Tower of Troi

Troi

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Bios:

Jack-O | Kakuzu

- B5 -

Katon | Raiton | Suiton | Fuuton | Doton

- B4 -

Taijutsu | Ninjutsu | Genjutsu | Kenjutsu

- Advanced Ninjutsu -


Fuuinjutsu | Kaito's Taijutsu (N/A) | Sound | Rain (N/A)

- Custom Elements -

Stygian Water | Perfume | Polystyrene |
Volcanic Storm

- Custom Fighting Styles -

Yo-Yos

Satan's Flame

Bullet Arts

- Scientific Ninja Tools -

Scarborough Fair & Skorm's Bow

- Custom Summoning Contracts -

Ladybugs and Barracudas (Owned) Cone Snails (Signer) Mantis Shrimp (Signer)


Summons & Arts

- Customs Clans -

TBA

Ability Doc [x]

CJ Subs: https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-39#post-22109392

My Techniques Numbered:

1.) (Suiton: Āmākingu) - ☪ Water Release: Armor King ☪ 6/6
2.) (Suiton: Taki Chō Shi no Wana) - ☪ Water Release: Waterfall Butterfly Death Trap ☪ 6/6
3.) (Suiton: Poseidon no Karamitikurappu) - ☪ Water Release: Calamity Clap of Poseidon ☪ 4/6
4.) (Suiton: Towairaito-ba) ☪ Water Release: Twilight Horses ☪ 3/6
5.) (Doton: Chūkū) ☪ Earth Release: Hollow ☪ 4/6
6.) (Doton: Gurētosaramandā) ☪ Earth Release: Great Salamander ☪ 4/6
7.) (Jiton: Phenax Torinozoku) - Magnetic Release: Phenax Dislodge 0/6
8.) (Sabaku: Basuteto no Maito) - ☪ Sand Release: Bastet's Might ☪ 0/6
9.) (Katon: Kakushi Tekunikku: Basuteto no Radiansu) ☪ Fire Release: Hidden Technique: Bastet's Radiance ☪ 0/6
10.) (Sabaku: Basuteto no Kodai Ikari) - ☪ Sand Release: Bastet's Ancient Wrath ☪ 0/6
11.) (Fuuinjutsu: Āsenaru ) - Sealing Arts: Arsenal 0/6
12.)
13.)
14.)
15.)
16.)
17.)
18.)
19.)
20.)
21.)
22.)
23.)
24.)
25.)
26.)
27.)
28.)
29.)
30.)
 
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Troi

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火災 Katon

- Katon -

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Given to me:

Fire Release: Dragon Fire
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points:60(+10 when in contact with Wind)
Description: The user channels fire to his fist and it explodes and creates a cyclone around the user. The user then launches himself at the opponent and high speeds, giving them the appearance of a spinning tornado-like torpedo of fire with a dragon's head where the fist is located. Afterwards, the user is left with a few burns left on the hand that does the move
~Must have Rikerslade's permission~
~Must be of Sannin rank~
~This can only be used twice~
~Can be blocked by B-rank water~ or above
~Due to high movement speeds, the user needs a Dojutsu or chakra-sensing method to use accurately~

Learned here [ ]

(Katon: Inferunosuraisu) Fire Release: Inferno Slice
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will take a kunai in each hand and channel Katon into it. He will then spin the kunai in his hands while streaming the Katon, creating two large circles of Katon that resemble wheels. He will then throw the flaming wheels at his opponent, who will then be inflicted significant damage from burning and cutting.
-Usable 4 times per conflict

Learned here [ ]

(Katon: Eien No Zōka-en No Hinotama) Fire Release: Fireball of Eternally Increase Flames
Type: Offensive
Rank: A-rank
Range: Long
Chakra: 30
Damage: 60
Description:
The user inhales a massive amount of air, then turns it into fire before quickly exhaling it in a thin stream with a tiny fireball at the end. As the fireball nears its target, flames jump violently from the stream, grabbing nearby oxygen molecules in the air to use as fuel before joining it again soon after, like a solar prominence. The flames jump out and gather more quickly and get much hotter as it travels, making this jutsu a long range one, as it grows in size and power with distance. If the fireball hits an object, its jumping flames will swirl around the object, engulfing it in flames. If the target is a person, the flames will engulf the person and feed off the oxygen surrounding them while the oxygen in their lungs will exit them due to the vacuum effect and lack of oxygen outside the body.
Notes:
- Can only be used twice per-battle.
- Can only be taught by Nathan.

Learned here [ ]

(Katon: Eien No Moeru Inferuno Faiā Wa Supauto) Fire Release: Eternal Flaming Inferno Fire Spout
Type: Supplementary
Rank: S-rank
Range: Long
Chakra: 40
Damage: 80
Description:
After the user users Fire Release: Fireball of Eternally Increase Flames. The user performs the required hand seals. The user will make immense fire-stream turn upright and rotate clockwise, while making the flaming prominence rotate counter-clockwise, appearing as if the fire arms are continuously wrapping the fire-stream, while creating a jet-stream effect, further feeding the technique. The jumping flames leap out from bottom of the flaming prominence' and get sucked into the top of the fire funnel, creating a cloak of moving fire surrounding the vortex itself. After casting this jutsu, it will become self-sustaining, while growing hotter and faster.
Notes:
- Must have used Fire Release: Fireball of Eternally Increase Flames before using this.
- Can only be used once per match.
- Takes one turn to become self-sustaining.
- Self-sustaining only lasts one turn after this technique is used.
- Can only be taught by Nathan.

Learned here [ ]
 
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Troi

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電動 Raiton

- Raiton -

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Made by me:


Given to me:

(Raiton:Hikari furasshu) Lightning Release: Light Flash
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user channels lightning to the palm of his hand and with the flick of his wrist, unleashes a wave of lightning that can leave several wounds in the opponent's body and pierce rock. The lightning appears as a quick flash of light, similar to a blur, but ninja of high-enough rank or one who possesses a Dojutsu or sensory abilities see the attack as an arc of light.
~Must be 1 rank or below under the user to appear as a quick blur~
~Due to the fact that the jutsu can barely be seen, it can only be used twice per battle~
~Can only be thought by Rikerslade~

Learned here [ ]

Raiton: Sandan (Lightning Release: Scatter Shot)
Rank: S
Type: Offense
Range: Long- Short
Chakra Cost: 40
Damage Cost: 80
Description: The user firsts channels Raiton to his finger tip and moves in hand horizontally in front of him, creating a horizontal line of Raiton in front of him. On the user's command, the horizontal line shatters into thousands of tiny blades of Raiton that is launched forward at high speeds, shredding the opponent's skin apart.
~Can only be thought by Rikerslade~
~Only usable twice per battle~

Learned here [ ]
 
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水 Suiton

- Suiton -

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(Suiton: Āmākingu) - ☪ Water Release: Armor King ☪
Type: Defense/Supplementary
Rank: B
Range: Short-mid
Chakra: 20
Damage: 40
Description: The user makes three hand seals and focuses their suiton chakra into their hips, making a ring of water around the user's waist. From here, the ring can be extended from short range, to mid range and can be exploited to have multiple, very sharp water spikes all around the ring. These spikes can reach up to a foot long and can either face up, down or outward. This is used to stop (or make the tai/ken moves risky for the opponent) incoming taijutsu/kenjutsu attacks from the front, behind, side or above and to stop underground jutsu that involves the opponent coming up beneath the user.
Note - Only lasts for three turns and then after use, must wait three turns to put into effect again
Note - Can only be taught by Moxxi

Approved here [ ]

Taught:
Taught:
Taught:
Taught:
Taught:
Taight: Lok

(Suiton: Taki Chō Shi no Wana) - ☪ Water Release: Waterfall Butterfly Death Trap ☪
Type: Offensive/Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.

- Can only be used twice per battle
- Can only be taught by Moxxi

Approved here [ ]

Taught:
Taught:
Taught:
Taught:
Taught: LoK

(Suiton: Poseidon no Karamitikurappu) - ☪ Water Release: Calamity Clap of Poseidon ☪
Type: Offensive/Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast.

- Can only be used once per battle
- Cannot use any water techniques in the next turn
- Can only be taught by Moxxi

Approved here [ ]

Taught:
Taught:
Taught:

(Suiton: Towairaito-ba) ☪ Water Release: Twilight Horses ☪
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short | Short-Long
Chakra: 40
Damage: 80
Description: Weaving three handseals, the user will quickly summon the surrounding water vapor in the air. This will result in a water stallion to be summoned by the user's chosen side. This water stallion has the speed of a Kage ranked shinobi, so rather fast and can be ridden. This stallion will not only provide a sustainable water source for the user, but is able to jump in front of the user and expand themselves into a wall of water to defend them. Sort of like a moving shield without having to be carried. Other than this, the stallion is capable of splitting into duplicates of itself up to four and can charge at the opponent to blatantly and brutally bash them head on (short-long range), causing massive trauma. With the massive size that they are and the mass they hold, they can serve the purpose of knocking down and causing damage to rather big structures and summons. Up to four of these stallions can be summoned at a time and their water source capabilities last indefinitely and can only be used by the conjurer of the jutsu being that they derive from the user's chakra.

Note: Can only be used twice times per battle
Note: Must wait two turns before another use
Note: No Water techniques above A rank the next turn
Note: Water source lasts until destroyed
Note: Splitting ability divides the power of this technique
Note: Can only be taught by Moxxi.

Approved here [ ]

Taught: LoK
Taught: Python

Given to me:

(Suiton: Pengin no Kōgeki) - Water Style: Penguin's Offensive
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. The chakra in the air starts gathering moisture, forming many golf ball sized penguins up to fifty count at once. The penguins themselves may be small, but are as sharp as razors. The penguins then charge/descend at the opponent as soon as they take form.

Note: Can only be used four times.
Note: Can only be taught by Penguin.

Learned here [ ]

Water Release: Sea Wave (Suiton: Umi Nami)
Rank: A
Type: Offense/Deffense
Range: short-middle
Chakra cost: 40
Damage points: 40 (If used in conjuction with lighting - 60)
Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting.
Note: Can only be taught by PowerOfDarkness.
Note Can only be used 2 times per battle.
Note: No water jutsu for the next turn.

Learned here [ ]

(Suiton: Mizukami Rinrin Gokusha) - Water Release: Water Wolf - Biting Prison
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will perform two handseals in order to pool his Suiton chakra into the ground beneath the selected target, afterward ending the hand movements with a clap of their hands. At this point the water shoots from the surface as five (5) towering streams of water, each from a diferent location around the target with the ends resembling that of a Wolf's head. The pillars of rushing water will attempt to bite onto the target and hold them tightly in place as the fifth head (and final one) deals a decisive blow against the target. The water of this technique is of that nature that resembles "Water Style: Starch Syrup Capture Field" technique, however these properties are only located at the jaw of the Wolf heads, as such when biting onto the target they'll stick endlessly to them as means to prevent forced escapes. Aside from the additional damage of their teeth (which are compressed to sustain enough hardness to pierce flesh) their jaws are rather strong, enough to damage a limb in a bite. When the water is used from a pre-existing water source, there is no need for handseals instead only the hand clap will be required. The user can either maintain the hands clapped to manually control the technique, or pay and extra chakra leech per turn to give the wolf heads a sentient-like role, in which they'll passively seek out targets (can cancel this jutsu with 1 seal). Additionally, the user can cast the technique in such manner that they rise near the user for protection, either by coiling around them or by forming a wall.

~ Can only be used twice per battle.
~ Must wait three turns prior second usage.
~ Cannot cast another S rank Sution in the same turn after this is used or the turn after.
~ Can only last two turns after the activation turn if the sentient option is used and the chakra toll payed.

Learned here [ ]

(Suiton : Uso o tsuku no nami) - Water Release : Deceitful Wave
Type: Supplementary
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage points: 60
Description:
The user manipulates a pre-existing water technique/source that they have used (not the opponents) and will imbue their chakra into the water and they will manipulate it again by performing a hand seal. The water jutsu will split into two smaller projectiles and instead of going straight towards the enemy they will move to the left and right, changing into spinning discs of cutting water and attacking the opponent from the sides instead of from in front. The amount of water can be small or large, but this jutsu will only work on projectiles of water or streams, not massive bodies of water like waves that can cover a battlefield and they must be techniques shot at the opponent, not ones that come from around them. However this can be used on still bodies of water that you've used previously (pre-existing source), parting it and making it move to attack from two different sides - for example if there is a puddle of water leftover from Gushing Water Imprisonment, you can split the water and manipulate it into discs and so forth.

-Can only be taught by LonelyAssassin
-Can only be used three times.
-2 Turn Cooldown
- Can also be used on existing bodies of water, although only the amount of water needed for this technique is used. Not the entire body of water.

Learned here [ ]

(Suiton: Mizu Hōō Arashi ) Water Release: Water Phoenixes Storm
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( - 5 per turn )
Damage Points: 80
Description: The user does the snake sign and creates a mist-like atmosphere above the battlefield, that soaks in all the humidity and keeps replenishing itself. The user spends 40 chakra to create the mist and has it start raining down multiple phoenixes (the size of Itachi's crows) all over the battlefield being able to control where all them go towards. At the end of the turn, the user can spend another 20 chakra and replenish the mist atmosphere, rebirthing the attack ( like a phoenix ), dealing another 80 damage and full S rank the next turn, then the final turn the mist last, the user can replenish again with another 10 chakra, and let out a final wave, S rank again.The mist can only be either completely neutralized or completely overpowered.
Note: Mist last for 3 turns
Note: Usable 1 time a mtach
Note: Must be taught my Korra.
Note: While in use, the user can only perform two techniques, and the only chakra nature you can use is Water, Nin, Gen, Tai, Ken.
Note: Two turn cooldown

Learned here [ ]


Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
The user begins by gripping their wrist with one of their hands, and gathers chakra into the palm of the hand which's wrist is being gripped, palm open. The user shapes the suiton chakra in their palm, making a sphere which has many gaps in it and is linked together by many strands. The sphere spins as very high speeds, and is about the size of a Magic 8 Ball. The user can slam the sphere onto an opponent, activating it's real ability. The sphere will hurt the opponent enough to form bruises through impact, but the many strands that make up the sphere quickly unravel and wrap tightly around the opponent, constricting him/her. The strands are so tight that they can break skin. Another usage shown is the ability to use this to "slice" apart incoming projectiles by hitting it with the sphere, allowing the strands to wrap around/through it, and break it apart.
-Must be taught by Leathercandle.
-Can be used thrice per battle.
-No S ranked or above water jutsu on the same turn.
-The strands can wrap around the entire body of an opponent, making them look similar to a wrapped mummy, or they can constrict specific parts of the body.
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Learned here [x]
 
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Troi

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風 Fuuton

- Fuuton -

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Given to me:


(Fuuton: Rashinban Taka no Me) Wind Release: Compass Hawkeye
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user does one handseal, and the air in on of 4 different locations, North, East, South West, will compress and assume the shape of a hawk, soaring in the air about 20 meters from the ground, and Long range from the opponent(s). It will glide around in a circle, always keeping the same distance from their correspondent target. With one seal, the user can make this wind-hawk (One at a time, or as the user wishes) shoot itself at speeds slightly higher than the current sniper bullets, and will assume a similar shape, aiming to pierce the opponent in a specific (or not) place, depending on the accuracy of the user of this technique.
*Can only be used once. The hawk must be dispersed or used before the user (And only the specific user) of this technique can preform any other jutsu. If the user of this technique is knocked unconscious, killed or vanished, the hawk will vanish.
Once targeted (At the beginning of the jutsu) the hawk can't change opponents, and will disperse harmlessly if the said opponent vanishes, looses consciousness or get's killed.

Learned here [ ]

(Fuuton: Rogatana Hishuken) - Wind Release: Eurus' Daggers
Type: Offensive
Rank: B
Range: Short/Mid
Chakra: 20
Damage: 40
Description: The technique is initiated simply by the caster gathering wind into the palm of their hand (one or both) and manipulating that chakra nature into the very tangible shape of a dagger(s). While solid enough to be wielded by the user, they still retain an hint of shapeless wind around the edges. These are useful for hidden attacks and assassinations as they can be manifested as fast as other wind techniques which require no seals, and their translucent color and green hue makes them hard to fully distinguish without them being motion-less; the user can wield them in close combat to land a series of quick and subtle small but deep slashes through the target's body, however they can be thrown of a distance at which point they use the wind composing them as a current to make them turn back at the end of their reach, and come back around much like a boomerang. Once thrown however, upon returning they'll disperse into natural wind, that is if they haven't landed on the target in which case the user has the option of performing 1 handseal, causing it to turn into form-less cutting wind that enters the wound it just inflicted and causing internal damage to the victim.
- Can only be used x4 times per battle.

Learned here [ ]

(Fuuton - Rekkyaku Kuubu) - Wind Style - Cataclysmic Whirlwind
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A counter-counter strike. When a high strike by the user is blocked and countered, the user, while reacting to the counter attack, does a backwards handspring concentrating a slicing blade of wind to their dominant foot slicing vertically into the opponent. They can continue by gathering more wind chakra throughout their body, releasing it clockwise around themselves as they spin on their hands, the wind chakra bursting out like a small tornado surrounding them as they plant their foot with their other dominant foot raised high in a slicing kick, the wind chakra speeding the rotation of the attack.

~Notes~
- Must be taught by -Vegeta
- Can be used 2x's per battle
Ref-
New Ref-

Learned here [ ]

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

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

Learned here [ ]

(Sukai doragon no tsubasa surasshu)Wing Slash Of The Sky Dragon
Type: Offensive
Rank:A-Rank
Range: Short
Chakra:30
Damage:60
Description:The user will grasp there hands together,in a prayer form.The user will begin gathering chakra to the arms,they will then manipulate there chakra to create to long wind blades extending from each arm.After to which the user using chakra manipulating will propel them self foward at great speeds and slash along the torso of the opponent,leaving a X cross there chest about 2 inches deep causing mild bleeding.

~Can ony be used 3 times per battle~
~Cannot use another hand required jutsu while in effect~

Learned here [ ]
 
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地球 Doton

- Doton -

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Made by me:

(Doton: Chūkū) ☪ Earth Release: Hollow ☪
Type: Offensive/Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user will slam their hand on the ground or stomp the ground beneath them, releasing their doton chakra into a selected area. After this, they will hollow the underground wherever they please from short to long range. This hollowed ground is a means for storing techniques or elements, more specifically. Such as water, for example. To be later used sneakily at the user's discretion, while being underground and without being seen by the opponent. This can also be used offensively albeit not aggressively, as the user may supremely hollow the ground beneath the opponent and have them fall up to twenty feet deep into the ground. This is a captive side of the technique, and is not meant to cause damage, but is able to cause little damage if the opponent did not prepare to fall and would most likely break their legs. The hollowed spot can range to a max of 15 feet wide, and the length up to thirty feet as well, so fairly big. This technique does not fill the area with water, the user will need to use a separate jutsu to do so.

Note: Can only be taught by Moxxi
Note: Can only be used four times per battle

Approved here [ ]

Taught: Anbu Junior

(Doton: Gurētosaramandā) ☪ Earth Release: Great Salamander ☪
Type: Defense/Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: Weaving four handseals, the user will summon their doton chakra and place both hands onto the ground, making it rise from them up until medium range. This will result in a rock construct shaped like a salamander to be formed and it stands as tall as two stories tall and fifty feet wide. Being that it can be formed rather quickly, its goal is to immediately protect the user and any surrounding entities within its width and length from any over-head attacks. It serves as a totem and cannot realistically be controlled after summoned but also provides an immediate source for earth techniques. This structure is of S rank and solid, condensed earth, so it cannot be broken by any basic attempt. When prompted, the user may make the construct crumble, releasing giant sized boulders that will fall and break the earth underneath it, making craters in the ground. These boulders, if falling on a person or small summon can prove fatal. Being that this is not streamed, once the user activates the crumbling process, they are free to utilize any other technique within their power in unison and can choose in what area (tail, head, belly, etc.) and how much of the salamander breaks apart to rain down the earthen rocks.

Note: Can only be used twice per battle
Note: No A rank or above Earth techniques next turn
Note: Can only be taught by Moxxi

Approved here [ ]

Given to me:

(Doton: Nyūsho) - Earth Release: Bondage
Rank: B at human size/A at larger sizes
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will manipulate the ground to make chains of rock either softly emerge and wrap around an opponent's legs discretely or launch them at high speed and force in order to catch an already moving target.
These chains use the ground as a source of material, thus can be made at any size. For example, they can be made at such a size that can restrict the movement of a summon the size of the chief toad.
Note:
-Cannot be made larger than one metre per ring's length.
-The chains become breakable by force capable of breaking rocks of the same size once the user uses a different chakra affinity or loses contact to the ground
-The user must remain in contact with the ground as the chains emerge.
-Only useable 4 times per battle

Learned here [ ]

(Doton: Funjin bijon no jutsu) - Earth Release: Dust Vision Technique
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20 (-15 per turn to remain active)
Damage points: N/A
Description: This jutsu works through the infusion of dust particles that are already present in the air at any given time. Instead of gathering the dust in order to create solid objects, as done in jutsu such as doton release: hardening, the user simply observed the general movement of his chakra carried by the dust particles. This jutsu's sensory ability is similar in nature to rain tiger at will and hiding like a mole. It enables him/her to observe the general movement of the ever floating invisible dust, which floats _around_ objects, enabling him o distinguish the general location and shape of objects that intersect the paths of the dust particles, including enemies.
Note:
-The user can't use doton techniques relying on the dust in the air while using this technique
-The user can't keep this technique active for more than five turns
-The user must reuse the technique in order to relocate the area affected by it

Learned here [ ]



Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
The user weaves three hand seals and pools their chakra under a target. Around the target (up to mid range around them) hundreds of chains made of stone bast out of the ground and spin around them, rising higher and higher to create something like a tornado (going either counter clockwise or clockwise). Chains from the tornado will blast out from it towards a target in the center, attempting to pierce them with a pointed edge or wrap around their body. The chains can pull apart a target as they spin him/her around due to the motion of the "tornado", or they can restrain them by pulling just hard enough to prevent movement. The user can mentally create openings in the "tornado" to peer into it.

-Can only be taught by Leathercandle
-Techniques that require chakra cannot be used while this is in use, besides earth techniques
-Can be used thrice per battle

Learned here [x]

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground two simple C rank stone golems will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

Learned here [x]
 
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(Dim Mak - Hishou Ude Itami) - Deaths Touch - Soaring Arm Pain
Rank: B
Range: Short
Type: Offensive
Chakra Cost: N/A
Damage Points: 40
Description: The user pulls back his arm and sticks two fingers out into a striking position, he then strikes fast at the enemy's muscle in the arm his Biceps and Triceps. He hits in such a way,focusing on internal damage,that he tears the muscle in the enemy's arm causing soaring arm pain. If the attack is successful the enemy is unable to use that arm for a turn. Continues use on the arm will cause major pain.
Note
~Lasts for 1 turn
~Must be taught Dim Mak to use

Learned here [ ]
 
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(Genjutsu: Kiba no Yokubou Nezumi) Illusionary Arts: Fangs of Lusting Rats
Type:Supplementary
Rank: C- Rank
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: The user will perform 1 hand seal, putting the target into a genjutsu. The user will make illusionary rats appear from anywhere in the sight of the target. The rats will climb onto the target, and proceed to bite and attack the target. The bites will cause a target to experience Streptobacillosis, in oh words Rat Bite Fever. Their skin starts to become irritated, causing them to scratch the irritating spot. The target also experiences a false fever, getting the chills and red/purple bumps on their skin. The user can add smoke when creating the rats to be more realistic.
*Effects last 2 turn*

Learned here [ ]

( Magen: Noroi Doujutsu ) - Demonic Illusion: Accursed Eye Technique
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user forms three handseals and casts a genjutsu that distorts the victim's sense of perception and his ability to focus on the environment and surroundings, creating a lapse in his ability to properly react to things. Creating the effect of essentially rapid deterioration of the sight, this technique initially starts as a slight bluriness of objects in motion, creating what appears to be a difficulty to focus. As the fight progresses, this bluriness worsens to the complete inability to focus on any object, creating a visual distortion in objects. As the effect happens over a series of turns, it makes the effects of it seem more realistic, making it difficult to initially determine it is a genjutsu. Due to this perceived visual deterioration, the target's of this have a dulled sense of perception and tracking and reacting time, essentially decreasing 25% for 3 consecutive turns, the last turn making the opponent blind to movements above his own base speed.
Note: Can only be used 2 times.
Note: Lasts 3 Turns
Note: Requires a break of at least 2 turns in between usages.
Note: Is not a Sharingan genjutsu nor requires Sharingan to be performed

Learned here [ ]
 
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Barracudas

Summoning Jutsu: Barracuda Arts

Summoning Animal: Barracudas
Scroll Owner: Moxxi
Other Users who have signed contract: None
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The barracuda is a ray-finned fish known for its large size and fearsome appearance. Its body is long, fairly compressed, and covered with small, smooth scales. The barracuda is a fish of the genus Sphyraena, the only genus in the family Sphyraenidae, and is found in tropical and subtropical oceans worldwide ranging from the Eastern border of the ocean of Kirigakure to the ocean of Amegakure. Although barracudas vary in size, most barracuda summons are as big as some sharks, with common sizes ranging from 10 to 15 feet in length. Barracudas can be summoned accompanied with a body of enough water to fill a small portion of a field up to short range from the summoner, and this water, when summoned, may create terrains such as swamp-like land around the summoner. Barracudas have basic abilities such as great swimming speeds that are faster than that of a normal shinobi's swimming speed, can chomp down on enemies and objects with their strong jaws and many sharp teeth (willful lockjaw). Because of the barracudas' natural upbringing in water, they often have an affinity for Water Release in addition to resisting it. The second most common affinity is Sound Release.

Approved here [ ]

(Barakūdaātsu: Barakūdaronguwādo) ☪ Barracuda Arts: Barracuda Longsword ☪
Type: Summoning/Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Weaving the required handseals, the user will draw blood and wipe it on their summoning contract or tattoo, releasing the Barracuda Longsword. This sword is wonderfully beautiful with its silk-like pattern, but with grey scales. Reflecting the sunlight as its shininess and beauty is incomparable. Its blade stands at around thirty six inches and its grip is fit to be around five or so inches, enough for one hand. The blade is very fine, thin and light, almost like a rapier. Useful for very quick swiping and parrying motions, this sword is mostly used for parrying. With this weapon, given what barracudas are usually attuned to, the Barracuda Longsword is able to split S rank and below water and fire techniques within reason, able to leave the user unharmed by either. This is the ability of the swords parry and is its main specialty, beloved by all barracuda users. This sword can be used in battle as usual and is exceptionally swift given its light weight. It has piercing and thrusting capabilities more so than swiping. Although this cannot be done with fire techniques, when splitting a water technique, the sword is able to sap the chakra of one water technique while the sword is in play, returning this sapped chakra to the sword wielder. Depending on how much chakra is spent performing the water technique is how much the sword wielder will get in return. Like most Barracuda scales, the scales belonging to the sword's texture is very smooth and able to reflect certain lights. This sword is able to deflect sunlight and the light of light and energy based elements, able to temporarily blind any surrounding opponents and leave them open for an attack. The splitting of water and fire based attacks will consume 40 chakra and the sword itself is capable of S rank (80) damage.

Note: Is summonable twice per battle and lasts up to four turns each time. It has a four-turn cooldown.
Note: All actions utilized with this sword counts as the three jutsu per turn.
Note: Is only able to "split" one technique per turn.
Note: Must be a signer of the Barracuda contract and taught by Moxxi.

Approved here [ ]




Ladybugs

Summoning Jutsu: Ladybug Arts

Summoning Animal: Ladybugs
Scroll Owner: Moxxi
Other Users who have signed contract: None
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Ladybugs are a type of insect that are black with red shells and black dots on their shell, round in shape and also capable of flying. Most ladybugs seem to favor wind release, granting them the ability to perform wind jutsu. Depending on the size of the summon, the ladybug can range in size from a pebble to a truck. They are smart, have great endurance and are beautiful creatures. As they have a typical affinity for wind, they are also typically weak to fire. Their shells serve as very enduring armor as well.

(Kuchiyose no Jutsu: Joō Tsutsuji) - Summoning Technique: Queen Azalea
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Queen Azalea is the queen of the ladybug hive and the personal summon of Moxxi. She stands at 20 feet tall and is actually rather slender for a ladybug, only being the width of a semi-truck. Instead of the usual red and black ladybugs usually support, she is all black with dark purple dots and has a very, very evil demeanor. She has very long pincers around where her mouth is. She has the ability to perform B rank and below wind jutsu with the flap of her wings, which counts as a move. Due to her wings being massive and giving the wind jutsu an extra push, no matter the technique, it goes from short to long. She also has the ability to fly, but this also counts as a move and only lasts for three turns and must wait three turns to fly again. She also has a rock-hard shell, making her invulnerable to C rank and below techniques but she is also vulnerable to fire, making her weak to C rank and above fire techniques. In addition to these abilities, she does in fact speak and quite frankly do her and Moxxi have conversations with eachother. Queen A. is quite the trash talker.

Note - Can only be summoned by Moxxi
Note - Can only be pierced by B rank and above techniques and C rank and above fire techniques

Contract Approved here [ ]

Queen Azalea Approved here [ ]

(Tentōchū no Geijutsu: Hādosheru Bakudan) - Ladybug Arts: Hard Shell Bomb
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user weaves 2 hand seals before clapping their hands together summoning three connected pieces of a gigantic shell from a ladybug, forming a large weapon that resembles a fuma shuriken, although this version is bigger in size. The blade then tossed by the user, using their chakra to enhance the throw of the weapon, giving it a great boost in speed as it traverses. The user can allow the weapon to traverse in its own or they can control its trajectory, in order to make wide turns, with a continuous focus of the weapon. The cutting powers and pure force of the thrown Hard Shell Bomb is extremely destructive, able to cut through solid rock of equal rank with ease, and once in short range of a target the user can choose to split the connecting pieces of the technique, each piece rotating at high speeds, in order to add versatility when attacking an opponent. Once contact is made with the targeted solid object, the pieces of the shell will continuously spin maximizing its damage.

- Must have signed the Ladybug contract
- You won't be able to use other techniques while controlling the trajectory of the shell after throwing it if you choose to control the trajectory
- Can only be used 4x per battle
- can only be taught by Moxxi

Approved here [ ]

Cone Snail/ Cone Snail Arts

(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all Being one of the two grand masters of the family. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two people on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally and The same speed as the users while the strength of the harpoon equals S rank. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste inside the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. Virgo has ties to every single summon inside the cone snail family, thus branching off her powers upon birth. Once per battle she is able to draw fourth power from any of the cone snails not currently summoned. This will allow her to use the unique ability of said cone snail (Example, If she takes power from Aquarius, she would be able to sense bodies of water and use water up to S rank for the remainder of her time on the field). Once activated, it cant be deactivated.


Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon or activating her special ability
Note: The cone snail that power is being drawn from cant be on the battle field
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

(Ensui Katatsumuri Kuchiyose: Mizugameza) Cone Snail Summoning: Aquarius
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Aquarius is the only cone snail that is a master of an element (water), making her one of the elites among the cone snail family and one of the very few who can use an element freely. Aquarius is even said to be one with nature (Water). Aquarius is 2 feet long and 3 feet tall (The shell is included in the size), Being able to ride or attach herself to the user for mobility. Her regular body is dark blue though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a clear water blue color with white speaks all across it, making it look like glitter all down her shell with the Aquarius symbol (♒) on the side of her shell. Her voice being almost identical to virgos, being as smooth as the ocean but can be distinguished if you been around them long enough. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy but due to her size a disadvantage, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being the size of a senbon. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed twice as fast as virgos due to her small body but at such a weaker strength being A rank in strength. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will only allow the opponent to use two jutsus in their next two moves, and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Aquarius isnt normally a fighter summon due to her unique abilities. Due to Aquarius being one with water, she is able to sense water up to 50 meters away allowing her to be alert with water be it from a distance or even below.[/COLOR] Also due to her mastery of water, she is not only able to use the water element up to and including S-Ranks.

Note: Last for 4 turns
Note: Striking with the harpoon or using water jutsus count as one move per turn
Note: The poison stays in the opponent body for 2 turns
Note: No other summons on the field at the same time
Note: Can only be summoned once per battle

(Ensui Katatsumuri Kuchiyose: Iteza) Cone Snail Summoning: Sagittarius
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: Sagittarius is the archer and assasin of the cone snail family. Due to their fighting mechanism this is very important and easily places him at the top with other with special abilities due to his quickness alongside his extreme great accuracy,and eye sight. Sagittaruis is 2 feet long and 2 feet tall (The shell is included in the size), Being able to ride or attach himself to the user for mobility. His regular body is a faded black color though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a midnight black color with small white patterns all around it with the sagittaruis symbol (♐) on the side of his shell. His voice is very low but stern. He doesnt talk much unless he is talked to. The shell takes the shape of a cone and even though he is one of the smaller ones, his shell is very tough for his size giving her immunity to A rank and below elemental techniques and up to A rank Taijutsu (this does not include eig taijutsu) when he withdraws into her shell, this being his defense (This is excluding all techniques that came from below as he is vulnerable to all attacks from below due to the shell not covering the bottom half). Just like every cone snail he has a harpoon for a tongue his being the twice the size of a senbon. Allowing him to launch his harpoon (Tongue) towards an opponent with great speed twice as fast as Aquarius. Whats unique about this cone snail, is unlike all the other cone snails. His harpoon (tongue) contains no poison, but his harpoon shoots the fastest and is the strongest for its size being S rank in strength. Sagittarius is known for quick assassinations due to its incredible archer skills. He is able to track things faster then a normal shinobi (That of a tai master) , and can see twice as far as a regular shinobi. This is due to his harpoon (tongue) being able to reach long range unlike most cone snails as all of them except for one (excluding himself) reach up to mid range. His harpoon can pierce the flesh with extreme ease and like all of the cone snails. He can either hook his prey/opponent and retract his harpoon causing the opponent to retract alongside it, or not hook his opponent and retract it either way. Sagittarius tongue is extremely flexible, which wont allow his tongue to be severed unless its by strong piercing techniques (most wind, and lightning techniques (A rank and below). Kunais, Shurikens, swords, etc dont work)

Note: Can only be summoned once and can stay on the field for 4 turns
Note: The harpoon strike counts as a turn
Note: This cone snail does not contain any poison in its harpoon thus its only lethal if struck in a place such as the heart or brain.

(Ensui Katatsumuri Kuchiyose: Shishiza) Cone Snail Summoning: Leo
Type: Summon
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/a
Description: Leo is considered one of the two strongest of the cone snail family in both offensive and defensive, and the only cone snail summon who is useless on land, but as strong as his sister summon Aquarius in water. Leo is known to have the bare roots of the cone snail family traits being a true aquatic hunter under water. Leo is roughly the size of katsuya (The shell is included in the size) and is the only summon that is summoned in a water source below surface. Though he is summoned on the ground level of the water source he is able to swim underwater with ease but due to his large body he dont need to move to strike his target. Her regular body is back though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a goldish yellow color with what appear to be scar patterns all across his body with the Leo symbol (♌) on the side of his shell. Due to him being underwater most time, his voice is rarely heard verbally from the summoner but was said to be normal sounding from the regular snails as they can communicate with each other mentally, while able to communicate with his summonery mentally as well. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy, strong, and durable, giving her immunity to A rank and below elemental techniques (Can defend against one S rank) and up to S rank Taijutsu (Excluding EIG Techniques) when he withdraws into his shell, this being his defense (This is excluding all techniques that come from below as he due to her shell not covering her bottom half). Just like every cone snail he has a harpoon for a tongue his being the size and thickness of a rope. Allowing him to launch the harpoon (Tongue) towards an opponent with great speed, increasing its speed by +3 of the users speed under water (Once the harpoon comes into the atmosphere, it slows down to the users base speed) Being S rank in strength. The poison with this cone snail is one of the weaker ones, but stronger ones at the same time. This cone snail harpoon is coated in toxins instead of it needing to be released. The toxin from the harpoon is a fast acting toxin which paralyzes the opponents whole body due to a simple scrap from the toxin from the users harpoon. The harpoon is clear thus making it hard to see underwater, but very easy to see above land. Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. The unique thing about this cone snail is that it uses its harpoon for synergy for his special ability. Leo while underwater can extend its mouth up to 5 meters in all directions, using wind chakra to create a vortex from his mouth. The suction is very powerful being S rank in strength and extremely hard (though not impossible) to get out of the suction current. Being able to suck up large water sources into its body before having to stop. This will create a massive whirlpool above water, causing it to have a similar effect to the earth style antlion technique, dragging them into water, unless they get out of range.

Note: Can only be used once and last 4 turns
Note: Must draw blood and palm the hand on a water source to summon leo
Note: Every action done by this summon counts as a turn (This excludes his defense)
Note: The range of the whirlpool is roughly 10 meters wide, this can be dangerous for the user as well
Note: The summon suctions for two turns before having to stop, or if they decide to stop on their own
Note: The opponent have one turn to escape the current unless they will be swallowed up by the cone snail

(Ensui Katatsumuri Kuchiyose: Futagoza) Cone Snail Summoning: Gemini
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Gemini is the most interesting summon out of the bunch due to their personalities. Gemini are twin fraternal siamese twins. One female and one male, being the prodigy of the slug snail family being one of the two boss summons next to Virgo. Their size is roughly a little bit bigger than a basketball and the shell is included in the sizing, thus they typically stay on the shoulder of the summoner. Despite being twins, their regular body colors are different. The male is white and the female is black, though you can never see their full body as its attached to the shell, you can tell by their eyes, as they stick out from the shell along with their mouth. Their shell is very unique also, as the color splits in half. It is black on the male side and white on the woman side with the gemini symbol (♊) on the very center of their shell. Both of them speak separate but their thoughts are linked together and communicate different. The female is very vocal and thorough, as the male doesn't like to talk much, but rather fight (though he will talk if he wants to). The shell takes the shape of a cone and is very sturdy, giving them immunity to B-rank and below elemental techniques and up to A-rank Taijutsu (excluding EIG techniques) when they withdraw into their shell, this being their defense (this is excluding all techniques that come from below, as they are vulnerable to all attacks from below due to their shell not covering the bottom half). Just like every other cone snail, they have a harpoon for a tongue—theirs being twice the size of a kunai. Furthermore, they are able to launch their harpoon (tongue) towards an opponent with great speed (only up to mid range and travels as fast as a thrown kunai), and with great power (being S-rank in strength and counts as a move). The poison residing in this cone snail is of medium scale potency. Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (harpoon) and spread inside the opponent's body with extreme haste towards the opponents body system causing the opponents body to become fatigued from the poison. The poison will spread each turn causing the opponent to become more sick and sick to where their senses are thrown off due to the poison shutting down their system and if not dealt with being lethal (after 4 full turns); depending on where the harpoon is shot, it can be immediately lethal as well (piercing through the head, or heart). Gemini can then withdraw the harpoon bringing the opponent with it or release the harpoon from the opponent's body, retracting the harpoon it itself. The cone snail's preferred tactics are withdrawing into the cone shell for defense and extending the harpoon for offense. Gemini being the most unique and considered prodigies, they learned to work in unison with not only each other, but also their summoner. They are skilled in the art of chakra sensing and chakra suppressing. The female is able to suppress her chakra and anybody else's if they are in physical contact with her. The male is able to sense chakra to a very powerful degree, and can extend this ability to the summoner so long as they're in physical contact.

Note: Can only be summoned once per battle, and stays on the battle for 4 turns
Note: No other cone snail be on the battlefield the same time as them
Note: Sensory takes up 1 move slot (does not effect time frame)
Note: Suppressing takes up 1 move slot (does not effect time frame), and whilst suppressing chakra, the recipients of the technique cannot use any other ninja skills

(Ensui Katatsumuri: Sasori-za) - Cone Snail Summoning: Scorpio
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Scorpio is by far the most hideous and vile Cone Snail to have ever existed, often considered as the black sheep of the Cone Snail family. He stands at roughly 2 feet high, and 3 feet long long (The shell is included in the size), just small enough to ride on the user. His regular body is gray though you can never see the full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His shell is a pitch black color with deep red streaks all down his shell with the scorpio symbol (♏) on the side of his shell. He has a rather disturbing voice, said to be similar to that of a dying person. Most notably, he is known for often disregarding the commands of his summoner and speaking (English) in a foul manner very similar to manda. His shell takes the shape of a cone and is very sturdy, giving him immunity to B rank techniques and below. The Shell is capable of defending against an A Rank technique once but breaks right after. The shell does not however protect Scorpio from attacks that come from below, as his shell does not cover his bottom half. However, to make up for it, he carries the unique ability to completely enclose himself with his shell whenever he withdraws back into it. Just like every cone snail he has a harpoon, his being roughly twice the size of a kunai. This trait allows him to launch his harpoon towards an opponent, with the harpoon itself being A Rank in strength. However, what truly makes Scorpio the most dangerous is that his harpoon carries a toxin that is more dangerous than that of any other existing Come Snail. Even the slightest graze or cut can prove to be deadly as the toxin breaks down the targets body on cellular level, killing off all of the victims cells in the direct vicinity of the wound. While there are no notable signs in the first turn, the wounded region turns black by the second turn, indictating the spread of the toxin. By the third turn, the entire limb or region is affected after which the target will fall unconscious due to severe pain. Failure to acquire treatment even after this will result in the targets death. However, depending on where the harpoon was shot, the attack can effectively kill off the target much earlier (such as piercing through the head or heart) while also scorpio can release the toxin via imapling the opponent and releasing the toxin in their body, thus causing the opponent to faint in 2 turns instead of 3. Scorpio can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Besides his general Cone Snail abilities, Scorpio unlike most excluding Sagittarius takes pride in fighting with their harpoon and the only cone snail with access to sound chakra. Besides being able to use Sound Ninjutsu involving destructive sound waves. Once per battle, Scorpio can impale the ground sending their chakra beneath the opponent. He will then cause the chakra to resonate at very high frequencies causing a large sound explosion that gives off a very loud screech upon explosion that spans mid range in all directions. Causing anybody within short range of the explosion to become distorted, throwing off their balance not being able to use jutsus that require focus (S rank and above) for 2 turns.

Note: Last for 4 turns
Note: Striking with the harpoon counts as a
Note: Each and every ranked ability counts as a move.
Note: Using the special ability Sound jutsu reduces Scorpios duration by one turn.
Note: Can only be summoned once per battle


(Ensui Katatsumuri Kuchiyose: Tenbin-za) - Cone Snail Summoning: Libra
Type: Summon
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Libra is one of the most unique cone snail, with the most unique ability with an a belief and mindset to balance the scales of power. She stands roughly stands 20cm high, and 10 cm long (The shell is included in the size). Once the user claps their hand initiating the summon, she will appear on the users head or shoulder, depending on the users choice. Her regular body is pink though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her shell is a dark green color with white symmetrical lines all down her shell with the libra symbol (♎) on the side of her shell. She has an extremely high pitch and powerful voice speak which she speaks fluent english. The shell takes the shape of a cone and is very sturdy but unlike most cone snails, her size give her an disadvantage in both defensive and offensive powers, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half unless she fully withdraw into her shell). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a senbon but due to her size it does not have great offensive capabilities, only being B-rank in strength (Still able to pierce the human bones with ease) But she fully makes up with, with speed. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Sage-rank). The toxin from her harpoon is a rather slow acting one, and does not serve to kill or immobilize the target but deliver gruesome amounts of pain. As such, each the slightest of touch with the harpoon by an opponent can be dangerous as it completely swells up the area that is targeted, preventing the target from adequately moving that particular limb or region. Besides there general passive abilities, Libras unique powers lies within its aid to the user. Being the only other cone snail with access to an elemental affinity. Thus she is able to harden her shell increasing her damage immunity by one rank (but decreasing the damage immunity by one rank to Lightning). The special thing about Libra is her ability to use the added weight and light weight jutsu. The cone snail, as she lays on the user, will insert her earth chakra into them. Increasing the user's weight will halve their speed, but boost their Taijutsu damage by one rank. On the other hand, decreasing the users weight will double the user's speed, but decrease their taijutsu by one rank. Using the weight decrease can be used to dodge attacks while also the cone snail is able to freely use this ability as well as bring the users weight back to normal.

Note: Can stay on the field for up to 4 turns.
Note: Libra can only fuel chakra into the user once per turn.
Note: The earth techniques count as one of the user's 3 turn.




-(Ensui Katatsumuri: Kawa mikiri) Cone Snail Art: Shell Of Solitude
Type: Supplementary | Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/a (60 if crushed)
Description: This is a common technique for the cone snail art family, or any snail family. Derived from the toad stomach techniques exclusive to toads but with alot of unique twist. The user will reverse summon him and his opponent inside the shell of a large cone snail. The shell is 5 Meters wide, 20 meters high (this is due to the shell unique cone shape) and 10 meters both and forth of both the user and the opponent. The shell of the cone snail is infused with large amounts of chakra, making it very hard and sturdy, but not impossible to break. The unique thing about this technique is that, once the user reverse summons both him and his opponent, it is pitch black, and they are summoned on the body of the cone snail. Once this happen, similar to toad crushing stomach, the user will cause the body of the snail to absorb the body of his opponent down into the main body. As the opponent is being absorbed, the snails body will contract, crushing the opponents body the deeper it gets dragged down into its body. If the opponent gets fully absorbed, his whole body would not only be crushed but will also suffocate.

Note: Can use a max of 3 turns
Note: The shell due to its hard nature, it will take A rank to break the shell. Once broken both the user and opponent are returned to the field.
Note: Must wait 3 turns before this technique can be used again
Note: Can only be used by those who have the cone snail contract

(Ensui Katatsumuri: Shita Koudoutai) Cone Snail Art: Tongue Of Zodiacs
Type: Offensive | Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is one of the common techniques of the cone snail family, with shell of solitude being the defensive cone snail art, this would be the offensive one. The user first draws some blood from a finger, then either makes a single handseal or slams the bloodied hand on the ground. The resulting phenomenon calls forth the tongues (Harpoons) of the cone snail family from their body or the ground. If it is used from their own bodies (via a handseal), they cause the harpoon to launch from anywhere from their torso, the palm of their hands, their legs, mouth (just nowhere that wouldnt make sense like the eyeballs, or the neck, etc) towards the opponent, or can be used for supplementary purposes. Or the user can slam their hands on the ground summoning fourth harpoons from a summoning seal below the target impaling them. The unique thing about this technique is they are coated with toxins that even if it grazes the opponent, the effects kick in. This would be one of the mild toxins of the cone snail family of course. The toxin once enters the stream would cause the opponents body to be really fatigue, restricting them from using jutsus that require focus (mental jutsus, S rank and above) Though it is not lethal. The harpoons must be summoned outside of a three-meter radius around the opponent.

Note: Can only be used thrice per battle
Note: The harpoons are roughly the size of a kunai and strong enough to neutralize earth of equal rank
Note: Has a two-turn cooldown.
Note: The user can create up to 4 harpoons at one time, splitting the rank of the jutsu.

Cone Snails signed here [x]




[Dropped] Turtles Signed here [ ]
[Dropped] Slugs Signed here [ ]
[Dropped] Snakes Signed here [ ]

Custom Summons from Dropped Contracts:

(Kuchiyose no Jutsu: Eso) - Summoning Technique: Gangerene
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Gangerene is a beautiful jade colored snake with deep red eyes who is completely submissive to Moxxi and respects her as a person and shinobi. Although rather small compared to other well known snakes, such as Manda, she is about the length of ten grown adults and is extremely fast and agile. What makes Gangerene special is that she is able to function easily under water for extreme amounts of time and under the pressure of water techniques, which makes her able to withstand A rank and below water techniques. She comes equipped with a sword called Mizu no Torikuru (Water Trickle), which usually resides in her mouth or digested until needed for battle, that allows her to perform up to A rank and below water techniques. This sword is extremely long as is the handle, much like a naginata. Gangerene is able to toss this at a certain point on the field while a water source is available and the water at that water source will turn into immensely sharp spikes and dart towards the sword at all angles. Although the water coming towards the sword is only C rank, it is is extremely sharp, giving it no less of a lethal payoff. When summoned, she is summoned with a large amount of water that will fill the field, granting a water source for all parties on the field.

- All techniques that can be performed by Gangerene count towards a technique in the user's turn when used
- Can only be summoned once per battle
- Only stays on the field for four turns
- No other summons at the same time
- Can only be summoned by Moxxi

Approved here [ ]

Signed here [ ]
 
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Puppets & Custom Weapons

- Puppets & Custom Weapons -

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Made by me:

(Kingukobura ) - King Cobra
Type: Puppet
Rank: S
Range: Short-Long
Chakra: N/A (-3 per turn)
Damage: N/A
Description: King Cobra is a puppet who is, much like its name resembles, a very large king cobra snake puppet. It is 8 feet long and 3 feet wide, so rather big. This puppet serves two purposes. One being that it is able to spit out puppet poison on a rather large scale as well as being thick. It can spit out concentrated blasts of this poison the size of a basketball with its speed being equal to that of a wind technique. It can also spit out this same poison in a gaseous form within short range where it is. When inhaled and the victim is infected with the poison, they start to lose -6 HP per turn until healed or otherwise. The summoner/owner of this puppet has an auto-immunity to this poison due to tirelessly training with the puppet as well as undergoing extensive dangerous procedures to get them immune to such poison found within the puppet. If this concentrated blast were to make contact with the victim's eyes, they will be void of eyesight for two turns. The summoner/owner, however, is not immune to the effect of the poison's blinding effect so this must be used in caution. King Cobra is able to wrap around their summoner and shave up to 80 incoming damage from a technique and its shell breaking, revealing a new shell entirely akin to how a snake sheds and reveals new skin. It is able to do this three times per match before it can no longer shed. It can be broken outright if faced with any physical attack above 80 damage. King Cobra is able to protect its summoner once per turn at the expense of a move and any version of the puppeteer poison being used as the gas or blast is counted as a technique per turn. Inside its giant mouth lies several blades capable of performing kenjutsu related techniques. These swords are also coated with puppeteer poison.

Note: Otsutsuki bios are able to have this puppet accompany them in the NW without consuming chakra and may choose to start a battle with or without this puppet. Once in battle, whether brought or summoned, it starts to consume the 3 chakra per turn

Approved here [x]

(Tsubasa no Venti) - ☪ Wings of Venti ☪
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The wings of Venti are a pair of giant metal wings that are pearl white in color. They were the embodiment of an angelic weapon. These wings can reflect the sunlight or other sources of light off of themselves to blind all surrounding opponents in the area. This will only work in short range and requires 10 chakra to do so acting as a flash bomb blinding for one turn. When wielded by the user they give the user the ability to increase their sound propulsion abilities. They are so big and strong that they double as a weapon and a shield when covering the wielder. They are neutral to B rank techniques and can defend from S rank in damage before being destoryed. When used in conjunction with sound release, the sound waves resonate on the metal and increases the sound's capability and its frequency. These sound techniques receive a +10 boost. These wings have hidden blades that pop out of the endings of the wings at the user's will and the wings are chakra controlled so they can be used in battle completely free and mobile as the user fights. When they make contact with other solid objects, they carry waves of sound that deafen the opponent for as long as the wings keep banging. The sound waves not only deafen the opponent but because of the high pitch and increased volume, it causes a searing headache that is easily capable of distracting and breaking the opponent down. This only effects a short range and is C ranked in power. The user can also flap these wings in a certain pattern, using their wings to create a wind tornado barrier of A rank that deflects hand weapons, thrown weapons, taijutsu attacks, etc. This can be used as many times as the user sees fit. The Wings of Venti can also be used to fly, however, this is only straight up and can last for only three turns with a two turn cooldown.

Note: All ranked techniques adhere to the chakra/damage rules
Note: These wings are neutral to all techniques up to B rank, they can only block one S rank technique in power.
Note: Can only be given to others from Moxxi

Approved here [ ]

Dropped:

(Karisuto no Mūnbureikā) - Kallisto's Moon Breaker
Type: Weapon
Rank: A
Range: Short/Short-Long
Chakra: 30
Damage: 60
Description: Kallisto's Moon Breaker is a fine, shiny silver rapier that is extremely pointy, able to pierce through solid rock, given it is thin enough and the wielder has finished training in kenjutsu. This sword is very special as it has come down from generations upon generations from villagers of the Land of Sound. However, no one knows where it truly originates from, as it has landed into thieving hands and sold one hundred times over. It is rumored to have been forged by a Sage of the Land of Sound, using pieces of moon fragments and pure silver. Passed down from his family tree and eventually being misplaced into the wrong hands, it has lost its rightful owner many ages ago. However, the current wielder of this sword knows its potential and knows the sword is simply priceless and a gift from the Gods. The rapier is able to channel the user's chakra, making the chakra shoot like a bullet from the tip of the sword in exactly a straight line, in an unchangeable and linear path. This is where it gets its short to long range reach, although the rapier itself can only be used physically at short range. Once the chakra shoots from the tip of the rapier, the user has the option to keep it sharp and pointy on the end, giving it maximum piercing potential and range, or, the user can shoot the string of chakra out and mold it into a giant net made of chakra, able to capture very large targets or simply very small targets. However, if the user chooses to use the net, it can only go up to mid range. This net can be taken advantage of to where once the target is captured, it can squeeze shut extremely tight, leaving no room for any movement whatsoever, slicing and dicing its target to thin, tiny, brutalized yet neat pieces. For its last ability, the sword can utilize partial chakra from the "Straight Shot" technique and manifest it into a whip. This whip of chakra can go up to mid range and is entirely flexible. It can be infused with suiton chakra or wind chakra to make a water whip, or a wind whip. The sword's name was chosen after a legend came of it piercing the center of a star with such great force the results of which was splitting it in two. Thus the name Kallisto's Moon Breaker was born.

- Can use "straight shot" as many times as the user sees fit, but requires 30 chakra each time it is used. Can only use it once per turn and must wait one turn before using it again. This technique is A rank in power.
- To manifest a whip of chakra, it takes up 1 of the 3 technique slots in a turn. This whip is B rank in power and stays active for 4 turns.
- When the whip is used with water, it grows spikes of water and can be slung around to release these spikes from the whip. Each discharge of water spikes costs 10 chakra, each spike released is B rank in power. The spikes reform after a turn. The water stays on the whip until the user states otherwise. And the spikes can be controlled by swinging the whip to guide them although at this point, it is streamed thus the user must focus on only this.
- When used with wind, the whip becomes deadly sharp with violent and obvious wind currents. At this point, the whip gains generous, powerful cutting powers. Much like the water counterpart, the whip can be swung to release two blades of wind that cost 20 chakra and are B ranked. However, the wind stays on the whip regardless of how many blades of wind were used and until the user states otherwise.
- Can only use the net twice per battle and also costs 30 chakra. This net is C rank in power.
- Although the sword cannot be physically broken (with the exception of any type of raw chakra slicing into it), its powers can be disabled if touched by fire as an awful chemical reaction happens between materials inside the sword and the fire when the fire heats the materials, causing it to become faulty.
- All techniques count as a move
- Can only be given to others by Moxxi

Approved here [ ]

Given to me:

( Fugu ) Blowfish
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area. If the opponent steals the Fugu from it's owner, it will grow spikes, which will attach themselves to the thief. Shuriken Shadow Clone Technique can be used on the Fugu to make it act like a machine gun, multiplying one or all of the charged thread needles inside.

#1: Needle Shooting - The Fugu stick allows the user to insert any small thread needle into it and shoot it out, by blowing through the other end, It is shot at a speed significantly greater than a normal needle thrower, but not as fast as any of the materialized needle shooting abilities the Fugu has, which will cost chakra. This attack is not, by itself fatal but can, when used by Dojutsu users or weapon masters, be used to strike fatal/nearly fatal points that will cause great damage. Shooting normal needles do not count as a jutsu towards the jutsu count. Shooting materialized needles only counts as a jutsu if used in a turn different than the turn of materialization. Regardless of the amount of needles shot, it only counts as 1 move.

#2: Paper Needle Shooting - The user is able to load the Fugu with any paper bomb, and then shoot them. The paper will automatically curl into thread needles. This is considered an E rank technique, costing 5 chakra and dealing 10 damage points of explosive power (in case of a default paper bomb) or otherwise dealing the stated effects of the tag. The user is able to shoot up to 10 paper needles, all costing 5 chakra, in a single usage. Can only be used once every three turns. This is usable with explosive tags, not other paper-inscribed Fuuin techniques..

#3: Needle Cannon Shooting - It is considered an alternative method of shooting any stored needles. The Fugu dilates slightly, shooting simultaneously, or fusing together, all the needles materialized in a single technique, and shoot them out with the full damage points dealt in a single bullet. The cannon needle shoots out with a loud pop, and creates air circles surrounding the needle path, which push anything deviated from it's path and punch the actual target with great power. The substance/element used to create the needles augments the air circles and the punching force. In essence, it's a big cylinder of an element, created by merging all the needles created with that element, stored inside the Fugu. The rank and damage of the default cannon bullet is set at B rank, 5 normal needles (costs 20 chakra, gives 40 damage points), or simply the full rank, chakra cost and damage points of the materialization techniques, specifically #5, A rank 60 damage points, #6 A rank 60 damage points and #7 S rank 80 damage points. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 4 needles at once equivalent to 40 chakra, 80 damage. Can only be used once every 3 turns. Clarification, this is merely an alternative way of shooting stored needles, which are loaded or materialized through the means specified in the description of Fugu. As such, it doesn't allow mix usages, with different elements or needles, and serves simply as a way to deploy the full power of the materialization technique into a single "needle", instead of dividing the power evenly through all the needles separately.

#4: Remote Sharp-Shooting - With one handseal, at any range, the user is able to make the Fugu shoot any stored needles inside it. It will quickly adjust itself and shoot the needles up to short range from the stick against the closest chakra-being (in case the user has no other target's location in mind). It requires a chakra cost of 15, equivalent to a C rank and counts as a move. The same can be done non-chakra costly and without handseals by simply being in direct contact with the Fugu. The needles/mist will be shot in a straight line. Counts as a move, except in the turn of materialization.

#5: Basic Needle Materialization - The user will pour chakra into the Fugu, creating 6 thread needles, of any of the Basic Elements or Simply raw Chakra, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every two turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 5 per Needle). Depending on the substance, the needles will be faster, stronger or sharper, as well as having any special properties that the element entails (Short-Paralysis for Lightning, Burning Wounds for Fire, Mineralization of the Tissues for Earth, Shredding Wounds for Wind and Swelling of the small Canals for Water). Counts as a jutsu towards the jutsu count

#6: Thieving Needle Materialization - The user will pour a sample of any given substance into the Fugu, creating 3 thread needles, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can only be used once every 3 turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 10 per Needle). Any substance can be fed to the Fugu, requiring direct contact with it. After the Fugu memorizes the substance (Opponent's Elements, Natural Occurring Substances, Etc), it will create needles with any special property that substance entails (Quartz from the ground, Venom from an animal, Keratin from an insect, etc). The act of sampling a jutsu it's not equivalent to blocking or hindering the jutsu in any way, thus, it needs to be blocked by any other means. Not only that but the memorization is not permanent and serves only during the battle it's set, or the or the current RP event. Counts as a jutsu towards the jutsu count

#7: Advanced Needle Materialization - The user will pour chakra into the Fugu, creating 4 thread needles, of any of the Advanced Elements the user has or a different substance the user is capable of creating, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every three turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an S rank jutsu (40 chakra cost, 10 per Needle). Regarding Advanced/Custom Elements, the needles will take form using the most basic/main form of the element (Lava will be Molten Rock, not Rubber, etc), and gain any special properties the element entails. For different substances, the user must have created it in the field before hand although it does not require contact with source, like the thieving method. The creation of this method can be done remotely, up to mid range, with one handseal. Counts as a jutsu towards the jutsu count

#8: Alternative Summoning Technique - The user is able to run blood through the fugu stick, and then blow through it. This will create a chakra needle similar in strength and speed to a normal senbon shot through the Fugu, that can be shoot up to long-range. When it contacts with a surface, it will summon an animal of the user's contract on the location. This is an alternative summoning technique, with no chakra cost or damage increase, as such, it requires the user to still post the actual summoning technique, even if it's deployment is different, and that one will still abide to the normal summoning rules. The blood smearing step is obligatory, so, any secondary ability of the Fugu will have to encompass it, such as #4, prior to the loss of physical contact with the Fugu.

#9: Density and Height Manipulation - The user is able to change the density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. Anything higher/longer (never more than the equivalent of Short-Mid range) or 5 tons will be the equivalent of an A rank, 30 chakra points, counting towards the jutsu count.

#10: Spikes Manifestation - The user is able to consciously induce the Fugu's inherited defense mechanism, creating spikes across the Fugu stick, for added damage. It costs 15 chakra, equivalent to a C rank. This can be done through direct contact or remotely with 1 handseal, up to mid-range and counts as a technique from the technique count. Likewise, it can soothe, passively, the inherit defense mechanism, allowing the user to touch or hit a target with the Fugu without manifesting spikes, for a cleaner and more fluid strike.

#11: Damage Deflection - The fugu stick is an S rank Weapon, with no inherited elemental weaknesses or strengths. It does not conduce lightning, is not affected by corrosion, and retains a normal temperature, thus cannot be affected by S rank attacks. The user is able to spin the stick, creating a shield with the same characteristics, which incorporates a chakra layer that protects the hands of the user. Afterwards, the centrifugal forces of the shield disperse the attack harmlessly, or shift the weight and momentum of the attack to deflect it. It can only protect against 1 A rank per turn, in which case it requires 2 turn cool down to be used again, otherwise simply 1 turn suffices. Counts as a jutsu. This is just in regard of a total shield, in which the user needs to protect the hand weilding the Fugu, otherwise it is done passively, mostly against blunt or sharp attacks, and taijutsu, like a normal, resilient staff, and is restricted by the user's own mastery and strength. An S ranked technique can be blocked once, deflecting half the damage, but neutralizing the Fugu for the remainder of the battle and RP event. When using the shield, the user must be aware of weight and size of the attack, and move accordingly, sometimes, even an A rank attack must be deflected instead of blocked, only to miss the wielder's body slightly

Note: Once shot, be it 1 or a multitude of needles, it will always count as one move, with the exception of #1, or in the initial turn of materialization, as in, the very first turn where the user spends chakra to summon the needles, shooting them right away spend only 1 jutsu, rather than 2. The fugu can only have one type of needles inside it at each time. He can only memorize one substance/advanced element at any given point and will "forget them" once the battle or the current RP event ends.

Learned here [ ]

(Pawāringu) Power Ring
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.

Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of A rank and below.

Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs S rank (offensively and defensively).

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring stores and can release up to a medium source of water that spreads into mid range. Once used it takes the ring 4 turns to gather water from the moisture in the air to collect enough water.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them in front of them. The genjutsu person will grab them and kiss them and mimic the kiss of death to the opponent keeping them paralyze in real life.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary looking humanoid creatures that cause paralysis due to the user's killing intent. This killing intent follows the effects of the canon Killing Intent technique and the user's own rank. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.

Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.

Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)

White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn and at max can only use each corp ability at most 3 times). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form.

Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move and at most can be used 5 times a match expect for Red which can only be used 4 times a match. The Shared Abilities do not have a limit usage.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.
How the ring looks like.

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Example of using shields and weapons
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Learned here [ ]

(Hikaru raito) Lambent Light
Type:Weapon
Rank:S-Rank
Range:Short
Chakra:40
Damage:+10 Kenjutsu and Seasonal Dances
Description:Lambent Light is a special one handed Raiper owned by Asuna Yuuki.Lambent Light has a rounded sky blue guard,hilt and a silver-white blade.Only Asuna can hold the raiper as it has a special self trigger that when an enemy tries to hold it,it induces a C-ranked chakra surge that shockes there hands forcing them to release it.Asuna can channel chakra into Lambent Light to increase its cutting power also giving it bright glow hence the name Lambent Light.Asuna being a master of the Seasonal Dances only performs them with this special raiper that they actually gain a small boost.The raiper can only be held in one hand due to hilt only having space for one hand.The blade was forged by a blacksmith that had been hired by Asuna's mother as her weapon of choice over the traditional katana of Samurai.Asuna can also place the raiper's blade into the ground and releasing chakra into the ground forward causing the earth to tire up equal to a S-Rank Technique in power,as she releases it more that it can even throw a giant summon off balance.

Restrictions
-Can only be used by Asuna
-Releasing chakra into the ground counts as a move.
-Can only be held in one hand.
-Can only be used with Samurai,Kenjutsu and Seasonal Dance related jutsus.
-No elemental kenjutsu can be used unless Harmony is activae.
-Can only release the chakra once per battle.

Learned here [ ]

(Uchiha Ikimono to angō-ka no Ken)- Uchiha Sword of Creatures and Encryption
Type: Weapon
Rank: S rank
Range: N/a
Chakra: (-20 to enemy chakra)
Damage: N/a
Description:
This blade is the most treasured item from Rai Uchiha, the prized possession of when he was alive. Having been in command of a group of his clansmen, it is presumable that Rai had capable leadership skills. He was a capable swordsman, even with one eye blinded. He also showed a noticeable amount of physical strength, being able to shatter the ground with a single strike of his sword. When death took him, his sword was passed onto his children soon they too passed on the sword. The very death of the Uchiha clan, resulted in treasures to being sold off to whoever would be interested. Years to pass, the sword ended back into a Uchiha home. Soon Ikiru's father presented the sword to him, with simple his understanding of where it came from. Since the massacre of the Uchiha clan, it's whole history of the sword is not known to Ikiru or anyone as Ikiru knows only it's a Uchiha sword.
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Abilities of the blade:

╳ This blade once drawn would draw up water from the ground forming water sources with in two turns anywhere on land(passive). This is a very unique trait for a sword to carry which gave note that this blade could tap into natural aquifer's in the ground. The water sources are fairly large in size which is why it takes two turns for the blade's natural water ability to activate.

╳ When the user of the sword strikes an enemy or something an enemy is touching the water sucks -20 chakra from the enemy with every contacted strike. This form is very intricate and also unique to user who developed the ability.

Restrictions:
+ Can only make one water source per turn.
+ Takes two turns to draw up from underground a water source.

Learned here [ ]

Mea Culpa
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Mea Culpa is a sword adorned with an effigy of the Twisted One on its handle and thorns that follow the edges of the blade. It is a very tall, very skinny sword made for the most graceful yet deadly of movements and is crafted by the utmost artistic smith. This sword serves two primary functions. Obviously the sword was made with the utmost integrity and respect, being made in the armory of a church at war with Evil itself. Due to this, all kenjutsu related techniques performed with the sword gain a +20 damage enhancement. This is done by the user saying a short prayer either out loud or in their head and through this is the enhancement activated passively, without spending a technique slot. The second purpose of this sword is that in the arms of the twisted one, a blessed rosary bead is held. The purpose of this bead is to allow the sword to be used as a medium for all Fuuinjutsu related techniques. The church also had to find a quicker way to subdue and seize their hellish and relentless predators since a lot of times trying to cut them down was not feasible by itself. So, through faith and prayer was this bead cultivated, allowing all Fuuinjutsu-based techniques to be a rank higher than originally stated in its description as well as the new adhering damage associated with the new rank (this includes chakra draining techniques and things of that nature. If a fuuinjutsu technique drains 5 of the opponent's chakra per turn, it is now 10 ala up by half). These techniques cultivating from Mea Culpa now reach one range longer than described when the sword is used as a medium for the techniques. This is done actively and costs a slot per turn. If the Fuuinjutsu is Forbidden rank, it does not gain distance added to the technique, but simply +10 to the technique's damage or -10 chakra from the overall chakra cost to use the technique. Either/or. Now, the real kicker to this weapon is that the demons obviously wielded great power from the depths below. And what is better than to use something's own power against it? Due to its blessed nature as well as its affinity and interaction with fuuinjutsu, this sword is able to be thrusted forward into an oncoming technique, sealing it away inside the blade. This can be done to any technique within reason (ex: any element, but not a spiritual based technique). Upon the user's will, it will be thrusted again and cast back towards a target location. Mea Culpa cannot seal and release Forbidden rank techniques as they are too strong and would ultimately break the sword. Sealing said technique counts as a technique used per turn as well as re-using it counts as a technique used in your turn. This can be done in the same turn but would obviously take up two slots in that turn. It does not cost chakra to dispense the sealed technique, but it costs the chakra cost of the technique itself in order for Mea Culpa to seal it. This, much like the medium effect, can be done every other turn collectively. Meaning when you choose to seal a technique doesn't matter but when you choose to use the sealed technique, from then on out is a one turn cooldown as well as only being able to be done twice per battle.

Note: Can only be used as a medium every other turn
Note: Seal/release can be done twice per battle, one turn cooldown from release

Note to checker: Knocked down the +30 kenjutsu boost to +20. Changed all techniques cultivating from Mea Culpa getting auto long range to simply being one range longer than described. Took out +10 boost to sealed/released technique as well as it extending a range.

(Fuuinjutsu/Porisuchiton: Torasoruteotoru Sūhai) - • Sealing Arts/Polystyrene Release: Tlazolteotl's Adoration •

Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short | Short-Long
Chakra: 30
Damage: 60
Description: Tlazolteotl's Adoration is a technique in which a seal is placed on the weaponry of a polystyrene user. Upon the command of the user or the seal being touched by excess foreign chakra, the seal will release an enormous amount of polystyrene at a rapid pace which can either be soft or hard upon release by nature. This polystyrene can be bent to the user’s will to harden or soften upon the user’s command as well as the user being able to mold this into whatever they please. Things such as walls, spikes, orbs, etc. The seal creates enough excess polystyrene for there to be a source left on the ground from the activation of the seal. Although this technique is to protect the user and protect their weaponry from being taken by others without consent and consequence, it can also serve as protection such as if the user is falling from a great height, the seal can be activated and soft polystyrene can pour out and cushion the user’s fall. So the technique and seal is quite useful in many ways. The seal can be activated every other turn and is of course an active technique used in that turn.

Note: Must be posted on user’s bio and as a reference when utilizing (ex: threw a kunai with the seal on it).
Note: Requires one turn cooldown after use
Note: Can be placed on one CW which must be stated on the user's bio. They are not locked into using said CW, but this technique may only apply to said CW (ex: seal is locked onto that CW of the user's choice. This, of course, must be stated on the bio itself and must be changed via update).
Note: Can only be used on freeform weaponry (kunai, katana, etc.) twice per battle and can only be used on your CW three times per battle.

Note to checker: Took out the part where it is on all weaponry and clarified on what it may be on and how much it is able to be used.


Element approved here [X]

I am the owner of this element.
 
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Magnetism

- Magnetism -

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Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will rush at an opponent who has a weapon drawn whilst building up just a bit of jiton chakra in their free hand. Upon attacking the user will use the charged hand to attract or repel the opponent's weapon of defense just enough to where the holder is unable to defend with it leaving them open for the attack. During this opening the user can plow forward with their weapon, exploiting the opponent's open body. This plays on the properties of magnetism and even converts the opponent's blade into a magnet for a few brief seconds however the time this lasts is very minuscule just enough to break a guard. It also converts the user's hand into a magnet as well but again is only long enough to attract or repel an opponent's means of defense (EG, sword, kunai, shuriken, any metal object). This can also work on low ranking Steel Jutsu.

Note - Does not effect the user
Note - Can affect C rank and below Steel Release
Note - Can only be taught by Moxxi

Approved here [ ]
 
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- Bio Holder -



𝑀𝑒𝒾 𝑀𝑒𝒾 𝒦𝒶𝓉𝓈𝓊𝓇𝓎𝑜𝓀𝓊

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Basic Information

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Name: Mei Mei

Nickname: The Crow, Macabre Money Master, the Grim Reaper for the Right Price
Gender: Female
Age: [REDACTED]
Clan: House of Katsuryoku
Alignment: Neutral Evil

Looks: Mei Mei is a young woman with light peach skin and small, sharp dark brown eyes with thin eyebrows. She has long blue-tinted silver hair normally styled into two braids, one that covers her face and the other hangs behind her head down past her shoulders. This appears to be her preferred style. While relaxing or casually playing ping pong, she'll let her hair down or style it into a single braid.

As a Hellsing Org. nin, Mei Mei sports a dark bodysuit with a skirt attached. There are also pants underneath that cover her legs and tuck into boots of the same color. Sometimes, Mei Mei wears a suit and tie with her hair kept in a high ponytail and two parallel bangs that leaves her face completely unobscured. She usually carries a very large axe with her into battle.

Personality: Mei Mei is a very calm and relaxed woman who can keep her cool in any situation. While very kind and honest, Mei Mei is very open about being greedy. Monetary value is the most important thing and quite possibly might be the only important thing to her. She considers herself to always on the side of money and doesn't get out of bed for free. Allegiances and politics don't matter to Mei Mei as long as she gets paid for being a sorcerer. She also claims to not understand relationships not based on money.
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Village Information

Village of Birth : Mount Katsuryoku
Village of Alliance ----: [REDACTED]
WSE Clan --------------: Hellsing






Rank and Chakra Information

Ninja Rank ---: Jounin
Health -----------: 160
Chakra --------: 1,600

Specialty: Advanced Elementalist [Fire] | Genjutsu Range Specialist | Apex Layering Specialist | Seal Caster | Bullet Arts

Elements: Water | Fire | Earth | Wind | Lightning | Sound | Stygian Water | Polystyrene | Perfume | Volcanic Storm

Ninjutsu: Ninjutsu | Taijutsu | Kaito's Taijutsu | Genjutsu | Kenjutsu | Cloud Style Kenjutsu | Crows | Crow Ninjutsu | Cone Snails | Cone Snail Ninjutsu | Fuuinjutsu | Katsuryoku

Custom Fighting Styles: Bullet Arts | Yo-Yos | Bolas






Basic Information
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History: [REDACTED]

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Other
SNTs:

Skorm’s Bow
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Skorm’s Bow is a heavy-duty modernized high caliber chakra gun with blood/black thorn patterns and a red glowing holster. The gun has two types of rounds it can fire but both of them are purely composed out of lightning chakra. The gun has two different types of rounds that are all loaded in the magazine at all times but cannot be fired more than once per round. The first round is called explosive rounds, dealing 80 damage in total but is split into 40-40 whereas 40 damage is inflicted on contact where the bullet actually lands and the other 40 damage is spread up to mid-range in an omni-directional burst where the bullet ended up. This type of bullet is made up by fire chakra.
The second type of bullet is the armor piercing bullet, consisting of typhoon (or wind if the user cannot use typhoon) chakra it is extremely sharp but also very small. This bullet causes 80 damage and can penetrate up to S rank targets which are neutral to typhoon/wind. Up to forbidden if weak towards wind or typhoon. This bullet will continue through a target unless they carry armor(up to A rank) and hit whatever is behind it as well(directly behind that is and in the bullets trajectory).
Note: Can only be taught by Skorm. Each Bullet can only be utilized 3 times each.

Sukābarafea | Scarborough Fair
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
  • Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.
  • S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.





Theme Song and Background Music:

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Dropping [x]
Permission from El Alucard to join Katsuryoku [
x]
 
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Combat Yo-Yo Style

- Combat Yo-Yo Style -

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(Sentō yōyōsutairu) Combat Yo-Yo Style

Type:Nin-Taijutsu
Background:Along time ago when the days where dark,many children used the toy known as Yo-Yo's for entertainment.But when a girl by the name of Yui found that there can be more to them than just toys.Yui eventually learnt to mix her chakra into the Yo-Yos making variations called Combat Yo-yo later now being used as weaponary in the ninja world
Description on the Abilities and Inner Workings of the Style:The inner working are pretty easy to comprehend as the user will be using special designed Yo-yos for combat.The user will be wielding them in his hands while infusing chakra into them cause them to take on the effects of the style.Fire can be added to them creating small fire balls and detacht the strings to send them hurdling to the target.Earth can be used to add weight to them to make them lightee and harder to attack oppoents.However the user can also use them in Taijutsu using similar in the manner of chains to latch on to targets to reel them in add perform Taijutsu(strong fist on them),but while channeling chakra into the Yo-Yos no other techniques that require chakra usage cannont be used.
Sample

(Sentō yōyōsutairu: Ryokō· yū· daun!)Combat Yo-yo Style:Trip you Down!
Type: Offensive
Rank:B-Rank
Range:Short-Mid
Chakra:N/A
Damage:40
Description:Manipulating the strings on the Yo-yo the user while throw the Yo-yo head to fly to the target causing it to pass them,the user will manipulate the yo-yo strings to retract and rope up the targets legs and pulling them causing them to trip and get serverly injured.

(Sentō yōyōsutairu: Kaen tatchi)Combat Yo-yo Style:Flaming Touch
Type: Offensive
Rank:B-Rank
Range:Short
Chakra:20
Damage:40
Description:The user while channel fire chakra into the Yo-yo creating a small ball of fire in there hands,the user while them throw the yo-yo to follow the target and manipulating the strings the user will wrap the head of the yo- yo to the target while still manipulating his chakra into the strings to keep the fire ablaze.

(Sentō yōyōsutairu: Sumakku chikyū)Combat Yo-yo Style:Earth Smack
Type: Offensive
Rank:B-Rank
Range:Short
Chakra:20
Damage:40
Description:Manipulating chakra into the yo-yo the user will fling the yo-yo while manipulating chakra into the string,the user will use there earth chakra to lighten the weight of the yo-yo to travel faster,then when in range the user will manipulate it again this time causing the yo-yo to turn heavy,along with creating small earth spikes around it.

Additional effects and Restrictions:
-Must be Sannin to learn
-Bios must possese a special Combat Yo-yo
-Masters of this style can weild 2 Yo-yo's at once with better control than the students
-The users of this style tend to carry a minimum of 10 Yo-yos with them to allow them to contiously use more techniques.

Made by me:

Given to me:


Combat Yo-Yo Style: Earth Smack
Type: Offensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: Manipulating chakra into the yo-yo, the user will fling the yo-yo while manipulating chakra into the string, then the user will use their earth chakra to lighten the weight of the yo-yo to travel faster. When in range, the user will manipulate it again, this time causing the yo-yo to turn heavy, along with creating small earth spikes around it.
-Cannot perform handseals while in use
-Usable 5 times

Type:Supplementary
Rank:C-Rank
Range:Short - Mid
Chakra:15
Damage:N/A
Description:
The user will channel his chakra into his Yo-Yo, allowing him to change the color of the yo-yo to match the surrounding areas. Both the strings and Yo-Yo itself are changed to camouflage together, allowing the user to produce surprise attacks. When used, these yo-yos cause a ripple like effect when moving.

Type: Defensive
Rank:C-S Rank
Range:Short
Chakra:20-40
Damage:N/A
Description:
One of the defensive jutsu of Combat Yo-Yo Style. The user will take a Yo-Yo and begin to spin it in a circular motion, doing the “round the world” trick. The user will manipulate his chakra into the Yo-yo and creating a thick layer of chakra,that can be used to defend against ninjutsu. The layer looks similar to that of a shield, and depending on how much chakra is used, will determine its strength. The S-Rank version can be used once per battle, the A- ranks Twice and B and C Ranks four times each.

All CYYS techniques learned here [ ]

Style Approved here [ ]
 
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Symphony Arts

- Symphony Arts -

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(Shinfonī geijutsu:Maesutoroteiruzuobu) Symphony Arts: Tales of the Maestro
Type: Offensive
Rank:B-Rank
Range:Short-Long
Chakra:20
Damage:40(short),20(mid),10(Long)
Description:The user using there raiper,channeling chakra into the blade of the sword till the blade is completely covered in chakra will begin moving there arm with the blade up and down similar to a maestro,while using shape manipulation and proper chakra flow the user will construct 5 melodic notes(minum notes) in the air above them made out of chakra.The user will then take there raiper thrusting the blade of the raiper into each note to power forward toward the target changing there shape to appear as 5 long senbons of chakra each slashing the target on there body making small incision on the targets clothing,however the long it takes to reach the target the weaker the technique gets.

-Can only be used 4 times
-Can only be used with a raiper.

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Kenjutsu

- Kenjutsu -

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(Kijuuki Kata) Crane Form
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/a
Description: The user enters 'Crane Form', a unique Kenjutsu stance in which the user utilizes 4 swords at the same time ; one in each hand, one in his mouth and finally one in the crevice between his leg and thigh.This causes the user to clench the sword,only standing on one foot giving him the look of a crane.This style has been compared to Killer B's Seven Swords Dance.While based off this style,Crane Form focus's much more on control and creating openings by attacking on every level of height.To best utilize the styles potential, the user performs spins and jumps at high speed.The swords can be charged with Chakra to increase their cutting and attack power.

Learned here [ ]

(Hoshizora no Namida)Starry Tear
Type: Offensive
Rank: B-Rank
Range:Short
Chakra:20
Damage:40
Description:
Starry Tear is a quick eight combo kenjutsu attack. It begins with 3 short thrusts at the targets chest, provoking the target to raise its guard up. Although the first 3 thrusts do not deal much damage, the number of hits and their speed is overwhelming. Afterwards, the 3 thrusts are followed by 2 slashes at the target’s now undefended legs. The user then performs 2 strong jabs high and low, followed by a final strong stab at the target’s chest.

-Can be used 4 times per battle
-Normally requires a rapier but can also be used a katana

Learned here [ ]
 
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Way of the Bolas

Type: NinTaijutsu


Background:

For years, countless warriors have fallen to larger enemies due to their own smaller stature and weaker physical prowess. Many tactics were created to compensate for this disadvantage, though many failed. However, during the Warring States Period, the warrior Roland encountered an enemy of much greater size. His opponent was a taijutsu master and had incredible raw physical strength. During his battle, Roland was at a disadvantage. He was unable to create an opening in the man due to his great size, speed, and strength. As such, Roland was forced to retreat and was unable to claim victory. While hidden, Roland began developing a way to compensate for his disadvantage. He needed a way to bind his enemy and deliver a much more fatal blow while at the same time sapping his strength and winding him through powerful blows. He created the bolas – a simple weapon, yet complex in its use. By combining his already existent taijutsu skills with this new weapon, Roland created a new fighting style, dubbed “Way of the Bolas”. As it further developed it, the Bolas could act as a conduit through which chakra could be channeled through, giving it certain properties that enhanced the abilities of the weapon. When he encountered the taijutsu master opponent again, his linear fighting style made it easy to predict his moves and intercept him with the bolas. The bolas bound him and rendered his taijutsu useless.

Description and Inner Workings of the Style:

The bolas are a very simple weapon in design. The creation of a bolas requires rope and weights. The base of the bolas is a straight rope. It is thicker than regular string yet thinner than large industrial rope. At roughly the middle it branches off into two or more rope branches. At the end of each of these is a weight. Each of the weights are equal in size. The bolas itself can consist of two or more weights (maximum of six). To throw a bolas one needs to understand the timing of a bolas. The user will grip the bolas from the nexus and gives the bolas momentum by swinging them. Using good timing they will be released from the hand and will swing toward the opponent at very fast speeds. The best target to use a bolas on is the opponent’s legs. It will restrict them and limit their mobility severely. Upon impact it will bind them and usually cause them to stumble and fall forward. With more weights and more force the bolas can actually cause injuries such as severe bruising and broken legs.

There are three methods of using a bolas in combat. All of which revolve around binding the target’s legs or arms. The first is a regular projectile bolas with no chakra channeled through it. As stated above the user will grip the bolas from the nexus and swing it to give the balls momentum. Upon release it will aim to bind the legs (preferably) or possibly the arms. The damage from this can vary depending on the strength put behind it. It can range from simple bruising to broken bones.

The second method is by channeling chakra into the bolas. One can channel either their raiton or katon chakra into the bolas. By channeling raiton chakra the bolas will gain a paralysis effect upon impact causing numbness in the localized region where it strikes. The stronger the raiton the greater the paralysis effect. The second chakra release method is katon. The user cannot channel extremely high amounts of katon chakra into the bolas as it will cause the rope on it to disintegrate. However one can channel controlled amounts of katon chakra into the weights on the end causing them to heat up. Upon impact the weights will cause first degree burns in addition to the regular bonuses the bolas gains.

The third method is by creating a tether to the bolas through the use of raiton chakra. It is based on the same idea as Lightning Release: Lightning Beast Running Technique. With the tether the user is able to control the path of the bolas. The advantage to this is that the user can attack from a different angle rather than the regular straight forward attack with a bolas. However the disadvantage with this is that since it does not move linearly it will lose momentum and not strike as hard. It will lose the impact strength to break bones. However it will retain bruising capability and a numbness effect along with its binding ability. By using this method the user will have to constantly focus and maintain their chakra which will make them unable to use other jutsu without a clone.

Bolas can have more than two weights on them causing various effects. However multiple weights will not change the core aim of this style – to bind the opponent at the legs or arms.

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Given to me:


All WOTB techniques learned here [ ]

Style Approved here [ ]
 
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- Spinning Drill Arts -
( Boushi Shuuren Gigei ) - Spinning Drill Arts
Type: NinTaijutsu
Background:
During the development of the Shinobi World, a man named Kamina was widely known for his mining productions. With a single shovel, he was able to complete a job even 100 miners cannot do. Whilst traveling across the undiscovered world, Kamina encountered a clan with highly advanced technology, surpassing the equipments developed to these days. The clan had admired Kamina's exceptional talent with mining and decided to forge a mining tool much more effective than a shovel. After seeing his gift, Kamina was in awe, as the mining tool was able to penetrate through the ground easily. After departing from the village, Kamina saw a much more powerful potential under this mining tool. Kamina announced his retirement of mining and soon started to create a fight style with the mining tool as the main foundation. In a few months, Kamina had created Spinning Drill Arts, and soon was rumored around the land.
Description on the Abilities and Inner Workings of the Style:
Spinning Drill Arts' main foundation is its use of two large drills made from Titanium and other supportive metals that allows both an easy maneuvering and a large hit upon an opponent. The weapon's appearance is very unique, sporting a large rotatable drill attached to a large hilt. The hilt is free spinning, which means that it allows the drill to spin while the hilt remains stationary. The drill itself sports a metallic cone-like structure, with sharp curved edges that swirls around it. It may look heavy, but when lifted, the drill is somewhat light, enough for an individual to move it accurately. The drill measures 3 feet in length, and 2.5 feet in width, with the hilt being 1.5 feet. Carrying the drills would be a pain in the ass, luckily for the practitioners, Kamina found a way to keep the drills without hindering them. The drills can be downsized with the use of chakra, and is worn like a necklace, allowing more freedom when performing other techniques.

The drill harbors very unique abilities, beneficial to the practitioners of the style. The hilt is removable, leaving a large cylinder space on the epicenter of the drill. The user is able to insert his hand upon the spaces and use it like a gauntlet. This feature is known the the drill fist. Example:

Last feature is the most convenient. Sadly this cannot be used on the Drill Fist, as it needs the hilt for it to work. Using the user's exceptional talent for fuuton, the hilt has multiple pores able to channel wind through them. An interior passage way connects the hilt from the drill. In the drill, the passage way exits on the very tip of the drill. The passage way consist of the same spiral pattern and when the wind pushes in to the pattern, it will cause the whole drill to spin, eventually turning into a swirling weapon of terror.

Although made from light, durable metal, the drill will be heavy, especially to young practitioners introduced to the style. With this matter, the practitioner will be limited on the moves he can accomplish.

Ranks:
Omega: First Rank, allows the practitioner to perform B-Rank/Below Moves of the style
Beta: Second Rank, allows the practitioner to perform A-Rank/Below Moves of the style and access to Drill Fist.
Alpha: Final Rank, allows the practitioner to perform all Moves and features of the style.

Example Techniques:

Pierce the Heavens!
Type: Offensive
Rank: B
Range: Short - Mid (starts running in mid-range)
Chakra: N/A
Damage: 40
Description:
With a drill on both hand, the user will position his drills on each opposite side. By bending down, enough for the drills to touch the ground, The user will run to the opponent with their utmost speed. Whilst the user runs, the drills will roll violently on the ground, enough to create a small swirling vortex around the drill. Once the user comes close to the opponent, The user will thrust his drills upwards, aimed on the opponent's torso. Since the drills are spinning in the opposite direction, the drills can severely shred the opponent's abdomen and lift him a couple meters into the air.

Additional effects and Restrictions:
- Can only be taught by Dark Matter
- Must have completed both basic Taijutsu and Futon

Approved here [ ]

Made by me:

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NEVER LEARNED NOR MADE THREAD/DIDN'T HAVE NECESSARY REQUIREMENTS AT THE TIME - VOIDED
 
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- E l e m e n t a l C o m b i n a t i o n s -

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( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/a
Description: The user focuses chakra on the tip of his finger and produces a thin thread of water, nearly invisible to the naked eye, before shooting it in any direction, at the speed of an arrow. The thread itself has the flexibility of water, and can curve and bend at wish. Once it reaches a target, it is able to pierce through clothes and skin, connecting the user's finger to the target, at which point the user releases a powerful current of lightning, which is able to paralyze the opponent completely frozen, for 2 turns. Depending on the area struck, the opponent can even loose consciousness (head) or have difficulty breathing (chest). After contact is made, through what seems like a vaccine sting, the lightning reaches up Mid-Range ( 15m ) in half a second.
Likewise, the user is able to create a net made of water strings, covering an area of 2 meters radius, anywhere short range from the user. Using the same principle as above, the user can send a current though the strings in order to shock the opponent and paralyze him for 1 turn.
*The jutsu ends once the lightning is released
*The chakra natures are divided unevenly, with the lightning part being considered as B rank, and the water part being considered as C rank
*The laid down threads last 2 turns, in case the lightning is not triggered
*No other jutsu can be done while the thread is active
*Cannot use Lightning jutsus above S rank for 2 turns
*Cannot be used again for 4 turns after it is used

Learned here [ ]

Katon/Fuuton: Moeru Yōna Pengin no Bāningu ha Ω Fire/Wind Style: Burning Leaves of the Flaming Penguin
Type: Offensive
Rank: C
Range: Medium-Long
Chakra: 15
Damage: 30
Description: If the user is in a forest, they can begin to start gathering katon chakra. Once that is done, they insert that chakra into leaves around the opponent. With those leaves now beginning to burn and smoke, the user flashes the bird hand seal and begins to cause a gust to occur by the opponent. This gust would not only blow the leaves off the trees towards and around the opponent, but the wind would also increase the fire's heat and move the smoke from the leaves around. This would cause the opponent major annoyances and small burns if the leaves around him touch their skin.

Ω Can be used four times per battle
Ω Can only be taught by Penguin.

Learned here [ ]
 
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