[CJ] Customs Trade

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Hoi! I teach these Jutsu for 1.5k each :) Thanks for this!

Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description:
This is a Close Combat Technique which uses the ability to draw things using Wind but on a more powerful scale. This technique is used on the user will manipulate the wind to rapidly pull either themselves within Short from Mid range in a linear direction. When this technique is used to pull the user it only has an effective range of 10 meters. The user will use the wind to pull them forward and get into close range so they will crash into a target, can be used to rapidly pull them to the floor whilst in the air and cause a crater in the area when punched, causing the ground to buckle and any opponents to fall over with range. When used to rush forward to directly punch a target, it will cause major damage, enough to shatter bones.
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Pulling in short range only takes a second, pulling to mid takes significantly longer.
- Cannot be used multiple times in the same turn
- Has two turn cool down
- Can only be taught by LonelyAssassin

Type: Defensive / Supplementary
Rank: B
Range: Short / Long
Chakra Cost: 20 (-5 to sustain)
Damage Points: N/A
Description:
By Fuelling Chakra into a Kunai or similar Projectile(s) in their hand or on the field the user makes that projectile the epicenter of bursts of intangible and harmless wind, the opponent and user will be able to feel these bursts of wind, the bursts of wind fading after 5 meters away from the projectile. The Bursts of Wind do not cause any damage and instead with each pulse senses any foreign chakra caught in the breeze vicinity of the Kunai and sends that information back to the user, basically giving them a form of sensory but in a specific area. The Wind also pushes other projectiles like thrown kunai, shuriken etc. it basically makes any throw weapon useless as it messes with their trajectory and therefore aim - even the user's unless thrown with the breeze.
- Costs a small portion of Chakra to sustain
- If Tool(s) are destroyed then the area will lose sensory
- Max of 5 Tools this can be applied to.
- Can be deactivated at will
- Must be taught by LonelyAssassin

Type: Supplementary
Rank: D
Range: Short/Long
Chakra Cost: 10
Damage Points: N/A
Description:
The user will channel their Wind chakra into a projectile or tool of some sort (Can be a Flash/Smoke bomb as well), whether it be in their hand or not. The projectile will release a pulse of wind which has an extremely small and harmful radius. The Pulse of wind when connecting with anything solid will essentially bounce the projectile off of the surface in another aimed direction. For example if I were to throw a Kunai at a Tree to the left of myself, in my opponent's view it would be on their right; the kunai would hit the tree and the wind would pulsate off it at an angle so that the kunai would redirect from the tree and fire towards the opponent. The Pulsating Wind activates when the tool hits something solid, so this can bounce off of repeated surfaces, another example would be a Kunai bouncing off a tree towards the back of the opponent instead, bouncing off a wall to strike from behind.
This can also be used on tools that aren't in use on the field. Though it would count as one of the tool's three bounces to lift it from the ground/surface on it's own and back into the playing field
- Other Jutsu can be performed whilst the tool is actively "bouncing"
- Tool can bounce off a maximum of 3 surfaces
- Must be taught by LonelyAssassin

Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
The User makes Three Hand seals a forms a small, very pressurized ball of wind no bigger than Golf ball at the end of their Index Finger. They fire it from their finger and it flies across the battlefield at high speeds, though it can still be seen and tracked with the ordinary human eye - it's speed is still very impressive and will reach distances of 5 meters in a second, it's pretty quiet too except for the little zipping sound it makes in close range.
The Attack may seem small but always has an intended target, the ball can shred through thick rock/earth and trees/wood weaker than it until it gets to the destination the user desired for it. Once it does that compressed ball of energy releases as a wind explosion, scattering anything in range of it (5 Meter Radius Explosion) - it would sound like that of a Cannon being fired when the ball explodes. If this Ball was intended to hit an Earth (Or Earth Based) Target, it would shatter the rock and spread it far away, like a fragmentation effect the earth would scatter and could hit the user's opponent. The Damage however would only be half of the original Earth technique's damage, and it would act as an Earth (Or Earth Based Depending on the Target) Technique instead. If this were to hit a Water Technique it would have that also explode in various directions, though this would NOT damage unless it was a Liquid that's not water with effects (Again only half of what the original liquid-based tech damage would have been), for example if it were a sticky liquid or acidic liquid the effects would still apply if it hit the opponent.
If this hits other Energy based Techniques like, Lightning, Wind it would just act like an ordinary Wind Explosion and have no unique effects like above. Fire however, if it hits a B-Rank Fire technique or below it will explode in a large Maelstrom of flames - looking like a giant glowing orange orb in the sky for a moment, the fire would be scattered across the ground and burn anything that touches it.
- Can be formed at the Tip of a Weapon or infused with a projectile.
- Can also be used to successfully counter or in combination with the Shuriken Shadow Clone Technique (Wind Ball would be fast enough to catch up to Multiplied Tool), scattering the multiplied tools in many directions. This only works for Wind Specialists.
- Can only be Taught by LonelyAssassin
- Has a Three turn cooldown
- Can only be used 4 times

Type: Supplementary
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage points: 60
Description:
The user manipulates a pre-existing water technique/source that they have used (not the opponents) and will imbue their chakra into the water and they will manipulate it again by performing a hand seal. The water jutsu will split into two smaller projectiles and instead of going straight towards the enemy they will move to the left and right, changing into spinning discs of cutting water and attacking the opponent from the sides instead of from in front. The amount of water can be small or large, but this jutsu will only work on projectiles of water or streams, not massive bodies of water like waves that can cover a battlefield and they must be techniques shot at the opponent, not ones that come from around them. However this can be used on still bodies of water that you've used previously (pre-existing source), parting it and making it move to attack from two different sides - for example if there is a puddle of water leftover from Gushing Water Imprisonment, you can split the water and manipulate it into discs and so forth.

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

Type: Defensive
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: Using their quick reflexes a Shinobi will quickly remove a section of their clothing swiftly and use it as a distraction to throw at the opponent or even to escape from the opponent if they decided to grab onto the Shinobi's clothing. The removal of the clothing is done in a split second because they don't take their clothing off normally and instead rip it off using their own chakra, the piece of clothing can be anything as long as it is visible to the opponent. The shinobi can then follow up by attacking their opponent using a weapon or their Taijutsu from a different angle after the distraction/escape has been made from their piece of clothing. The clothing will basically take the hit or cover up the opponents line of sight and distract them so that the user can dodge around and attack from a different angle.
- Can only be taught by LonelyAssassin
- Can be done to your opponent's clothes
- Doesn't work on Armour

Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description:
Much like the Tree Climbing Practice of focusing ones chakra to the feet, the user will basically do the same thing except Chakra is focused through not just their feet but also their hands. The user will leap or break off into a sprint using all fours to run, the chakra will help get a gripof the ground before pushing off it with their strength, making larger strides than they would whilst running normally at a fast rate. The user must have really good arm strength as well, a master of strong-fist Taijutsu is required.
This can be used across most surfaces including water and can be used whilst in the middle of a run to push off of objects, this can be the side of a tree or even to go upside against the top of a ceiling (User doesn't have to simply push off, they can do the full run across the side of a wall or against the top of a ceiling whilst upside down). To finish the user's run however if they have moved close enough to their target they can finish off with an attack of sorts, for example they could pull their legs through with their palms on their ground thrusting their feet forward like a Vault and kick their feet into the target's chest. Or if they pushed off a wall the user could perform a powerful punch across the opponent's face.
- Whilst active other techniques can be performed by the user
- Can be deactivated at will which will halt the user's movement
- Must be taught by LonelyAssassin
- Must have mastered strong-fist Taijutsu.

Any questions? If not they're yours
 
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