Broly's Power

-Broly-

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Lightning

Raiton: Raigeki Kuresshendo (Lightning Style: Lightning Crescendo)
Type: Offensive
Rank: A
Range: mid-long
Chakra Cost: 30
Damage Points: 60
Description: The user channels Lightning into his sword and swings it at the opponent and creates a large crescent shaped bolt of lightning from the sword. The crescent expands as it travels through the air from the atmospheric discharges found within the atmosphere. The crescent can slice through all Earth except Forbidden rank.



(Raiton: Kakusan Yūdō Kikoha) Lightning Release: Super Scatter Shot
Type: Offense
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: The user charges up lightning chakra, and fires several energy spheres randomly in the opponent's direction. Disregarding accuracy and with no intent on actually hitting the enemy. With efficient chakra control, the multiple energy spheres are suspended in the air, completely surrounding them. Finally, the user causes them to rapidly spin around the opponent and inevitably rain down on them, filling the sky with a blinding light and inflicting a massive amount of damage.

-Restrictions-

-Can only be taught by PB-
-Can only be used twice per battle-
-No lightning jutsu in the same turn-

 
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Earth​

Hades' Tombstone Teleport ♆ Aidaou Tafópetra Taxidevo​
Rank: A
Type: Supplmentary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Similar in use to Hiding Like A Mole Technique, the user focuses earth chakra throughout his body whildst inserting it into the earth at the same time. As he does this, the user crosses his arms across him, as if he were in a coffin and falls either backwards or forward, sinking through the earth, entering it and traveling at high speeds (like ther original Hiding Like A Mole jutsu) and appearing several feet behind the enemy. If the user falls face-first towards the earth, then he will raise up face-first, facing the same direction he was in when he originally fell and vice-versa.
*Can be used in conjunction with another attack*
*Can only be used by Lord of Kaos*
*Can only be used every two turns*



(Doton: Yurasu Joushi) Earth Release: Rock Fists​
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user stomps both feet on the ground and channels their chakra into it, then manipulating the ground around short range around him to produce two large hands/fists that erupt from the ground. These could be used to defend against incoming attacks by guarding the user, and for attack by punching the ground around the opponent causing them to stumble and get hit, or by slamming the area in which the opponent is standing at.
Note: Lasts 2 rounds
Note: Can only be used once every 3 rounds
Note: Can only be used 3 times per battle
Note: Each hand is a B-Rank Earth projectile and can be used independently
Note: Can only be used by Kerrah and those who he allow.


(Doton: kensei no doragon ) - Earth Release: Power of the Dragon​
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their earth chakra. This is usually used in close combat where the user will release their earth chakra around a part of their body covering them in rock and gravel. The rock and gravel is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this earth created by the user, it will great a burst of rocks and on impact from the user, sending a wave of stone from the point of impact and which will break bones due to the force of it.

Note: can stay active for 2 turns at a time
Note: Can't use lightning jutsu at the same time

(Doton: tsuchi kurasuto no jutsu) ‡ Earth release: earth crust restriction technqiue​
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will stomp his foot on the ground and channel his doton chakra into the ground and mold their chakra into earth and use shape manipulation to make a slightly thick (enough for ninjas to walk on top of it) "crust" of earth cover the surface of a nearby water source (one that is in the ground and surrounded by earth on all sides). It would acts as a barrier for the use of water from that pond, rendering any water source unusable. This can be used to prevent water type techniques.
‡ Can only be used thrice a battle

(Doton: koumorigasa) ‡ Earth release: Umbrella​
Type: Supplementary, defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user channels his doton chakra to his hand creates a umbrella made out of rock and stone. The umbrella is packed with chakra and is impact absorbent, high in density and at the same time light. The user can increase its size to increase its range of defense. The main reason of this technique is to combat the destructive rain element. The umbrella's structures can dissipate the force of rain rendering the technique less effective.
‡ Usable only four times a battle
‡ No rain techniques while this is active
‡ No earth S-rank and above in turn


Earth Style: Levitating Plateau​
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
*only stays in effect for four turns at the most*
*usable only three times a battle*

Doton: Ro-ma Koroshiamu (Earth Style: Rome’s Coliseum)​
Type: Supplementary
Rank: A
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a large dome surrounding him and the opponent, creating a coliseum of sorts. The only way out of the dome is to use certain S-rank and above lightning. The dome cancels out all light, leaving it completely dark inside it.
*the dome last for the whole battle until destroyed with S-rank lightning*
*can only be used once*



(Doton: Shi Matsu) Earth Style - Death awaits​
Rank: S
Type: Offensive/Defence.
Range: Short-Mid.
Chakra Chost: 40
Damage Points: N/A
Description: The user performs five handseals, and speaks the words (Death awaits you) and strikes the ground with one hand. Depending on how strong the user thinks his/her opponent is, one to five skeleton shaped figures condensed and made from the strongest earthly material will come out of the ground will come from the ground around the target, it is also th users decision in whether they come fully out of the ground or not. And the skeletons will quickly grab the target, usually before they have any time to react unless they have the ability to react quickly enough through either sensory or doujutsu style abilities. This will leave the target unable to move, and setup for a free and easy attack.
►This Jutsu can only be used once per battle.
►The Jutsu only lasts for one full turn.
►The user must be able to pinpoint the location of the target, so they have to see the target.
►Cannot perform A rank or above Earth techniques the following turn.




(Doton: Jonī· Kureigu ) Earth Release: Jonny Craig
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage:(+10 to taijutsu)
Description:The user will clap his hands and form an extremely hard earthen armor over himself or any armor the user has on. The earthen armor will fit rather tightly over the user, similar to "Doton: Domu" and give the user a good defense simply by itself. However, when met with any sort of physical contact or subjected to a large amount of force, many small sharp earthen spikes will erupt from itself, adding onto the damage caused by Taijutsu.This will not hinder the user's mobility in the slightest, similar to the "Earth Spear Technique.Due to the original armor plus the spikes that rise up from the armor due when sufficient force is created, the user gains +10 to all taijutsu actions.
-1 turn cooldown once deactivated
-Can be used 2 times per battle
-Lasts 3 turns

 
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-Broly-

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Water​

(Suiton: kensei no doragon )- Water Release: Power of the Dragon​
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialized for those who have great control over their water chakra. This is usually used in close combat where the user will release their water chakra around a part of their body covering them in water. This water is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this water created be the user, it will great a burst of water on impact from the user, creating seveal torrents that flies forwards which can send the opponent back into mid-range with damage and in pain.
ɸ Can stay active for 2 turns at a time
ɸ Can't use earth jutsu while it lasts.



Suiton: Shou sono senjo) Water Release: Call of the nymph
Type:Attack/Defense/Supplementary
Rank:S
Range: Short - Mid
Chakra: 30 (-15 to keep active)
Damage: N/A
Description:
The user will channel there water chakra either into the air or into a existing water source. Then either using the moisture in the air or the water from the water source they will give it shape. The basic shape of the water is that of a female. The user can manipulate the looks of the basic shape any way that he desires but it still has to retain the basic female shape. The water nymph cant use any water jutsu's. The nymph is solid enough so that it can affect physical objects (i.e push and pull). The nymph can combine with the user forming a sort of water armor. The armor looks just like regular samurai armor. The armor can with stand one fire jutsu up to A rank. While the user is wearing the armor they take greater damage from lightning attacks.
-Usable once per battle.
-No water A rank and up for the next two turns.
-No lightning can be used while wearing the armor.
-Last three turns.
-Turning into armor counts as a move.
-The nymph can be regenerated twice per battle as long as it hasn't turned into armor and there is a water source to regenerate from.
-Can only be taught by Bloo.






(Suiton: atomikku shin'en) Water Style: Atomic Abyss

Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*



(Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou

Type: Offensive
Rank: Forbidden
Range: Close-Long
Chakra: 50
Damage: 90 (+40 to user if hit)
Description: The user starts by making several (up to 5 in short range, 10 mid range and 15 in long range, basically five in each range) condensed large balls of water with great pressure compressing them to the size of basketballs but the solidarity of ice (still water, just tightly compacted). The user then causes the orbs to sink into the water source he and his opponent are standing on, creating an mine-field in the ocean of sorts. If the user choices to, he can also create said orbs in the water itself, preventing the opponent a chance to detect them (doujutsu and chakra sensing abilities aside, of course). The orbs are then spread in a pentagonal shape, surrounding the user and opponent, with 3 pentagons in total: one surrounding the enemy in short range, one in mid range and the last in long range. The five orbs in each range are in relation to the target, i.e. one pentagon that reaches out to the borders of short range around the enemy, another reaching the boundaries of mid range from the enemy's start point, and the same with long range. If the opponent moves around underwater, he will cause a chain reaction, causing all of the water orbs to forcibly explode, causing great damage to anything caught underwater, with enough force to break bones on contact and cause severe internal damage to and rupture organs and even remove limbs. If both the user and enemy are standing on the water surface, and they move, it will cause the orbs near the surface to explode firstly, still causing a chain-reaction. The explosions, if above water, have the force and power to blow holes in metal.
*Can only be used once*
*after using, neither the user nor the opponent can move for 3 turns. After the three turns, the orbs loose the pressure within said orbs and the user and opponent will have no threats presented when moving*
*If the user is on the water when detonated, he will take the same damage the enemy would take*
*After using, the user cannot use water jutsus for three turns*
*The user is able to control the orbs released nearby him when he moves but doing so takes a great deal of chakra from him and thus, he can only use 1 jutsu per turn if he does this (must be stated). The user is only able to take control of up to 3 orbs with each one coming from a different range, i.e. one from short, one from mid and one from long range. Once the explosions start, however, he will no longer be able to control them*
*If hit by orbs, the user's bones will be broken and damaged and he will be unable to move*
*Can only be used by Lord of Kaos*



Water/earth: golum (doton/suiton: Jinnutsuzou)

Rank: A-S
Type: supplementary
Rang: short-long
Chakra: 30-40
Damage: N/A
Description: A simple jutsu utilizing the manipulation ninja have over tangible elements. The user manipulates any earth or water in the area and create a large golum made of either earth or water, the golum being about 2 times
The size of a normal human, and having the basic humanoid structure minus the middle finger on each hand. The golum can manipulate earth or water(depending on what he is created from) at the users will, thus he can use all jutsu from that element, furthermore because o his manipulation over that element he can stop the opponent from using jutsu of that element. Utilizing basic yin yang knowledge, if the user has learned it, he can form a golum made of water and earth, having all the golums abilities for both elements, this is an S rank jutsu though. So Long as the golum is around the element he is created from he is indestructible, and will simply reform if he is hit by a jutsu.
~ can only be created from an already created source, meaning if there is no water around the user can't create a golum of that element.
~ once per battle
~ the user can't use jutsu of that element while the golum is on the field
 
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Wind​

1)
Fuuton/Doton: Takoberu de supagettiu~īku:Wind/Earth Release Spaghetti Week at Taco Bell​
Type: Offensive
Rank: A
Range:Short-Mid
Chakra Cost: 30
Damage Cost: 60
Description: An advanced form of "Spaghetti Night at Taco Bell" Where instead of the user focusing wind in small pockets in the ground and shooting small pieces of rock and gravel at the opponent they will make a single handseal and focus large amounts of high pressure wind chakra in crescent shaped sections in the ground around the opponent, launching up to 6 sharp, crescent shaped, and fast moving rocks at him that can slice them up or do blunt damage. The user can fire the blades off in 3 different burst.

He can fire 2, large, 1 yard long and 5 inch thick pieces of earth
He can fire 4, medium, 2 foot long and 3 inch thick pieces of earth
He can fire 6, small, 1 foot long and 2 inch thick piece of earth



2)
Fuuton:Takoberu de supagetti yoru (Wind Release: Spaghetti Night at Taco Bell)​
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user makes a single handseal and focuses small pockets of wind chakra into the earth all around the opponent. They then release the wind chakra upwards towards the opponent, making a shower of small sharp stones hit the opponent and damage him. The stones are sharpened by the wind and move fast so that they cause 1 inch stab like wounds in the places they impact. -Can only be used 4 times per battle
- Can only be taught by Goku2000
-can only be used once per turn
-Can be tracked by normal eyes

(Fuuton: Shou Buro-kaze) - Wind Style: Shattering Wind Beam​
Rank: S
Type: Offensive/Defensive
Range: Short-long
Chakra: 40
Damage: 80 (-15)
Description: The user charges his fist with a large amount of wind chakra. He punches towards the target and releases it as a huge amount of destructive wind compressed into a large beam, blasting it away at a very high speed which makes it tough to block. It is used to punch a hole anything in its path like clouds, mist and, if possible, water waves and rock walls. When this jutsu is used to attack the opponent, it will cause major damage to him like large cuts and it blows him backwards, meaning that it will send him from short to mid, or from mid to long, and may even knock him out cold.

~ damages the user hand by -15 points and causes bleeding.
~can only be used twice per battle.
~This jutsu is owned by -Thoes.
Note: Only lasts for 3 turns.



(Fuuton: Kanui Batsu) - Wind Style: Wind Blitz
Type: Offensive/Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A simple yet advanced technique. After infusing and coating a kunai with wind. The user will then throw it at the intended target, and when deemed necesary, the user may wave 1 handseal, making the wind coating the kunai expand and spin around the kunai taking the shape of a spinning spear; with the kunai as it's epicenter while spinning aswell. Said spear is 6 feet long and 3 feet wide, capable of slicing and shreadring human flesh with ease. This technique follows a sraight path only, thus, only moves foward and in a single direction.

May only be used on 1 kunai at a time.
May only be used x4 per battle.
May only be taught by Loki​




Fuuton: Myōna hyōjō | Wind Release: The Zone
Type: Attack/Supplementary/Defense
Rank: S-Rank
Range: Self/Short
Chakra Cost: 40 (+10 to pressurize)
Damage Points: 80
Description: Myōna hyōjō is the sister technique of , utilizing the intangible and pressurized aspects of Fuuton. Unlike its sister technique though, Myōna hyōjō isn't used on a projectiles or techniques being used, but instead a technique used directly on the user himself or melee weapons he is holding. The user would create a thick "shell" of Fuuton Chakra around the shape of either his entire body or a melee weapon i.e. a sword, hammer, club etc. being about 5m thick and about an inch away from actually touching the user. The shell of Fuuton initially takes on the unique intangible state though it gives off a pale white glittering affect on whatever it is around, (see photo. Lel). Once the shell is created it stays active around the user for three turns before the Chakra runs dry and the shell vanishes all together. While the shell is active it isn't affected by solids such as earth techniques, water, steel, or other human bodies, though the shell reacts to energy based elements and such according to elemental strengths and weaknesses. This means the shell would be unphased by a kunai or earth technique coming in no matter the rank, but would combat against a fire, wind or lightning technique according to rank and weakness. The pressurized usage of the shell comes into play when the user wills it to, by spending an extra +10 chakra for the shell, thus pressurizing it to give it a physical aspect of aggressive cutting wind. This means the user can be performing a Taijutsu technique with the shell around his body in the intangible state, having no affect on how his Taijutsu attack is defended from when it comes to non energy defenses, but at any point the user can spend the needed chakra for the shell to pressurize and rip up anything it is in contact with. The shell becoming pressurized only lasts a brief moment before returning to non aggressive intangible wind again. This means for each attack to be pressurized the user has to spend additional chakra. Due to the wind staying present around the body, it becomes impossible for the user to use any other technique related to another element besides Fuuton. Even though the usage of elements is restricted to Fuuton, the user can still use Taijutsu, Genjutsu, Kenjutsu and Ninjutsu as long as it is raw chakra or Fuuton.

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☆ Usable twice per battle
☆ Only to be taught by Shady
☆ Lasts three turns once activated
☆ Costs a move to pressurize the Fuuton

( Fuuton: Fūryoku ryūshi bīmu ) - Wind Style: Wind Particle Beam
Rank: Forbidden
Type: Attack
Range: Short-long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description:
This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.

- Usable one time
- No wind techniques in the same or next turn
- The user can't use A-rank or lower Tai for 3 turns due to the body being worn out - Cannot use techniques above S-Rank for 2 turns afterwards

(Fuuton: Chō Stáfe ) - Wind style: Butterfly Staff
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around wind currents and forms a staff made of condensed wind. The staff is approximately the same height as the user and about a foot in diameter and is very similar to the wind blade technique, in both visual tangibility and cutting potential
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank wind blade[/B]
Mid range use:
The staff can also be used at a range, in which it gained.its name "butterfly staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a butterfly's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the wind exploding into a 7m wide vortex of wind that would suck things from 5m out into it while also cutting anything that comes into contact with it up

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..

(Futon: Jougo)- Wind Release: Funnel
Type: Attack
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user first creates a clone then with that clone both of them gather up Fuuton chakra within their bodies. Once a sufficient amount has been gathered the user and his clone both perform a sequence of 3 hand seals. After doing the hand seals the user or the clone raises their hands to the sky and releases a translucent disk of wind chakra 10m into the air. The disk rotates rapidly and drifts off in whatever the direction the user's hands direct it. Once the desired location is reach the user will clap his hands causing the rotation from the wind disk to "exhale" basically releasing a violent column of rotating wind on whatever it is over top of. While this is happening the clone releases yet another translucent wind disk which travels by ground. Same principles apply it goes in the direction of the clone's hands. Once the disk reaches the desired location the clone claps his hand causing the disk to erupt into a column of rotating wind. When the two disks are below and above each other a funnel effect happens as the two disks rotate opposite each other. Along with the opposite rotations the direction in which the column of air is released are also opposite which would produce rapid lifting then floating in mid air. The bottom disk sends something up and the top sends something down while the two columns shred whatever is in between the two disks. When the columns aren't directly above/below each other, they can act alone but with lower degree of affects. The one above will have enough wind power blowing down to pin enemies to the ground and do B-rank cutting damage, while the column below someone would rapidly and violently toss someone upwards while doing B-rank cutting damage. As an alternative use, the user, without a clone, can perform the jutsu alone but with only a single disk in which he'd choose if it was created on the ground or air. When used this way, the single disk would hold the entire strength of the jutsu, being A-rank but it wouldn't have the versatility of attacking from both above and below simultaneously
Note: Both Disks are 5 meters in diameter and can lift up even summons like the human sized toads.
Note: Must have a clone or partner (other member) that has learned this jutsu. Unless used with a single disk.
Note: counts as 2/3 per turn
Note: Can only be used 3 times per battle
Note: Can only be taught by Shady Doctor


( Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Cherub
Rank: A-Rank
Type: Attack
Range: Short-long
Chakra Cost: 30
Damage Points: 60
Description:
The user starts by simply weaving together 3 hand seals (Monkey - Dragon - Rat) and molding his Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create a 2 1/2 foot tall, translucent cherub floating a meter or so above his head. The child-like cherub wears no clothing other than what covers its bottoms, and bares wings far past the size of the being itself. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherub simply disappears in thin air; literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings. Now only being able to be tracked by doujutsu users or sensors, the cherub stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherub rematerializes once again. The cherub now floating a meter above the target, just like when it was first created, has the wind it is made of explode. The cherub explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning.

• Usable 3x per battle
• No wind techniques over A-rank next turn
• Only taught by Shady doctor

( Fuuton: Koisen tenshi Nùn) - Wind Release: Gathering of the wicked Cherub
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
This is the sister technique of ( Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Cherub. The user starts by simply weaving together 5 hand seals (Monkey - Dragon - Rat - Dog - Tiger) and molding massive amounts of Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create multiple Cherubs (4), each being 2 1/2 feet tall like the original technique ll, and translucent, floating a meter or so above the users head in a square formation. The child-like cherubs wear no clothing other than what covers their bottoms, and bares wings far past the size of the beings themselves. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherubs simply disappears in thin air, literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings, but unlike the original technique, these winds from the breeze picks up debri and dust from all around, acting like (Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance. Now only being able to be tracked by doujutsu users or sensors, the gang of cherubs stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherubs rematerializes once again. The cherubs now floating a meter above the target, just like when they were first created, has the wind they are made of explode. The cherubs explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning. Each cherub can materialize in different locations in order to attack multiple targets, each holding B-rank strength when exploding. To gain the full damage of the technique, the cherubs materialize near each other, holding hands as they appear; exploding in unison and creating a much larger 9x9m explosion that will devastate the area.

• Usable 2x per battle with 2 turn cool down
• No wind Jutsu next turn and no wind jutsu over A-rank in the same turn
• Only taught by Shady doctor

Fuuton: Sukai no kindan | Wind Style: Love in the Sky
Rank: S-rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user draws blood from himself, seemingly as a sacrifice to the sky gods. After drawing blood and smearing it on his hand the user performs the Bird - Snake - Dragon hand seals and then creates a clone made of raw Fuuton chakra. The clone takes on the image of a white ghostly adult female angel that has a shining translucent body which sprouts bright white wings before ascending into the sky. The angel gets so far into the sky at such high speeds that it is out of sight within a moments notice, though the huge amount of chakra can still be sensed by sensors and seen by doujutsu. After flying into the sky collecting more wind around it, the angel would dive down, heading straight at the opponent. The Angel's right hand would be extended downwards with its palm pointed down and open. As the angel comes down it grows from its original woman size in the matter of moments. The angel gradually grows 5 times in size, holding so much heavy, dense wind chakra that when it crashes down on a spot it covers a 15m area of impact, bluntly crushing anything in its path including the user if he's in the way. The impact on the area is very similar to when sakura hits the ground with her super strength, leveling the terrain around it.

• Only taught by Shady
• Usable twice
• No wind rank jutsu above A-rank in the same turn it's created or next

Fuuton: Kōha Taika | Wind Style: Gale's Vein
Type: Attack
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
The user claps his hands in front of him whilst channeling mass amounts of wind chakra between his palms in order to create a tiny "seed" of Fuuton in his dominant hand. The seed is created in a split second, letting the user then touch the surface of an earth structure or the ground to initiate the technique. After touching the ground or the earth structure, the seed swiftly drills into the earth to any point on the field up to 20m away from the user, and like any other seed begins sprouting on its own will. The seed sprouts into large "veins" that spread throughout the earth with haste, almost as if it was infecting it. If used on the ground, the veins spread into a short range radius with the seed itself as the center. If used on structures made of earth, it will spread all the way through the structure until the veins completely inhabit the inside of the structure. Once the veins have fully spread, the wind the veins are made of begins violently rotating and expanding at a fast rate; affectively destroying the earth from the inside out. The veins continuously expand until finally creating a massive dome reaching mid range in all all directions with the seed still as the epicenter of it all.

• Usable 2x
• Two turn cool down between uses
• No other wind in the same turn

Fuuton: Bāsākākikku | Wind Release: Berserker Kick
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 3× with a turn cool down
• No wind Above S-rank in the same turn

Fuuton: Jaakuna gēmu | Wind Release: Wicked Games
Type: Supplementary/Attack
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: n/a (60)
Description:
A known wind specialist, Shady, wanted to put to use the intangible side of wind, liking the sneaky opportunities it could bring. He decided to make use of it as a supplement to his other attacks altogether, making them a bit more dangerous than normal. This jutsu is initiated by manipulating wind chakra around a chosen projectile or jutsu in range that's in motion (a wind sphere, kunai, etc.) Whether it be the user's jutsu (not opponents) or an inanimate object. The wind chakra suddenly coats the jutsu/object creating a shell of wind in the shape of it, about an inch away from actually touching. The wind shell itself is unique, purely taking on intangible properties like the wind blade technique but giving off a noticeable green glitter affect. Once the shell of wind is around said projectile, it remains there in a useless intangible state, until the object is removed (getting knocked away from the coat, stopping said projectile). Once the inside of the shell becomes empty, the wind continues at the speed of the projectile but completely pressurized in order to recreate the projectile in a cutting wind form. For example, when coated onto a kunai that is thrown at an enemy, it would simply look like a glittery kunai. If the opponent attempts to intercept with a kunai of his own, it will simply phase through the intangible wind shell unaltered, knocking the other kunai away as planned. The shell of the kunai would continue at the opponent as if it was the kunai itself, but now pressurized into cutting wind instead of its intangible state. When first created and in its intangible state, the wind will phase through physical objects but affected by energy type techniques such as fire, lightning etc. In the case that the opponent is combating the intangible wind with energy based techniques, the wind is treated with A-rank strength according to strengths and weaknesses. So it would play on equal terms with S-rank lightning but only B-rank Fire or other A-rank wind. Once in its pressurized state, the wind can be combatted by physical and energy based techniques, according to elemental strengths of course.

☆ usable 4 times
☆ only taught by Shady

( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo

Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• Counts as two moves since using two chakra natures back to back
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
• No Doton or Fuuton above A-rank next turn.


(Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragon's Debris)
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg) attack from the inside.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each ability used by the dragon counts as a move
☆ No S-Rank or above Wind on the turn this is deactivated
☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.


Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn


 
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-Broly-

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Fire​

(Katon:Guren) Fire Release: Crimson Lotus Flower​
Rank: A
Type: Offense
Range: Short-Mid
Chakra Cost:30
Damage Points:60
Description: The user alters their stance to hold their arm behind them while pushing their fire chakra into it while also drawing on the surrounding heat giving it a faint golden and orange glow and the slight outline of a claw. After the jutsu is primed the user will swing their arm in an upward fashion releasing a wave of flames that cleave the ground as it goes along. The wave of flames is 10 feet wide. As it cleaves the ground it breaks apart the earth tossing around smaller rocks and minerals and other debris making it even harder to escape unscathed. Because of this, it makes it seem as if the waves of fire are "exploding" outwards, as shredded crystal minerals formed from the rapid heating of the earth fly towards an opponent. After the fire passes over the earth, it leaves glowing red gashes and cracks in the earth from the intense heat making it impossible to grow plants in those areas of the earth.
*Can only be used twice per battle
*Cannot be used two turns consecutively



Katon: Moui Kagutsuchi|Fire Style: Fury of the Fire God​
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damge Points: 60
Description: The user makes a few handseals, gathering large amounts of chakra in his arms, and slams his hands down onto the earth, releasing all the fire chakra within his arms. Upon the point of contact of his hands and the earth, a small wave of fire spreads out from around the location of the user. The wave of fire starts to spread quickly and becomes stronger as it spreads from the user. Within a matter of seconds, the entire distance of short- mid is filled with fire. Once complete, the only place that becomes clear of fire is the small area where the user is standing.
*Can only use twice*
*After using, the user cannot use any wind jutsus otherwise he will basically be committing suicide by powering the flames*
*If the user stays in the middle of the fire for more than a turn, he becomes several burned*





Fire Style: Fire Dragon's Roar.]Rank: S​
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of Fire chakra throughout the body entirely. Once this is done the user will bring the chakra up through the throat, and breathe a long line of super heated fire that moves at a rapid rate and becomes a large fireball that burns his opponent.
►Must be Kage Rank.
►Can only be used 3 times per battle.
►No A rank or above fire techniques the following turn

Fire Style: Fire Dragon's Claw.]Rank: S
Type: Offense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80
Description: The user channel's his/her Katon chakra into the lower leg, and ignites the feet with a very large flame to increase the power of his kicks. He can also use the strong ensuing flames to jet-propel him in any direction he wishes.
►Can be used 3 times in a battle.
►No A rank or above fire techniques the following turn




Katon: Pengin no Inferuno - Fire Style: Penguin's Inferno
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After forming the dog, dragon, and bird hand seals, the user molds katon chakra and channels it into both of their hands. Once channeled into their hands, the user connects the bottom of their palms and releases the katon chakra, and by using shape manipulation, results in two extremely condensed penguin shaped balls of katon that violently swirl in circles while going forward. The balls of katon swirl in the same direction but always are a meter away from each other, leaving a meter opening in the attack, or so it would seem. The meter space in between the balls of katon is actually super heated air from the two katon balls which would severely burn someone if they were caught in the middle of it.

Note: No Katon over A-rank during the turn this is used
Note: Can only be used thrice per battle
Note: Can only be taught by Penguin.

Taught


Katon: Pompei (Fire Style: Pompei) (10)
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description:After doing 3 handseals, the user will utilize his fire chakra to create a large volcano, known as Pompei, made out of hot ash anywhere within short range of him. The ash is so compressed and thick that the volcano itself functions as one solid piece and the walls of the volcano are actually the only portion of the technique that carries the 80 damage. The true use of Pompei lies within the function of Pompei itself. Every turn, for 4 turns, Pompei will constantly release a rain of hot ash that spreads across the battlefield up to mid range from it and rains down upon it, dealing 7 damage per turn to all those caught in it's rain without protection. Pompei is also able to release the ash as it is being formed. Pompei lasts for 4 turns, but if the opponent remains within it's ash unprotected for all 4 turns, they will pass out from lack of oxygen as the hot ash goes into their lungs and onto their skin. Not only this, but if caught in the ash rain unprotected, the opponent's base speed level drops by 4 Levels due to the pain of having to move their burned limbs in the second turn after. Their handseal speed also drops for all techniques at that time. However, if Pompei is destroyed, the ash rain will end immediately and the technique ends.
Note: Modes or Techniques that boost the field of fire, such as Sage Mode, applies the boost to Pompei's outer walls, strengthening them to withstand more damage
Note: Can only be used twice
Note:3 Turn Cooldown after the end of Pompei, 4 if it gets its full use of 4 turns.
Note: Ash spreads as fast as Fire Release: Hiding in Ash and Dust Technique
 
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Cardinals​
1)
Kuchiyose: Koigokoro Megami, Aphrodite (Summoning: Love Goddess, Aphrodite)​
Rank: S Type: Supplementary Range: N/A Chakra Cost: 40 Attack Points: N/A Description: The user uses his summoning tattoos to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self righteous egotistical behavior she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a predatory bird now larger than most men. Light plating armor sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. The flame that begat this transformation leaves its mark, the feathers making up the bird’s wings alight with a flickering blaze. She is ¾ of the size of Gamabunta, with an enormous wing span of 15 meters. Nevertheless, she may be the Love Goddess but she has also earned the title of Mistress of Ninjutsu. She earned the title due to her Dual affinity to Fire and Wind, which she can perform up to A-Rank. Proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self important smart ass, then her company would be more tolerable. *Note*: Can be Only Summoned Once. *Note*: The Armor takes 3 C-Rank hits and breaks. *Note*: Must sign Cardinal Contract to use. *Note*: Only one element may be used in a move.
2)
(Kuchiyose:Arashi no Onna Keleano )- Summoning: Keleano Lady of the Storm​
Type:Supplementary Rank: A-Rank Range:Short Chakra:30 Chakra Damage:60 Damage Description: Keleano is the Love Godess Aphrodite's younger sister. She was born in a storm in the valley of the cardinals and this was prophesied to be a great sign of things to come consequently she has a dual affinity to lightning and water, which she can perform up to A rank .She is about half the size of gamabunta and can fit one rider on her back. Due to flying in storms many times and dodging lightning she is very agile and fast flying at up to 150 miles per *hour. She is very fierce which represents her affinity and will immediately fight anyone she does not see fit to summon her. However when she does trust her summoner she is a very good fighter and helpful as well. Note: Can be Only Summoned Once. Note: Summoning counts as a move* Note: Must sign cardinal contract to use
3)
Kuchiyose: Hahanarudaichi Summoning: Mother Earth​
Type: Summoning Rank: S Range: Short Chakra: 40 Damage: N/A Description: Mother Earth is Father Time's wife and is equally as old. Having to have the trickery of a woman to stand up against the wisdom of her husband, she of course learned and studied Genjutsu for many many years. Thus she is able to use any genjutsu the user knows up to A rank. Mother Earth also has a telepathic connection with her summoner and any cardinal on the field. She is a brown cardinal as small as the Ma toad and sits on her summoners shoulder, channeling chakra into her feet so that she does not fall of even when the user moves at high speeds, the chakra is just to her feet and will not break the user out of a genjutsu. Mother Earth is able to trigger these genjutsus by releasing a high pitched call. -Stays on the field for 4 turns and can only be summoned once -Can only be taught by -Broly-
Kuchiyose: Appugurēdo Summoning: The Upgrade​
Type: Summoning Rank: B Range: Short Chakra: 20 [B]Damage:[/B] N/A (+10 to Taijutsu) Description:The user will clap his hands, summoning an armor made completely of extremely sharp cardinal beaks over his body. The armor looks like a layered spiked suit and the beaks are of various shapes and sizes, interlocking throughout the suit so as to create the most efficient armor. The user is able to summon the beaks in any spot on his body he wishes. This could be just his right arm, both his arms, from his feet to his torso, or even having a full body suit. When an enemy makes contact with the beaks it will be as if he were stabbed with many sharp knives, increasing the damage to the user's taijutsu. The beaks are naturally very strong and resilient, able to block damage from up to B rank taijutsu and C rank ninjutsu. While sharp and resilient, the beaks are relatively lightweight and thus arent very taxing on the user's speed. Suits appearance
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-Lasts 4 turns after which the beaks fall away. -Can only be used twice per battle.
(Kuchiyose: Kurt Travis) Summoning: Kurt Travis
Type:Summoning Rank:A Range:Short Chakra:40 Damage:N/A (+10 to Taijutsu) Description: Kurt is the greatest taijutsu master in all of the land of cardinals and has undergone extensive training with the user in his own taijutsu training. Due to this, Kurt is pefectly in synch with all of the user's body movements and is able to move and think in conjunction with the user's tai. When the user attempts to land a blow on an object Kurt will surround the user's limbs with a precise burst of chakra, strengthening the power of the blow. As Kurt is simply channeling chakra to strengthen the user's blows, this act is passive.In order to summon Kurt, the user must only simply clap his hands and Kurt will be summoned to his shoulder. Kurt stays on the user's shoulder by focusing chakra in his feet, similar to how Ma and Pa stay on their user's shoulder -Can be summoned once per battle. -Stays on the field for four turns. -Can only be taught by Broly.


Sharks​

( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.


Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.

( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.

( Kuchiyose: Aegeon ) ♆ Summoning: Aegeon
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Aegeon sharks are closely related to Blue sharks, with Wind affinity. They have a long blade-like snout that is sharp and ideal for piercing and are able to grow to sizes of 6 meters. It is a chakra focal point, thus achieving great piercing power and sharpness. While able to reach great dimensions, Aegeon Sharks are usually smaller than average, yet liner and faster. An Aegeon Shark displays countershading, by having a yellowish to greenish-gray or brown color above and white to yellow below. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Aegeon Sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They have the passive ability of swimming through air as well as through sea, and use that to rain down one their prey and impale them through the water. Using their wind chakra to keep them afloat as they travel, they cannot go 2 full turns without water contact in some form, having to at least have the gills submerged in water. Aegean Sharks are also able to use their wind affinity to create a whirlwind that pulls objects towards the shark's center with great force, cutting them, as the shark propels itself forward to pierce the foe with greater momentum, causing the opponent to bleed profusely as they are left with major internal juries, equating to an S ranked attack. Aegean Sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.

The user is also able to summon Baby Aegean Sharks, each around the size of 2 meters. These baby sharks are capable of biting through C ranked attacks as well being able to use up to C ranked Wind jutsu. These sharks also have an unique ability that their adult counterparts do not have, having lost their way from the school, becoming more independent. These sharks are able to attack as a school of sharks, creating a sharp blade of wind as they form the shape of a Blue shark, enhancing the shape of the snout with Wind chakra so when they strike a foe, the wind chakra can slice inwards and deliver injuring wounds from the intense slashing and deep cuts that causes profuse bleeding. This is equal to an A ranked jutsu.
Note: Last 4 turns
Note: Can only be summoned once per battle; baby Aegean sharks are able to be summoned twice. But if baby Aegean sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Aegean sharks more than once.
Note: They are able to use up to S rank wind (baby Aegean Sharks are able to use up to C rank).
Note: Usage of wind counts as a move per turn, as well the ability to break through Earth and the ability to turn into a massive wind shark/Whirling effect.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire
 
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Ninjutsu​

(Himitsu Kassō Hōhō) - Secret Gliding Method​
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (+5 each turn active)
Damage: N/A
Description: This jutsu gets its basis from the technique a shinobi uses to walk across the surface of water. To perform it the user must emit a constant stream of chakra from the bottom of his feet which will make him hover just above the surface of the ground. The user then proceeds to emit stronger chakra streams from any side of his feet to act as a propellant and allow the user to seemingly skate across the ground. This can be done without moving but the user can gain speed faster by moving his body in a similar fashion to an ice skater. While on a level surface, the user can reach sprinting speed in 8 seconds if only propelled by chakra. Of course, this technique works on water as well.
-Lasts up to 5 turns



(Hyapporankan)- Hundred Steps Fence​
Rank: B
Type: Offense
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description:
Hyapporankan is primarily used to disable. The user focuses their raw chakra and generates a blue-white glowing rod of chakra in his or her hand and throws it at the intended target. It then duplicates itself into a thirty more rods which rain down on the target, pinning him or her against a solid surface and completely immobilizing them. This technique is hard to dodge in a small area.

(Eru Esukūdo)- El Escudo​
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description:
The technique allows for the creation of a light green, hexagonal barrier that is normally fixed to one central area and, when inactive, remains invisible. Once this technique is used, it can stay invisible until an attack hit it. Upon contact with an outside force, the barrier enlarges to fully to protect whatever it is affixed to. The barrier protects from the attack keeping it away from the target, gathers the energy in one area, then it momentarily absorbs the energy from the attack and then forces the attack outward away from the shield in effect, dispersing the attack altogether. It is powerful enough to block a point-blank attack with a rasengan. This technique, once activated stays invisible until a attack heads towards it. The user must state where the central point around the body. This can only be used twice per battle and once at a time. Only defends up to an A-rank technique and most Tai-Ken.



(Seirei Toku) - Spirit Shields -

Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user points Kariteseirei downwards and focuses chakra in it. The chakra is then released and forms several large, round shields, effectively making a Greek Phalanx. These shields can be positioned in several ways, for instance close together in a crescent shape on top of each other (similar how they did it in the movies 'Troy' and '300') or all of them can be positioned in front of the user, creating a straight wall of shields. The shields are strong enough to protect against any offensive jutsu's of the same rank and below.

(Shiroi Raikou) - White Lightning -

Rank: A
Type: Offensive
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra into Kariteseirei. When the user then swings the sword, the chakra is released in the form of a white lightning bolt (only in looks, it's still normal chakra and doesn't numb nor shock the opponent). At the same time the user can make a small, flat plate of chakra, which can be used to divert the course of the lightning bolt. For instance by aiming the bolt at the sky, but placing the plate above it, it can be redirected back to the ground.

☛ The user can maximum shoot two lightning bolts and create two white plates

(Tenkyuu) - Celestial Spheres -

Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 (+5 each turn)
Damage points: N/A
Description: The user focuses his chakra into Kariteseirei which then starts to release the chakra from the blade. The chakra forms two orbs that hover around the user. On command these orbs can destroy an incoming attack, neutralizing it without visible damage.

☛ Can only be used twice per battle
☛ The two orbs can be sacrificied at once to stop one forbidden-rank jutsu
This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and if the two orbs have been sacrificied, the jutsu ends

(Hiketsu: Fusan Ukiyo) - Negation: Absence of Life -

Rank: Forbidden
Type: Defensive/Supplementary
Range: Short/Medium/Long
Chakra Cost: 60
Damage Points: N/A (-30)
Description: The user focuses an incredible amount of chakra into Kariteseirei and holds the sword in front of him. The user then slams the palm of his hand against the side of blade, which creates an enormous shockwave of chakra throughout the entire battlefield. It doesn't harm the opponent, however it can destroy any kind of jutsu, no matter the rank or element. When the shockwave collides with an opponents jutsu, it just distorts the chakra in the jutsu making it disperse harmlessly.

☛ Can only be used once per battle
☛ The user takes -30 damage due to the enormous chakra-drain
☛ Kariteseirei can't sense any chakra for 3 turns
☛ While the user uses this attack, he can't launch another attack at the same time (for example clones can't launch an attack while the jutsu is used, only after it
 
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Satsui no Hado​

Tatsumaki Zankuukyaku|Hurricane Scythe Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air


Hyakkishu Hyakki Gojin|Hundred Devil Attacks
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Cost: 40
Description: The user jumps, and at the peak of his jump, suddenly extends his leg out, kicking the enemy in the face with great force, sending them flying backwards. The user can also use this attack to strike the enemy's legs/feet, knocking them off balance and causing them to crash into the ground.





Hadoken| Surge Fist
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Cost: 60
Description: The user gathers large amounts of Satsui no Hado natured chakra to his arm and condenses and compresses it greatly to create a basketball sized orb of chakra inside his hand. The user then adds shape and chakra manipulation to the mix, adding fire chakra as he draws both his arms to his side, as if he is shielding the orb as it's being created fully. The user then thrusts forward quickly, releasing the creation as a projectile with great force behind it due to the deeply compressed chakra within it, causing it to have the momentum and strength to break through most earthen defenses of up to B-rank and given the fire properties of the Hadoken, when contact is made with a foe, they will be deeply burned and feel as if the orb itself is slamming against them with enough force to fracture bones. Masters and Grandmasters are capable of using this attack with one hand. Once released, the 'fireball' travels up to one range of the user in great speed, though a foe would still have sufficient time to counter if the are a range's length away from the target.
*Can only be used 4 times at the most*
*Must be a student of the Satsui no Hado Fighting Style*
*Must be a two turn minimal waiting period before usage*


Misogi|Purification
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).
*Cannot use any Satsui no Hado jutsu over S-rank next turn
*Can only be used 3 times a battle
*Must be a Satsui no Hado student to use

( Ashura Senku ) - Asura Flashing Sky
Type: Defense/Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: N/A (+15 if struck while Ashura Senku is active; -15 to user when Ashura Senku is active)
Description: After activating the Satsui no Hadō, the user focuses a large amount of chakra throughout his/her body, using his rage and anger to 'warp' the chakra, so to speak, causing the characteristic red chakra flares around his/her body to bend around his body, creating a coat of chakra that manifests itself as a kind of after-image when the user moves, making it harder for the enemy to strike him head-on. The increase of chakra throughout his body also increases his speed sharply, effectively doubling it during the time the jutsu is used. Once he has activated the Satsui no Hadō, the user widens his stance, and his enhanced chakra-cloak glows red. He then lifts one knee and quickly "glides" along the ground to another location with his eyes aglow. Where he glides depends on whether the user choices to move forward, backwards, or any other direction, so long as it is in a straight line from his starting position and no item (i.e. tree, giant rock, building, etc) is in his path. The glide can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. Due to the dark nature of the Satsui no Hadō, the red chakra around the user is imbibed with such an evil intent, that it actually hurts the user's skin and burns his skins slightly as he uses it, similar to how Naruto's skin is burned when using the 4-tailed transformation; however it works on both ends of the spectrum: as long as the Ashura Senku technique is active, the user's skin will be in intense pain but if an enemy were to strike him while it is active, they will feel the same pain, though on a greater scale when compared to the user. However, given all the perks of the jutsu, the user has much to be wary about. After using it, he speed is also dramatically decreased, causing him to severally be limited in terms of movement. Furthermore, the user is unable to use the jutsu in rapid succession. It takes a minimal of two turns in between before he is able to use the jutsu again.
Notes:
*Can only be usedfour times at a most, with a two turn waiting period in between.
*The user can only move uni-directionally, meaning he can only glide in straight lines. He also can only glide from one range to the next, meaning he can move from short range to mid range, mid range to long range and vice-versa but not short range to long range or long range to short range.
*After the technique has ended, the user's speed is severely lowered, causing him to move at half his current speed.
*Can only be used after the Satsui no Hadō has been activated.
*Must have learned Satsui no Hadō and be at least 'User' rank within the Satsui no Hadō ranking system (See CFS for details).
*Gilding isn't the same as flying or hovering. The user "kicks/jumps" into a direction so fast that he "glides" until he reaches the destination. As such, this technique can't be used in mid-air.


Messatsu Goshoryu}Obliterating Great Rising Dragon
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: Based on the knowledge of the Ashura Senku, the user will focus his Satsui no Hado chakra around him so that it bends around him and projects an after-image behind himself that masks his actual movement as the chakra itself is constantly in flux. The user then uses some of that same chakra to coat his arms as he makes his attack. As he performs a primary Shoryuken, he then quickly pivots on his foot and spin quickly, striking and releasing a second Shoryuken. The user then uses the same tactic and his now increasing momentum to strike quickly at the foe with a third Shoryuken, releasing the Satsui no Hado chakra the entire time the blows are dealt, resulting in the chakra seeping out and latching onto the enemy with the final definitive strike. As the chakra attaches to the enemy, he causes them themselves to become enraged and lose focus momentarily, causing them to not be able to mold their chakra properly for Ninjutsu attacks of higher than A-rank in their next turn although the rage will slightly boost their overall Taijutsu aggressiveness and power.
*Can only be used 2 per fight
*After using, it requires a wait period of at least 2 turns
*Must know Shoryuken jutsu and by extension, NB Taijutsu as it is a component of NB Tai
*Must be a Satsui no Hado student to learn

Shin Gou Hadou|True Great Surge
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will stand in the horse stance with his right hand drawn in, focusing large amounts of Satsui no Hado chakra throughout the arm. The user will then strike forward with that arm, hitting the target in the solar plexus, halting all forward movement by the foe from the blow as the Satsui no Hado chakra latches onto them, causing them to gain properties of the the CFS, increasing their strength and speed, now moving at speeds of Lee without his weights and slightly stronger than the average Strong Fist user. As the chakra attaches to the enemy, it causes them to become greatly enraged in a rage that clouds their mind, letting their anger take over due to inexperience with controlling the fighting style. This rage prevents them from using elemental jutsus of A-rank and higher for three turns due to the Satsui no Hado chakra's influence causing great anger that causes them to want to literally beat the user to death. As the turns go by, the anger starts to subside and the enemy is able to see and think more clearer and as such, they regain access to higher ranking elemental jutsus. The first turn this is active, they cannot use A-ranks and higher. The second turn, no S-ranks and higher and the third and final turn the enemy cannot use any Forbidden ranked jutsu of elemental natures. The speed/strength boosts last the entire duration of three turns.
*Lasts 3 turns*
*Only useable 3 times*
*Speed and Strength boosts are an approved part of the CFS*
*Can also be used on an ally*


Tenshou Kaireki Jin|Demon Armageddon Kick
Rank:S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After first charging large amounts of the Satsui no Hado to their bodies, the user then kicks the opponent in the air with a powerful blow, disorientating the enemy upon contact. After doing so, the user then uses the Satsui no Hado and wind chakra to cause himself to spin rapidly, causing a mini whirlwind to appear around him. He then rushes at the enemy, striking several times with severe force severe times in the upper body, causing massive damage to their lungs and chest from the blows. After using, the enemy falls from high up in the sky, hitting the earth with great force, causing further damage. The user is then left with heavy fatigue and great strain on his leg after using, making taijutsu involving the legs troublesome. His speed also drops considerably after using for some time.
*Can only be used twice*
*Must know Tatsumaki in order to use*
*Speeds drops slightly for 2 turns*
*After using, the user can't use any Satsui no Hado jutsus the next turn and no wind over S-rank for two turns*

( Kongou Kokuretsu Zan ) - Diamond Country Splitting Cut
Type: Attack
Rank: Forbidden
Range: Short - Mid
Chakra Cost: 50
Damage Points: 90
Description: The user gathers large amounts of Satsui no Hado manipulated chakra and raises his arm towards the sky and charges all the chakra into said arm, which takes around the same amount of time it takes to throw a kunai. Then, he violently slams his fist on the ground which results in an explosion of pure energy, which first takes the form of a lightning bolt and then emanates outwards in a shock wave of energy. The resulting wave has such a large amount of Satsui no Hado chakra inside it that the wave itself becomes physically harmful, destroying the terrain as it spreads outward in a destructive manner. The wave is powerful enough to force opponents backwards from the user, with the waves hot and powerful enough to severely burn an opponent caught in the wave. The point of contact, where the user's arm strikes, becomes completely shattered and leaves a crater of 10 meters deep and 10 meters wide, with the user left standing in the middle. The sheer force and power of the strike is so great that it causes a strong earthquake to be felt around the field; spreading outwards from the user's epicenter, the earthquake is strong enough to cause an additional 40 damage to an underground opponent. The wave of Satsui no Hado chakra itselfis so great that opponents caught in it will feel great heat emanating from it, causing severe second degree burns along their body. If the opponent is struck head-on by the user, the impact will cause their body to be severely injured, the point of impact on the said enemy will have it's bones struck with enough force to shatter them completely, (similar to how Gaara's sand shattered the bones in Lee's arm when they battled during the Chuunin exams), along with causing slight paralysis, severely slowing them down so much, they move at speeds slower than half their speed, the Satsui no Hado chakra corrupting them. Broken bones, and ruptured internal organs with slowed speed awaits a downed foe once they are struck with this jutsu. However, despite all the wonders granted by this jutsu, it also has severe drawbacks. Only capable of using it once, the user is only able to use one other jutsu during the turn this is used. The user is also left with great pressure on the arm he performed the jutsu with, causing it to become severely injured and after using it, he can only use ninjutsu for the following three turns, no taijutsu nor kenjutsu with said arm. The user is only able to use one other jutsu that same turn he uses this jutsu as well.
Notes:
*No taijutsu/kenjutsu for two turns with said arm.
*Can only be used once
*After using, the user is left with high levels of fatigue and can only use ninjutsu for the following three turns, but no lightning ninjutsu during those turns
*Can only be used by learners of the Satsui no Hado


Metsu Hadoken|Destroying Surge Fist
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The Metsu Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to his arms to the point where they the chakra shrouds completely hide the arm, causing it to look as if the user has to dark red pillars of chakra for limbs. The user then adds shape manipulation to the chakra, creating two enlarged Hadokens in each hand, slightly bigger than the basketball sized Hadoken. The user then combines them together by slamming his hands into one another as he draws them to the side, getting into the normal positioning that one takes before firing a Hadoken. As he slams them together, the two Hadokens merge into one, creating a larger, denser and more dangerous Hadoken. As they combine and grow larger, wisps of Satsui no Hado chakra can be seen floating around the user and sparking from the creation, making the technique look even more 'bad-ass', so to speak. As the user releases it, it travels at great speeds, closing the distance of mid range in a few short seconds. Once contact with a foe has been made, the creation hits with enough force to break bones completely and cause internal damage as the chakra sears and burns the skin greatly. The Metsu Hadoken has the strength to break through Earthen defenses of up to S-rank with relative ease, though that is not to say that it can break through Forbidden ranked earth jutsus. The pure power of the Hadoken is so great that just by holding the chakra within one's palms, the users hands start to burn and bleed, causing taijutsu to become quite difficult to perform with the hands. The act of adding such amounts of chakra also takes a toll on the user, making it impossible to use more than 2 jutsus in the same turn as this one, unless they are all Satsui no Hado jutsus, namely Satsui no Hado taijutsu. Then, the user cannot use more than 1 other S-ranked and higher Satsui no hado jutsu in the same turn, with him not being able to use any the next turn.
*Can only be used once*
*Can only be used by Masters and Grandmasters of the Satsui no Hado CFS*
*After using, the user cannot use any taijutsu for 3 turns and ninjutsu becomes harder to use, making it take twice as long with all handseals the user makes for two turns*
*Can only use 2 jutsus the turn this is used unless the user uses Satsui no Hado taijutsu based attacks.*


Tsuin Gou Hadoken | Twin Great Surge Fist
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Cost: 90
Description: The Tsuin Gou Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to each arm, drawing them back as if in the horse stance, condensing the dark chakra into a slightly larger shape than the regular basketball sized Hadoken, creating one in each hand. As the user compresses the dark chakra, he adds elemental chakra to the Hadokens, giving them properties of any elemental affinities the user charges through them. The user, upon creating the Hadokens, can choose to only thrust one outwards, releasing just that one while continuously holding the other in his hand. However, as he does this, he will be unable to use any other ninjutsu until he releases the second. The second Hadoken still has to released by the end of the turn. The user can also chooses to fire both at the same time, with individual strength equal to a strong S-rank jutsu and a combined force of a forbidden ranked jutsu. Using them takes a great toll on the user however, and he's left unable to mold high ranking jutsus of the elemental affinities he used this jutsu with. When the user charges elemental affinities into the Hadokens, several effects appear depending on which element is focused. By channeling advanced natures into the Hadoken, effects of said advanced nature will be of similar regards to being struck with Forbidden ranked compressed chakra of that nature, in mirrored fashion as the chart below (i.e. scorch chakra would cause effects similar to Fire hadoken, rain chakra being similar to Water Hadoken, etc etc).In order to fully taunt his enemies, Akuma devised an additional name for each main "verision" made from the various elements:

¤ Zanku Hadoken|Air Slashing Surge Fist - When charging Futon chakra, the Hadoken's becomes slightly faster and causes great damage upon impact of the elemental version, causing enough damage to break bones and limit movement by the enemy while pushing him backwards with great force.
¤ Shakunetsu Hadoken|Scorching Heat Surge Fist - When charging Katon chakra, the chakra heats the Hadoken to the point that upon contact, second degree burns will occur, with third degree and fourth degree burns from prolonged contact.
¤ Gourai Hadouken|Roaring Thunder Surge Fist - When channeling Raiton chakra, lightning begins to form around the Hadoken and increases it's speed and causes it to have the effect of causing extreme paralysis of the nervous system upon direct contact, surging through the foes body and is capable of bursting through earthen defenses of up to Forbidden Rank
¤ Tenma Gouzankuu|Demon's Great Air Slash- When channeling Ototon chakra, the Hadoken begins to rotate in the hand faster, increasing speed as a shrill sound is made from the spinning. Upon striking a foe, the Hadoken releases either low or high frequency waves throughout them. If low frequency, the waves deliver severe blunt force damage as well as cause a severe blow to the equilibrium of the enemy by resonating through the liquid organs of the target, causing severe dizziness and fainting from prolonged exposure. If high frequency, the waves cause severe blunt force damage as well as causing the organ of the user to vibrate intensely, and due to this intense vibrations, the organs begin to move back and forth across one another, causing them to rupture and cause severe internal injuries.

Note: Can only be used once a fight.
Note: Both Hadoken's must be released within the same turn and no other jutsu may be used by the user until it is fully released.
Note: After using, the user is left with great strain, and unable to use whichever ( elemental affinities he used ) jutsus ranked S-rank and higher the two turns.
Note: Each different version of the Hadoken still follows basic strengths and weaknesses of each element ( i.e Fire is strong to wind but weak to water, etc ).
Note: Can only be used by Masters and Grandmasters of the Satsui no Hado CFS.
Note: The user can only use one other jutsu the same turn this was use.


Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra . he charges more and more, spreading it throughout the range and then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image (more accurately described as a chakra impression) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, EIG Masters and users of Enhanced Senses (sensory, hearing, smell, etc) being able to actually pinpoint the user's actual location as the chakra impression trails behind him. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down drastically (in case a reference to the speed chart is needed, the user's speed is decreased to half his base speed + additional bonuses such as being a taijutsu master, Raikage armor, EIG, etc.) and taijutsu strength is decreased as well, becoming -10 weaker.
Note: Can only be performed once per battle.
Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique.
Note: After using, the user is unable to utilize Satsui no Hado chakra for the remainder of the fight.
Note: The shock the body receives from losing the enhanced speed and power granted from the Satsui no Hado causes great pain to the user, limiting his movement for two turns to a half of his current speed
Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain.
Note: The user is unable to mold chakra for jutsu over S-rank and above the next turn as well due to the strain of generating a large amount of chakra at the beginning of this jutsu.

 
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Hojojutsu/Nawajutsu​

Hojojutsu: Chūnyū [Hidden Rope Art: Infusion]​
Type: Supplementary/Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra for the next Hojojutsu technique)
Description: The user extends channels either Pure or Elemental chakra into their Hojojutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below affects for each element upon contact.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only one infusion per turn.
Note: Can only be used 5 times per battle

Hojōjutsu - Taitorōpusaikuron (Hidden Rope Art - Tight-Rope Cyclone)​
Type: Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+5 Elemental Chakra)
Description: The user extends 5 meters of hidden rope out from both of their sleeves and charges it with chakra (pure or elemental) while spinning them extremely quickly, creating a large cyclone. Each rope that extends out of the user's arm has a knot on the end of it with which the user charges pure or an elemental chakra into it. The ropes come out of the tornado and can attack multiple enemies without warning like a whip. These are two separate ropes, their speed gives off the impression as if their are more.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth, Kiri & Ame/Water, Kumo/Lightning, Konoha/Fire, Suna/Wind
Note: Can only be used 3 times per battle.
Note: Must wait 2 turns to use A Ranked and above Hojōjutsu.

Hojojutsu: Hachisu no Mohō | Hidden Rope Arts: Lotus Imitation
Type: Attack/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+5) Elemental Chakra
Description: The user, while in a full sprint, wraps their chain/rope/cord around their opponent that comes out of one of their sleeves, and with a jerk launches them up to 10 meters into the air. As the opponent travels upwards, the user causes the chain/rope/cord to spin around like a cyclone at an extremely fast speed to make their opponent dizzy. The user will then charge chakra into their feet and with a powerful jump, land from one spiral section (1 spiral section per meter the opponent is in the air) of the chain to the next until they are above their opponent. While jumping, the sections of the chain will wrap around the arm of the user covering their fist and the chains of the other sleeve will come out and wrap around that hand. The user will then channel either pure or elemental chakra into the chains and deliver at least two rapid punches to the opponent forcing them back towards the ground at an accelerated rate. The more speed the user possesses, the faster this technique can be initiated.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only only be used 2x per battle.
Note: No Hojojutsu techniques above A Ranked for 2 turns.
Note: User must wait 3 turns to use this technique again.
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn.
 
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Custom Weapons​

(Mizu Beara) Water Bearers
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: These Water Bearers was created by Izumo/Aqualad to have a unique water weapon in battle. He made two hilts that are called Bearers. The Bearers are made of a material so the user can channel their chakra and manipulate water sources or even the moister in the air for varies objects such as weapons, shields on top of them. These two hilts are the perfect weapon for a weapon user and water user. The user channels their chakra and absorbs some water or moister in the air. The highest the rank of the object that is made of water is A rank or lower.
-Only used when the air has enough moister to make the weapon of chose of the user or a some type of water source is in the area of short range of the user to use to use to make the weapon of chose of the user and must have the user chakra in it or no chakra at all.
-The weapons made from the water still go by the elemental advantages and disadvantages
-The weapons also feel like the real weapon when used
-The user has to use a jutsu slot every time the user uses the weapon no matter if it is to attacking or defending, the change of the shape depends on the attack or defense like for an example. The user going against a fireball and the user has the bearers shaped into katanas but the user needs to defend. The user would change the katanas into a rectangular shield to defend against the attack.
-Water users like Tobirama, Gyojin clan members, and Mei who all can in their own unique way generate/create water from thin air, can create the water this way.
 
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Mokouton​

3)
Moukoton: Fuyu no heishi no taitō Wood Release Rise of the Winter Soldier​
Type:Supplementary
Rank:S
Range:Short
Chakra: 40
Damage:N/a
Description: The user makes the snake handseal and slams his hand on the ground and creates the legendary Winter Soldier wooden golem from the ground. This monster is the size of great stone golem and can also be used in melee attacks. Due to wood style's properties, the golem can be made on either earth or water, but must be made in short range of the user The Winter Soldier, being made of wood, once per turn can unleash a barrage of B ranked wooden stakes at the enemy that are short-long range range.
-The user due to exhaustion from this cannot use a rank and above wood the turn this is used and the one after it.
-Can only be taught by -Broly-
-Lasts 4 turns

 

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Taijutsu


(Su-pa Handou)- Super Kick

Type: Offensive
Rank: B rank
Range: Short
Chakra: N/A
Damage: 40
Description: The user will stand next to his opponent and extend his dominate leg up at the targets chin. He will kick the target right under the chin targeting the jaw. The force of hitting the target there will cause vibrations to go throughout his head. (try biting your teeth together really fast, you'll feel a little vibration, now imagine with a kick) When done correctly, the vibration would cause the user to suffer vibrational damage through the skull. This could lead to disorientation, causing the target to stagger a bit, leaving him slightly dizzy and stumbling backwards for a few moments.

Reverse Drop (Gyakuten Doroppu)
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user runs at their opponent with chakra infused footing. The user would run and with the chakra infused footing increasing their speed, would do a tackle like run and wrap their arms around the waist of the opponent. This would give the user a grip of the target while they spin around and lifts up and backwards in the same motion and drops the opponent head first backwards.



(Taijutsu:Kujiku Inpakuto)-Taijutsu: Crushing Impact
Type:Attack
Rank:S
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description:The user grabs the opponent and body slams him or her into the ground. Then the user jumps 10 meters into the air and elbow drops the person laying on the ground. before the user reaches the 5 meter mark when he/she is falling down the user adds a massive amount of lightning chakra all around their body making them fall faster and have a harder impact when they land on their opponent.
Restrictions:
-Can only Be used 3 times per battle
-May only be used by ~Minato~


(Konmoui|Nentenkei)- Soul Menace|Twisting Punishment
Type:Attack
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description: the user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
(Can only be used twice per battle)



Eagle Claw Style: Ripping Limbs
Rank: A
Type: Defense/Offense.
Range: Short.
Chakra cost: 30
Damage points: 60
Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, andspeed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.

Wing Chun Style: Deadly 3 hit combo
Rank: S
Type: Offensive.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
*Can only be attempted twice in one battle.
*Can only be landed once.
*The user is exhausted after this move, can only use two jutsu in the next turn.


Wing chun style: Explosive impact
Rank: S
Type: Attack.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
*Can only be used once per battle.
*Cannot use your hands for anything in the next two turns, including handseals.




(Guile's Sakuryaku) - Guile's Gambit
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user begins by enhancing their feet with chakra as they bend down to a low position, spring boarding quickly upwards doing a forward motioned back flip, the chakra on their feet forming a blade of chakra that creates a vertical circle around the user following the arc of the flip, causing slicing and blunt force damage to anyone caught in the attack. This attack is best used on an air bound opponent.

~Notes~
-Must be taught by -Vegeta
-Can only be used 3x per battle




(Taijutsu: Koshi Guruma) - Body Technique: Hip Wheel
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while turning, grabbing his upper body while twisting his hips and pressing in to his opponents side, the users body behaves as a lever for the opponent causing him to be thrown in to the ground with considerable force, because this attack uses the opponents own momentum against him the opponent will suffer detrimental effects should this attack be successful. Due to having the wind knocked out of him and probably broken ribs, losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back.

~Notes~
- Usable 3x per battle
- Must be taught by -Vegeta




(Taijutsu: Sūpurekkusu)Body Arts: Suplex
Type: Offensive
Rank: S-rank
Range: Short
Chakra:N/A
Damage:80
Description:The Suplex is an extremely powerful, grappling-type maneuver of close combat. The user will begin by kicking the opponent in the stomach, causing them to reflexively bend over from the stunning pain. The user will then drape the opponent's nearest arm over their shoulder, gripping them by the waist before lifting them into an upside down position. The user will then immediately fall backwards, heaving the opponent into the ground at tremendous force. The technique can also be executed by standing behind the opponent, wrapping both arms around their waist, lifting them up and throwing one's body backwards, slamming the opponent's upper back/shoulder into the ground below.




(Rokushiki)- Six Ceremony
Rank: S
Type: attack
Range: short
Chakra cost: 40
Damage: 80 (20 to the user)
Description: a unitize technique of taijutsu with some techniques that could match the speed and strength of the inner gates or make up a great defense. there are 7 skills in all with the last one being forbidden unless the user has full mastery of all the six others. each ability drains the user's stamina and puts strain on them
Note:each skill is a jutsu itself and could only be used 3 times each
Note: most know all five elements to perform all the skills. After complete used of the 7 technique the user shrinks in size leaving them powerless for 2 turns with the second turn allowing the user to use enough chakra to perform only c ranks. Destroys the user's body if used more there 3 times and the same side effects of using the inner gates
Note: must be taught by akira to learn this jutsu


The 7 Skills:
Geppou:Moon Step:A technique in which the user actually jumps off the air itself, allowing them to stay in the air for very short periods of time. this technique helps set themselves up for swift, aerial attacks (wind)


Rankyaku:Storm Clash: A projectile technique in which the user sends out at very high speeds and strength, sending out a sharp "air blade" that acts as lightning that can slice objects and greatly damage a human body.
(lightning)


Shigan: Finger Gun: A technique in which the user pushes their finger into a certain target at very high speed, leaving a wound similar to a bullet wound. adding a fire effect to the tips of the fingers when attacking bruises the opponents skin leaving in pain due to the heat being as strong as ultraviolet waves. the fire can also be release from the finger as the size of the fire ball jutsu. (fire)

Soru: Speed Channel: A technique in which the user moves at very high speeds in order to avoid attacks, as well as to attack at higher speeds. this skill use the same principle of the inner gates to move so fast
(pure chakra)


Tekkai:Iron Mass:A technique in which the user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks. However, When Tekkai is active, the user is unable to move. The strength of Tekkai can vary for users with different physical conditions, as a person with a higher level of muscular strength would be able to take stronger forces with their use of Tekkai. (earth)




(Goken: Ni-Chi Toshidoshi Zetsumei) - Strong Fist: 2,000 Years of Death
Type: Attack
Rank: C
Range: Short - Long (Zig-Zag)
Chakra: N/A
Damage: 30
Description: The user will thrust himself towards their desired target, continuously shifting their body from left to right (Or vise-versa) in a zig-zag manner by pushing themselves off of the ground. Upon nearing the target's close range, the user will get in a very low or natural stance, aiming to strike the target with a vertical kick or punch, sending them flying into the air. The user is also able to semi-circle around the target's side, delivering the strike from the flank.

Notes:
- The distance between each shift is dependent on the user's current speed.
- Must be taught by Mathias​



(Fenikkusu Handou ) - Phoenix Kick
Rank: A
Type:Attack
Range:Short
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into their leg. The goes for a low kick towards the opponent. But instead of going for a hit, they let their foot hit the ground. The shockwave of the kick hitting the ground is transferred into the ground by the chakra. The user then releases the chakra into the ground underneath the user. Suddenly the chakra shoots up out the ground as a vortex that hit the opponent violently causing severe damage.
- Can only be taught by Daemon


Learned https://animebase.me/threads/sage.766612/
 
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Nekura



( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.


( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description:
Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.

( Fōsurai ) - Force Lightning
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn


( Noroidzi Hari no Nami ) - Cursed Blood Needle Wave
Type: Supplemenary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
Cannot be used on Keigoku attacks of S-rank and higher
Can only be used four times per battle.


( Togesuzumebachi no Ame ) - Rain of Stinging Wasps
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 30 ( +5 per turn )
Damage: 60
Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.


( Dark Convergence ) - Kuro Shuusoku
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 50 (+10 per turn active)
Damage Points: N/A (+15 to opponent for every taijutsu blow landed)
Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands.
Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus.
The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage.

Nekura Ichizoku Hijutsu: Kuri Arashi no Hansenshugi )- Nekura Clan Secret Technique: Dark Storm of the Tranquil Demon
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description : One of the most powerful forbidden Nekura technique accessible to only a select few of Anshoku's clansmen. The user creates a portal a few inches in front of his mouth and channels large amounts of Keigoku through it. As he channels the Keigoku through it, he compresses it greatly, causing it to change in nature, becoming incredibly dense, taking up a corporeal form, resulting in a dark purple compressed sphere of destructive force. As it's released, the basketball sized sphere of keigoku disappears through a portal a meter in front of the user. Upon entering the portal, the amount of keigoku inside the sphere increases from being in direct proximity of its power source and the size of it grows exponentially, growing to the size of a 10 meter high sphere of malevolent chakra gaining in size and power. A third portal will then open in a location of the field, at least 5 meters from it's target and a vibrant purple light will begin to emanate from it ( this light doesnt blind nor confuse enemies or sensors) for a brief moment before the enlarged keigoku attack is released at great speeds, carving the earth as it travels towards its target. Upon contact, the sphere hits with great force, causing severe pain to the target and sending them hurling away with the Keigoku sphere. Being a Keigoku natured attack, physical damage is not all that is inflicted upon a target. As the sphere makes contact, the target mind feels massive migraines, and lightheadedness. Prolonged exposure with the Keigoku will cause the target to pass out from exhaustion.
However as incredible a technique it is, it holds some rather severe limitations. The user is only able to use it twice a fight, each time with a 4 turn break in between usage. The user also cannot use any Keigoku jutsu the next 2 turns and no S-ranks and above the next turn.
Due to the large amount of chakra needed to channel the Keigoku, the user is only able to use one other jutsu that turn. Despite being Keigoku natured, this jutsu is able to be crash through most S-ranked defenses with a tangible shape before dissipating.
The sphere is also able to be used against a target before the second portal is created. However this version is notably weaker than the full powered version, being able to be stopped by A ranked defenses. If the enemy is hit with the initial ball, then they will suffer from a mild migraine and slight fatigue. The user is only capable of releasing this jutsu two times before becoming so exhausted he will be unable to move for three turns

( Tenmagiragira ) - Glare of the Demon
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
Description: When using the Jagan, Akuma noticed that should a foe avoid eye contact, the entire technique would be useless. He began studying the Jagan jutsu with great detail and came up with a way to solve this problem. Using the basis behind the Jagan, the basis of transferring Keigoku through eye contact alone, the user gathers chakra in his eyes and focuses on a point. As he focuses, he uses that extreme amount of chakra to force a portal to open a meter from his target. Upon opening the portal, the user channels great amounts of Keigoku to flow out in a concentrated stream of Keigoku, causing great mental agony on contact with a foe. As it is derived from the Jagan, the portal doesn't require hand seals to open them, only a line of sight with the target, and as such, chakra sensors and doujutsu users will be able to see the build up of chakra in the users eyes though this doesn't necessarily give them adequate time to defend. Opponents moving faster than the eye can focus will not be able to be focused on. By moving his eyes in movement with the target, the user is able to cause the streams of Keigoku to follow the target. However if he does this, he is unable to use any other attack as he controls and manipulates the Keigoku. Upon opening the portal to draw the Keigoku out, it takes a very short time to exit the portal.
As powerful as the secret jutsu is, it has a few limitations to it's power. Only capable of being used twice with a period of at least 3 turns in between use, the user isn't able to use any Keigoku for 2 subsequent turns as well as jutsus above A rank that turn
Thought it lasts as long as the user can focus his eyesight and maintain it on the target, the technique cannot be used longer than one turn obviously. After releasing the technique, the user is left extremely fatigued.


( Jagan ) - Evil Eye
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
One of the Nekura Clan's most secretive and fabled techniques, the Evil Eye, or Jagan, is the signature technique of the Nekura elite. To perform this technique, the Nekura member must know the method of transferring Keigoku through eye contact alone, which comes from special training with the clan head. Once the opponent locks eyes with the Nekura, Keigoku instantly transfers onto his face and eyes, causing him severe searing mental pain that causes him instant incapacitation and could cause madness on prolonged contact.
The technique may be used thrice per battle - however, per battle it can only be used once on a particular enemy. So, in a one-on-one battle, it can only be used once; in a one-on-many battle, it can be used thrice on three different opponents.
The Keigoku transfer is instant, however, the stronger the mind of the opponent, the shorter the recovery time. For MS-wielders, whose minds are strengthened by Genjutsu expertise, the time of incapacitation is thirty seconds; for normal sages, a minute, and increases by twenty seconds per rank as it descends.
The Nekura cannot use any more Keigoku techniques for two turns after.

( Hansenshugi no Madokaoni ) - Tranquil Demon of Pacifism
Rank: Forbidden
Type: Offensive/Defensive
Range: Short
Chakra: 50 ( +20 per turn )
Damage: 90
The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him and everything in short range of him with Keigoku chakra. When the portals disappear in a few quickly, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, compoaed of Keigoku which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura. Third, though it may drain the chakra from said techniques, those with a physical substance and enough force will still continue forward, just devoid of chakra at this point and weaker ( -1 rank ). This means that a fast and strong enough physical jutsu of S rank and higher, excluding those grown under the user, will be able to knock the user from the inside of the technique, causing his hold on it to cease and end.
Also, if an opponent, regardless of speed, touches the technique, he suffers great mental agony and trauma, similar to being subjected to Tsykuyomi, and also causing strokes and migraines with prolonged contact. However, the faster the opponent, the less damage he takes - opponents in 4th Gate and above can pull back fast enough to ensure only minor headaches
The Nekura must have had special training to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction or until the user is forced from the inside of the technique . If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight. If the "oni" uses his club to strike an enemy ninja, it will count as a move of the user's 3 per turn. The club has a reach of up to Mid range of the user.
Each oni takes on a difference appearance depending on the user, with some Oni's having different melee ranged weapons, such as a sharp sword in place of a stick or club, all made of Keigoku.
 
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Kenjutsu


Ōkina ōdo: Great Aether
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user charges fire chakra into their sword and delivers a mighty uppercut into the opponent, knocking him into the air and giving searing cuts. Then the user jumps into the air with the opponent and delivers six more slashes before delivering a double handed downward slash sending the opponent back to the ground and releasing a 4 ft high and wide flame pillar from the ground into the opponent upon landing that burns the opponent further


-The user may only use this 3 times per battle
-Only teachable by goku2000




(Nousatsu Kenjutsu|Bāsaku)- Enchanted Sword Technique|Berserk
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: the user focuses a very massive chakra into their blade(s) then release a 9 hit combo on the opponent that comprises of a series of slices focusing on the torso and rib cage. This move can be done without adding chakra to the blades but the chakra gives it more effective damage
(Can only be used three times per battle)
(Can only be taught by Daemon)

https://animebase.me/threads/sage.766612/#post-21891240
 
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Ligers

Achilles

Kuchiyose: Achilles| Summoning: Achilles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user uses his summoning tattoos to summon the greatest fighter of Ligers, Achilles. Able to communicate via telekinetic communication like all Ligers and named after the Myrmidon warrior from Greek Mythology, Achilles is able to hold his on against enemies of strengths of the 2nd gate and lower. Achilles is the taijutsu expert of the Ligers. Achilles stands at the height of a bear that is on all fours. One attribute to Achilles is that he wears armor fashioned after that of the Ancient Greeks, and the armor is capable of taking direct hits of up to C-rank before starting to break and Achilles himself can take a taijutsu hit of B-rank with little injury but if he is hit with a direct hit from jutsus any higher than B-rank will cause him to "poof" away. Achilles can stand on his hind legs in the same fashion as a human and can use any taijutsu techniques the user can use (excluding those of Forbidden rank, EIG-related [or any that increase the user's speed on a scale of the EIG], or any that add a element chakra into the attack). On his hind legs, his height is around 7-8 feet tall. Due to the him being a Liger, the power behind any of Achilles' taijutsu attacks is +10. Achilles is also able to be summoned as the armor for the user to wear and if on the user, the armor becomes reinforced by the power of the user resonating throughout it and can within stand attacks of up to B rank and/or the strength of the 1st Gate and lower. The armor comes with arm guards and shin guards, in other words complete Greek battle attire to wear.

*Can only fight using taijutsu.*
*Taijutsu used by Achilles counts towards one of the user's three jutsus*
*Armor last four turns if user wears it or if it becomes destroyed by jutsus of A rank and above*
*Last on field for at the most four turns*
*Can only be summoned Twice*

Heracles

Kuchiyose: Hercules|Summoning: Heracles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user touches his tattoo summoning symbols on his wrists and summons Heracles. Heracles is unlike most ligers in the sense that he stands upon his hind legs and is actually bipedal. Heracles has a scar across his left eye that runs down to his chin, though it doesn't effect his eyesight. He wields a Katana that is unbreakable and can break through earth defenses of up to B-rank with the exclusion of jutsus that a sword obviously can't break through (i.e. shields of diamond and likewise materials). He also stands at the height of a full-grown man, though that is not to say is restrained to human strengths. He is extremely strong and has attack power rivaling that of Lee without the Gates open. He is also capable of walking on all fours as well, with greatly increases his speed (to speeds of the 2nd Gate). Heracles also has the ability to use Earth jutsus up to B-rank that the summoner knows but only when he is standing bipedally. He can also use any Kenjutsu that the user knows.


*Can only be summoned once per battle, lasts for four turns*
*Can only use at the most 3 Earth jutsus and each time he uses one, it counts as a jutsu of the user*
*Can only fight with Earth jutsus and sword*
*Any sword use by Heracles (excluding those in jutsu form) do not count towards a jutsu of the user*
*Kenjutsu techniques in jutsu format count as a jutsu of the user*

Odysseus

Kuchiyose: Odysseus|Summoning: Odysseus
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Attack Points: 80 (for Special Genjutsu)
Description: The smartest of all Ligers, Odysseus stands at the height of a bear standing on his his hind legs and is often called the Liger of the Mist, due to one of his 3 abilities that he can use: Odysseus is able to spit out a thick mist ( twice per battle ) that covers a short-long range, that the user can use to create mist -related jutsus with, that the user nor the opponent can see through. However, this works in well with Odysseus second ability: Odysseus can sense the whereabouts of anything within the mist due to it being his chakra within the air. He then uses his telekinetic communication with his summoner to divulge the location of the opponent. Odysseus can also use any Water jutsu that the user knows up to A-rank, which count obviously to the user's jutsu counts per turn.


*Can only be summoned once, lasts for four turns*
*Can only use three water jutsus during the entire fight*
*Odysseus can only Water Jutsus and use of one counts as a jutsu of the user*

Theseus

Kuchiyose: Theseus| Summoning: Theseus
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Theseus. Theseus, when on all fours, is the size of a grown man standing and when Theseus is standing on his hind legs, he is close to a meter talling than a bear on it's hind legs and proportionately sized also. Dressed in traditional Ancient Greek armor with the skull of the slew Minotaur from his deadly show-down on his skull as a type of helmet, with the horns extending from each side, pointing forward at a downwards angle, as if aimed at a foe's chest. He wields an extremely sturdy gold pair of nunchakus and two axes shaped in the style of an upside-down Greek Omega (Ω) upon his back as well, though he isn't able to use kenjutsu with either. Theseus, having Wind Affinity, is capable of using any wind jutsu up to S-rank that the summoner is capable of using, releasing them through either the axes or alternatively from the horns of his mask. Theseus is very reserved, speaking only when the solution calls for it and being reknown as a fierce warrior amongst the Liger race. The user is also capable of using basic Taijutsu the user knows up to B rank, excluding any that grants a power bonus, and/or speed bonus.



*If Theseus uses any wind jutsu, the jutsu used count towards the user's three jutsu per turn.
*Minotaur skull around his head somewhat limits his vision and makes it difficult to turn his more than 90 degrees*
*Can only be summoned once a battle.*
*Last three turns.*

Icarus

Kuchiyose: Icarus ϟ Summoning: Icarus
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Attack Points: N/A
Description: After drawing out some blood, the user will touch his summoning seal to call forth Icarus, a hardheaded, smart-mouthed liger pup with a dangerous curiosity streak. Raised by the Hunter Ligers, Icarus stands at the height of a small bear cub, with the ability to stand bipedally, or on his hind legs just like all his other liger companions. For better support and to ensure he doesn't fall, Icarus allows his chakra to attach to the user, keeping him on the user's back through means of a type of chakra adhesive also giving him the passive ability to feel the user's chakra flow. As fiery as his temper, Icarus has an affinity towards Fire, being able to use fireball and stream related techniques up to the user's rank without hand seals. Being raised by Hunter Ligers, Icarus has a very advanced and heightened sense of smell, being able to pinpoint enemy locations and transfer it telepathically to the summoner, a trait of Ligers. Using his fire mastery to the absolute limits, Icarus is able to dig his claws inside his summoner's body and channel fire chakra to burn the wounds shut. Similar to Achilles, Icarus is able to place his paws together in a hand seal manner and transform into a set of nearly indestructible bladed knucklers named White Fangs that I placed on top of the user's hands. The way the knuckles are placed won't interrupt the user from performing hand seals. Similar to Enma but not in the same scale, the three blades of each knuckles which are eight inches long can extend up to a distance of ten more inches. Due to the chakra of Icaurs himself resonating from the knuckles and the Ligers known taijutsu expertise, the chakra will flow into the user, increasing his taijutsu strength


Notes ϟ

- The fireball and stream related techniques counts as one of the user's three jutsu per turn
- Sealing a wound shut with fire chakra counts as one of the user's three jutsu per turn
- Transforming into White Fangs counts as one of the user's three jutsu per turn
- Just like Achilles, Icarus can be summoned already in his White Fangs form.
- Icarus stays on the field for four turns
- Can only be summoned once per battle
- Must be the first and only Liger summoning to be used in the battle
- Must be taught by Mathias

Jason

( Kuchiyose: Jason ) ♆ Summoning: Jason
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Jason. Jason, when on all fours, is the size of a grown man standing and when Jason stands bipedally, is close to 2 meters taller (standing at a full 3 meters) and proportionately sized also. Jason stands out amongst the Ligers for a few reasons, the most notable being the appearance of his coat of fur, shining a bright gold color, taking on a trait of Lions, from which Ligers are derived. This fur, shining a bright gold, reflects light from it, often making it appear as if Jason has disappeared from the field, making tracking him quite difficult, giving him the a rather useful ability in espionage. Jason is also a noted hand to hand combatant, though not on the same level as Achilles, known for his superior strength. However, Jason is much quicker, moving at speeds similar to Heracles, slightly faster than most Ligers and can use basic taijutsu the user knows up to B rank, though no elemental variations. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this line of work, Jason is able to be summoned in the form of a golden cloak of fur, granting the wearer with an ability similar to his own but enhanced; Jason is only able to conceal his appearance, his source of chakra remaining on the field. However, in his cloaked form, this ability increases as he isn't constantly molding chakra while using it, creating the effect of complete concealment but this is still limited. This works by the cloak reflecting light around the user to make it appear as if there isn't any chakra concealed beneath it. However, should the user make any actions that utilize chakra, this concealment is exposed, the user's source of chakra viewable from beneath the cloak. Still, the concealement is less effective, the faster the user is moving (or the liger). The faster you move, the more disturbances flow through the surface of the cloak (or the ligers fur), rippling the light and creating a sort of mirage effect as one moves, becoming clearly visible to other ninjas. Doujutsu users can fully see the liger though they'll have trouble spotting the user if he is cloaked. Sensors are immune to this and can sense the users chakra or the liger's regardless, unless a chakra suppression technique is used.
Note: Can only be summoned once
Note: Lasts 4 Turns
Note: Taijutsu usage count towards the user's three jutsu per turn, as well as using the concealment abilities.

Atalanta

( Kuchiyose: Atalanta ) ♆ Summoning: Atalanta
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: One of the few female Ligers present, the user forms the summoning handseals or wipes blood across a summoning tattoo and summons Atalanta, the greatest archer of the Liger species. Slimmer than other Ligers, Atalanta is much faster than most of them, being twice as fast as Heracles and slightly faster than Sinbad. Having being abandoned as a cub and left to die on a mountaintop, Atalanta survived the harsh conditions due to training she received from several hunter Ligers that were nearby. This rough environment caused her to become harsh in her actions and words, and a fierce warrior, her skill with taijutsu being notably proficient. However, it is her mastery of the bow that lead her to become renown. Trained by Hunter Ligers, Atalanta is able to make use of her bow and arrows for long ranged combat, using her strength to allow the arrows to fly slightly faster then kunais and shuriken manually thrown. She is able to use any arrow based jutsus of the user up to S rank as well as Taijutsu up to A rank. What is notable about Atalanta's archery mastery is through the usage of 2 key abilities unique to her archery skills: The first, named The Calydonian Hunt, requires her to release a small, slightly curved arrow, though this curve doesn't prevent it from aerodynamically traveling. Imbibed with chakra, this arrow is capable of remarkable travel through the body, causing more damage to the opponent as an arrow is capable of piercing, for example, his leg and traveling and cutting the inside of the limbs as it exits (must always exist that side of the body, a single arrow cannot enter an arm and exist the opposing leg) before detonating in a short ranged explosion, releasing this powerful tusk shaped arrow in the form of shrapnel, causing severe damage to the opponent capable of causing them to bleed out. These arrows can also be detonated prematurely. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this, the second ability allows Atalanta to transform into a dark gold bow with several of these tusk shaped arrows (5 of these, each B ranked). This bow is almost indestructible and can be wielded as a makeshift sword, capable of being used for freeform kenjutsu. After these arrows have been utilized, Atalanta's bow disperses as does she.
Note: Can only be summoned once
Note: Lasts four turns
Note: Arrows produced when Atalanta is in bow form are able to perform the Calydonian Hunt's ability but if Atalanta is used in bow form and these arrows are launched, Atalanta can not be summoned in Liger form and vice versa.
Note: Calydonian Hunt's ability counts as a move per turn of the user's. Freeform archery does not count as a move but arrow based jutsus in jutsu form does.


Kuchiyose: Perseus ) ♆ Summoning: Perseus
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A (-10 per turn in weapon form
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Perseus. Perseus, when on all fours, is 1.5x size of a grown man standing and when Perseus is standing on his hind legs, he is close to 3 meters taller than a bear on it's hind legs and proportionately sized also. Dressed in traditional Ancient Greek armor, Perseus is as fast as most Ligers, with speed on the same scale as Jason and the ability to use Fuuinjutsu up to S rank, as well as Taijutsu, a trait common to Ligers due to their size. Perseus carries a traditional sword with him and a special shield called Aegis with him when summoned. With the head of the figure Medusa on it, the shield has a passive ability that works as soon as he is summoned; based on the myths of the Gorgon's petrifying abilities, the Aegis shield causes a "petrifying" effect on enemies when summoned, slowing them by one rank each turn until dispersed (up to a maximum of 4 ranks below). This works by a passive seal triggering on summoning, causing those enemies in a mid range vicinity to become gradually slower, as if they are becoming stone like as their weight increases due to wave-like chakra pulses that affect the target by opposing their motion. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. In line with this, Perseus is able to turn into the Aegis Shield itself, this time using his basic Fuuinjutsu ability in a way that allows him to affect and seal the usage of chakra of the target. By "petrifying" a type of chakra within the target, this ability called Medusa's Glare allows the Aegis shield to glow and activate a Fuuinjutsu that causes those in mid range that the user designates to lose access to high ranking chakra (A rank and up) of a specific field until Perseus disperses; this works similarly to the Gourd of Sealing, preventing usage of the nature and elements associated with said nature if elemental chakra is applied up to the aforementioned rank. This cannot be used to seal a broad field like Ninjutsu in order to remove every field related to it. After dispersing, the opponent regains the ability to move at normal Speed as well as full access to their chakra.

Note: Can only be summoned once in Liger form or once weapon form.
Note: Lasts four turns. If summoned in Liger form and turned into shield form, it's duration will still be four turns.
Note: Medusa's Glare can only be used in shield form and once per opponent. Freeform usage of the shield is able to block basic attacks and chakra fueled ones of similar rank once per turn.
Note: The Glare of the Gorgon is an A ranked ability

 
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Alcohol

Custom element Japanese name: Shuton

Custom element English name: Alcohol Release

The element is based on: Water + Earth + Fire + Advanced Chakra Control

Facts that prove the element to be possible (in the manga context): Alcohol is the main ingredient of sake, an alcoholic beverage which is often drunk by characters in Narutoverse such as Jiraiya, Tsunade and sometimes Rock-Lee and that proves its existence in the series. Rock Lee even benefited from his condition after drinking sake in a battle and came up with the Drunken Fist fighting style which enabled him to perform undetectable and unusual moves due to the effects that alcohol had on his body.

In chemistry, alcohols are organic compounds containing a hydroxyl group attached to a carbon atom. Scientifically speaking, alcohol that's mostly used in alcoholic beverages, including sake, is ethanol and that is why that certain type of alcohol is called drinking alcohol, or simply 'alcohol'. Methanol may occur in some falsified alcoholic beverages because it’s fairly cheaper than ethanol, but that is usually being avoided and is even forbidden because it has lethal effects on the person who drinks it. But this element is established on the non-chemical term of alcohol that's used in trivial speech - ethanol that’s diluted with water, which may be used as a drink but also has many alternative uses; such as for disinfection and as a fuel.

Alcohol is commercially produced by using a process called fermentation, which results in ethanol-water mixture, while methanol for example, is usually produced by another process – destructive distillation of wood. Fermentation is the process in which yeast breaks down carbohydrates into alcohol and carbon dioxide. Yeast are tiny single-celled fungi that contain special enzymes responsible for this reaction. Carbon dioxide gas bubbles get out of the fermenting solution into the environment, leaving a mixture of ethanol and water. It's important that no air is present or the yeast will produce ethanoic acid - the chemical found in vinegar.

How it works: Four factors are important for the creation of alcohol through fermentation in nature: water, yeast, appropriate temperature and carbohydrates. Water and Earth chakra together imitate formation of structures that belong in the fungi kingdom, in this case yeast. The same two elements again represent occurrence of flora which contains carbohydrates. Water chakra imitates the required water and the use of Fire chakra acts like it compresses the formula to stop air from getting into the mixture and then heating it to achieve the required temperature.

The user will combine Water, Earth and Fire chakra and create new elemental chakra – Alcohol. The new chakra can be commonly released through mouth and then by using nature manipulation, actual alcohol in colourless liquid-form with a recognizable smell, which is also the natural state of Alcohol, will be created and later controlled by using shape manipulation. In some rarer moments, the user can concentrate the Alcohol chakra in their body to use the wanted effects of Alcohol on themselves.

The first and foremost difference between Methanol and Alcohol (RPwise) is that I am aiming for this CE to be more of a intoxicant than a fatal poison. Merely trying to get my opponents to mess up on their techniques. Cause them to get drunk due to the usage of alcohol techniques, where while methanol is aimed to kill someone in very small usage doses. I'm planning to use alcohol more as a supplementary element.

Primary: Fundamental use of Alcohol is based on its actual, physical clash with other techniques, where general rules about the relationships among the elements stand. The user is able to create liquid-based forms that look a lot like water and can be used both as a defence and offence in a similar style to water, but of course, with different properties than water. It's important to say that ethanol itself is very volatile, but it's also more difficult to get it solidified, ergo has a lower boiling point (78.37 °C) and a lower freezing point (-114 °C) than water. This means that it's easier to evaporate ethanol from the mixture and disable the Alcohol element by heating it, but also means that it's harder to freeze the whole mixture.

Ethanol is an extremely good solvent for materials like oils and fats which also enables Alcohol, being a mixture of ethanol and water, to still be able to dissolve those substances, although not fully and quickly as pure ethanol would. Ethanol is hygroscopic which means that it has the ability to attract and hold water molecules from the surrounding environment, to the extent that it readily absorbs water from air. This is a two-edged sword since it’s sometimes useful that Alcohol can absorb moisture from the air but that also dilutes it and makes it weaker. But the whole process of absorbing water from air doesn't happen quickly enough to influence on Alcohol in a battle.

Alcohol is very flammable (more precisely ethanol, but it affects the mixture as a whole), which means that using it near Fire isn't safe because it uses it as its fuel and Fire is dominant to Alcohol, but the user is able to create interesting combinations with those two. Due to alcohol being liquid and considering solid and sturdy properties of earth, Earth is shown to overpower Alcohol. Due to the fact that ethanol doesn't form ions while mixing with water, Alcohol conducts electricity from very poorly up to not at all (depending on the strength of the Lightning technique) and is generally stronger than Lightning. Because of the complete miscibility of water and alcohol (ethanol mixes with water equally in every part), by adding water to alcohol, it would completely blend in. But that doesn't mean that Alcohol is stronger than Water, but is somehow neutral instead because the power of Alcohol would be weakened because as the percentage of water would get bigger, the percentage of ethanol would get smaller. Alcohol is neutral to Wind since there is no diversity between that relation and the relation between Wind and Water alone.

Supplementary: Alcohol can cause alcohol intoxication when consumed and can affect the liver, but more importantly, it directly attacks the human brain, but far less than pure ethanol which is able to kill a person after he/she consumes 500 mL of it (methanol for example, is even deadlier because only 30 mL of it causes blindness and possible death, which greatly restricts the use of pure methanol and its mixtures because they don't have any positive uses for human organism). This phenomenon of intoxication doesn't really make Alcohol to do damage on another person, but can be used to create a diversion when the person feels dizzy and disables them to be able to perform techniques of a certain rank for some time because they cannot concentrate as thoroughly. Both physical and psychological conditions of the targeted person are unstable and they can also be very easily put into genjustu because they become, most primitively said, drunk. This is a very similar to drunkenness in reality, which can go from the seemingly harmless euphoria to serious problems like addiction, coma, respiratory depression, or even death. Although, this element doesn't have the ability to put people in those conditions. Alcohol doesn't necessarily need to be swallowed because it can be very easily injected into the organism through skin and even the scent of it, when it's in close-range to the person's nose, can also have dazing effects on the affected person. The most serious consequences occur when alcohol enters the organism through an opened wound, because then, it gets directly into the blood system.

Alcohol is good for disinfection and can be used to destroy most micro-organisms that might cause damage and various diseases to the user or another person and it also prevents from inflammations. This means that Alcohol can be used as an antiseptic and that waves of Alcohol that the user sends out of their body kill large amounts of microbes.

In strictly controlled amounts, Alcohol can be used to relieve the user from pain which can help when dealing with damage that the user receives, not in a way that it heals, but helps on a psychological level. That would allow the user to create a fake feeling of recovery in their mind after bearing with serious damage which would assure them to still be able to fight for a certain amount of time. It doesn't work like other Alcohol techniques because it’s usable only on the user because the user needs to concentrate Alcohol chakra in their own brain. This is actually a form of intoxication which the user performs on themselves, but the user is able to carefully control the quantities and restrict the noxiousness and cause the wanting effects. Although, the user still experiences some, a bit softened, bad effects of Alcohol. Those properties greatly distinguish alcohol that is made out of ethanol and water from all other alcoholic liquids, including methanol and its variations which are far too deadly for anything like that to be tried.

Usage Examples:

Shuton: Seisei no Justu | Alcohol Release: Purification Technique
Range: Short
Rank: B
Type: Supplementary
Chakra: 20
Damage: N/A
Description: The user will gather Alcohol chakra and as they will move it towards their mouth and let it out of their body, the user will start ejecting a small wave of alcohol that will be used for disinfection on the user's body or the body of any person they desire. This will destroy most harmful micro-organisms and will clean wounds and thus prevent from inflammations and diseases. Due to the fact that a small amount of alcohol is used, the intoxication is reduced to a minimum.
Notes:
- Intoxication that occurs only through absorption of the skins and scent is negligible.

Shuton: Supidoshotto | Alcohol Release: Speed Shot
Range: Short - Mid
Rank: A
Type: Offensive
Chakra: 30
Damage: 60 (brute)
Description: The user will gather Alcohol chakra and move it towards their mouth and send three smaller bursts of alcohol towards the opponent. The alcohol moves so fast that it almost becomes like a bullet. It cannot pierce the skin but it can cause large welts and bruises. When alcohol touches human skin, especially with such force, it can easily get into the organism through it. The smell of the alcohol is enough to cause a slight dizziness when it comes into close-range to the opponent's nose, making the opponent lose concentration and focus. If the user manages to get the alcohol into the opponent's mouth, they'll become more seriously intoxicated. The most serious intoxication occurs when the alcohol enters the organism through an opened wound, because then, it gets directly into the blood system.
Notes:
- Depending where the technique hits, and how it hits the opponent (opened wound, smell, though mouth) the opponent may take longer to perform things like hand seals, mould chakra, throw kunais and other weaponry as well as standing up straight. Due to how alcohol can influence a person.
- Only usable twice per battle

Shuton: Itami no Chuwa | Alcohol Release: Pain Neutralization
Range: Short (Self)
Rank: S
Type: Supplementary
Chakra: 40
Damage: N/A
Description: The user will gather Alcohol chakra and concentrate it in their brain and control it to cause the wanting effects of Alcohol on themselves. The user will perform a type of extremely carefully controlled intoxication and use the chakra to greatly decrease the feel of pain. That will increase the user's durability and make them fight for a certain amount of time, even if they receive serious injuries. Although, this technique isn't completely harmless, as the user will still feel some of the bad effects of Alcohol.
Notes:
- The effects of this technique last for three turns and they cannot be removed once they're used.
- During that time, the user will have trouble performing handseals, and it takes and extra +10 chakra to use techniques due to the bad affects of alcohol.
- Can only be used twice per battle.

Conditions to be able to use it:

  • Mastery over Water, Earth and Fire.
  • Over average chakra control (at least Kage-ranked).

Is weak to:

  • Fire – Fire uses Alcohol as fuel.
  • Earth – considering Alcohol's properties as liquid.
  • Metal-based (Steel, Iron, etc.) – same as with Earth.
  • Explosion - alcohol would support an explosion.

Is strong against:

  • Lightning – Alcohol conducts electricity very poorly.
  • Cannon Dark – Dark cannot absorb liquids and Alcohol has enough density to defend from raw forms of energy.
  • Aburame bugs - Alcohol can kill the bugs, and also it can be use as a repellent to keep the bugs away from the user.
  • Oil-based – Alcohol is able to partially dissolve oils and weaken elements that are based on it.
  • Germ/Bacteria/Pathogens – Alcohol destroys most micro-organisms.
  • Decay - Decay cannot break the bonds between ethanol and water molecules.

Co-creator: Drackos

Students I passed this custom element on too: -Broly- & ?​

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

I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Nathan., our loyal member, gave on the date July 3rd 2014 a request for a Patent on his custom element (Alcohol); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;



Shuton
Powered by Caliburn
Copyright 2014, Nathan., NarutoBase.net​











Techniques:[/FONT]

1.
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user gathers Alcohol chakra and they will release it from either their hand or their mouth. The alcohol is designed to act as a disinfectant on the user’s body or other bodies that the user desires. When the alcohol comes in contact with harmful micro-organisms it will denature them and kill them. Thus this prevents inflammation and infection through tissues.
Note: This can only denature and kill micro-organisms up to A-Rank

2.
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through manipulation of their Alcohol chakra the user will release, from any point on their body or through the moisture in the air around them in short-range, various amounts of alcohol and shape it as he or she wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of Alcohol it can be ignited to cause a wildly different type of damage or simply applied for supplementary purposes. Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion. S-Rank applications of this technique can be used three (3) times per battle and can only be used once every two (2) turns, and unable to use any alcohol techniques above A-rank the following turn. The intoxicating effects of Drunken Disaster vary depending on the rank applied and are listed below.

D-Rank applications of this technique offer no intoxicating abilities aside from cosmetic intoxication.

C-Rank applications of this technique offer intoxication spanning over three turns. In the first turn the opponent will suffer no negative effects. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform complex taijutsu (above A-Rank).

B-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform techniques S-Rank and above while also unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform techniques S-Rank and above, and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform forbidden ranked techniques.

A-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank and above techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform A-Rank and above techniques and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform S-Rank and above techniques and also unable to perform complex taijutsu (above A-Rank).

S-Rank applications offer intoxication spanning over five turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank techniques, increase the difficulty of their hand seals significantly (2x longer), and will be unable to perform complex taijutsu (above A-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to weave hand seals, and will be unable to perform C-Rank and above taijutsu, as well as rendered unable to discern subtle genjutsu from reality. In the fourth the opponent will be unable to mold chakra for S-Rank and above techniques, increase the difficulty of their hand seals significantly (2x longer), and unable to perform complex taijutsu (above A-Rank). In the fifth turn of intoxication the opponent will be unable to perform forbidden ranked techniques.

3.
Type: Supplementary
Rank: A-Rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: The user will gather Alcohol chakra and concentrate it in their brain and apply precise control to cause the beneficial effects of Alcohol on themselves. This carefully controlled intoxication will bring about a decrease in the sensation of pain. While this technique is active the user is capable of suppressing the pain of severed limbs capable of enduring them. Of course, the wound itself will still cause the various negative side effects such as death if the user is bleeding profusely. Movement for the user is not hindered by the alcohol for the first two uses of the technique unless muscles that are important to movement have been severed or severely damaged, such as a tendon.
Note: The effects of this technique last for three turns and they cannot be removed once they are applied.
Note: While active the user will have trouble performing hand seals and their techniques will require an additional 10 chakra to perform.
Note: On the third use of this technique the user will have much greater difficulty performing hand seals and their techniques will require 20 additional chakra to perform.
Note: Can be used three times per battle.

4.
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: To initiate this technique the user will begin by performing a single Monkey hand seal and channelling their Alcohol based chakra into the surface within any water based surface. This technique is purposed to in effect create a body of alcohol from the surrounding terrain under which the user can drop their opponent into. The dimensions of the body of pure alcohol can in essence be determined by the amount of chakra infused into it allowing the user a great number of applications to this technique. There is however a specific tell to this technique revealing it to the opponent prior to its activation. As the user will release their Alcohol based chakra into the terrain to manipulate it those who stand on the targeted area will feel a warm sensation beneath their feet as well as the distinct smell of alcohol just prior to the water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water . Moments thereafter it will change into pure Alcohol. As it is composed of pure Alcohol should it enter the victim’s bloodstream either through direct entry through wounds or through consumption it will induce a powerful intoxication which lasts for five turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the third turn of intoxication the victim will be unable to mold chakra for A-Rank and above techniques, be unable to perform taijutsu maneuvers (C-Rank and above), and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the fifth and final turn of intoxication the victim will simply be unable to mold chakra for Forbidden ranked techniques. Because of the nature of this technique depending on the dimensions of the swamp it may not be suited to be used in the presence of allies or large summons used by the user.
Note: Can be used twice per battle.
Note: No Alcohol techniques above S-Rank in the same and following turn.
Note: The pool of alcohol can also be used for other alcohol techniques.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.
Note: This can only be used on normal water, it cannot be used with variants of water, mist, oily water and so forth.
Note: This cannot be used on the opponent's water techniques

5.
Type: Supplementary
Rank: C - S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A (+15 to Katon techniques)
Description: The user channels shuton chakra throughout their body and releases it as an omnidirectional pulse of alcohol chakra which is invisible to the naked eye. This in effect releases numerous alcohol molecules throughout the air on the battlefield which prevent water techniques to be created from moisture in the air through its hygroscopic properties causing it to attract and hold water molecules. The alcohol molecules themselves do not directly harm opponents in any form be it intoxication or inhalation from the particles in the air. The strength of Hamon Abusan can vary greatly depending on the needs of the user. Hamon Abusan’s strength is directly related to what rank of water techniques can be prevented through the usage of the technique. Because Shuton is neutral to water release the rank used of Hamon Abusan will prevent the same rank and below of water technique from being materialized in the air. For example, should Hamon Abusan be applied at A-Rank strength it will then directly prevent the materialization of water techniques A-Rank and below for the duration of Hamon Abusan. Should the user apply Hamon Abusan at B-Rank or higher the result will be that a significant amount of water molecules have been absorbed to the point where fire release techniques become uninhibited in their strength and are not held back by water molecules in the air. As such fire release techniques of both the user and opponent gain +15 in strength when this technique is used. Of course, the opponent will not understand fully what has happened upon the release of Hamon Abusan without further information. This technique, at A-Rank and above requires a series of three hand seals. Upon release the omnidirectional wave will absorb water in the air and retain it temporarily preventing the materialization of water and water based elements in the surrounding area. This acts as a double-edged sword for the user as it also leaves him or her unable to materialize water in the surrounding area for the duration of this technique.
Note: Can be used three (3) times per battle.
Note: Once used water cannot be materialized of the proper rank for three (3) turns.
Note: A – S Rank usage of this technique prevents the usage of alcohol techniques in the same turn and the user cannot use S-Rank and above Alcohol Techniques in the following turn.
Note: Water techniques that manipulate existing water or are otherwise unrelated with the materialization of water are unaffected

6.
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of a single type familiar composed of Alcohol. The user initiates this technique by releasing Alcohol from their mouth or body or by manipulating the moisture in the air within short-range with the user’s Alcohol chakra. The familiar created by this technique have certain shared qualities as well as their own unique abilities. The first aspect is that familiars created from this technique are sentient and fueled by the user’s chakra. Each familiar is composed of pure Alcohol and as such to a normal onlooker the familiar will appear to be composed of water unless the opponent is within short-range of the familiar where they will be able to tell from the smell. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each familiar is capable of moving at the speed of a Kage Ranked ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance. Two of the same familiars can be created in the same instance.

Raijin Thunderkeg; Raijin is gifted with powerful supplementary abilities to aid the user and his companions in battle by creating unique combinations. Raijin when formed will form as the standard humanoid familiar. His supplementary abilities is based on his liquid composition of alcohol. Raijin is capable of freely dispersing his form into millions of alcohol particles allowing him to evade damage and reform at other locations. Raijin can do this at the cost of a move, allowing him to evade techniques, or freeform passively allowing him to simply evade physical freeform assaults. While in his dispersed form Raijin will move like mist would and roughly at the speed of a normal ninja allowing him to reform elsewhere on the battlefield. However, the molecules of alcohol in this state are entirely harmless in all ways and cannot intoxicate any beings on the battlefield. His supplementary ability comes into play by coating himself on projectiles, constructs, and weapons creating Alcohol/X combinations. For example, Raijin can coat himself onto a kunai thrown in the air coating the kunai in potent Alcohol. Or he can coat himself on a slab of earth launched from the user’s position creating an Earth/Alcohol combination. This technique costs a move per turn and can only be used on physical elements and structures. The strength of the technique depends on Raijin’s strength at creation. Should these coatings enter an opponent’s body through injection or wounds into the bloodstream it will induce a powerful intoxication lasting four turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden Ranked techniques and use advanced taijutsu techniques (A-Rank and above). In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques as well as be unable to use taijutsu above B-Rank. In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques, be unable to use taijutsu above C-Rank, and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for Forbidden Ranked techniques and will be unable to use advanced taijutsu (A-Rank and above).

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of three turns.
Note: After this technique expires or is prematurely ended no Alcohol techniques above A-Rank for the same and next turn.

7.
Type: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Drunken Stupor is one of the very few offensive techniques, this technique is aimed to distort the opponent’s sense of smell. The user begins by releasing a large amount of alcohol molecules from their body into the air which are visible to the naked eye, they give off a slight tinge, and a very faint smell of alcohol. These molecules alone do not pose any risk to user or opponent. Should they be inhaled they do not induce intoxication or any negative effects of Alcohol. The molecules will move toward the opponent’s location on the battlefield and surround them in a radius of up to 8 meters around their position. The user will then weave a single Tiger hand seal and mold an immense amount of katon chakra channeling it around the location of (cannot be created directly beneath the opponent, or from within the ground, only created in the air) the opponent releasing reddish heat waves which are visible through their distortion of the area around; similar to how one sees heat waves in a desert. The heat waves will also be released in a maximum of 8 meter radius around the opponent. The heat waves alone are enough to cause the opponent to have shorten of breath as well as sweats due to the desert like conditions created. However the true strength of the heat waves lies in its interaction with the molecules of alcohol released just prior. The alcohol molecules will burn releasing a hot vapour into the air in that area around the opponent serving for two purposes. The first is simply to burn the opponent inflicting further heat damage from lingering too long in the alcoholic vapour. The second is that the opponent’s sense of smell will become extremely distorted effectively leaving them to only be able to smell burning alcohol for three (3) turns there after burning. The burning alcohol molecules do not induce intoxication and merely serve to inhibit smell and inflict burn damage should an opponent linger in the heat.

Note: Can be used three (3) times per battle.
Note: Can be used once every two (2) turns.
Note: Takes two of the three jutsu slots in a turn.
Note: The opponent’s sense of smell will be distorted for three (3) turns thereafter upon which they will only be able to smell burning alcohol.

8.
Type: Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 (-30 per turn)
Damage: N/A (+10 Alcohol Techniques)
Description: Perhaps the ultimate Alcohol technique in which one essentially takes on a physical manifestation of Alcohol. Unlike regular Alcohol techniques Brewmaster Fury applies the principle concepts of Alcohol Release allowing the user to apply it to their own body. The user will enter this state by simply continually releasing a constant enormous stream of Alcohol chakra throughout their entire body which one then with a single hand seal the chakra will manifest into the alcohol element itself. Once Brewmaster Fury has been activated a few immediate changes can be seen on the user’s body. The first of which is the user will release an incredibly thick, concentrated, and dense coating of alcohol from their entire body. The appearance of said coating is entirely clear and pure alcohol and as such to a normal onlooker it will appear simply as the user has released a coat of pure water unless they are in short-range of the user in which they will be able to smell the feint distinct smell of alcohol. Which has a small affect on the oppontent if they are within close range, like a small headache. Additionally, all micro-organisms on the surface of the user’s body at the time of activation of Brewmaster Fury up to F-Rank will be denatured and effectively made harmless to the user when this state is activated. Whilst in this state the user’s coating also takes on the physical properties of Alcohol in respect to interactions with elements. Alcohol is an extremely poor conductor of electricity and as such the immense concentration of alcohol produced in this state renders the user effectively immune to lightning and lightning based techniques, up to S-rank. In respect to fire the user’s coating is extremely flammable. The user also becomes extremely weak to earth and earth related elements. Being obstructive elements the user’s body is at great risk. As such the user’s body becomes one rank weak to earthen elements used against them. For example, B-Rank Earth becomes A-Rank earth when coming in contact with the user. In respect to the user’s own Alcohol techniques due to the continual release of Alcohol, the user’s Alcohol based techniques will gain +10 damage and become far more concentrated in the effects of their intoxication. As such rank based intoxication will be enhanced by an additional rank. For example, if the first turn of intoxication prevent the usage of forbidden ranked techniques then this will be enhanced whilst in Brewmaster Fury causing the intoxication to prevent the usage of S-Rank and above techniques. While in the state of Brewmaster Fury the user can only access Alcohol chakra and its component elements – water, & earth.
Note: Can only be used once (1) per battle.
Note: Brewmaster Fury will last for four (4) turns after activation.
Note: Should Brewmaster Fury end early or expire the user is left unable to access Alcohol Chakra for three (3) turns. At the end of Brewmaster Fury the user will also be unable to use A-Rank and above techniques for one (1) turn and S-Rank and above techniques for the following turn.
Note: The user may only perform Alcohol, Water, & Earth related techniques while in the state of Brewmaster Fury.
Note: The user is able to perform hand seals to the above elements, but they are unable to release techniques from their mouth. The user is also able to grab weaponry, but they'll be covered in the element, and may cause issues for the user, slippery etc...

9.
Type: Supplementary
Rank: N/A
Range: Short – Long (if thrown)
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which allows the user to possess pre-prepared bottles of alcohol of varying size on his or her possession. The applications of the Jägerbombs are high in number allowing the contained alcohol to be used for sources for future Alcohol techniques, makeshift bombs in combination with sources of heat such as Fire Release, a disinfectant for wounds, or simply to drink or force feed to other targets. Much smaller bottles can also be tied to kunai and shuriken and thrown at long distances which also allow them to be used in combination with explosive tags creating much larger and devastating explosions In terms of ingestion the Alcohol carries an extremely high purity which can cause various negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea, severe throat irritation, and potential gagging. In the following turn the alcohol will intoxicate them temporarily hindering their ability to mold chakra for Forbidden ranked techniques while the nausea and throat irritation will persist. In the next turn the victim will feel much better being able to mold chakra normally.
Note: The user needs to state on their biography that they carry these bottles.
Note: The bottles and the alcohol contained within count as freeform techniques and can only be applied in such a way.
Note: Cannot be used on the black market of the ninjaworld

10.
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra to applied techniques)
Damage: N/A
Description: Diluted Infusion is a supplementary technique which is highly passive in nature. The user activates this ability which allows them to manipulate moisture captured in the air and convert to alcohol molecules. As a result, any subsequent Water techniques performed by the user will be infused with the alcohol molecules surrounding them through simple convergence causing the Water jutsu in question to be imbued with the alcoholic properties – namely intoxication and its inherent explosive nature. Of course, because the substance is slightly diluted being mixed with water the intoxication does not have high potential compared to pure alcohol. As such, in the first turn of intoxication should this technique be consumed or enter the bloodstream directly the victim will suffer from the inability to perform forbidden ranked techniques. In the second turn the victim will be unable to mold chakra for S-Ranked techniques. And in the third turn the victim will be unable to mold chakra for Forbidden ranked techniques. Of course, this technique also carries with it the ability to cause water to become essentially a source of an explosion when struck by fire. Due to the nature of Alcohol Release this technique changes the inherent elemental qualities of the water technique it is applied to essentially causing it to become strong to lightning techniques. Because of its nature this technique requires no time to perform and can be deactivated at will.
Note: Can be used twice per battle.
Note: Once activated lasts four turns

11.
Type: Supplementary
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (-40 per-turn)
Damage: N/A (-60 to the user once the technique ends) (-30 to the user if the technique is ended prematurely)
Description: This forbidden Alcohol technique is perhaps the ultimate Alcohol Release technique alongside with (Shuton: Jōzōjo Kantoku) - Alcohol Release: Brewmaster Fury. Unlike Brewmaster Fury, which focuses on a more Ninjutsu application of Alcohol directed externally the Awakening of the Stumbling Soul directs the Alcohol internally, on the user. This technique is almost entirely focused on the supplementary aspects of the element which are coupled with influence from Drunken Fist, Alcohol Release: Splitting Headache, and the Eight Inner Gates themselves. Unlike the Eight Inner Gates which focus on releasing the inhibitors on the user’s chakra the Awakening of the Stumbling Soul focuses on releasing the user from their own inhibitions through the use of careful application of alcohol chakra infusing the user with greater power and benefits, of course with greater and greater drawbacks as the quantity of alcohol increases. Similar to the Eight Inner Gates, the Awakening of the Stumbling Soul uses Alcohol chakra to achieve certain Blood Alcohol Levels which are each individually stated below. This technique of course in no way relates to the Eight Inner Gates except for inspiration (each gate would be the inspirational equivalent of a Blood Alcohol Level). The rank, chakra cost, and self-afflicted damage from this technique depend on the level of alcohol infused into the blood stream. Essentially the premise behind the benefits of these states is a triangular shaped function. The benefits will gradually rise and peak and then decline and cause negative and lasting side effects one would normally experience from Alcohol consumption, except on a potentially greater degree because of the significantly increased potency and quantity from the usage of chakra.

Tosui – Tosui, or Euphoria, is the first level induced by this technique. This first state represents the more moderate effects of Alcohol consumption. Through the careful usage of Alcohol Chakra the user releases a moderate amount of alcohol into their bloodstream. While in this state of intoxication the user’s inhibitors are nearly completely released allowing them to have full muscle relaxation increasing their abilities and efficiency in combat as well as numbing their pain receptors to become completely resistant to the pain caused by cuts, bruises, and such. The user gains similar effects to that of Drunken Fist. Their taijutsu becomes highly erratic, unpredictable, and explosive as their inhibitors are completely released. In addition to this the user gains a +10 damage increase to their taijutsu capabilities due to their alcohol induced euphoria.

Fukai – Fukai, or Dysphoria, is the second level induced by this technique. This second state represents the higher effects of Alcohol consumption. Through the careful usage of Alcohol Chakra the user releases a more highly concentrated quantity of Alcohol into their bloodstream and entire body. While in this state of intoxication the user’s inhibitors are completely released allowing for total muscle relaxation increasing their abilities in close quarters combat significantly while also numbing their pain receptors to a very high level allowing for the near complete suppression of pain from lacerations, stab wounds, and deep skin cuts. In the second turn of intoxication the user gains the effects of Drunken Fist allowing their taijutsu to become erratic and unpredictable while also gaining a +20 damage increase to their taijutsu capabilities. While under the effects of Fukai for the turn, the state of intoxication to the user will experience a further numbing of their pain receptors allowing them to in addition become resistant to burns, electrical shocks, and frostbite.

Teiden – Teiden, or Blackout, is the third and final level induced by this technique. This third state represents the near fatal effects of Alcohol consumption. Discarding care for applying the Alcohol Chakra the user floods their bloodstream and entire body with highly concentrated quantities of Alcohol. In the first turn of intoxication the user’s inhibitors are entirely released allowing for absolute muscle relaxation and also allowing the user’s taijutsu movements to become akin to that of Drunken Fist granting them a +30 damage increase to their taijutsu capabilities. In addition to this the user’s pain receptors are numbed to the point where they cannot feel the effects of lacerations, stab wounds, deep skin cuts.

Alcohol Taijutsu; This ability is gained in the fourth turn of Fukai and Teiden. This allows the user to, at their discretion, release small bursts of pure alcohol from their strikes be it kicks, punches, headbutts, etc. The alcohol released is unranked and does not carry many serious intoxication side effects but can be used in other ways, such as using it in combination with fire techniques. This is purely a freeform act and does not carry ranked strength or individual chakra cost.

Note: Awakening of the Stumbling Soul can be used once per battle. And, this technique only lasts for six turns, can be turned off at will. As two turns passes, the user advances further into one of the above states.
Note: Pain suppression does not actually mean resistance to the damage. It only means that the user will not feel the mental and psychological effects of the pain until after the effects of the induced state wear off. So if the user suffers a burn wound while in Fukai’s higher resistance levels they will not feel it until after it wears off. They will feel this pain after it wears off as well as the listed negative side effects.
Note: When this technique is ends After the full useage, the user will become basically unconscious, they'll be unable to perform any techniques of any nature, above B-rank for four turns, and their speed will drop by three levels. Also to use techniques, the user must spend an additional +20 chakra points.
Note: This technique can be ended prematurely and if so, they'll only receive half of the drawbacks, i.e unable to use B-ranks and above alcohol tehcniques for two turns if the first sage is used. If the second stage takes effect, the user will have a bad headache dropping their speed by two levels.​
 
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-Broly-

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Custom element Japanese name: Routon

Custom element English name: Wax Release/Style

The element is based on: Earth + Water + Fire+ Chakra Control

Facts that prove the element to be possible (in the manga context): Many types of wax are found in nature. These types include which is made from minerals extracted from the earth and which is, of course, made by bees. Shown by the Kamizuru clan in the anime that there are indeed bees in naruto, of course these bees create beeswax since it is a naturally produced by product. And speaking of which this cannon jutsu.




Shows not only that beeswax exists, but also that it can be controlled. This version of wax focuses on types of waxes created from the earth.



How it works:
In order to create wax the user in training to learn must focus deeply so that he has pinpoint chakra control. He would start by using his earth chakra in order to create the base form of wax. Then by adding in water chakra that is similar to that used in "(Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field" the earth will become sticky and more malleable, adding in the sticky ability of wax. To finish the creation the user will add in precise amounts fire chakra to melt the substance and produce a hot liquid waxy material. Of course this is all in the process of creating the wax element, happening all at once in order to create the finished product.

Wax Release is a versatile element that allows the user to generate and create a hot liquid sticky wax. Wax is highly plastic and malleable at normal temperatures and thus can form solid structures when hardened. Wax is extremely sticky and dense in liquid form which allows the user to provide a fluid offense and defense. The stickyness allows the wax to attach onto the opponent, providing a good supplementary use. In addition to creating wax within any solid structure by focusing his fire, water, and earth chakras in the manner stated above in that object, the user can also expell the wax from his body. While liquid wax normally cools and hardens after a given time, the user has no control over this hardened wax.



Usage Examples:

(Routon: Hei)- Wax Release: Reign
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user focus wax chakra into their feet. The with one stomp on the ground, lava like wax erupts into 5 pillars anywhere on the battlefield the user choose.

(Routon: Dorosandan) – Wax Release: Waxshot
Rank: C
Type: Offensive
Range: Short-Mid
Chakra cost: 15
Damage points: 10
Description: The user spits a thick globule of Wax at the target. If aimed correctly, it can blind the target's vision and choke them. It can also be used to create a sticky patch on the ground made from wax unless it dries.


(Routon: Routon Hari)- Wax Release: Wax Wave
Type: Offensive
Rank: B
Range: Short- Mid
Chakra: 20
Damage: 40
Description: the user focus claps his hands and causes hot liquid wax to rise upwards out of the ground in a massive wave that comes crashing down on the opponent.

Conditions to be able to use it: Mastery over Earth, Fire, and Water with great Chakra Control

Is weak to:

Earth/Earth Based Elements - Earth and earth based element's brute force is able to go through the liquid wax with no problem

Wind/Wind based Elements - Wind is able to slice through wax easily as well as push it back[/B]



Is strong against:

Lightning/Lightning based Elements - Wax is an insulator, therefore a current cant run through it.

Fire/ Most fire based Elements- Wax is already in melted form, thus there isnt much fire can do to it. However, fire that reaches extreme temperatures will be able to completely erase it.

Organic Elements- Waxes are commonly used to coat and preserve objects by forming a sort of mold over them. Wax will be able to do this same thing to organic elements, forming a coat over them that kills the organic material and stops it from growing, releasing things such as pollen, etc.

Co-creator: -Broly-

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

P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei and Zise, give you the following:

Better, our loyal member, gave on the date January 17th 2014 a request for a Patent on his custom element (Wax); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;


Routon
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Copyright 2014, Better, NarutoBase.net​

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Wakkusu: Taibu, Wakkusu Jutsu Wax Release: Greater Wax Technique
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: With this technique, the user is able to create and manipulate Wax from preexisting wax or earthen sources by doing a single handseal. Alternatively, by using his thoughts and chakra, he may create and mold wax from his body. These structures range from weapons, waves, pillars, etc, which he can create by either using regular flowing wax, or by condensing it as seen in other liquid "solid" techniques such as "Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining". The objects made from this technique are lifeless but remain on the field when the user is not flowing chakra into them. After the user ends this technique, the wax cools slightly and hardens.
Note: Usable 5 times per battle
Note: One turn cool down between usages


Wakkusu: Urutora Wakkusu Jutsus Wax Release: Ultimate Wax Technique
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
In essence a stronger version of "Wax Release: Greater wax technique" With this technique, the user is able to create and manipulate Wax from preexisting wax sources or earthen sources by doing 3 handseals, or by also using two handseals they may create wax from their body. These creations range from weapons, waves, pillars, etc, which he can create by either using regular flowing wax, or by condensing it as seen in other liquid "solid" techniques such as "Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining". The only limit is the users imagination and his circumstances. The objects made from this technique are life less but remain on the field when the user is not flowing chakra into them. After ending thus technique, the wax cools slightly and hardens
Note: Useable 3 times per battle with a 1 turn cooldown in between
 
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Custom element Japanese name: Gariumu
Custom element English name: Gallium
The element is based on: Earth+ Fire+Extreme Chakra Control
Facts that prove the element to be possible (in the manga context): It has been shown to not only manipulate the earth but the minerals in the earth through things like steel, sand, crystal, etc release. Since the Naruto world has been shown to have many of the minerals and elements that the real world has if not all, it is easy to assume that Gallium exists in the Narutoverse. Estimated to be in a quantity of over 1 million metric tons in the earth's surface, finding gallium would be an easy feat to accomplish.

How it works: Through using the earth chakra and regular earth to harness the impure gallium that already exists in the earth and at the same time using finely added fire chakra to heat the earth so much so that the impurities of the gallium are eliminated and only pure gallium remains in a process similar to smelting, which is how pure gallium is obtained in the real world, gallium can be created and controlled. Then by mixing earth and fire chakras in the same way, liquid gallium can be created from himself. Gallium has one of the lowest melting points of any metal at 85 degrees and comes out as a very dense liquid. Gallium has the highest range between melting point and boiling point of any element with its boiling point being at 4000 degrees F which is over two times the temperature of liquid lava, making Gallium dangerous to touch for the opponent.

Gallium is very special in the fact that it has been seen to actually eat through metal such as aluminum cans or computer shells and make them very very brittle, almost falling apart to the touch when gallium reacts with it. What is great about this is that it doesn't have any radioactivity or acidic properties to human skin, making it safe to use for commercial use. However upon touching metal/metal based ce's/ steel/etc it will eat through it near instantly and make it crumble extremely easily.


Taken from Wikipedia



Usage Examples:


Metal Sea
Rank: A
Range: Short-Long
Type: Offensive/Defensive
Chakra: 30
Damage: 60
Description: The user will insert his chakra in the earth and bring a large amount of pressurized gallium out of it. The gallium is molten hot and can be as large as the user wishes, depending on the amount of chakra put into it. The user can control the wave and move it around as he desires. Upon touching the wave the opponent will suffer severe burns and likely be crushed under the immense weight.


Gallium Gunshot
Rank: A
Range: Short-Mid
Type: Offensive/Defensive
Chakra: 30
Damage: 60
Description: The user will simply focus gallium chakra into his throat and spit out a small bullet of Gallium at the opponent. Due to the size the bullet moves extremely fast and quiet, perfect for assassination


Explosive Metal
Rank: S
Range: Short-Mid
Type: Offensive
Chakra: 30
Damage: 60
Description: The user controls all the molecules in a premade source of Gallium and causes them to all collapse in on each other and cause the source to explode doing damage up to mid range all around




Conditions to be able to use it: Earth mastery, Fire mastery,Extreme chakra control

Is weak to:

Earth/Earth Based Elements: Due to Gallium already being in liquid state and getting its power mainly from impact damage, Earth is able to absorb the liquid Gallium (like what it does to water release) as well as absorb take the impact of it.

Lightning/Based Elements: Gallium is a semi conductor therefore a current can run through it, destroying the gallium.

Is strong against:

Some Fire/Fire based Elements- Since gallium is a dense liquid it will be able to easily put out the fire. Also with the highest range between melting and boiling of ANY element, it is highly resistant to heat. However CE's of high temperatures exceeding its boiling point of 4000 F will be stronger

Metal and metal based Elements- Gallium has been shown to eat through all kinds of metal and make it very very brittle to the point where touching it will make it crumble.

Water/Water based Elements- Gallium is more dense than water and will be able to overtake it, also since it is an advanced earth element it naturally has an advantage over water

Radioactive Elements- Gallium is used in things such as plutonium nuclear pits in order to stabilize radioactive elements due to it alloying with things very well.


Co-creator: Better
Students I passed this custom element on too: ? & ?


P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei and Zise, give you the following:

-Broly-, our loyal member, gave on the date January 17th 2014 a request for a Patent on his custom element (Gallium); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;


Gariumu
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Copyright 2014, -Broly-, NarutoBase.net​

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Gallium

1) (Gariumu:Anata no me o aite, Kitachōsen o mite) Gallium Release: Open Your Eyes and Look North
Type: Offensive/Defensive/supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This jutsu is used in order to create a number of Gallium streams, walls, weapons, cubes, etc or even to manipulate prexisting Gallium into those forms. The user can create these inanimate objects from himself or the ground. The gallium will form as super heated and with much density.When used from the ground this technique will always require one handseal but when used from his own body, the jutsu only requires the users thought and chakra manipulation; in this case, the Gallium is shot through the mouth. In order to move the creations once created, the user needs to control it with hand motions. When the technique is over the Gallium will lose its form in the spot it was when the technique ended as a puddle of molten Gallium, which rapidly cools down and hardens slightly.
-Usable 6 times per battle-
No matter how many objects are created they will add up to A rank in power
2) Gariumu:Sapuraizu watashi wa kyūba kara kita nda! Daremoga hitotsu no nō o motte i )Gallium Release:
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn to sustain)
Damage: 80
Description: The advanced form of "Gallium Release: Open Your Eyes and Look North", this jutsu allows the user to create a number of Gallium streams, walls, weapons, cubes, etc or even to manipulate prexisting Gallium into those forms. When this jutsu is used, the user can expel Gallium from any point of his body, or he can create Gallium from the ground. The user also can create animate objects with this technique, and may control them with mental commands similar to the Great Stone Golem technique.
-Useable 3 times per battle
-1 turn cooldown between each use
-Requires three handseals

3) (Katon/Gariumu: Sangyō kakumei) Fire Release/Gallium Release: Industrial Revolution
Type:Supplementary
Rank:B
Range: Short-Long
Chakra:20 (+10 to Gallium techniques)
Damage:N/A (+20 to Gallium techniques, +10 to techniques S-rank and above)
Description:
BY increasing the ratio of fire chakra during the creation of Gallium techniques, the user will be able to create superheated Gallium that in addition to being stronger (being raised in effectiveness by 1 Rank/20 Damage due to the increase in heat and chakra) also causes a form of heat exhaustion to any opponent’s within short range of the techniques for 1 turn or more. This makes it so that opponents within short range of affected Gallium techniques lose ¼ of their tracking/reaction speed for the next 3 turns. An alternative use of this jutsu allows the user to activate it on an inert source of gallium leftover from other techniques. The leftover Gallium becomes a B rank tech in regards to damage and carries the same effects as the enhancement version of this technique. The alternate version of the ability allows reshaping and mental control over the gallium thanks to the user adding chakra back in to the inert source and reheating it to allow moulding.
This technique may be used 4 times per battle with a 2 turn cooldown in between and is triggered by the user performing 2 additional handseals alongside the end of the gallium technique used. This may be used in the same timeframe as Gallium techniques of course. Requires a single handseal to perform. Should the target remove themselves from the short-range of Gallium, their senses will return to normal after one turn.



4)(Fuinjutsu/Gariumu: Seisan shudan o tsukamu) Sealing Arts/Gallium Release: Seize The Means of Production
Type:Supplementary/Defensive
Rank:B/S
Range:Short-Long
Chakra:20/40
Damage:N/A (80 for Cyborgs)
Description: B Rank: The user may make the seal of confrontation seal and focuses their chakra to form a barrier bearing a silver kanji for the word “Destroy” around any number of metallic objects that are unranked/without chakra infusion or metallic objects (weapons, SNT’s, armor, etc) that are chakra infused/formed of chakra up to B rank and below (following Galliums S/W). This barrier forms instantly around the object(s) in question and assaults the object with Gallium chakra. Due to the nature of the element, the formation of this barrier will reduce the object to nothing as the Gallium consumes the metal completely. This may only be used on objects that the user is aware of and does no harm to the opponent themselves. The barrier is only as large as the object being targeted and can even be used on multiple weapons so long as they follow the aformentioned targeting rules and are up to B rank in strength. The user must wait atleast 1 turn between uses of this rank.


S Rank: The user makes 4 of handseals, the result of which forms a kanji for the word “Eradicate” beneath the opponent that immediately forms a (short range) sealing barrier around them made with Gallium chakra. Much like the B rank version, This barrier assaults the opponent with Gallium that will immediately eat any metallic objects (weapons, SNT’s, armor, etc) within the barrier, including any that the opponent may have hidden away on his person or otherwise in range, reducing them to nothing.This will not harm the opponent in any way unless they are Cyborgs in which case this move is capable of dealing 80 damage if they don’t escape or destroy the seal within the next timeframe rather then reducing them to nothing due to their inherently metallic nature, however it will still eat away any metal objects they have with them. As this is a non damaging sealing technique, this barrier is capable of absorbing and sealing away any chakra based techniques that hit it up to S rank (following Galliums S/W), meaning that is able to absorb up to A rank earth techniques, any metal based techniques, and so on and so forth(S-rank techniques neutral to Gallium will cancel out with the barrier, destroying it). This technique is capable of being used on multiple opponents at once. This rank may be used twice per battle with a 3 turn cooldown in between. This barrier vanishes once it has destroyed all metallic weapons in range of it and otherwise lasts 2 turns. The user retains a degree of control over the barrier, being able to various sized holes within it to let attacks in.

Note: No Fuinjutsu techniques above A rank the turn this is used after using S rank version
Note: No Gallium Techniques above A rank the turn this is used after using the S rank version



5) (Kenjutsu/Gariumu: Sangyō kakumei) Sword Arts/Gallium Release: Heavy Machinery
Type:Offensive
Rank:S
Range:
Short-Mid
Chakra:40
Damage:80
Description: The user weaves four handseals either creates a sword of Gallium or uses their Gallium chakra to coat a sword they are already holding. By using the strength and skill garnered via their Kenjutsu training they will begin spinning their sword so hard and fast that it will throw Gallium from the sword outwards in large rings that is able to hit multiple opponents at once. By constantly spinning their sword and streaming as much Gallium to cover the sword as needed, the user will be able to create air waves that push and spread the Gallium further and further with each revolution to create multiple rings of Gallium that are constantly produced and spread out. If a gallium sword was made the user can maintain this sword as long as they wish by paying 10 chakra per turn, using it as a normal sword that provides basic C rank defense and offense.


Note: S-rank attack can be only be utilized three times per battle, consuming a move-slot each time
Note: No A-rank Gallium techniques in the turn activated S-rank usage is activated and no S-rank in the next
 
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Hot Ice

Custom element Japanese name: Hottoaisu

Custom element English name: Hot Ice

The element is based on: Water + Earth + Fire
Facts that prove the element to be possible (in the manga context): Sodium Acetate, or as it will be called for the remainder of this submission, Hot Ice, is the combination of water to form the base, sodium in the earth to form the material, ( ), and fire to burn out any impurities and combine the two through heat in order to form the liquid substance that will now be explained. Hot Ice is very often used in the making of potato chips (which Choji is often seen eating) as a food additive and preservative. It is also used as a pickling agent because it stops or slow downs spoiling caused by micro-organisms. Foods to be pickled, like cucumbers , are very likely to be soaked in a solution of Hot Ice in order to complete the process. Chances are, Hot Ice is very abundant in the Naruto world. That being said, with elements like crystal, steel, and the like, it has been shown that a person is able to manipulate the contents of the earth, focus chakra into it, and ultimately use it for their advantage.

How it works: All at once the user will manipulate the earth so as to harness the natural salts within, use his water chakra to create water amongst said salts and form the base, while also using his fire chakra to heat it so that the salts will be absorbed into the water as well as burn out any impurities. What will be created and under the user's control as a result of this one action, is Hot Ice. Of course, by repeating the same process and using his fire, earth, and water chakra in lieu of the real thing, the user can create Hot Ice from his body. Hot Ice has a few differences from regular salt.

Hot Ice is initially a clear, water-like liquid. When met with even the slightest bit of aggravation it will immediately harden into a hard ice-like substance. Even gently pouring Hot Ice on itself will cause this reaction.
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Hot ice is known to neutralize sulphuric and other acids as it is used to keep pH scales in balance and treat waste streams. Hot Ice is a well known water sealant. Upon reaching the aforementioned crystallization, Hot Ice releases a heat of about 138 degrees Fahrenheit. For the purposes of this CE, Hot Ice can only be made and controlled as a solid element only, as when met with any sort of aggravation at all it will immediately solidify anyway.
Hot Ice in solid form

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Usage Examples:

Surprise
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user builds up Hottoaisu chakra in his hand and thrusts his fist at an opponent in short range. When this is done he will release a fist shaped block of hot Ice that will do heavy impact damage to them.

Armour King from Tekken
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will form a hard and thick armor of Hot Ice around his entire body.

Conditions to be able to use it: Mastery over fire, water, earth

Is weak to:
  • Lightning/Lightning Based CE- Lightning has the destructive capability to rip Hot Ice apart and destroy it with ease.
  • Earth/Earth Based CE - Earth is stronger and harder than hot Ice and thus its impact will cause it to break.
Is strong against:
  • Water/Water based CE - Hot Ice is a well known water sealant and blocker
  • Ice/Ice like elements - Hot Ice releases well over enough heat to reach Ice's melting point
  • Sulphur - Hot Ice is able to neutralize Sulphur
  • Acidic Elements - Hot Ice is able to neutralize all acidic agents and elements
Co-creator: -Broly-
Students I passed this custom element on too: -Haku Yuki- & ?

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

I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Nathan, our loyal member, gave on the date February 4th 2015 a request for a Patent on his custom element (Hot Ice); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;



Hottoaisu
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Copyright 2015, Nathan, NarutoBase.net​




Techniques:


1.
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through the use of a single handseal, the user will either manipulate the earth or their chakras in their own body to produce and manipulate Hot Ice or existing Hot Ice. This is the most basic application of Hot Ice Release which allows the user to create highly versatile constructs such as shields, swords, walls, pillars, waves, spheres, weapons, and other forms. These constructs can be produced from the user’s body or alternatively can be produced anywhere from the earth around the user. There are limitations to this technique. Depending on the quantity of chakra applied by the user they will only be able to use this technique in certain ranges. D and C-Rank applications can reach up to short-range from the user’s position. B and A-Rank applications can reach up to mid-range. And S-Rank applications can reach up to long range. Additionally, should the user wish to sustain the constructs produced they simply need expend an additional amount of chakra per turn. For applications D to B-Rank the user need only expend 5 chakra. For A-Rank applications the user need only expend an additional 10 chakra. And for S-Rank applications the user need expend 15 chakra per turn. S-Rank applications of this technique require the use of the Snake, Boar, and Tiger hand seals.
Note: The S-Rank application of this technique can only be used three (3) times per battle.
Note: The S-Rank application of this cannot be used on consecutive turns.
Note: The forms created are simply static constructs, not complex forms or dynamic creations.
Note: No other S-Rank or above Hot Ice on the turn the S-Rank version is used

2.
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: One of the more supplementary uses of the element, and using the unique ability of hot ice, that it is a powerful water sealant. Through the user’s chakra and by performing a set of four hand seals and releasing their chakra the user will create a shell of hot ice (or any type of hollow object), becomes capable of retaining water it comes in contact with, including water and water based techniques of the opponent within strengths and weaknesses. The capabilities of this technique are for example, the object can only store up to and including S-Rank techniques. There are limitations to this technique, however. The object has a limit on the quantity of water it can absorb at any given time. The object is only capable of absorbing up to it's rank in water and thereafter will reach its containment limit. If the containment limit is passed and the object absorb water again it will simply shatter and disperse causing the water within it to burst out and be released as a massive omnidirectional wave of water and terminate this technique. The user can also make use of the water absorbed by the object to make use as a water source for his or her own water techniques. The object can be sacrificed causing the water within it to be used for the water techniques of the user.

Note: Can only be used twice per-match.
Note: Lasts for four turns or until cancelled and released.
Note: The user cannot use this in consecutive turns.
Note: No A-Rank and higher Hot Ice techniques in the user’s next turn after this technique has ended.

3.
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn + -10x per layer)
Damage: N/A (80)
Description: Gravekeeper’s Cloak is a unique application of Hot Ice based upon “Earth Release: Hardening Technique.” Through the rapid release of Hot Ice chakra throughout the user’s entire body an armor of Hot Ice will form on the user’s body with the exception of their mouth and eyes, should the user choose to do so. This armor however is unique compared to the Hardening Technique in two aspects. The first is this armor is in essence living and responds to the user’s will. While the armor cannot move on its own the cahkra it drains from the user fuels its life. The second unique characteristic is that it is not a single layer of armor. Instead, the Gravekeeper’s Cloak is composed of four distinct layers of Hot Ice simply packed tightly together and held together by the user’s chakra. Each layer is equivalent to B-Rank and can offer defences within elemental weaknesses and strengths. For example, should an opponent attack the user with an A-Rank attack neutral to Hot Ice then two layers of the armor will be instantly shattered. Combining these two unique aspects offers the user powerful defensive capabilities. The continual feeding and sacrifice of chakra allows it to regenerate these layers should they be shattered. The regeneration of the layers simply requires the user to expend 10 additional chakra per layer that they wish to regenerate. Should all layers be destroyed in a single instance then the technique shall end entirely as the Cloak cannot regenerate at all should no layers be present. The layers of Hot Ice are produced in such a way to only slightly hinder movement causing the user’s speed to be reduced by two levels from their current level for the duration of the technique. In addition to this the user becomes unable to weave hand seals due to the sheer bulk of the armor and can only hold rudimentary weapons such as normal kunai, katanas, and longswords. He cannot hold ranged weapons like bows and arrows and utilize them proerply. The user’s sense of hearing is also distorted slightly causing them to have a slight vulnerability. Additionally, while shrouded in the Gravekeeper’s Cloak one can only mold chakra for Hot Ice, Earth, Fire, and Water techniques. On top of its powerful defensive capabilities the Cloak also offers some certain offensive capabilities. The user is capable of, at the cost of a move, produce from the armor pillars, blades, and spikes which can reach up to short-range from the user’s position. These offer various types of damage and can tear through powerful defenses within elemental strengths and weaknesses. They will emerge from the armor with incredible velocity granting them immense blunt or piercing power. As with all Hot Ice this technique comes with the high temperatures of Hot Ice allowing for limited burn damage to the opponent with extended contact.
Note: Can be used twice (2) per battle.
Note: can only be used once every two (2) turns.
Note: Once activated the Gravekeeper’s Cloak will last for four (3) turns.
Note: After this technique has deactivated the user cannot use Hot Ice techniques above A-Rank for two (2) turns.
Note: No jutsu above A rank in the turn this ends

4.
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The purpose of the Donation of Deimos is to reconstitute and repurpose destroyed Hot Ice structures littering the field of battle. Through the use of a single hand seal the user can release their Hot Ice chakra from their body into the surrounding area up to long-range. Once it comes into contact with destroyed or abandoned Hot Ice remains the technique will infuse it with chakra and allow the user to bend it once again to his or her will. The chakra released can repurpose the Hot Ice allowing it to be infused yet again with the user’s chakra granting it A-Rank capabilities – meaning that if an S-Rank Hot Ice pillar was destroyed previously in a fight and this technique infuses it, it will now possess A-Ranked strength. The limitations on this technique are simple. The user can repurpose shattered Hot Ice structures and cause them to act as projectiles which are launched rapidly toward their target(s). Should the user infuse a pile of Hot Ice or multiple shards they will all be reanimated but will only have the total combined strength of A-Rank, it cannot exceed that strength. Additionally, with their chakra, the user can reshape the shattered Hot Ice either further sharpening it or blunting it allowing the user to experiment with many forms of damage. The technique can only reanimate shatter Hot Ice and reshape it into simple structures such as knives, pillars, etc. It cannot create complex forms.
Note: Can be used five (5) times per battle.
Note: Cannot be used within consecutive turns.

5.
Type: Offensive
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Through the usage of a single Snake hand seal the user is capable of initiating the Hounds of Tartarus by swiftly converting and releasing copious amounts of Hot Ice chakra into the earth within short-range of the user or from the user’s body resulting in the formation of demonic hounds with enormous appetites. The size and number of the hounds can vary to the user’s discretion – in terms of the number of hounds created their total strength will always come to the sum of an S-Rank technique, never more and never less. In terms of size the hounds created can be as small as an average sized German shepherd or as large as Gamaken. The special quality of the hounds is that they are imbued with the user’s chakra and as such are granted a limited form of sentience allowing them, as long as the user is feeding them a small portion of his chakra per turn, to act independently and respond to the user’s will. As they are composed purely of Hot Ice the hounds respond to normal elemental weaknesses and strengths. Their bodies radiant with heat causing those to come in contact with them to suffer; prolonged contact with the technique will cause the target to suffer from burns and such on the afflicted area. The hounds themselves are equipped with sharp Hot Ice teeth and can be used to tear opponents to shreds should they get their strong grip on a target. The final ability imbued upon the hounds is that they are capable of consuming water techniques due to the absorptive characteristics of Hot Ice. The water can be consumed by the hound through their mouth generally and can consume up to their rank in water which will cause them to reach their containment limit. Of course, their containment limit decreases with each additional hound created. For example, should two hounds be formed (each sharing A-Rank strength) then each will be able to, separately, contain an A-Rank water technique within their body. If a water technique is widespread, however, the two can both consume it and split the water technique in half (assuming it is S-Rank and the two hounds are A-Rank) allowing both hounds to carry half the water technique within their body. Finally, with a single confrontation hand seal the user can cause the hound’s body to explode with the contained water within causing a potent Hot Ice/Water combination to burst out from the body. In a default explosion the combined elements will be an omnidirectional burst but the user can, with their chakra, angle the elemental combination away from them and toward their target(s), should they desire. The dangerous effect of this technique is that the user will only be able to access the elements which compose Hot Ice – that is Water Release, Fire Release, and Earth Release as well as Hot Ice Release itself.
Note: Can be used twice (2) per battle.
Note: The hound(s) will remain on the field for a total of four (3) turns.
Note: When this technique expires the user will be unable to use Hot Ice techniques above S-Rank for the following turn. No jutsu s rank or above when this ends

6.
Type: Defensive, Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 (-10 per turn)
Damage: N/A (-20 to the user)
Description: The user will focus Hot Ice chakra throughout their entire body to produce a sword composed of pure Hot Ice in either hand. The sword is not a simple blade of Hot Ice; it inherits certain abilities which it is able to impart on the user. The sword itself is an attempt to bring mastery and oppression to the seas. The most basic ability the sword inherits is a limited form of sentience through the passive draining of the user’s chakra. While it is hot to the touch the sword is produced from the user’s own chakra and as such will not harm the user in the slightest, similar to produce fire from the user’s body without burning the creator. The Sword of the Sea can be created at varying sizes at the user’s volition and manipulated after creation. It can reach a maximum size of 10 meters in both length and width allowing for it to execute its abilities to oppress Water Release against numerous sizes and shapes of techniques. Changing the sword’s size, whether increasing or decreasing, will cost one of the user’s three moves per turn. The sword itself possesses a pseudo regenerative ability allowing it to regenerate itself to its original strength unless it is completely destroyed within elemental weaknesses and strengths. The third ability of Aetherius is its ability to effectively ‘petrify’ sources of water and ice through its strength over Water and Ice Release. This ability is very much akin to Earth Release’s ability to petrify mud. However, Aetherius is able to extend its influence over water instead due to its strengths. This ability works by converting the source in question into Hot Ice from the point of contact outwards at a fast pace. In the case of Water Release, it will be as if Water is freezing at an irrational rate yet it will retain a warm temperature to it which quickly heats up to reach the temperatures of Hot Ice Release. In the case of Ice Release, it will be as if the Ice retains its form and structure but will take the form and temperature of Hot Ice Release. When applied to a source of water or ice, either a technique or simple source void of chakra, this ability will cost one of the user’s three moves per turn. The final ability of Aetherius builds on its unique interaction with Water Release. Aetherius, as the oppressor of Water, is able to consume Water techniques through its tip at the cost of a move. For each Water technique consumed Aetherius reinforces itself with the consumed water increasing its resistances by 10 effective damage. When Aetherius, Sword of the Sea expires, released prematurely, or overpowered in combat the user will be unable to access Hot Ice Release chakra for the remainder of the fight. When this technique ends the user will be unable to produce Water, Earth, or Fire techniques above A-Rank for the same and following turn. Additionally, due to the strain on the user’s body the user will have their base speed effectively reduced by two levels. Aetherius, Sword of the Sea cannot be used by clones.

7.
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90 (-40 to the user)
Description: A powerful Hot Ice Release technique involving the user focusing chakra throughout every point in their body and then releasing it in one immense omnidirectional blast. In essence the blast carries numerous small particles of Hot Ice carrying the heat of the technique and force akin to that of Wind Release rushing outward with immense concussive force blowing away anything in its path, respecting elemental strengths and weaknesses. The blast carries itself into long-range with ease decimating the terrain in the process. However, this technique, while devastating in raw sheer force carries with it a deceptive property. As the blast pushes itself further and further outwards it leaves in its wake Hot Ice particles leaving behind a sort of Hot Ice mist or haze. The Hot Ice mist leaves behind a warmth in the air although, compared to normal solid Hot Ice, it does not possess burning capabilities or can cause any suffocation; it is simply cosmetic. It also is unable to hinder normal eyesight on its own. The mist itself does carry a unique trait to it found in Hot Ice Release – it possesses the incredible ability to consume and absorb Water Release techniques. As such, while the lingering mist is present on the field Water techniques within elemental strengths and weaknesses are unable to be materialized in the air due to the Hot Ice mist absorbing the air moisture. Winter Solstice is also able to suppress the manipulation of water sources and the production of water from one’s own body. With this technique water produced and manipulated from a water source as well as from an opposing user will be suppressed and reduced by one rank in effective strength, (Effectively stops up S-rank opponent water). Because of the nature of Winter Solstice this technique takes enormous strain on the user’s body inflicting 40 damage on the user and causing them to experience a temporary full body pain lasting for a single turn. This technique can be used once per battle. After usage the user is unable to use Hot Ice techniques above A-Rank for the same and next turn. The user is unable to use Earth, Fire, and Water techniques above A-Rank for the same and next turn. In addition to this the user’s base speed rank is reduced by 3 levels for a single turn after this technique is used. The mist of Hot Ice particles will remain on the field active for four turns after this technique has been used.[/QUOTE]
 
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