Rokkakkei No Sekai) Origami Hex Arts: Hex World Of Origami
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user combines the fighting style with Demonic Illusion: Double False Surroundings Technique. The user will do the Tiger hand sign and causes paper sheets in their body to form different patterns on their paper sheets and than burst outwards spreading through out the field. To the opponent nothing will happen but in reality they would be caught in a genjutsu/opitcial illusion were the paper would make it appear that the terrain remains unaffect. The user than causes the paper to make the opponent believe they keep appearing and disappearing in front and all over them performing taijutsu attacks all over. If the opponent would attack the illusion it would jutsu look like they just turn into paper sheets and disappear. In reality the user attacks from different angels than what the opponent would be seeing like hitting them from the back while the opponent thinks they are right in front. The user can also have paper sheets around the opponent form into arms and legs and attack the opponent while they keep a distance. The user can keep this illusion going as long as they have paper sheets on the terrain. The genjutsu for this is the same rank as Double Flase Surroundings so B rank rank.
Note: usable 2 times a battle with a 2 turn cool down between uses
Note: Can only use 1 other jutsu the turn this is used
Note: Cant combine any other genjutsu when using this

Approved Here

3) (Origami Rokkaku āto: Kōgaku Ken) Origami Hex Arts: Optical Fist
Type: Supplementary
Rank: E
Range: Self
Chakra: N/A
Damage: N/A
Description: A basic but useful jutsu developed for using Origami Hex Art styles into freeform tai and for tricking opponents.
The user will use their passive abilites to control paper and have the paper sheets that make up their body start changing color and move in wild patterns creating an optical illusion. The user can control it and make it appear to opponets in close to even long range that they are in one spot when they really are not. In tai uses this becomes helpful as the user can make it appear to the opponent that the user is punching with their left when in reality they are with their right. The same can be done with running right but really running left making to where the opponent might aim their jutsu in a different direction. Doujutsu and chakra sensors would be able to get pass this but to the naked eye the optical illusion would be useful against. The user must always post what way they are offsetting the opponents sight/using the optical illusion for. This can only be used for basic movements like tai and moving not with jutsus being released and such.
Note: Since using passive paper control jutsu needs to be posted as a reference when the user starts using.
Note: Must know Origami Hex Arts

Approved Here
 
Last edited:

Korra.

Sage of Snakes
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Korra's Kumi Accounting

Transaction Log






Previous Kumi

[+/- amount, denoting profit/loss]

[Day/Month/Year]

[Type]

Running Total





0

+1,000

07/04/2018

Initial Kumi

1000





1000

+450

04/05/2018

Initial Kumi

1450





1450

+350

06/03/2018

Initial Kumi

1800





1800



07/25/2018

Initial Kumi

2,125





2125



07/27/2018

Initial Kumi

2375





2375



07/27/2018

Initial Kumi

2675





2675



09/30/2018

Initial Kumi

3925





4000

-4000

12/5/2018

Initial Kuami

0

Total Kumi

379












Kumi from posting not accounted for
 
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Korra.

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Scienctifc Nina Tools

1) Saibādoragon - Cyber Dragons
Type: Tool
Rank: A
Range: N/A
Chakra: N/A (-30 when activated the first time)
Damage: N/A
Description:These Cyber Dragons were created by Korra to make it easier to have access to her paper ninjutsu. The user has two robotic snakes that have a special seal inside them. Once the user channels the required amount of chakra the cyber dragons start releasing paper sheets that the user uses themselves. Channeling the chakra into the cyber dragons can be done passively. The cyber dragons are self sustating so once activated they will keep releasing paper sheets on their own. The cyber dragons release the sheets in short range of the user and expands into longer ranges as time goes on. When first form the sheets start within short range of the user. After 1 full turn the sheets would reach mid range while after 2 full turns the paper sheets would just reach long range as they keep multiplying. This jutsu gives the user a source of paper across the field be able to form paper ninjutsu across the paper terrain. The user can have the cyber dragons attach to them on their sides/clothes or inside their their body and sticking out. The cyber dragons are mixed in with the user's chakra chakra so if the user turns their body into paper the cyber dragons will also turn into paper with the user. The user can also set the cyber dragons on the field so they don't have to worry about them being on the use's body.
Note: Usable by Paper bios
Note: Must be posted on the user's bio
Note: The user can only have up to 3 cyber dragons

Approved Here

2) (Iryō-yō Gantoretto ) - Medical Gauntlet
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The medical gauntlet is a gauntlet that is also a computer that was created by Korra for gathering data and storing it. The gauntlet is a standard gauntlet with a touch screen/holo display. The screen always faces up no matter what angle the user has their arm up. The gauntlet also has an opening to fit in 5 test tube the user can use to store poison vials or DNA vials. With the DNA/Poison being stored the user is able to scan and learn about the KG/AE in the DNA as well as antidotes for poisons. In the NW the gauntlet can connect to any NPC computer to send and take files for the user. If other users have a gauntlet they can communicate with each other landmarks away to share important info faster. This is done by incorporating a similar sealing technique like (Fuuinjutsu: Kami Komyunikēshon) Sealing Arts: Scroll Communication technique to allow for the communication. The gauntlet computer that also can alert the user to when their chakra system is disrupted and in a genjutsu. The Gauntlet can release a burst of chakra into the user and break them out of A rank and below genjutsu. It can also alert the user to any damage they have taken and to what extent.
Note: Must be placed in the user's bio or posted at the beginning of the fight
Note: Must be taught by Korra
Note: Only 1 Gauntlet per bio
Looks similar to
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Approved Here https://animebase.me/threads/custom-technology-submission.764499/page-4#post-21947561

Taught it to

3) (Iryō Dorōn ) - Medical Drone
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 (activation) (X for healing)
Damage: N/A
Description: The Medical Drone is a Drone created by Skarlet/Korra that is used for medical purposes as well as spying, scouting. For medical purposes, the drone is able to scan allies and opponents and is able to alert the user (for Skarlet/Korra through their Medical Gauntlet) the other person's health/diagnostics as well as scan for abilities and alert the user what abilities they are going against. It also can release a chakra rope that then attaches to either the user or allies and heals them. The drone will use the user chakra and follow Mystic Palm for healing the damage (chakra cost and restrictions). For scouting/spying the drone can cause the panels on it to blend into light making it invisible. It is able to scan the area (entire landmark) and sends the info to the user (Gauntlet) and the map of the area.
Note: Must be taught by Korra.
Note: User can have 2 drones while cyborgs can have up to 3
Note: Note once activated the drones are able to move on their own and the user can pilot them remotely.
Note: Healing count as one of the users move
Looks like
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Approved Here https://animebase.me/threads/custom-technology-submission.764499/page-5#post-21952591[/SPOILER]

Taught to
https://animebase.me/threads/get-this-bread.769808/
 
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Korra.

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"You want to get stronger to have revenge, right? Those feelings will make you stronger! Your feelings for your family, this village, your friends in this village and the desire to defend this village is what makes a shinobi strong!"

'Basic Information'


Name: Pakura
Nickname: Scorch Queen | Goddess of Scorch
Gender: Female
Age: ???
Clan: N/A

Personality - 性格


Pakura seems to have a moral code of sorts, shown when she was surprised that she was going to fight what she deemed "children". In the anime, it is shown that she is resentful towards both Suna and Kiri for the treachery that led to her death. However, after seeing and the resolve of Maki's comrades, Pakura decides to "give the children a chance to change the future" before her personality was wiped out again. While alive, she believed that loyalty for friends, family and village makes a shinobi strong.



Looks - 外見

Pakura was a fairly tall kunoichi. She was fair-skinned with pupiless brown eyes. She had green hair that she tied in a bun on top of her head with a hair needle running through it and one short and long strands of hair with orange tips framing each side of her face. Her typical attire consists of a sleeveless, backless top and short tight pants, with two lapels on the front and the back. She wears an obi around her waist, as well as purple arm-warmers which extend up to her shoulders, and has bandages around her tights and ankles. Like all reincarnated shinobi, the only changes in Pakura's appearance were that of grey eye sclerae.[/justify]​



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"You want to get stronger to have revenge, right? Those feelings will make you stronger! Your feelings for your family, this village, your friends in this village and the desire to defend this village is what makes a shinobi strong!"


'Village Info'
'Village Info'


Land of Birth: Great Wind Desert


WSE Clan: N/A​




'Rank//Chakra Info'

Ninja Rank:

N/A

Specialty:




Elements:
Wind Release
Scorch Release


Your Ninjutsu:
Taijutsu
Ninjutsu
Genjutsu



Custom Fighting Styles:


Summoning Contracts:

N/A






'Background Information'
'Background Information'

History - 歴史



Pakura is new shinobi just now joining the shinobi world but really just started class. She has lots to learn down the road of being a shinobi.














'Other'








Theme Song and Background Music :





'Battles'
'Battles'
'Battles'




Won: N/A

Lost : N/A


 

Korra.

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Ketsuryūgan
42 ) (Chi no kami no dōgu ) - Blood God Tools
Rank: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost:10-40
Damage Points: 20-80
Description: This is the basic application of blood usage through Ketsuryūgan where the user will use their chakra to take control of their blood or create from existing blood sources, anything they can imagine on a basic scale. This can be anything from weapons to walls, to spikes, domes, waves, anything inanimate which they can use as projectiles as well. For example, the user could create a kunai of Blood and launch it at their opponent. The larger the object, the higher the rank. For objects larger, than the user, they will need to be A rank. To use the A rank and above versions of technique the user will need to perform 3 hand seals. This can also be used to manipulate and reshape and redirect existing blood costing a move. This cannot be used on the blood within an opponents body. If the opponent were to have drawn blood, then the user can infuse chakra into that to take control of it.

Note: B rank and below blood creations can be made or a single hand seal. A rank can only be used three times per battle and requires two handseals. S rank can be used twice per battle, with two turns in between uses and no Blood jutsu above B rank in following turn and requires 3 handseals.

Approved Here https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-15#post-21955801

Taught to

43) ( Ketsuryūgan/Iryo Ninjutsu: Bakuhatsu Ningen no Jutsu ) - Blood Dragon Eye/Medical Ninjutsu: Degrading Human Technique
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A ( -15 per turn )
Description: A jutsu that is was created as the reverse of Exploding Human. When a Ketsuryūgan-wielder makes direct skin contact with a target, they can infuse some of their chakra into the target. The said chakra becomes poisonous to the target, making their bodies unstable, dealing slow but constant damage over turns. Causing the victim's body to become consumed in a pitch-black substance, the opponent will suffer 15 damage every turn until 4 turns have passed. Instead of causing the victim to explode, a Ketsuryūgan-wielder will cause blood clots to form inside the victim's body. Using Medical knowledge, the user will have the blood clots form around chakra points. The clots would form around the points and highly pressurize causing the points to be damaged and destroyed after longer exposure. The more turns that go by, the more chakra points in the victim's body will get damage. The area that the user hits on the victim will be affected at the touch and it will spread from there. The user can use their doujutsu to see the spread and control what area gets affected next. Whenever the target's health drops to lower than 15 or 10 turns have gone by ( whichever is shorter ), all of the victim's chakra point will be damaged or destroyed causing them unable to mold chakra above B rank and leaving the target unable to continue until healed. Only by rendering the target unconscious (such as with genjutsu) or defeating the user will the virus be nullified. With proper medical aid, the poisonous chakra can also be extracted, saving the victim completely. Opponents can stop the damage by either using Med Jutsus, Yang Healing, or a high enough chakra surge to over power the chakra.
Note: Requires direct contact to utilize. Can only be used after the Ketsuryugan has been activated. Can only be used on a single opponent once
Note: Can only be used a total of 3 times a match (if multiple opponents)
Note: Cannot use this and Exploding Human on the same opponent at the same time
Note: When afflicted, just like Exploding Human, any passive having abilities the target has active will be ceased such as Yang specialties, Sage Mode, etc.

Approved Here

Learned
Buraddo Wiibingu: Shison no nobotte) Blood Weaving: Offsprings of the Ascended
Type: Supplementary, Offensive' Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Through the use of their blood/iron infused source members of the Chinoike clan will utilize it in order to conjure out a familiar. These familiars are usually blood red in appearance; but are able to take on any form desired by the user. Ranging from completely humanoid forms, to avians or even mythical creatures/hybrids - they behave/act similar to their real counterparts (such as humanoids being able to run/walk, avians being able fly). They are capable of physically striking the target in question down, dealing damage relative to their rank and chakra infused into the blood.

One unique thing about these creatures come from the sibling technique known as Blood Dragon Ascension. These familiars are all able to release a potent steam from their body either as a stream or an omnidirectional burst; causing intense burns to anyone within the vicinity. This wields damage one rank lower than the familiars rank; which costs a move to use. The familiars are also able to reform back to full power if damaged, but not if fully overpowered this requiring half the chakra of the original rank and a move slot in order to do so.

These familiars in question exhibit a minor form of sentience, able to act on it's own accord and know its creator/allies from enemies but lack enough intelligence to speak or communicate in any fashion. D to C Rank doesn't require any hand seals, B Rank requiring one seal, A Rank requires two while S rank requires three. When S rank is used, the user is unable to use Ketsuryugan related techniques above A rank for the next two turns.S Ranks can only be used twice per battle, while A Ranks can only be used thrice. Regardless of rank used, familiars only last three turns each. The user may also create multiple familiars per use but the power is then evenly divided.

Learned Here https://animebase.me/threads/blood-arts-trading.771131/#post-21975106
 
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Korra.

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Xenomorphs Summoning
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Summoning Animal: Xenomoprhs

Scroll Owner: Korra.

Other Users who have signed contract: N/A

Summoning Boss if existing: Queen Xenomorph

Other Summoning Animals tied to contract: Facehuggers & Xenomorphs

Description and Background: Xenomorphs are one of the deadliest of all known alien species, these creatures require a host organism in order to reproduce. The appearance of the Xenomorph can vary depending on the host in which the Facehugger implants. The human phenotype is generally around 7–8 feet and roughly 136.0 to 181.4 kilograms in weight, with a long, muscular tail and large, curved, oblong head. The Queen of this species is generally twice as large (although some Queens have shown to grow even larger, some surpassing 100 feet tall if given time) and possess superior speed, strength and intelligence than their offspring. The species go through stages but can be summoned in either stage, going from Facehugger to Xenomoprh to Queen Xenomorph.

Stages

Facehugger - Its bony finger-like legs allow it to crawl rapidly and its long tail can launch it in great distances. These particular appendages give them an appearance somewhat comparable to chelicerate arthropods such as arachnids and horseshoe crabs. The facehugger is a parasitoid; its only purpose being to make contact with the host's mouth for the implantation process. The Facehugger secures its eight finger-like appendages tightly around the head of its victim and wraps its tail tightly around the host's neck, eliciting a gasping response and allowing the insertion of an ovipositor into the host's esophagus.

Xenomorph- Xenomorphs all tend to share some common traits: a vertebrate-like body, a protective exoskeleton, a long flexible tail, an elongated domed head, with nearly invisible eyes near the mouth, and a toothed maw hiding a proboscis-like inner mouth. Little is known about their biology, but it is known that they eat with their inner or secondary mouths, not their outer mouths. This mouth is somewhat similar to the pharyngeal jaw of a moray eel.


Queen Xenomoprh - Queens are much larger than Drones and Warriors. They stand approximately twenty feet tall at the hip. They have twin sets of arms and are built more similarly to a large theropod dinosaur than a humanoid. They also have a much larger braincase than the average adult Xenomorph, protected by a large crest above their heads. They have a slightly stronger tail, which can be used as a weapon, along with their limbs and inner jaw, as shown in the climactic battle with Ripley in Aliens. Due to their immense size, they are extremely strong. Another well-known feature is the immense ovipositor in the Queen's lower torso, which is responsible for creating eggs (similar to a queen termite). She is able to detach from the ovipositor in an emergency and will regenerate a new one when the danger is over.

In the Narutoverse Xenomporhs poses the following abilities

Unique Ability - Because of the way Xenomorphs are produced through Facehuggers, if a Xenomorph is created through a facehugger infecting a victim, the Xenomorph is able to use the person KG/AE ability up to S ranks by copying their DNA. Doujutsu can not be copied. Due to horizontal gene transfer during the gestation period, the Xenomorph also takes on some of the basic physical attributes of the host from which it was born, allowing the individual alien to adapt to the host's environment.i.e it can gain basic abilities if used against summons. (Wings, Gils, flying, etc)

Unique Ability - In all stages Xenomorphs blood is acidic blood in which only the species and Summoner are immune to the effects. The acidic blood if it touches opponents causes third-degree burns as well as melt a layer of flesh off as well as melt ninja tools but their skin in all stages is stronger than normal skin and can withstand ninja tools. It can also melt through B rank and below armors and defensives.

Basic Ability - Due to their predatory nature, Xenomorphs are great trackers and can sense and track opponents up to 2 landmarks away. All of their senses (sight, smell, taste, sound, etc) are above normal species on earth. They have enhanced senses and are able to track victims by all means. They also are stealthily and able to blend into environments to surprise opponents.

Basic Ability - Xenomorphs have a Cocooning ability. Cocooning is a trait used by Xenomorphs to reproduce quickly. A human, or any other creature, if dragged away, would have a cocoon of saliva and resin placed over them (their face left free), usually in an area where the Queen has produced a large number of eggs so that the Facehuggers are able to latch onto them easily and deposit a Xenomorph larva in their chest. The “cocoon” is restraining and able to restrict movements unless a user has increased strength i.e. Tsuande/Sakura and Raikage strength.

Approved Here https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-16#post-21967068

(Kuchiyose no Jutsu: Feisuhagā) - Summoning Technique: Facehugger
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A (-60)
Description: Facehuggers are the “baby” stage of Xenos that are spiker like creatures with a tail. Its bony finger-like legs allow it to crawl rapidly and its long tail can launch it in great distances. These particular appendages give them an appearance somewhat comparable to chelicerate arthropods such as arachnids and horseshoe crabs. The facehugger is a parasitoid; its only purpose is to make contact with the host's mouth for the implantation process. The Facehugger secures its eight finger-like appendages tightly around the head of its victim and wraps its tail tightly around the host's neck, eliciting a gasping response and allowing the insertion of an ovipositor into the host's esophagus. When wrapped around an opponent's face, it will take an A rank or above jutsu to cut free of them off but the opponent will deal with acid blood being dripped on them. When the Facehugger attaches to an opponent's face they also release a noxious gas that knocks out opponents for 1 turn in which during the turn the creature will inject the victim with a parasite that becomes a Xenomoprh. After the 1 turn of being knocked out/injected the facehugger will die and come off the opponent. After 2 more turns, the next form of the Xenomoprh will burst out of the opponent's chest (dealing A rank damage) creating a baby Xenomoporh. The opponent will not die instantly but will need Medical Ninjutsu to heal or any other ability applicable at the time. This process allows for the Xenomoprh to have access to any logical KG/AE that the opponent had up to S rank. This method can be used against humans or summons as the Facehuigger can expand to match the face of the opponent but they can never be used against someone or something larger than ten meters large.
Note: Must know Xenomporhs Summons
Note: Can summon between 1-2 Facehuggers at once
Note: Usable 4 times a battle
Note: An S-rank Xenomorph can only be summoned three times with a three-turn duration.
Note: Facehuggers stay on the field up to 4 turns unless the Injecting process gets completed than t
hey die and poof away

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(Kuchiyose no Jutsu: Igyō ) - Summoning Technique: Xenomorph
Type: Summoning
Rank: A-S Rank
Range: Short
Chakra: 30-40
Damage: N/A
Description: Xenomorphs all tend to share some common traits: a vertebrate-like body, a protective exoskeleton, a long flexible tail, an elongated domed head, with nearly invisible eyes near the mouth, and a toothed maw hiding a proboscis-like inner mouth. Little is known about their biology, but it is known that they eat with their inner or secondary mouths, not their outer mouths. This mouth is somewhat similar to the pharyngeal jaw of a moray eel. All of them possess great advance sensory and the cocooning ability as well as acidic blood (in contract description). If a basic Xenomorph is summoned then it will be A rank. They possess a second mouth and a knife-like tail that can break up to B rank armor to deal damage to users. Any jutsu the Xenomoprh uses counts towards the user's moveset. Xenmorphs also move at regular jounin speed. The A rank version can tank up to B rank damage.
Note: Must Know Xenomorph Summon
Note: A rank can be summoned 4 times a match, S rank 3 times
Note: A rank stays on the field for 3 turns, S rank for 3 turns
Note: An S-rank version can be summoned through Facehuggers.

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(Kuchiyose no Jutsu: Joō zenomōfu ) - Summoning Technique: Queen Xenomorph
Type: Summoning
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A (-30 to the user)
Description: The QueenXenomporh are much larger than Drones and Warriors and is 3/4 of the size of Gambunta. They have twin sets of arms and are built more similarly to a large theropod dinosaur than a humanoid. They also have a much larger braincase than the average adult Xenomorph, protected by a large crest above their heads. They have a slightly stronger tail, which can be used as a weapon, along with their limbs and inner jaw but can use any basic ability that a normal Xenomorph can. Due to their immense size, they are extremely strong. The Queen Xenomorph second mouth and tail are able to break through A rank and below armor/defense. They are also able to tank A rank jutsus and are able to resist 1 S rank jutsu. Queen Xenomoprh is able to lay up to 4 eggs per turn (counts as a move) that after 2 turns will hatch into Facehuggers. The Queen is also able to release a blast of her acid blood that deals A rank damage and can reach up to long-range. All Xenos, The Queen, and the user will be immune to the acid. When on the field, if there are any other Xenomorph summons they will try to take any damage/jutsu that might hit the Queen so that she doesn't.
Note: Must know Xenomorph Summoning
Note: Can only be summoned once
Note: Eggs and Acid Blast counts as a move
Note: Stays on the field for 4 turns

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All approved here https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-16#post-21976309

Ninjutsu


(Kyōka sa reta ishu keitai no chi) - Enhanced Xenomorph Blood
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points: N/A (+20 to Blood Jutsus)
Description: With Xenomorph blood already being acidic and being dangerous, Korra/Skarlet was able to enhance it using medical ninjutsu to make it more readily. If it touches opponents causes third-degree burns as well as melt a layer of flesh off as well as melt ninja tools. It can also melt through B rank and below armors and defenses. When the blood gets on opponents the enhanced blood deals a -10 damage a turn till it's healed. The blood also follows Skarlet's Ketsurygan "Exploding Human Technique" where the affected area will have any passive or already activated healing ability negated. Skarlet being a Natural Summoner is able to use this blood in her blood jutsus giving them more of a boost as her blood jutsus would carry the acidic properties of this enhanced Xeno blood.


Note: Must be posted in bio or beginning of the fight
Note: Must know Xenomorph Summoning
Note: Only Natural Summer specialist can use this as their own blood

 
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Korra.

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Custom element Japanese name: Hokkyoku āsurirīsu | 北極アースリリース
Custom element English name: Arctic Earth | Arctic Earth Release
The element is based on: Water+Wind+Earth
Facts that prove the element to be possible (in the manga context):

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

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

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

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

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

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

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

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


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

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

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

Is strong against:
Katon: Permafrost has a very high melting point due to its impurities. This is another point where it varies from regular earth.

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

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

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

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

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

Co-creator: Gutsy Jiraiya
Students I passed this custom element on too: Six Paths & Korra

Approved Here https://animebase.me/threads/archive-custom-elements-bureau-ii.112132/page-25#post-19435424
Training Done here - https://animebase.me/threads/in-the-arctic.778476/

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

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

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

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

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

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

(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: 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:
Spoiler
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
 

Korra.

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Kinjutsu
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( Kinjutsu: Zenomorufu no Okurimono ) - Forbidden Technique: Gift of the Xenomorphs
Rank: Forbidden
Type: Offensive
Range: Short
Chakra: 50 ( -40 per turn )
Damage: 60
Description: A Kinjutsu developed by Skarlet Chinoike studying Orochimaru's White Snake jutsu and taking advantage of her Xenomorph's ability copying ability. The user does 6 hand seals and produces a special facehugger from within their body to comes out of their mouth. This facehugger has 80 Health Points and can be destroyed when out which would prevent this jutsu. When the facehugger attaches to an opponent instead of injecting them with a parasite to create a Xenomorph, the facehugger will extra the opponent's DNA copying their AE and combining it into the facehugger's body. The facehugger will than return back to the user and marge into the users body combining the stolen DNA to the user and giving them access to the target's AE. When merged into the user's body the facehugger is still intact and can move around the user's body similar to Boro's core, to avoid taking damage. Just like Boro core, an opponent can hit the facehugger in the user and destroying it causing the user to loose the taken AE. If the facehugger is destroyed before it can merge within the user (which takes 1 full turn to complete) the jutsu will also fail.
Note: Usable once
Note: Takes 1 turn for the facehugger to take the DNA and then merge with the user
Note: Must be done in the NW or Official BA
Note: Can only have 1 stolen KG at a time, and can be switched out after 1 month. Cannot steal KGs, HA or CC
Note: Destroying the facehugger before the merge completes will stop the jutsu, and facehugger can be destroyed even inside the user
Note: Opponent must still be alive to be used.

Approved Here https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-28#post-22051983
 
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