Cursed Prince's God-surpassing techniques

Cursed Prince

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Laying aside all violence, respecting all beings,
never harming even one of them,
one should never wish for a son,
nor neither for any companion.
One should wander solitary as a rhinoceros horn.

Affection comes into being for one who has associations;
following this affection, this misery arises.
Seeing the peril born of this affection, this passion, this lust
One should wander solitary as a rhinoceros horn.

Sympathising with friends and companions one misses ones goal
Being shackled in mind.
Seeing such danger in acquaintance,
One should wander solitary as a rhinoceros horn.

The considerations which exists for sons and wives is like
a spreading bamboo entangled, a solid web of bars,
Like a single young bamboo shoot up free, not caught up with others
One should wander solitary as a rhinoceros horn.

As a deer is not tied up goes where-ever it wishes
Fully free in forest, an understanding friend,
regarding and enjoying his independence,
should wander solitary as a rhinoceros horn.

Among many companions;
whether one rests, stand, sit, or walk;
there are endless requests from others...
Having respect for and appreciation of Freeing Independence...
which is not liked by any other, [than Nobles]
One should wander solitary as a rhinoceros horn.

Among many companions;
there are sport, enjoyment, and great love for sons and men
Although loathing the later separation from what is liked,
One should wander solitary as a rhinoceros horn.

One is a friend of the four directions and not hostile,
being pleased with whatever comes ones way.
A fearless bearer of the dangers,
One should wander solitary as a rhinoceros horn.

Even some wanderers [& some bhikkhus] are not kindly disposed
and also some householders dwelling in a house can also be hostile.
Paying little attention to the children [pupils] of others;
One should wander solitary as a rhinoceros horn.

Having shed the appearance of a householder,
like a naked tree, whose leaves have fallen;
A true Hero, having cut the householders bond,
One should wander solitary as a rhinoceros horn.

If one can obtain a zealous companion,
an associate of good & pure disposition,
who is resolute, firm, unwavering
overcoming all obstructions, swiftly,
One should wander with him, elated and mindful.

Certainly let us praise the excellent fortune
of having a Friend, better or equal than one-self,
such one should truly be followed.
However if such Noble Friend is absent, not to be found
then enjoying only blameless things,
One should wander solitary as a rhinoceros horn.

Seeing that even golden bracelets, quite well made
inevitable are clashing together, when two on same arm,
One should wander solitary as a rhinoceros horn.

In same way seeing: With a companion there would be
objectionable empty talk and abuse for me.
Seeing such danger of the future in company,
One should wander solitary as a rhinoceros horn.

For sensual pleasures, variegated, sweet and delightful
disturb and perturb the mind with their manifold forms.
Seeing the danger in the many forms of sensual delights,
One should wander solitary as a rhinoceros horn.

This for me is a calamity, a cancer tumour, a misfortune,
a dis-ease, a barb and a fear! Seeing the danger of sensual
strands of pleasure exactly like such distress & disaster,
One should wander solitary as a rhinoceros horn.

Cold, heat, hunger and thirst, rainy storm
and the sting of the scorching sun, gadflies and snakes,
having mindfully endured all these, training patience,
One should wander solitary as a rhinoceros horn.

As an Elephant with massive shoulders,
spotted by age, but Noble in mind,
may leave the herds and live as it pleases
all alone in the forest peace,
One should wander solitary as a rhinoceros horn.

It is an IMPOSSIBILITY! for one who delights in company
to obtain even a trace of even temporary release...
Having heard such word from the son of the sun,
One should wander solitary as a rhinoceros horn.

Gone beyond the contortions of wrong view,
arrived at the fixed straight course to salvation,
having gained the way, having entered the stream,
thinking: Ice-Clear Certain Insight has arisen in me;
I am not to be led by others anymore...
One should wander solitary as a rhinoceros horn.

Being without desire, without deceit, without thirst,
without hypocrisy, with delusion and faults blown all away,
without longing for anything whatsoever in the whole world,
One should wander solitary as a rhinoceros horn.

One should avoid a companion defiled by evil,
who does not see the goal, who has accepted bad behaviour.
One should not associate with one who is dominated by
wrong views and is negligent, all blinded, fumbling...
One should wander solitary as a rhinoceros horn.

One should cultivate one certain Friend of Great Learning,
Expert in the Doctrine, a Noble Friend possessed of ultra-sharp
Intelligence. When understanding one's aim, [from such friend]
having dispelled any doubt and dried out all confusion,
One should wander solitary as a rhinoceros horn.

Not finding any satisfaction in sport, activity
and empty entertainment, nor in the fading happiness
arisen from sensual pleasures of this glitter world,
one should pay no attention whatsoever to such,
abstain from adornment of mere body frame
and speaking only plain straight absolute truth,
One should wander solitary as a rhinoceros horn.

Leaving behind son and wife, and father and mother
and house and wealth, and sensual pleasures to the limit
One should wander solitary as a rhinoceros horn.

This is an attachment, a bond, a chain; here is
little happiness, modest satisfaction, much misery,
this is a hook of pain! Seeing this, knowing this, the wise
should wander solitary as a rhinoceros horn.

Having broken ones chains asunder, like a fish breaking
through the catching net, not returning, like a fire gone out,
One should wander solitary as a rhinoceros horn.

With downcast eyes, not foot-loose, nor restless,
with senses well-guarded, with mind well protected,
not emitting any defiled mental dirt,
not burning inside, cooled with no fewer, contented,
One should wander solitary as a rhinoceros horn.

Having shed the marks of a householder, like a winter tree
its leaves, having left the house, wearing the saffron robe,
One should wander solitary as a rhinoceros horn.

Showing no greed for mere taste, not wanton,
not hireling for others, going on an uninterrupted
begging round, not bound to this or that family,
One should wander solitary as a rhinoceros horn.

Having left behind the five hindrances of the mind,
having blown away all defilements, utterly independent,
having cut out affection and hate, passion and aversion
One should wander solitary as a rhinoceros horn.

Having put both happiness and misery all behind,
even so with joy and dejection already,
having gained the precious equanimity, purified tranquillity
One should wander solitary as a rhinoceros horn.

Determined, solidly resolute for the attainment of
the Supreme Goal, with great force, not indolent,
of firm exertion, furnished with power and enduring strength
One should wander solitary as a rhinoceros horn.

Neither giving up seclusion nor meditation, constantly
living according to the Dhamma, yet amongst all the
flickering phenomena of this world, understanding
the ultimate danger inherent in this existence itself...,
One should wander solitary as a rhinoceros horn.

Working for the utter destruction of craving,
not negligent, not foolish, learned, possessing
continuous mindfulness, brightly aware, very present,
having examined the doctrine, restrained, energetic,
One should wander solitary as a rhinoceros horn.

Like a mighty lion is not trembling at any sound,
not caught up with others,
like the wind passes freely through a net,
not in love like a lotus leave sheds a falling water drop,
One should wander solitary as a rhinoceros horn.

Wandering Victorious, like a long toothed tiger
the king of beasts, one should resort
to secluded remote hermitages,
One should wander solitary as a rhinoceros horn.

Training at regular times friendliness, empathy
pity, joy, equanimity, and mental release,
unobstructed, unimpeded by the entire world
One should wander solitary as a rhinoceros horn.

Leaving behind the dust of passion, aversion and confusion
having broken all such mental chains all apart,
not even slightly nervous at the moment of complete life destruction,
One should wander solitary as a rhinoceros horn.

People associate with others for some motive of
advantage for themselves; nowadays real Friends
without such motive hidden behind are hard to find.
Attentive to their own good only, humans are impure.
One should therefore wander solitary as a rhinoceros horn.
 
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Cursed Prince

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CJ index
Custom Element Jutsus
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Lightning #4

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Earth #5

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Water #6

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Wind #7

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Fire #8

Others
Kenjutsu #9

Nin|Gen|Tai #10

Summoning Contracts #3 Snakes

Custom Weapons #11

Custom Fighting Styles #12


 
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Cursed Prince

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(Raiton: Bāsuto o suraisu) - Lightning release: Slicing burst
Type: Attack
Rank: S
Range: short-mid
Chakra: 40
Damage: 80
Description:
The user performs the monkey hand seal and will run at the opponent and his/her feet will start glowing. They jump very high in the air, and do 3 front summersault while they are in the air. (3 times spinning). WHile the user is rotating in the air electricity is gathering around the user’s feet. The electricity is shaped as a slice of lightning, rotating along with the feet of the user, every moment of the rotating time of the user, the slice of lightning grows bigger, it takes about 1.5 seconds for the lightning to have charged and gathered around the feet, and eventually, after 3 times rotating very fast in the air, when the user’s feet point toward the opponent, the user will release the burst of gathered lightning chakra out of his feet aimed at the opponent. The lightning burst is shaped as a big vertical lightning slice, of 4 meters tall, and 2 feet in the width.

~note: can only be taught by ~Khallil-Sama~
~note: can only be used once in a battle
~note: you can't use a S-rank raiton jutsu the following turn, and no raiton jutsu at all in the same turn.
(Raiton/Kenjutsu: Inperiaru Sutoraiku)- Lightning/Sword Arts: Imperial Strike
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user swings his Katana in any manner (horizontally, vertically or diagonally) and releases a seemingly thin line of lightning chakra, which seems to be a simple blade which heads towards the opponent, however, upon the users will and with the addition of chakra, the simple blade suddenly extends multiple other thin yet extremely sharp and lethal blades of lightning which bolt towards the opponent, hitting him/her from multiple angles, easily being able to hit the opponents front and both sides, making this a perfect surprise attack.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No Lightning higher than S-rank, next turn or same turn.
 
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Earth Release Techniques


(Doton: Shinku Bohi )- Earth Release: The Scarlet Tombstone
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will release their chakra into the ground, then by manipulating their chakra, they cause a abundance of adhesive sticky mud to burst up from the ground around and beneath the opponent(s), the mass of mud quickly forming into a tombstone like shape while clinging to the target. The mud then quickly hardens, encasing the whole of the opponent in solid rock, the rock quickly continues to constrict around the opponent, growing tighter and tighter until it eventually crushes them with immense force. Multiple tombstones can be created to encase and destroy multiple enemies, or a single large tombstone can be created to destroy a group of enemies, or one large enemy. The Tombstone created can be no larger than Gamakichi and if multiple Tombstones are created, their total size combined cannot exceed that of Gamakichi.

Note:
- Can only be taught by Scaze
- No Earth jutsu above S rank for the same and next turn.
- Can only be used 3x.
 
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Water Jutsu​


(Suiton: Kanui Batsu) - Water Style: Water Blitz
Type: Offensive
Rank: A
Range Short - Long
Chakra: 30
Damage: 60
Description: A water variation of Wind Blitz. After infusing water chakra into a kunai, and coating it in malleable water [which takes the shape of the Kunai it's surrouding]. The user will then hurl it at the intended target, and when deemed necessary, the user may wave 1 handseal, controlling the water coating the kunai to expand and spin rapidly around the kunai. Taking the shape of a spinning spear; with the kunai as it's epicenter while spinning. Said spear is 6 feet long and 3 feet wide, capable of piercing and shreadring human flesh with ease. This technique follows a sraight path, thus, only moves foward and in a single direction.

*Only usable with 1 kunai per usage.
*Only usable x3 per battle.
*Must be taught by Loki
 
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(Katon: Tenrai Shourisha) Fire Style: Divine Conqueror
Type: Offensive
Rank: A
Range: Short
Chakra: 40
Damage: 80
Description: The user will first off channel katon chakra to his right and left hand, and then manipulate the chakra in the form of two fiery claws, which he then uses to slash at the opponent five times. After the fourth slash the user will jump up into the air with the claws still active and come back down towards the opponent, and swing his arms at him in an X shaped slashing motion hitting him.
~Can only be taught by AlbelTheWicked
~Can be used twice
~No fire jutsus above B rank during your next turn


Fire Style: Blade Swing Fire Strike(Katon:Ken Yurasu Katon Dageki)
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels fire chakra into their blade making the outer hew glow a crimson red,by swinging the blade the fire chakra will be released into the form of firey slashes which strike out across the ground towards the opponent/opponents.
Restrictions:
Can only be used 3 times during battle
Need Katon up to A rank completed
Can only be taught by Delta


Katon; Hyperion's kachiku, (Fire Release Hyperions Cattle)
Rank: S
Type: Offence/Supplementary
Range: Long
Chakra cost: 40
Damage points: 80
Description: By building up chakra through the hands, The user will release a small fiery steam through his fingertips, which would take the form of 5 fiery cattle's, these cattle's are like heat seeking missiles, which will stalk its prey from their heat signatures, by doing so, they will chase their prey and forcefully attack them by literally just smashing into them, engulfing the opponent in flames
Note: Only Used Once Per Turn
Note: Cannot use A and S-ranked Katon Jutsu's for 2 turned



(Katon: Infernal Kangoku) Fire Style: Infernal Prison
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will make Ox > Tiger hand-seals and begin channeling his fire chakra through out his body where he will then release it into the ground beneath the target. A circular pyroglyphic symbol will appear on the ground below the opponent, where four large pillars of fire will rise up from four smaller circles located on the pyroglyph. Each fire pillar will rise up at an angle and connect together above the target forming a fiery pyramid that traps them inside. Upon being trapped inside, the heat from the pillars will begin burning the opponents skin.
Note: Can only be taught by Albel Nox.
Note: Can be used twice.
Note: The fire prison lasts for two turns.
Note: Must wait one turn after the pillar has ended before using again.
Note: Can not use any fire jutsus above A rank while this jutsu is active.


(Katon: Blazing Hatsu) Fire Style: Blazing Hearts
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user will make a single hand seal and then channels his chakra into both of his hands. Once the user has done so he shall release two fireballs one from each hand which travel to the opponents left and right side in an arc fashion. When the the fireballs make contact they will explode causing damage, while at the same time it also forms an X shape under the opponent which causes fire to erupt from it hitting them multiple times.
~Can only be taught by AlbelTheWicked
~Can only be used twice
~No fire jutsus above B-rank during your next turn
 
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Kenjutsu


Kenjutsu: Kendō | Sword Arts: Way of the Sword
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Kendo is one of the most basic styles of kenjutsu. Even those not trained in kendo unknowingly use it. It is basically fighting with a sword while having both hands gripped on the handle. As said, very basic. This is only special, when in use by a kenjutsu master and specialist. Those with specialties in kenjutsu would normally only grip their sword with one hand when using their sword, as one hand is more than enough to overwhelm a normal opponent. However, when using Kendo, they will not only grip their sword with both hands, but will also flow an excessive amount of chakra into the blade of the sword. The chakra flowed through the sword is thin concentrated, translating into destructive and cutting power. With one slice, they can easily slice an opponents body straight through the middle with ease. It posseses enough power to shatter Earth Jutsu of the same rank, and will easy slice through a defence.
~Only usable by bio's that have a specialty in kenjutsu.
~Can only be used 4 times per conflict


6/6
 
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Genjutsu​


(Genjutsu: Me dakkyuu) - Illusionary Arts: Eye dislocation
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform two handseals (starting with boar) inducing the target in an illusion by sending their own chakra to disrupt the target's chakra system and the chakra within their brain. Right after performing the handseal, the target's senses would make them believe that the user possesses some increased speed ability and is using it to move quickly to their location, giving them few quick kicks and punches which sets them off balance. In the illusion, they won't be capable of matching their own speed with the user. They will then believe that the user has suddenly moved behind them and is pointing/touching the back of their (target's) head with their (the user's) index and middle finger as to release a projectile out of them at the back of the target's head. At that moment the target's eyes will have their eyeballs getting dislocated as if they were forcefully attracted by the user's 2 fingers, causing them to turn back 180 degrees as to stare behind themselves yet having their head facing the other side. This is all in the illusion and makes them feel great pain in the illusion causing some mental damage in reality aswell. In reality the target would be falling due to getting out of balance in the genjutsu (because of the few kicks and punches). When the genjutsu ends, the target will be capable of standing up but with some mental pain due to having had his eyes dislocated in the genjutsu. However, in reality, nothing happens to his eyes apart from being momentarily blinded while under the effects of the illusion.

Note: Usable twice per battle
Note: No genjutsu the same turn
Note: Cannot be used the following turn
Note: Must be taught by -Tsuki



(Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
Type: Supplamentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/a
Description: The user will point to the users heart area which is the trigger for the genjutsu. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest. The more the user squeeze his hands the more the heart of the opponent aches. The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure. In the genjutsu his heart would be crush but since it is an illusion he would die just experience massive pains.
Note: Can use a max of 3 times
Note: Cant use this jutsu back to back
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken
 
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Porcupines​


Summoning Animal: Porcupine
Scroll Owner: Cursed Prince
Other Users who have signed contract: ~xtsukune~
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Genesis, Yura, Dendo
(Kuchiyose no Jutsu: Yura, Yamārashi)Summoning Technique: Yura, The Porcupine
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will wipe blood on their Porcupine tattoo and after performing five seals, the user will slam their hand on the ground, summoning Yura. Yura is a white porcupine (same size as Gamatatsu Naruto summons) and has blue eyes. She gets along with her summoners. Like all porcupines, she has two weak spots: her underside and an area above her head (where the summoner can sit), due to having no quills there. Yura has an affinity to Wind style, being able to use Wind jutsus without using any handseals. She can fire off quills (like the other porcupines) infused with wind chakra and can pierce through hard things up to C-ranked Earth technique. She also has the ability to curl up into a ball by putting the summoners and her/his allies on her underside protecting them from attacks.

- Can only launch quills twice. After that, Yura loses her quills for the remainder of the match
- Can only be summoned once in battle
- Everything Yura uses counts as a move
-While protecting the summoner, curling herself, she can take up to B-Rank attacks without being damaged
- Can only remain on the field for 4 turns
- Can use Wind techniques up to S rank


(Kuchiyose no Jutsu: Dendo , Yamārashi)Summoning Technique: Dendo The Porcupine
Type: Attack
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will wipe blood on their Porcupine tattoo and after performing four seals, the user will slam their hand on the ground, summoning Dendo. Dendo is a large porcupine, just bigger than one of Pein's dogs. Dendo has a smug attitude, but gets all along well with other Porcupines and his Summoner. He has a scar running down his eye, which, according to him, is the result of his toughest battle. Like all porcupines, he has two weak spots, an area above his head and his underside, due to having no quills there. Dendo, like other porcupines, can fire off quills, which are strong enough to pierce through A-rank Earth and looks similar to Jiraiya's Needle Jizo. Dendo has an affinity to Earth style, being able to use any Earth style jutsu. He also has the ability to curl up into a ball and roll over targets. By putting the summoners and his allies on his underside, this can be used for transportation.

~Can only launch needles twice. After that, Dendo loses his quills for the remainder of the match.~

~Can only roll twice.~

~Can only remain on the field for 4 turns~

~Can all Earth techniques.~

~Can only be summoned by Rikerslade and -General Phaze-


Summoning Technique: (souseiki harinezumi)Genesis the Porcupine
Rank:S
Type: Attack
Range: Short
Chakra Cost: 40
Damage points: 80
Description: The user will Bite his/her thumb. Wipe the blood on his/her porcupine tattoo. and do 3handseals and palm their hand on the ground. The porcupine Appears in front of The user at all times. It is the size of the Boss Toad Jariya always summon. This porcupine has only 2 Real vulnerable spots. Under his Body (No Quills are there) and On the top (His back) . The point at top (His Back) is where the user rides or sit. It can only fit 2 people though. This porcupine can fire off quills when it feels it is in danger or just to simply attack. He Also Specializes in S rank Earth and He does not need to do handsigns for jutsus that require handseals due to it being his specialty. The Quills fire off with very Great Speed. 60Mph to be exact. And Can Break Through A rank Earth

-Can only stay on the field for 4 turns
-The Quills are Short-Mid range
-Not phase by A rank and below Earth
-Quills Can only be shot 2 times pr battle
-If the porcupine use his quills twice He no longer will have them. making his whole body vulnerable.
-Can only be Taught By -General Phaze- and must be a signer of the porcupine contract


Yamārashi Kuchiyose: Kuiruzu no Senshi | Porcupine Summoning: Warrior of the Quill
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform 3 quick handseals and slam their hands downwards, allowing them to summon one of the warriors of the porcupine royal army. They range from about 4 feet to 6 feet tall and stand upright on their hind legs. They have green colored quills, signalling that they are members of the royal army. These porcupines are masters of close combat, they are taijutsu specialists and can use all strong fist taijutsu. They also have the ability to take the long quills off their back and use them to perform regular kenjutsu.
~Can only be used twice
~Lasts for 3 turns

Change the technique pretty much, just made it something basic, but something id like

Summoning Technique: Scleria | Kuchiyose: Scleria
Type: Summoning
Rank: S
Range: Short-Long[Summoned Short]
Chakra: 40
Damage: N/A
Description: The user will swiftly perform 4 hand seals, draw blood and slam his hand on the ground. Once done, the porcupine Scleria will be summoned. Scleria is only about 3 foot tall and 3 foot wide. As soon as its summoned it burrows itself into the ground. Due to Scleria being accustomed to burrowing through earth and using chakra to do so, A rank and below earth techniques will not affect him while he's underground. Once underground Scleria will use his second special ability, the ability to manipulate and extend his quills. Similar to the Dance of the Young Ferns kaguya technique, Scleria manipulates all of his quills and even multiplies most of them, to the point that the quills will swiftly rise all throughout the battlefield, piercing, stabbing, slicing, everything on the battlefield. Of course, because Scleria is in control of the quills it can exclude the user and even make clear paths for him to go through because Scleria has the ability to sense what's going on above the ground, similar to the hiding like a mole technique. This also helps to prevent the user from being pushed into any of the quills on accident. It can also help Scleria target the opponent even when he's extremely close to the user.
~Only lasts on the field for 4 turns
~Can only be used once
~No other S ranks in the turn its summoned
~No other porcupine summoning can be on the field at the same time
~All of its abilities count as moves and are A-Ranked (both the digging through the ground and the quill technique)



 
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Mandalorian Techniques​

Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities

(Puraimaru Mandarorian Hon'nō: Mandaroa Shi) - Primal Mandalorian Instinct: Mandolore Pride
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their spiritual and physical energies, combining them into chakra and forces it out from deep within themselves, overflowing their armor with chakra as a means to fight on par with overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength via channeling excess chakra into their armor. Upon manifesting the absurd amount of chakra into their armor, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank due to the armor overflowing with chakra, letting the extra spiritual energies seep out into the user's techniques, and a plus fifteen increase to all taijutsu moves due to the armor drastically improving the user's overall physical performance from the excess physical energies flowing throughout it. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following two turns. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following four turns. If the user wishes to use this at the start of the battle, they can post this jutsu along with their armor activation by spending the thirty extra chakra to flood the armor. This would count as a move, but would not affect the timeframe.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.

(Mandarorian Tsuyoi Ken: Rakka Hana, Jōshō Soyokaze) - Mandalorian Strong Fist Technique: Falling Blossom, Rising Breeze
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that relies on the basic Mandalorian Armor Strengthening ability. Using the same principles behind their armor and speed strengthening, they will momentarily achieve both speed and strength that surpasses previous speed and strength boosts, increasing to that of triple their base instead of the double they were previously capable of. The user will then employ their new found speed to flick toward the opponent and proceed to perform a three hit leg combo. The three kicks will be aimed at the opponent's lower body, middle torso, and head in that order; The first low kick takes away their balance by sweeping them off their feet, the second torso kick stuns them by striking them directly in the torso region, and the very last kick is aimed at the head. Because the user is so fast it seems as if these three hits are in conjunction, making it difficult to dodge or block all three of them, however, the technique requires that the user travel in a simple linear path akin to a swift release user, thus allowing the opponent a greater chance of performing an effective counterattack. As an alternate option to the above, the user is capable of performing these three kicks in one cohesive spinning motion, using the sheer power and speed granted to them by the armor strengthening to create a large wave of compressed wind that has the ability to neutrally combat elemental ninjutsu of the same rank or below in a manner akin to the Leaf Dragon God technique. While using this technique, the user cannot use regular or elemental ninjutsu or have any said techniques active as they perform this jutsu.
Restrictions:
Note: Can only be used twice per battle.
Note: The user cannot use any Mandalore techniques in the same turn and S rank and higher ones next turn.
Note: This technique can only be used if wearing the basic Mandalorian armor. Once performed, the user is unable to use the "Armor Strengthening" active ability on the armor for the following two turns.
(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique due to overloading it with elemental chakra, letting the armor essentially become the essence of whatever elemental chakra is being channeled through it. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their elemental chakra within the armor to signify what kind of legend they want to become, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.

Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that fire techniques gain +15 damage. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to b-rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.

Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.

Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one A-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.

Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.

Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note: The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for four
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.
Note: Due to the Mandalore channeling so much specific elemental chakra into their armor for such a long time, they would be restricted to using only those element(s) for two turns after this technique is over and while it is active.

Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities.

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.
-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise.

Mandalorian Technique: Repulsor Energy | Rorian no Jutsu: Riparusāenerugī
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40 (-5 per turn to sustain )
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan, acting as it's only utility based attack. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank of the technique. The palm can either release a blast, beam, or even a wide spread of chakra. Not only with the holes present in the palms, the user also has the capability of releasing the Repulsor Energy from any of his jet pack holes present on his armor's body. Additionally, the user can choose to let the chakra "leak" out of the holes, and with advanced shape manipulation, the chakra could form various objects or tools to protect the user. It costs five chakra per turn to sustain the shapes of these objects, and can only be sustained for one turn.
-The S-rank version can be used three times per battle. Once used, it requires a three turn cool down limit
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-C Rank can be used up to Short range
C-B Rank can be used up to Mid-range
A-S Rank can be used up to Long-range

(Ōbāshīrudo) - Overshield
Type: Defensive
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: While Overshield is a simple technique in nature, it is one of the most advanced and powerful of the jutsu at the disposal of the Mandalorian. By focusing a large amount of chakra into a chakra powered shielding system built into the armor, a Mandalorian is capable of reinforcing their protective body armor, thus protecting themselves completely from physical threats. By reinforcing the armor the user effectively creates a defensive shell around them which is powerful enough to repel 80 points of physical damage, meaning that attacks that are not physical in nature, such as genjutsu, will pass through the defense uninhibited. While this defense is activated, however, the Mandalorian will only be able to use Mandalorian techniques and taijutsu, as much of their focus and chakra is being placed on maintaining the armor's defensive capabilities in addition to the armor's other functions. While the overshield is active, the Mandalorian will be completely immune to the effects of the techniques that hit it, whether it be momentum, heat, electricity, etc, until the overshield has been completely destroyed. At the start of each turn following the usage of this technique, the overshield will lose 20 points of damage point shielding until this number decays to 0, at which point the shield would cease to exist. The user can cancel the overshield whenever they wish.
Note: Can only be used twice per battle.
Note: Overshields can not be stacked on top of one another. If an overshield is active already, the user will be unable to perform the jutsu again unless they allow the first overshield to fade first.
Note: Overshield doesn't regenerate when hit by damage.
Note: Can be used by any Mandalorian Armor Set.

Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.

This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.

Helmet

Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.

Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing, doubling it's effectiveness. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu bar Mangekyo level illusions, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. In addition, the jolt would paralyze the user for a whole turn, and on the next their speed would be halved until they recover completely the following turn. This ability would cost sixty chakra opposed to the thirty chakra beforehand.

Body Armor

Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.

Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.

Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.

This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.
 
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Cursed Prince

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Cards of the Joker | Jōkā no Kādo
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The Cards of the Joker are special weapons needed to use the Reaper of the Cards and are usually kept in holsters. These 52 deck of cards are made from a special metal, the same special metal used in chakra enhanced trench knives, though these cards have sharp edges. Much like the trench knives the cards are able to contain chakra from the user and become the origin of techniques. In this way they can be used for techniques that require shuriken, kunai, or any other projectile weapon. It is used to perform a certain CFS.
~Can only be used by Cursed Prince and those allowed
~Can carry around multiple packs



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Kādo no Shinigami | Reaper of the Cards
Type: Nin-Kenjutsu/Bukijutsu
Background: Reaper of the Cards was created by a Jōkā who had sworn vengeance on the world. Once a powerful and respected figure, he had soon lost everything. His family, power, wealth, it was all taken away on nothing more than a whim. He was soon reduced to nothing more than a fool. In the fear of losing his life if his identity were to be found out, he took the disguise as a Joker in a carnival. This is what he had to become... a bitter old fool who entertained others with his foolishness. He hated his life and couldn't really do anything to change it. But he could do things to make himself seem better. That one thing that entertained the entertainer, made his hell of a life just barely bearable was... blood. Killing a few of those who had part in the killing of his family, and their families. That was the purpose of the Reaper of the Cards style. With his cards and his Scythe he brought true terror and despair to the masses. He became known as Jack the Ripper. Eventually he was taught and executed. He passed down his fighting style to a few of the other Jokers, and eventually it fell into the hands of the Cursed Prince.

Description on the Abilities and Inner Workings of the Style: Kādo no Shinigami is a style that incorporates both kenjutsu and bukijutsu. It requires the use of a double edged Joker Scythe and a 52 deck of ornate metal cards that are normally kept in a holster. They are inscribed with the symbols on normal cards such as the Joker, Ace, King etc. This allows them to be used as regular shuriken outside of the style in the place of shurikens for techniques that require them as they are extremely sharp. The style itself requires precise control over ones chakra, allowing them to levitate cards within a few feet of them and to send them flying at an opponent. This is just a simple ability of those using the style. Kādo no Shinigami relies on surprise attacks and stealthy attacks instead of pure raw power, mostly used as means for assassination. The original master of this style was very proficient in the use of the Silent Homicide technique. Using the abilities to send the cards where they desire they can set up attacks using them. The attacks are done by channeling pure chakra or in some cases elemental chakra into the cards. Whenever this is done into 1 of the face cards, it allows sharp scythes to emerge from them. They are solid manifestations of chakra in the form of the same Scythe the user wields, used to attack an opponent from cards that have slipped through their defenses or send them at the opponent and stab them. They can quickly and stealthily end the opponent without his notice. Advanced users can cause a joker wielding the same scythe as the user to emerge from a face card and decimate an opponent. He is just as stealthy as the cards when he to assassinate an opponent, he is composed entirely of chakra and controlled entirely by the users. The users Scythe is used to strike down the target when an opening is created. Using chakra and the number cards present they can enhance every slash from the scythe, creating powerful shock waves from a single slash that could easily slice an opponent in half and grind and slash opponents due to the large number of the cards. The user also uses the cards to enhance hand to hand combat, by wielding a card as one would a kunai. The user is proficient enough with it to defend even from heavy weapons such as axes Because of its small size, making the cards very quick and efficient hand held weapons.

Example Techniques:
Kādo no Shinigami: Bāsuto no Jakku | Reaper of the Cards: Jack of the Bursts
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This technique can be used on a single card anywhere within the limits of the range. After the swift formation of 2 handseals the user will focus 1 of 3 elemental chakras throughout the card and release it from the card. Depending on the desired element, different effects may be caused.
Lightning: The user will send his lightning chakra into any card within range and when he wills it so, discharge the lightning from the card causing lightning to emanate from it in all directions within 5x5 from the original location of the card. The lightning is rather unfocused, so it can only shock and paralyze an opponent, similair to nagashi, only it doesnt numb the body.
-Restrictions here-
Fire: The user will this time send fire chakra into a single card anywhere with mid-range of him. The user will channel fire chakra into the card and release it, causing fire to shoot out from it in all directions within 5x5 meters from the original source of the card. The fire is much more like the fire irl causing 2nd degree burns on contact. It sets the opponent on fire and it must be rid or else the opponent may burn to ashes.

Earth: The user will this time send Earth chakra into a single card anywhere with mid-range of him. The user will channel the earth chakra into the card and then release it. This is different from the other 2 elemental releases as it requires direct contact with the desired object. The user can use this to cause the object its in contact with to suddenly drastically increase weight.

Kādo no Shinigami: Burēdo no Jakku | Reaper of the Cards: Jack of the Blades
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into in a card of the user's desire, the user can manifest the chakra into the form of a blade made entirely of chakra. It bears great resemblance to one of the blades on the double edged scythe used by the user. Each blade can range in size from 1 to a full 5 meters in length. The user can force 3 cards to use this technique, but the strength would be equally divided between each blade. Since the technique was designed for quick and stealthy kills, it is quite hard to notice.
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Kādo no Shinigami: Kādo no Hontō no Jakku | Reaper of the Cards: True Jack of the Cards
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will channel an exceptionally large amount of powerful chakra into a card anywhere within Short-Mid range. The user will manifest his chakra into a the upper body of a Joker projected from the card. The joker wields the same scythe as the user and is inhumanly strong. It can quickly swing and stab opponents with its scythe at the same speed of the user. Being a technique used for assassination it is quite stealthy, seemingly using the Silent Homicide Technique when it attacks. It has a short range reach when it attacks, but can also use the card it emanates from to move from place to place
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Restrictions come later z.z

Additional effects and Restrictions:
~Requires completion of kenjutsu
~The users proficiency with Bukijutsu is increased when using the cards, being generally faster then other projectiles
~Levitating the cards is done passively but the user only has control of the cards within short-mid range. They can be sent at an opponent as if they were thrown
~

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

Cursed Prince, our loyal member, gave on the date the 11th of July 2014 a request for a Patent on Custom Fighting Style (Reaper of the Cards). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Kado no Shinigami
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Copyright 2014, Madāra Uchiha, NarutoBase.net

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- Approved :

Techniques


Kādo no Shinigami: Burēdo no Jakku | Reaper of the Cards: Jack of the Blades
Type: Offensive/Supplementary
Rank: B
Range: Short/Mid
Chakra: 20
Damage: 40
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into a card of the user's desire, the user can manifest the chakra into the form of a blade made entirely of chakra. It bears great resemblance to one of the blades on the double edged scythe used by the user. Each blade can range in size from 1 to a full 5 meters in length. The user can force up to 3 cards to use this technique, but the strength would be equally divided between each blade. IF you manage to get a card behind the opponent without them noticing this can be a great assassination technique as there is little sound when the blades are formed for this purpose.

~ Must know Reaper of the Cards Fighting Style and be taught by LonelyAssassin
~ Can't be used more than once in the same turn
~ Approved :

Kādo no Shinigami: Kādo no Hontō no Jakku | Reaper of the Cards: True Jack of the Cards
Type: Offensive
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: This is one of the core abilities of the style and requires very precise chakra control. By channeling chakra into a card of the user's desire, the user can manifest the chakra into the form of the upper body of a large Joker-like entity the originates from the card. With just the upper body of the joker, it is easily 6 feet tall. The joker wields a larger version of the scythe the user wields. Once it is formed it will swing or stab an opponent with it's scythe. Being a technique used for assassination it is quite stealthy, seemingly using the Silent Homicide Technique when it attacks and moves quickly. This is able to be used on up to 2 cards, the power between each would be split. It has a short range reach when it attacks.
~Can only be used 5 times per battle
~Must know the Reaper of the Cards
~Can only be used once in the same turn
~Approved :

Kādo no Shinigami: Akui No Aru Suu~ōmu | Reaper of the Cards: Malicious Swarm
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique requires the user to first surround his opponent in a dome-like formation of 21 of his cards, similar to the Demonic Mirroring Ice Crystals technique used by Haku, only smaller scaled. The user will charge chakra into the cards and from each card, a miniature joker carrying a miniature scythe will dash from the card, attacking the opponent in a swarm of slashes.The Joker's are as big as the cards and do not have to be dispersed straight away, they can all move to attack as a barrage in another direction if they so wish and if the user manages to escape the dome of cards.

Note: Can only be used Twice
Note: Lasts 3 Turns
Approved :

( Kakuhenkan, Kama no Katachi ) | Transmutation, Scythe Form
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20 (+10 to Reaper of the cards techniques)
Damage: N/A
Description: By channeling chakra into one of the card's that the user has under his control, he will manipulate any number of cards' form into that of a large double-sided scythe, exactly the scythe that the joker conjures to attack. These scythes can all be controlled as the cards would be, however when using reaper of the card techniques through these scythes, a joker materializes with his hands around the scythe, ready to slash. This allows for a more in-depth fighting style and combo's.
Note: Can only be used three times, lasts for 6 turns
Note: Specifically allows for the technique to be used
Note: Must Know the Fighting Style Reaper of the Cards
Note:
Note:

(Kādo no Shinigami : Ō no engun) - Reaper of the Cards : King's Reinforcements
Type: Supplementary
Rank: D
Range: Short - Long
Chakra Cost: 10
Damage Points: N/A
Description:
The user will stream their cards into a jutsu, the cards won't be damaged by it and will simply travel with them offering no damage boost or perk. It is simply a way to tranzit the cards across the battlefield with a little more ease. As they form a technique with their chakra the cards will be stream through it to hide within the structure or energy (of course within reason, if the technique is too small then it won't be able to hide any cards in it). For example if When the technique is countered or lands the hit, depending on it's size cards of the same proportion will be littered across the battlefield and could potentially hit some one if they were to fall on them - however they can be simply countered through freeform. Whilst this jutsu is active the user can choose which jutsu they stream their cards into passively.

- Activation of this is instant and can be within the same timeframe of the first jutsu it is used with
- Can only be used on Techniques that come from the user or erupt from the ground.
- Must know Reaper of the Cards.
- Lasts four turns

Kādo no Shinigami: Jōkā no Hikō Surasshu | Reaper of the Cards: Flying Slash of the Joker
Type: Offensive
Rank: S
Range: Short- Mid
Chakra: 40
Damage: 80
Description: By channeling chakra into one (or more) of the cards that have been transformed into a scythe using Kakuhenkan, Kama no Katachi, the user will create a joker that is formed with it's hands around the scythe. The Joker will then throw the scythe, causing it to spin which gives it overwhelming cutting power. After the scythe is thrown the user can choose to manifest the joker around the scythe, and uses its hands to immediately stop it, after which the user can make the joker throw the scythe again. The user can use these on up to 2 Scythe's at a time. The Scythe has a length of 5 meters
~Can only be used 2 times per battle
~Must know the Reaper of the Cards
~Cannot use Reaper of the Card techniques in the same turn or next
~This technique can't be used for 2 turns after it used
~Must have activated
 
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Cursed Prince

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( Oni Buki Busō ) - Demon Weapon Armaments
Type: Kekkai Genkei-Taijutsu/Kenjutsu
Background: Demon Weapon Armaments is a style only able to be practiced by ninja with the unique body structure of the Soma No Ko Kekkei Genkai. It allows both Soma No Ko partners to become 'Demon Weapons'. It was created by a man known as Death who mastered transformation techniques and experimented on himself to gain the Soma No Ko's genetic structure. It has since been in the hands of the masters Black Star, Justin Law, and Franken Stein
Description on the Abilities and Inner Workings of the Style: The style is only possible with knowledge of the Henge No Jutsu and the assimilate all creation technique. With intense practice and meditation, as well as the natural ability of those of the Soma No longer clan to control their bodies, they are able to effortlessly become a weapon. They are also able to mix and mold chakra together. To make the style easier to learn, the Soma no Ko partners train in different aspects of this style. One Demon Weapon is the Meister while the other is the Kishin. Meisters wield the Kishins as their weapon and the Kishin functions as that weapon. The Demon Weapons Armaments consists of 3 type of transformations

Full Demon Weapon - A Full Demon Weapon is the most basic transformation. It is the transformation of a Kishin into a weapon that must be held by the Meister to be affective. The Kishin can replicate many different weapons while being even more durable and powerful than the weapon would normally be. In weapon form the Kishin has a mental connection with only his Meister. He is able to control himself in weapon form as if it were his own body: to a Kishin the many different sections of a weapon can be like joints or muscles, he can control his movement easily. He is also able to use chakra to change his length, shape and size in his weapon form. The abilities of these weapons vary and cannot be generically defined, but they are not elemental in nature, and the weapons used are not common or sometimes real. They may also not be exactly as the weapon that they replicated
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Death Weapon - The Death Weapon transformation is a half-weapon, half-demon transformation. This transformation is different from the Full Demon Weapon transformations as in his weapon form the Kishin is capable of fighting independently. The transformation commonly takes up the entire body with the exception of the head, which takes on a demon-like shape. The weapon in this form has a vaguely human structure, because of the need to maneuver. The weapons that can be transformed into are mostly huge, unorthodox weapons such as a guillotine or ballista. Weapons with mechanism requiring their working are able to be transformed into, but modern weapons are not usable.



Arata - Arata is a transformation done between both the meister and the kishin. The kishin would merge into the Meister’s body while transforming into a specialized armor form known as Arata. Arata protects the Meister’s body while also being a part of the body, if it happens to be damaged it can be regenerated. It turns the Meister into a physical tank, giving him a resistance to a certain amount of damage and latent regenerative powers. While using Arata he can buff his own speed and strength by absorbing the physical power of his Kishin, having the Kishin give him his nutrients and adrenaline.





Example Techniques:
Oni Buki Busō: | Demon Weapon Armaments: Leaf Of The Moonlit Night
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30(-5 per turn)
Damage: N/A
Description: Leaf Of The Moonlit Night is a Full Demon Weapon transformation done by the kishin. The Kishin will transform their self into a large four pointed shuriken star constructed from four vaguely leaf-like blades with ornate white patterns on them extending outwards from a wide, circular ring acting as the weapons centre. This is where it is held and thrown by. The Kishin in this form is hard and durable, needing to take C rank or above damage before being reverted back to human form. The Meister can throw the shuriken star with the power of a B rank technique, at the cost of a move. The Kishin itself, in it's weapon form is capable of molding chakra and using that to change directions after being thrown. Bursts of chakra at the end of one of the shuriken's blade will allow it to change directions multiple times with only one use. This ability can be used twice, the burst giving it the power of an A ranked technique



Oni Buki Busō: | Demon Weapon Armaments: Demon Chain
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30 (-5 per turn)
Damage: N/A (+20 Kenjutsu)
Description: The Demon Chain is a full body demon transformation done by the kishin. The Kishin will transform into a long and sharp sickle-like blade with white ornate patterns on the flat sides of the blade. It has a handle attached for the Meister to use that is accentuated by three short spikes. It has a long black chain on the end of his handle that circles him twice at all times and can lengthen up to long range. This weapon, though wielded by the Meister the kishin has a majority of control in this form. The long chain is able to be controlled as if every link of chain is a joint. The swords chain allows it to be extended up to long range, and through this Kenjutsu techniques are all lengthened up to long range and gain an increase in damage.
Additional effects and Restrictions: Must be a member of the Soma No Ko Clan or have their DNA to use this style
To transform into any weapon form besides Arata they must be seperated

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

Cursed Prince, our loyal member, gave on the 31st of March 2015, a request for a Patent on the Custom Fighting Style Demon Weapon Armaments ( Oni Buki Busō ). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Demon Weapon Armaments | Oni Buki Busō
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Copyright 2015, Cursed Prince, NarutoBase.net

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Students - Nah

Techniques

Oni Buki Busō: Tsukiyo No Ha | Demon Weapon Armaments: Leaf Of The Moonlit Night
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30(-5 per turn)
Damage: N/A
Description: Leaf Of The Moonlit Night is a Full Demon Weapon transformation done by the kishin. The Kishin will transform their self into a large four pointed shuriken star constructed from four vaguely leaf-like blades with ornate white patterns on them extending outwards from a wide, circular ring acting as the weapons centre. This is where it is held and thrown by. The Kishin in this form is hard and durable, needing to take C rank or above damage before being reverted back to human form. The Meister can throw the shuriken star with the power of a B rank technique, at the cost of a move. The Kishin itself, in it's weapon form is capable of molding chakra and using that to change directions after being thrown. Bursts of chakra at the end of one of the shuriken's blade will allow it to change directions multiple times with only one use. This ability can be used twice, the burst giving it the power of an A ranked technique. The purpose of this technique is to use a tactic similar to what Naruto and Sasuke used against Haku/Zabuza
Note: Throwing the Kishin with the power of a B rank consumes 20 chakra points and a move
Note: The Kishin altering it's path consumes 30 chakra points and a move
Note: Form lasts for 3 turns
Note: Kishin is able to revert back to human form at any time
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Oni Buki Busō: Akuma Ken | Demon Weapon Armaments: Demon Chain
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A (+10 Kenjutsu)
Description: The Demon Chain is a full body demon transformation done by the kishin. The Kishin will transform into a long and sharp sickle-like blade with white ornate patterns on the flat sides of the blade. It has a handle attached for the Meister to use that is accentuated by three short spikes. It has a long black chain on the end of his handle that circles him twice at all times and can lengthen up to long range. This weapon, though wielded by the Meister, the kishin has a majority of control in this form. The long chain is able to be controlled as if every link of chain is a joint. The swords chain allows it to be extended up to long range, and through this Kenjutsu techniques are all lengthened up to long range and gain an increase in damage. The Demon chain is also durable, the chain and blade able to resist C rank damage before being damaged and reverted back to human form.
Note: Lasts for 5 turns
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Oni Buki Busō: Pacho | Demon Weapon Armaments: Bannana Leaf Fan
Type: Offensive/Supplementary
Rank: S
Range: Self (Long)
Chakra: 40
Damage: N/A (+20 fan techniques)
Description: Pacho is a full body demon weapon transformation done by the kishin. The Kishin will transform into a green Gunbai that's base is formed of 7 connected pieces of metal. After it is formed, the Kishin begins to release wind chakra and manipulates it's weapon form, causing the base of the gunbai to disconnect and the handle of the gunbai to extend around them. The disconnected pieces of metal look like leaves, and with this transformation the gunbai gains massive power. All Fan or Gunbai related techniques gain +20 damage for it's duration, and all fan or gunbai related techniques ranges are increased one range. Because the Kishin is able to knead chakra by himself, it can perform the fan techniques and doesn't require any handseals. The Gunbai also has it's melee usage, it can cut through anything C-rank and below in it's transformed state. In it's transformed state, the entire gunbai is about 2 meters long.
Note: Wind techniques requiring the usage of a fan or gunbai can be performed without any handseal, and with +20 damage, for the duration of this technique
Note: Can only be used twice per battle
Note: Lasts for 4 turns
Note: Once this technique ends, cannot use wind techniques for 2 turns afterwards
Note: When used as a melee weapon in it's transformed state, can cut through C-rank and below matter based jutsu.
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Oni Buki Busō: Tsukiyo No Ha | Demon Weapon Armaments: Leaf Of The Moonlit Night
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30(-5 per turn)
Damage: N/A
Description: Leaf Of The Moonlit Night is a Full Demon Weapon transformation done by the kishin. The Kishin will transform their self into a large four pointed shuriken star constructed from four vaguely leaf-like blades with ornate white patterns on them extending outwards from a wide, circular ring acting as the weapons centre. This is where it is held and thrown by. The Kishin in this form is hard and durable, needing to take C rank or above damage before being reverted back to human form. The Meister can throw the shuriken star with the power of a B rank technique, at the cost of a move. The Kishin itself, in it's weapon form is capable of molding chakra and using that to change directions after being thrown. Bursts of chakra at the end of one of the shuriken's blade will allow it to change directions multiple times with only one use. This ability can be used twice, the burst giving it the power of an A ranked technique. The purpose of this technique is to use a tactic similar to what Naruto and Sasuke used against Haku/Zabuza
Note: Throwing the Kishin with the power of a B rank consumes 20 chakra points and a move
Note: The Kishin altering it's path consumes 30 chakra points and a move
Note: Form lasts for 3 turns
Note: Kishin is able to revert back to human form at any time
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Oni Buki Busō: Akuma Ken | Demon Weapon Armaments: Demon Chain
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A (+10 Kenjutsu)
Description: The Demon Chain is a full body demon transformation done by the kishin. The Kishin will transform into a long and sharp sickle-like blade with white ornate patterns on the flat sides of the blade. It has a handle attached for the Meister to use that is accentuated by three short spikes. It has a long black chain on the end of his handle that circles him twice at all times and can lengthen up to long range. This weapon, though wielded by the Meister, the kishin has a majority of control in this form. The long chain is able to be controlled as if every link of chain is a joint. The swords chain allows it to be extended up to long range, and through this Kenjutsu techniques are all lengthened up to long range and gain an increase in damage. The Demon chain is also durable, the chain and blade able to resist C rank damage before being damaged and reverted back to human form.
Note: Lasts for 5 turns
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Oni Buki Busō: Pacho | Demon Weapon Armaments: Bannana Leaf Fan
Type: Offensive/Supplementary
Rank: S
Range: Self (Long)
Chakra: 40
Damage: N/A (+20 fan techniques)
Description: Pacho is a full body demon weapon transformation done by the kishin. The Kishin will transform into a green Gunbai that's base is formed of 7 connected pieces of metal. After it is formed, the Kishin begins to release wind chakra and manipulates it's weapon form, causing the base of the gunbai to disconnect and the handle of the gunbai to extend around them. The disconnected pieces of metal look like leaves, and with this transformation the gunbai gains massive power. All Fan or Gunbai related techniques gain +20 damage for it's duration, and all fan or gunbai related techniques ranges are increased one range. Because the Kishin is able to knead chakra by himself, it can perform the fan techniques and doesn't require any handseals. The Gunbai also has it's melee usage, it can cut through anything C-rank and below in it's transformed state. In it's transformed state, the entire gunbai is about 2 meters long.
Note: Wind techniques requiring the usage of a fan or gunbai can be performed without any handseal, and with +20 damage, for the duration of this technique
Note: Can only be used twice per battle
Note: Lasts for 4 turns
Note: Once this technique ends, cannot use wind techniques for 2 turns afterwards
Note: When used as a melee weapon in it's transformed state, can cut through C-rank and below matter based jutsu.
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Sōma no Kō


( Soma No Kou Jutsu: Ame no Ken to Ashi ) - Twin Demons Technique: Raining Fists and Feet
Rank: F
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: 90 (-40 to user)
Description: Because of the special nature of the Soma No Kou's Kekkai Genkai that allows for two seperate bodies to reside in one, all soma no kou users are able to use the limbs of the partner dormant inside of him at any given moment. The user of this technique draws out his partners 4 limbs so that he has an additional arm and legs coming from his shoulders. After clapping his hands and feet together while gathering chakra, in that moment they release all of it into their limbs as the user begins to punch and kick the target indiscriminately. Because of the amount of chakra used and the amount of used, to an opponent it would seem as if a sea of feet and fists are coming towards them from all angles. The strain on the user of this technique is immense: His own arms will be dislocated from moving his limbs so fast, and he won't be able to use his clan's abilities until the following turn
Note: Disables the user's arms for the rest of the match unless they are healed
Note: User cannot use his KG in the next turn
Note: Can only be used once per battle
 
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Custom Weapons & Custom Weapon Techniques

Cards of the Joker | Jōkā no Kādo
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The Cards of the Joker are special weapons needed to use the Reaper of the Cards and are usually kept in holsters. These 52 deck of cards are made from a special metal, the same special metal used in chakra enhanced trench knives, though these cards have sharp edges. Much like the trench knives the cards are able to contain chakra from the user and become the origin of techniques. In this way they can be used for techniques that require shuriken, kunai, or any other projectile weapon. It is used to perform a certain CFS.
~Can only be used by Cursed Prince and those allowed
~Can carry around multiple packs
~Approved :

Given to :


Clover Tornado | Kurōbā Tatsumaki
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using the Custom Weapon Cards of the Joker, the user is able to use his ability to infuse the cards with chakra to attack. The user has to use 20 or more cards, and manipulates them into a swirling formation that looks like a small tornado. The user can then send them towards the opponent, aiming to slash them if they allow themselves to be caught in it.
Note: Can only be used 4 times

 
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