Chihaya's Crystal Ball

Chihaya

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▶ C h i h a y a ' s . C u s t o m s ◀

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Mine:
1. (Futon: Kaosu no ude | Wind Release: Arms of Choas) (4/6)
2. (Futon: Ruminasu Matsuge | Wind Release: Luminous Lashes) (3/6)
3. (Futon: Medeyūsa no deshi | Wind Release: Medusa's Apprentice (1/6)
4. (Futon: Tengoku no rifuto | Wind Release: Heavens Lift) (1/6)
5. My CW: (Dākubaputesuma) - Her Dark Baptism
6. (Hotaru no bochi) - A Graveyard of Fireflies (0/6)
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Learned:
1. (Genjutsu: Shinpi-tekina meisho) - Illusionary Art: Mysterious Attraction)
2. (Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
3. (Katon: Hakkō matsuri) | Fire Release: Luminous Festival
4. (Doton: Borudākyaribā) - Earth Release: Boulder Calibre
5. (Doton: Doroppu Bokkusu | Earth Release: Drop Box)
6. (Fuuton: Ransettoshotto | Wind Release: Lancet Shot)
7. (Doton: Ricochet no janguru) Earth Style: Ricochet Jungle
8. (Doton: Anubisu no mon) - Earth Style: Anubis's Gate
1. (Torakkingu-Shi no Chō) - Tracking Paper Butterflies
2. (Kami Hanten Sekai) - Paper Inverted World
 
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Chihaya

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Mockingbirds
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Summoning Animal: Mockingbird
Scroll Owner:The Girl on Fire
Other Users who have signed contract: None
Summoning Boss if existing: Mellark
Other Summoning Animals tied to contract: Odair, Hawthorn, Snow.
Description and Background: Mockingbirds are a group of New World passerine birds from the Mimidae family. They are best known for the habit of some species mimicking other species, therefore every summon that's a part of the mockingbird contract is capable of using the Transformation Technique, to change their shape. There are 17 species in three genera and the species live in a wide range of habitats.
Signers must wear this tattoo:
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The Birds:
3. (Kchuysei: Mellark) Summoning: Mellark
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A[
Description: The user pulls out a small scroll places his/ her hand on it. With this action the user summons Mellark the king Mockingbird. Mellark is big enough for the user to stand on comfortably whilst flying (Half the size of Gamabunta). Mellark is able to use Wind techniques up to S-rank that do not require handseals. Mellark possesses great strength for a bird and is capable of lifting whole trees or large rocks easily whilst in flight (he cannot however pull the trees from the ground).
-Can use wind jutsu requiring a fan-
-Can only be summoned once per battle-
-Remains on the field for four turns-
-Must have signed the Mockingbird contract to summon-
10. (Kchuysei: Valor) Summoning: Valor
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage Points: 60
Description: Valor is a relatively small Mockingbird (roughly the size of an average peregrine falcon) whose abilities lie not within his ninjutsu prowess or mastery of the elements but instead, Valor's true potential lies in his ability to be summoned in full flight with a mere whistle of specific pitch, a pitch that only sound users can produce to perfection. Not only is he summoned in what is near to an instant, but he is also summoned in place of the user. The user being transferred into Valor's world whilst the bird remains on the battlefield. Valor is about the size of an average human, he is capable of reaching his top speed (A-Rank Speed) in under a second giving him a great reputation as a great, quick maneuvering, defensive bird. By whistling from the bird's world, the user can switch places with Valor at any time. Upon switching back, the user will bring with him hundreds of weighted, needle-like feathers from the Mockingbird homeworld which will fall from the sky in a circle short/mid-range in all directions with the user as their center point. However, this can only be done when in the air and has a short time in between before the needles rain down. This is equivalent to an A-rank Ninjutsu techinque. Valor is not capable of using techniques other than ones any Mockingbird can use.
-Can only be summoned once per battle-
-If killed, the user will be forced to switch back in with the bird and will not themselves die.
-Remains on the field for up to four turns-
-Must know Sound Release to use the whistle summon method
-Must have signed the Mockingbird contract to summon-
14. (Kchuysei: Chōshō no kazoku) Summoning: Family of Mockery
Type: Supplementary
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: With this technique, a signer of the Mockingbird summoning contract can call upon the trio of miniature mockingbirds. Snow, Hawthorne and Odair. These mockingbirds are a lot smaller than most mockingbirds, each roughly the size of a tennis ball and capable of flying at great speeds. These Mockingbirds each specialize in recreating different sounds of battle.

- Odair is able to recreate the sound of a larger weapon such as a battleaxe, large rock or a trident traveling through the air.
- Hawthorne is a master of explosions, able to recreate the sounds of many varying sized explosions pitch perfectly.
- Snow is a master of the silent whoosh. He can recreate the sounds of small weapons travelling through the air such as kunai, shuriken or senbon.

These Mockingbirds are close to useless in an offensive sense due to their lack of size, however, with a whistle different to that of Valor's they can be summoned to the field in a near instant by signers with access to sound release. As well as being familiar with the sound summoning method, the Mockingbirds can be summoned to the battle each in a different location and anywhere up to long range of the summoner.
-One bird cannot remain on the battlefield alone. There must be at least 2 alive.
- Lasts for up to 5 turns and summoned once
Bird Techniques.
4. (Mockingbird: O-dio Ese) Mockingbird Technique: Auditory Mock
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: With this technique Mockingbirds are able to mimic human voices pitch perfectly in order to confuse opponents as to the whereabouts or number of their opponents.
-To mimic opponents voice they must have spoken previously in the fight.-
Once mimicked Mockingbirds remember voices indefinitely (User must be able to prove that the Mockingbird has heard the voice previously if being taken from a past battle)
Cats
Summoning Animal:Cats
Scroll Owner: Hazure
Other Users who have signed the contract:Hokusai, Never, -S-, Jokey
Summoning Boss if existing: Rinsei
Other Summoning Animals tied to contract: Chisoku, Bubble, Ninja Cat Restraints

(Kuchiyose No Jutsu: Kisaki Kuchiyose: Rinsei) Summoning Jutsu: Queen Summon: Rinsei
Type: Summoning*
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 (Depends on the jutsu she performs)
Description: Rinsei is the Queen of the Neko family (like Manda is the king of snakes). She is one of the most powerful of the Neko Family. Like the 3 tailed Demon she has 3 tails, this allows her to use her 3 Katanas. Her fur is soft like clouds and she has the Ying and Yang symbol printed on her forehead (the place where the summoner stands, if she allows it). Like all of the Neko family she is able to use a large amount of chakra, if needed. Her personality is that of a protective mother, if anything comes to hurt her young, or summoner, she will go all out against the person responsible. Jutsu she can use are (some cases she might need help from her summoner):
Katon – Up to S-Rank
Fuuton - Up to S-Rank
Rinsei is very touchy when it comes to a summoner, she will only let a summoner stand on her forehead when they have done something to prove themselves to her. In order for a summoner to attempt to stand on her forehead the summoner must undergo a variety of tasks, which vary depending on her mood. The only exception is Kusari Uchiha (Hazure), who holds the Contract of the Neko Family.
*Stays in battle for 3 turns.
*Can only be used once per battle.
*Must have signed the Contract of the Cats (held by Hazure)
(Nineko Kuchiyose No Jutsu: Sharuru) Ninja Cat Summoning Jutsu: Carla
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Sharuru. She is a small, white cat with pink ears and brown eyes. She also has two whiskers on each side of her face. Sharuru wears a pink bow near the end of her tail. Carla's usual top consists of a mustard yellow and pink top with a pink bow tie. She has the passive ability to transform into a humanoid form via the Transformation Technique though more akin to Tsunade's useage having a more permanent form, which she uses as a means of combat - being able to use Taijutsu up to A rank, while also moving twice the base speed of her summoner. She is able to be summoned twice per battle, lasting four turns but in order to resummon her the user needs to waits three turns after his dismissal.
Picture:
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(Nineko Kuchiyose No Jutsu: Ritoru Koneko: Awa) Ninja Cat Summoning Jutsu: Bubbles
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Awa. Awa is a small cat, being the same size of a normal domestic feline. His general appearance is simple, having silver colored fur, with a white underside and having a gold earring on his left ear. He is a happy go lucky cat, always up to be summoned by humans to aid them in combat - as outlined in his name giving a minor idea to his abilities. He is able to use water release up to A rank without the need of hand seals, but when releasing them tends form bubbles alongside them. This is harmless and simply a cosmetic he adds into his ninjutsu mostly to mock the opponent or at times blind the opponents. He can be summoned twice per battle, lasting four turns but in order to resummon him the user needs to waits three turns after his dismissal.
(Kuchiyose no Jutsu: Ninja Neko Enryo) Summoning Jutsu: Ninja Cat Restraints
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost:
Damage Points:
Description: After marking the opponent with the users own blood, he/she will then proceed to smear their hand with their blood. Building up chakra, the user slams his/her hand down onto the ground and summons a group of 6 Ninja Cats. These cats can either appear on the surface of the ground or appear underneath the ground and then follow the scent of the summoner’s blood to the opponent. Once they have located and targeted the opponent, the 6 ninja cats will then attempt to restrain him/her. Two will appear at the opponent’s feet and bite into their ankles, effectively halting the movements of the opponent, two more Ninja cats appear out of the ground and bite into the wrists of the opponent, keeping their hands in place. The remaining two Ninja Cats, the largest, appear behind the opponent and bite into his/her neck, preventing further movement of the upper body. The cats names are:

Kinomi
Kuro
BoriBori
Guraindo
Buuta
Ooki


Kinomi is the same size as Akamaru in the original Naruto series. Kinomi's fur is a pale orange color and is rather course to the touch. Her eyes are a dark green shade of color but even though they show a deep hidden sadistic nature they are very gentle most of the time. When Kinomi is summoned she is somewhat protective of her bother, Kuro, and is not afraid to chomp the ankles of a new summoner that she believes is about to hurt Kuro.

Kuro is the same size as his sister Kinomi. Kuro's fur is a midnight black color with a white pattern on his belly and his fur is soft to the touch. His eyes are a light blue shade of color and they reveal a warm feeling if you stare into them for too long. When Kuro is summoned he is quite care-free and will dawdle if he can get the chance, although he will protect his sister if the need arises.

Boribori is roughly the same size as an abnormally large sausage dog. He has a long thin body that is accompanied with long, spiky fur which is like a mixture or amalgamation of dark gray and white. He is quite hyperactive and has trouble focusing on things others tell him however when the need arises he can be quite vicious.

Guraindo is the same size as Borbori but is more muscular then his partner. His fur is long and smooth and is the color of ice (a very pale blue) with black stripes much like a zebra. He has OCD (Obsessive Compulsion Disorder) and is continueously asking anyone if he is black with pale blue stripes or pale blue with black stripes.

Buta is the same size as Bull from Kakashi Hatake's Ninja Hounds. He has a bright/happy demeanour and always seems to look on the bright side of a situation. His fur is a dark brown which looks almost black and he has swirls on his cheeks (similar to Choji Akimichi) that are a red color. He is a bit of a glutton eating as much as he can however he does show a great amount of restraint as he has never been shown to take a bite out of an opponent when the opponent is being restrained.

Ooki is slightly bigger then Buta and has a more serious tone to his summoner. His personality is very similar to that of Jiraiya that its scary. His appearance is also very similar to that of Jiraiya. His fur is white and spiky like Jiraiya's hair and he also has the same red lines under his eyes like Jiraiya. He has been referred to as a closet pervert and enjoys lying in the sun.

*Can only be used/taught by Hazure
*Must have signed the Contracts of the Cats
*Can only be used Once Per Battle
*The opponent is immobilized for 1 turn

Learned Here
 
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Chihaya

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1. (Futon: Kaosu no ude | Wind Release: Arms of Choas)
Taught: (4/6) Pyro NB
Type: Offensive/Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform three handseals to begin with. Then, protruding from their back will emerge multiple of translucent/luminous arms (or just one) that will stretch to any distance and length to reach their opponent. These arms are made out of sharp winds, results of the user manipulating their chakra. The user has complete control over the arms and each arm can take a different path, coming at the enemy from any angle. Also, being formed by sharp winds, the hands can easily pierce straight through the targets skin and body structure. It will also be able to pierce through any Earth/Water technique/defense lower than C-B/A ranking. The translucent arms can be heard by a very low, distinct noise created by the friction of the wind, however, when coming from all sides, it can be hard to distinguish where the arms are coming from. At short ranged, the hands prove to be more lethal and when they are reaching out towards the enemy, they have suction from their palms that pull the enemy towards them, making it harder for them to evade the arms. Or, for situational defense purposes, the palms can reverse the suction and blow out high-powered wind, strong enough to push back a large summoning creature. The user can chose to split 2 of the arms into 4 at any given moment, and so on. Also, the hands/hand can be used as shields to defend off projectiles or certain Lightning techniques.
Notes:
- Can only be taught by Chihaya
- The technique can only be used three times in battle, with a one turn cool-down
- The arms last three turns and can be activated whenever the user chooses
- The hands are the same size of the users human hands
- With the arms activated, the user cannot use an S ranked wind jutsu or above
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2. (Futon: Ruminasu Matsuge | Wind Release: Luminous Lashes)
Taught: (3/6) Q
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A single blink is all the user needs to send a very small, compressed shard of wind towards their target. The shard of wind is incredibly fast and lethal, it's sharpness perfected. The users eyelashes act as a tiny fan, pushing forth the shard of wind. The shard shoots in the direction the user is looking. The shard of wind is just as small as an average bullet, if not smaller. The shard is luminous and translucent. It's size, shape, speed and translucency makes it difficult to detect and avoid. It is able to pierce though blockages and easily rip through the opponents skin as the shard resembles that of glass.
Notes:
- Can only be taught by Chihaya
- Can be used five times in battle with a one turn cool down
- The user can choose to use their left or right eye
3. (Futon: Medeyūsa no deshi | Wind Release: Medusa's Apprentice)
Taught: (1/6) Korra.
Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage: 80
Description: While in CQC or while arms length from their opponent, the user will weave their wind-based chakra into the strands of their hair. The user will then perform a very quick roundhouse kick, using the winds to make the kick faster than normal. Due to the immense momentum that the roundhouse kick provides, the users hair interacts perfectly with the wind so that it naturally follows the same traveling pattern. During a roundhouse kick, the users upperbody and head turns before the kick is produced. However, it's all one fluid motion, so the moment before the kick is executed, as the hair whips around, it will directly shoot out many fast sharp slices of wind towards the opponent. The slices of wind are as long and thin as the users hair and are sent out all at once, finishing just in time for the roundhouse kick to be completed swiftly. The sharp slices are capable of ripping through earth/water defenses with no trouble at all. Additionally, the user can also use this technique in conjunction with other Taijutsu techniques. Naturally, the hair will follow the same pattern that technique provides, making it possible that the wind slices can be sent from various angles too.
Notes:
- Can only be taught by Chihaya
- Exclusive to females or male bios with long hair
- Hair must be at least shoulder length
- May only use two times in battle with a one turn cooldown
- No other S ranked wind techs during the same turn

As you can see, the hair quickly flows with the back kick and whips around the head before the kick is executed. That is when the slices of wind will be released

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4. (Futon: Tengoku no rifuto | Wind Release: Heaven's Lift)
Taught: (1/6)
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A | 60 to an opponent
Description: The user will chose to draw 1-5 hand-width circles in the ground either by dragging their foot or by focusing their wind-based chakra onto the ground and engraving the circle. The action is so minuscule and natural, the opponent may not even notice depending on how the user integrates it with their movements. The circle or circles can be drawn turns before or during a fight or anytime on the battle field. When the user chooses, they will then activate the chakra circle by stepping on it or clapping their hands together. If the user activates the circle by stepping on the circle, they will be blasted/carried knowingly into the air by a beam of wind. This is great for quickly avoiding techniques by launching into the air. The height at which the user is launched is mid ranged into the air, that way the user may land safely on their feet. This allows them to be able to logically avoid small or large techniques of any nature. In contrast, the user can chose to have these circles act as "mines" for the opponent. Meaning, if the opponent steps on one, they will be unknowingly launched into the air, taking on grave injuries from the surprise impact. The reason why it will hurt the opponent but not the user is because the user is knowing of the mines, being able to stiffen their body and prepare for the launch. As to the enemy, who will be abruptly launched upwards, their joints lose and unaware.
Notes:
- The circles only last up to 3 turns or until they are smudged away somehow
- May only be used up to four times in battle, with a one turn cool down
- Can only be taught by Chihaya
 
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Chihaya

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1. (Genjutsu: Shinpi-tekina meisho) - Illusionary Art: Mysterious Attraction)
Type: Supplementary
Rank: A-Rank
Range: Mid-Long
Chakra: 30 (-10 per turn active)
Damage: N/A
Description: The user will make 3 handseals and induce chakra in the brain of the opponent to trigger a genjutsu. As the the opponent is situated into the ground, he will slowly feel a certain attraction from matter around him, like trees or buildings. At first he will feel as if he is being slightly attracted towards a certain body with no real harm. But as the time continues, within the same turn, the pull becomes greater and greater, Until he or she perceives in the illusion that the gravitational pull of the object (e.g. a tree) is overcoming that of the earth, actually forcing them in that direction, making him believe he is being pulled. While this is active, he will not even be able to move a limb away from the objects sending the pull as the gravitational attraction will be that large. Objects with a larger mass, will of course have a larger pull that others, with a smaller mass. If the user is between 2 large masses that have about the same size, he will be seemingly stuck in the middle with both bodies pulling in the same amount of force.
Note: No Genjutsu in the same turn.
Note: Can only be used 3 times per battle.
2. (Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins by forming three swift hand seals and manipulating their wind chakra in front of them. With the chakra being gathered the user focuses it into two separate entities about a foot across from each other. After they have formed their wind chakra they then use it to create a medium sized pyramid composed entirely out of wind. The pyramids are transparent allowing for it to be seen through and the enemy can even tell that the blocks are spinning rapidly. Once the creations have been brought into existence the user then causes one of the pyramids to touch the ground whereas the second one remains hovered above it just inches from it. Now that the spinning pyramid is touching the ground it will then begin to suction up the nearby rubble including things such as dirt, rocks, or sand. While the block is being filled it will quickly show a lot of Debrecen being suspended in the air by the wind. Unlike before with the rubble in the wind block it prevents anyone from seeing through it as it has become an opaque wall. To start the attacking phase the user will then do two things simultaneously which is by sending one of the pyramid blocks at the enemy ready to hit them with bone crushing force along with the slicing winds present in it. At the time the block enters short range the enemy will begin to feel suction ability of the the diamond just as when the first block began to suck up the rubble. Along with the pyramid heading at the user a side effect of it would be suctioning powers just like the other pyramid that will be felt the moment the pyramid enters short range of the target which will cause for its suctioning powers to pull the enemy towards it as well restrict their movements as the pyramid moves into slice them to pieces, this wind block is equal to A-rank. Now at the same time the the rubble inside of the other pyramid will have been worn down by the slicing winds changing it into a collection of shrapnel. By manipulating the wind the user causes for the wind to release the Shrapnel at a linear path with directional control at the enemy which would have its strength increased due to the force the wind was using. The shrapnel will pierce the enemy from several areas and pose lethal damage to the enemy if not evaded and is equal to A-rank. So at the moment the shrapnel was unleashed the second block will have already been hastily moving across the field towards the enemy. Each of the of blocks are about medium size or otherwise the size of the user or about five feet wide and five feet tall
Note: Can only be taught by Sasori
Note: Can only be used twice
Note: No A-rank or higher wind in the same or next turn
3. (Katon: Hakkō matsuri) | Fire Release: Luminous Festival
Type : Offensive
Rank : S
Range : Short-Mid
Chakra cost : 40 (-15 every turn)
Damage points : 80
Description : This is one of those jutsus, which is not only powerful, but also appealing to the eye. It gets its name from its ability to illuminate the dark night with its powerful light source. The user begins by clapping his hands together, in a praying style. Suddenly, a ring of fire appears around him, close to his body (giving enough room for him to move around easily). The ring covers only the user's torso, so it's more like a cylinder. As soon as the ring materializes, 4 beams of fire shoot out from all around the user, from the ring, from his chestal level. So, one would shoot from his chest, one from his back, and two from either side of the shoulders. The fire beams are released continuously, and so it looks like steadily emitted laser lights. Similarly, 4 fire beams are released from the ring, from the user's abdominal level as well. These beams of fire are very concentrated due to which they can cut through huge boulders with ease. Apart from their incredibly sharp cutting ability, they will also evaporate all the moisture in the air, due to the intense heat. The second phase starts when the user forms a single handseal, to make the ring rotate around him at very high speeds, as fast as a ceiling fan rotates (but can still be tracked by naked eyes). The upper part of the ring rotates clock wise, while the lower part rotates counter-clockwise. This means that the beams too, rotate with similar velocity, as they are emitted from the ring. The two phases happen very quickly, and as such happen as fast as other techniques.
Note:
~ Can only be used twice (with 5 turns cool down).
~ Ring stays active for 3 turn (unless the user chooses to deactivate it) ~ The ring stays around the user wherever he goes.
~ Cannot use other fire techniques above A-Rank in the same turn.
~ Cannot use other fire techniques above S-Rank in the next turn.
~ Can only use fire release techniques when this is active.
~ Can only be taught by Python
4. (Doton: Borudākyaribā) - Earth Release: Boulder Calibre
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description:
This technique allows the user after streaming Doton chakra into the ground to form boulders to rise within the area. While this allows the user to simply pull the boulders from the ground crumbling into chunks that form around the users arm, the given process is quite smooth and fluid. The size of the technique depends on the user.

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5. (Doton: Doroppu Bokkusu | Earth Release: Drop Box)
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons a square-shaped box of earth(without the bottom) that falls over him and those around him, protecting them. This box can protect everyone in it from Water attacks up to Forbidden rank and all other elemental attacks up to S rank, excluding Lightning which is only up to A rank. It can also protect against special elemental abilities such as Lava, Rain, etc according to their respective strengths and weaknesses towards earth. Its walls have a thickness of 3ft, its lenght and breadth is 16ftx16ft while its height from the ground is 8ft. The box disappears after one turn (or earlier if the user wishes).
-Only sensors and byakugan users are aware of what is going on in the box and vice versa.
-Usable only twice per battle
-User cannot perform any other earth technique in that turn.
-Can only be taught by Naizen.[/FONT]
6. (Fuuton: Ransettoshotto | Wind Release: Lancet Shot)
Type: Defensive | Offensive
Rank: A
Range: Short (on creation), Mid (on propulsion)
Chakra: 30
Damage: 60
Description: This is a technique that allows for quick defense and a follow up counter-attack or just a straightforward attack. With this technique, the user manipulates wind around them via chakra, forming it into an arch much like that of a lancet. This arch although normally created to match the size of the user, can be expanded to cover at most two humans standing side by side. Since it is shaped like the arch of a lancet, it has a pointed edge in front which makes it lethal when it collides with a target. It can be created to face any direction but is always opened at the tail end, allowing for quick escape if needed. The user, upon its creation may propel it towards a target, using its shape (which is like a bullet) as an advantage. Although, it moves at a very fast pace, it can only move in a linear path. However, if combined with an a ideal fire technique it proves to be a fearsome and indeed speedy combo.
#Usable 4 times per battle.
#No other Wind technique above S rank in the same turn.
#Teachable by Littlefinger.
7. (Doton: Ricochet no janguru) Earth Style: Ricochet Jungle
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will channel their earth chakra into the ground raising a ring of earth that’s 15 meters tall, and 10 meters wide to surround the opponent. The user will then create shuriken made of earth within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both its speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu and sensory users can easily track this.
Note: Takes two turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.
Note: The Shuriken become faster each time they bounce off the walls, and at their fastest, they can still be vaguely seen like brown streaks.
Note: Can only be used three times per fight.
Note: Can only be taught by Javelin
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8. (Doton: Anubisu no mon) - Earth Style: Anubis's Gate
Rank: Forbidden (arms are A)
Type: Supplementary/Attack/Defensive
Range: Short-Mid (created short)
Chakra: 50 (-30 per arm to respawn)
Damage: N/A (-20to user)
Description: The user weaves 5 hand seals while channeling chakra into the ground. This causes a 5x2m statue of the Egyptian God Anubis to spiral upwards from underneath the user. Once fully formed Anubis's arms open wide, eyes glow, and lets out a roar extending up to mid-range. This roar causes arms to form(4 max) which can drag anything the user wills on/in the ground to the depths of the earth. The user can create, shape(Max size =Akimichi partial expansion), and manipulate the arms as he sees fit. While the arms can be destroyed they can continue to respawn every turn as long as Anubis remains. Due to the shape manipulation, creation, and need for chakra this jutsu will cause some physical fatigue. If Anubis is damaged but not fully destroyed it will repair itself upon the following turn, this can be done once taking up one the users three moves per turn. Its arms are A rank each and can be respawned, at the cost of 30 chakra and one move per arm.
Notes:
~ Can only be used once per battle
~ Can't use A-Rank or above Doton for 2 turns after use
~ No jutsu above A-rank in the same turn
~ After this jutsu ends, the user will lose 2 ranks to their speed due to exhaustion
~ Can only be taught by Pyro NB

Paper Ninjutsu:

1. (Torakkingu-Shi no Chō) - Tracking Paper Butterflies
Type: Supplementary
Rank: C
Range: Short-Long
Chakra cost: 15 (-5 per turn)
Damage points: N/A
Description: The user will create paper butterflies by releasing paper sheets from their body that are connected to their self by their chakra. The user can than have the butterflies attach to opponents or allies by landing on them and sticking to their clothes. The user is able to track/sense opponents.
Note: Only Usable by Paper Users
Note: Must be taught by Korra
Note: Creates 4 butterflies per user
Note: Usable 3 times
2. Kami Hanten Sekai) - Paper Inverted World
Type: Supplementary
Rank: A
Range: Short - Long (Made in short range and expands into Long Range)
Chakra: 30
Damage: N/A
Description: The user will do the Tiger hand sign and channel their chakra into paper sheets inside their body. They will than release sheets into the air and into the ground. The sheets will copy a concept from Mutually Multiplying Explosive Tags where they summon/multiply into more paper sheets. The paper sheets in the air will keep multiplying and just float into the air as it keeps covering a larger range of the terrain. The sheets that are releases in the ground not only start covering the ground in paper sheets but also start merging into the ground and form sheets under ground just like Sacred Paper Emissary Jutsu. This jutsu is made short range of the user and expands into longer ranges as time goes on. When first form the sheets start within short range of the user. After 1 full turn the sheets would reach mid range while after 2 full turns the paper sheets would just reach long range as they keep multiplying. This jutsu gives the user a source of paper across the field be able to form paper ninjutsu across the paper terrain. Once made this jutsu follow the Mutually Multiplying Explosive Tags route where it is self sustaining and keeps going off without the user needing to focus on it. The sheets stay on the field till they are all destroyed. This jutsu can not copy any sealing tags or formula but can copy special paper sheets the user might use instead of normal paper.
Note: Usable 3 times a match with a 2 turn cooldown between use
Note: Must know Paper Ninjutsu
Note: Must be taught by Korra.
What it looks like:
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Chihaya

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Ten no Kaisō | Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above
Akuma no Wana | Devil's Trap
Type: Supplementary/Offensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).
Note: S-rank version can only be used by Archangels and above
Note: No other S-rank Val techniques can be used within the same turn
Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: S-rank and above require the usage of two handseals
Seresutiaruintento | Celestial Intent
Type: Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn
Note: S-rank and above requires the usage of two handseals
Kami no Kakuhenkan | Divine Transmutation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10)
Damage: N/A
Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn
Ketsugō Shi | Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.
Kami no Shiwaza | Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).
Daten-tai no Ame | Rain of Fallen Celestials
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside.
Note: Can only be used twice per battle
Note: Requires a four turn cooldown between usages
Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn
Jigoku no Banken | Hellhound
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50(-10 to extend or launch a projectile)
Damage: N/A
Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power.
Note: Can only be used once per battle
Note: Lasts for three turns total
Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank
Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns

My Weapon:

(Dākubaputesuma) - Her Dark Baptism
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: 40 to activate. (-5 every turn activated)
Damage Points: N/A
Description: This idea revolves around armor that utilizes Nature Energy. Nature Energy can logically be manipulated and solidified and contorted to a shinobi’s will, as long as they acquire the talent and skill set to do so. Because of this, the user has the ability to spawn a scythe (also purely made up of NE) from the armor.

The armor, Ambrosia, originated and was created on the island Purgatory, where Rebekah and her clan lived for many years mastering their use of Nature Energy. This resulted in the armor allowing surrounding NE to fluidly flow through it, giving it the ability to spawn Ambrose, a whip-like styche made up of NE as well (able to reach up to mid range).

Armor | Ambrosia:

Ambrosia is armor that Rebekah wears. It is made out of a thin layer of porous, flexible wood in which Nature Energy is constantly being drawn into, giving the wood the strength of strong, durable metal. This effect is granted by a Sigil placed upon the armor that grants it the property to attract and hold Natural Energy, alongside granting its wearer the ability to manipulate this NE for the Ambrosia's effects. NE also radiates roughly a couple inches beyond the armor, deeming the NE as the real defense. Only those who can manipulate NE effectively can wear and connect to this armor. It has the ability to spawn Ambrose at any given moment, through the means of releasing its Nature Energy and solidifying it.
This is similar to the appearance of the wood armor.
Yellow, transparent like Nature Energy floats around it.
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The armor itself only serves as protection and has the ability to do what Rebekah calls a "second chance". Nature Energy clashes with all elemental abilities equally, meaning if there is an S-rank elemental technique used, Rebekah can take the hit head on, the NE armor surrounding her disintegrating in the process and falling off, leaving her unharmed and only with basic wood armor that serves little to no purpose. This however also applies to elemental techniques of a lower ranking, it will however just weaken the armor and not destroy it (this does not count as second chance; when the armor is weakened, Second Chance will likewise be weakened. I.E., if the armor is weakened to A-rank, then Second Chance will occur should an A-rank hit the armor after). If destroyed, the NE shield can be recreated after five turns. However, "second chance" will be weakened by one rank(reduced to A-rank).

Weapon | Ambrose:

Whenever needed, Rebekah can choose to call forth and spawn Ambrose, from the NE flowing through and around her armor (counts as a move, unless spawned at the same time as her armor). This weapon takes form of a long whip, the end harboring the sharp head of a scythe. Being created from NE, the weapon appears nearly transparent and glows yellow. Rebekah can swing, thrust, and use her weapon to fight in CQC as well, the NE solidifying. She can alter the whip's structure, making it turn into a long, hard handle, rather than a rope-like formation. Ambrose is A-ranked.

This is similar to the weapons appearance.
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The main aspect of this weapon is that she can chose for it to phase through elemental structures and objects rather than collide directly into them. This is achievable because the weapon is made out of NE. Only after Ambrose has completely passed through an object or target (does not harm the object), Rebekah can order her weapon to return to a solid energy form, where she can then choose to course Divine Val or Malefic Val through the chain/whip and into the scythe where anything it touches will become acted upon by that ability. Phasing is done passively, but using abilities through Ambrose obviously counts as a move.

When using Malefic Val, the scythe glows purple.
When using Divine Val, the scythe glows a transparent-like yellow.

In the grand scheme of things, the weapon only has two abilities. Second Chance/protection and Ambrose.

Notes:
- Can only be used by Rebekah.
- Can only be summoned twice per battle with a 5 turn cool down, the second time disabling "second chance".
- If Ambrosia is destroyed or deactivated, so is Ambrose.
- Ambrose can only phase through things that logically have NE naturally indulged in them such as all elemental techniques, trees, the ground, etc. (or even fellow allies/opponents who are currently manipulating Nature Energy through their bodies.) Phasing through things causes no damage to the structure or body because the NE is balanced.

Approved

My Custom Enochian Abilities:

(Hotaru no bochi) - A Graveyard of Fireflies
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will weave three handseals, activating an enhancing Sigil that increases their control over Nature Energy. Manipulating the Nature Energy around the battlefield, the user will create tiny pulses/specs of Nature Energy all around. The tiny masses of Nature Energy are no larger than a firefly and glow the respective color of the users energy. The user can create as little as just one-two fireflies, making the technique hard to notice, or as many as a huge swarm. The fireflies can be controlled passively as the user does other actions. For defensive purposes, the fireflies can be controlled to swarm around the user, similar to that of and acting as armor in which doesn't touch the skin. With just one hand seal, the second part of this technique triggers. Wherever the fireflies may be, and however spread apart they are, when creating a hand seal, a sharp, thin yet heavy duty line or wire of sorts (made of NE) will connect to each firefly on the battlefield, similar to the idea of 'connecting the dots' or connecting constellations. The connection happens nearly instantly, piercing through, cutting or tripping anything in between the fireflies. When the fireflies are all connected through the Nature Energy wire, the user can choose for one to explode which will cause a chain reaction, making them all explode at once for a large A rank explosion spanning over the battlefield.
Notes:
- Can only be taught by Chihaya
- Must be an Enochian to use
- The Fireflies can remain and flutter around the battlefield for up to three turns, but as soon as they are triggered, they dissemble and disappear the next turn. Requires a cooldown of one turn in between use once either triggered or naturally ending after the three turns.
Approved
 
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Chihaya

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Bought Cat Summons: -1,000 Kumi
Approved Bio: +3,000
Won during Christmas Events: +2000 Kumi and +1,000 Kumi
Bought Sound: -5,000 Kumi
2.5 Kumi for doing artwork for Howard: +2,500 Kumi
 
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Chihaya

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Custom Element: Seraphic Water | Seraphic Water Release

(Seraphumizuton: Eikō e Eistibus; Uranai)- Seraphic Water: Glory to Eistebus; Divination
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: Primarily a technique created to showcase the true might of Seraphic Water, Uranai is equally as pleasing to the eyes as its devastating to the body of the enemy. The technique begins by the user clapping his hands and summoning at least four spheres of the element around him up to short ranged. The spheres are exactly 2 meters (6.5 feet) in diameter and contain a staggering amount of the element in their confines while remaining by the user (short ranged) by default, even if he moves. From these spheres, at mental command or with hand gestures, the user can have bands of Seraphic Water spill out and travel around his position, like dragons in flight. These bands of water take circular paths and leave one orb to enter into another. Because of this, as soon as one orb has emptied, water from another fills it, and so no one orb would ever be empty while none would ever be full. This continuous raze of water flowing around the user can form a semi dome that covers his short ranged position from every conceivable angle excepting underground. The user can then command the spheres to move away from him and occupy the area up to mid ranged. At a such a distance from the user they become less spherical shaped and seem to sort of bubble as the chakra control isn't as strong. However, they will retain the ability to spill forth thick bands of Seraphic Water and connect to their fellow spheres to turn the entire area into a dome of chaotically interweaving streams. If an opponent(s) occupy the mid ranged space then the spheres cannot come within 5m of living people but the bands, in their travels, are more than capable of touching them, which becomes a horrid experience once it does. Instead of simply brushing on opponents and pushing them around in the chaos, Seraphic Water is dense enough to pick up a grown adult and even large creatures, and not only toss them around inside the many bands, drowning and sapping the moisture from their bodies, but also crush bones. The user can choose to align any of the four orbs in any orientation/fashion he wishes and can either have all four bands (each B ranked) come together for one crushing stream (S ranked) or have them attack multiple targets simultaneously (which is the default attack route). At the same time, if there are any open wounds or general points of entries on anything caught within the techniques AoE then the element is able to enter into and wreak havoc from the inside of its targets. This can include entering through the opponent's mouths, noses, ears, etc, as well as techniques weak to SW. While sustaining this technique at a rate of -10 per turn the user is unable to perform any other chakra needed techniques until it is ended or destroyed. One very important factor to note though, is that Earth techniques, despite being strong to SW can also be affected by this technique. Doton techs of A ranked and below, if this technique manages to get into any crevices present on the structure, are able to be put in "stasis". That means, Seraphic Water infiltrates any openings seen and seemingly cancel out the chakra present (S ranked SW is equal to A ranked Doton), and until the Seraphic Water is removed or a higher chakra amount is poured into said structure, it will remain unable to be controlled by both the user and his opponent, leaving the structure simple motionless. During such an effect, this technique also becomes inapplicable for manipulation or control by the user as well, this means neither the Doton structure or the Seraphic Water technique can be controlled by the prospective users, similar to a standard stalemate.
Note(s):
- Usable only twice (2x), with a turn (3) cool down between usages
- Lasts 3 turns with each use
- No elemental type techniques above A ranked following the turn it ends.

(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.
Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Dog>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them. Increasing or decreasing concentration of Seraphic Water inside the orb will cost the user an extra move to perform but doesn't cost any additional chakra.
Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn this is performed.
- User will only be able to perform two moves per turn while this technique is active due to the chakra control needed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.

(Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure
Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Drawing inspiration from the Angel of Annihilation, Hasmed, Shizuka Shōkyo could easily be mistaken as a simple technique at first glance. It begins by the user holding out his hands, either in front or by his sides and focusing chakra into the short ranged surrounding area to create a sudden wave of Seraphic Water that can either originate from one direction or all in an omnidirectional wave. This wave towers high above the average human at about 10 feet in height, and quickly begins to cascade in its intended direction. Due to the element being a dense one, and extremely heavy at times, the wave creates a very peculiar rumbling sound as it rolls across the ground (or even a water source. Despite brine being significantly denser, it doesn't readily meld with fresh water) similar to waves rolling in on a beach and packs enough punch to crush most in its way while causing the earth to tremble from its weight. Despite all this it still manages to travel at the speed of an Unofficial Sage and can be loud enough drown out most other minor sounds like speech, footsteps, etc. By taking into account two very unique properties of SW, the element is able to absorb certain frequencies of sound, with low frequency waves falling prey faster than the rest. Because of this the wave will rumble loudly during its nascence (while it is still within short ranged of the user), and then as the sound is absorbed it will gradually be reduced to a low shuffling sound as it passes short and reaches into mid ranged. By the time it reaches long ranged the wave is almost a whisper as its sounds are being absorbed almost as fast as its being produced. Then, calling upon the second unique property, the acoustic energy absorbed is readily converted to thermal energy which turns the wave extremely hot as it progresses. While it is short ranged it would be slightly warmer than regular water, at mid ranged it becomes even warmer, reaching nearly boiling point degrees for regular water (100o C) and then by the time it reaches long ranged that value would have near doubled, which allows it to become scalding hot--so much so that it can eradicate entire forests and peel flesh from bone in instants--all while being dead silent in its travel. The ground will still tremble though, which can serve as its warning sign. A true show of annihilation carried out by Hasmed himself.
Note(s):
- Usage limit of three times (3) and a two (2) turn cool down between uses
 
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